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08_A_Small_Favor2.cfg
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08_A_Small_Favor2.cfg
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#textdomain wesnoth-did
[scenario]
id=08_A_Small_Favor2
name= _ "A Small Favor — Part 2"
map_file=campaigns/Descent_Into_Darkness/maps/08_A_Small_Favor2.map
{TURNS 25 22 19}
next_scenario=09_A_Small_Favor3
victory_when_enemies_defeated=no
[time]
id=indoors
name= _ "Indoors"
image=misc/time-schedules/schedule-indoors.png
lawful_bonus=-10
[/time]
{SCENARIO_MUSIC casualties_of_war.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
# No story; this occurs immediately after the previous scenario
# wmllint: validate-off
[side]
side=1
controller=human
gold=0
team_name=intruders
user_team_name= _ "Intruders"
{FLAG_VARIANT undead}
color=darkblue
income=-2
# wmllint: recognize Malin Keshar
{CHARACTER_STATS_MALIN_KESHAR}
shroud=yes
facing=nw
[/side]
# wmllint: validate-on
# Mages
[side]
side=2
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
color=purple
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
# City guard
[side]
side=3
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
{FLAG_VARIANT loyalist}
color=gold
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
# This macro places the doors and adds the door-opening event
{MANOR_DOORS 1}
# Scenery
{PLACE_IMAGE items/ankh-necklace.png 3 15}
{PLACE_IMAGE items/ball-blue.png 2 10}
{PLACE_IMAGE items/ball-magenta.png 25 2}
{PLACE_IMAGE items/ball-green.png 8 2}
{PLACE_IMAGE items/stone-tablet.png 6 16}
{PLACE_IMAGE items/stone-tablet.png 15 13}
{PLACE_IMAGE items/ankh-necklace.png 3 15}
{PLACE_IMAGE items/ornate2.png 17 1}
{PLACE_IMAGE items/potion-blue.png 26 4}
{PLACE_IMAGE items/potion-grey.png 27 5}
{PLACE_IMAGE items/potion-green.png 27 6}
{PLACE_IMAGE items/potion-red.png 25 6}
{PLACE_IMAGE items/potion-yellow.png 26 6}
{PLACE_IMAGE items/altar-evil.png 26 5}
{PLACE_IMAGE items/barrel.png 24 10}
{PLACE_IMAGE items/barrel.png 25 10}
{PLACE_IMAGE items/barrel.png 22 9}
{PLACE_IMAGE items/box.png 25 9}
{PLACE_IMAGE items/box.png 22 11}
{PLACE_IMAGE items/box.png 21 12}
{PLACE_IMAGE items/box.png 9 7}
{PLACE_IMAGE items/chest-open.png 8 7}
{PLACE_IMAGE items/chest-plain-open.png 9 9}
{PLACE_IMAGE items/barrel.png 8 9}
{PLACE_IMAGE items/altar.png 15 2}
{PLACE_IMAGE items/holy-water.png 17 1}
{PLACE_IMAGE items/holy-water.png 18 1}
{PLACE_IMAGE items/ring-white.png 13 3}
{PLACE_IMAGE items/ring-red.png 24 1}
{PLACE_IMAGE items/dragonstatue.png 11 12}
{PLACE_IMAGE items/dragonstatue.png 10 12}
{PLACE_IMAGE items/dragonstatue.png 21 3}
{PLACE_IMAGE scenery/monolith2.png 14 12}
{PLACE_IMAGE scenery/monolith3.png 13 15}
{PLACE_IMAGE scenery/monolith1.png 17 14}
[event]
name=prestart
[objectives]
side=1
[objective]
condition=win
description= _ "Find Lord Karres"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
[/objective]
[objective]
condition=lose
description= _ "Death of Darken Volk"
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=no
carryover_percentage=100
[/gold_carryover]
[/objectives]
# Randomize Karres’s location
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{VARIABLE karres_x 1}
{VARIABLE karres_y 11}
[/case]
[case]
value=1
{VARIABLE karres_x 8}
{VARIABLE karres_y 1}
[/case]
[case]
value=2
{VARIABLE karres_x 13}
{VARIABLE karres_y 3}
[/case]
[case]
value=3
{VARIABLE karres_x 24}
{VARIABLE karres_y 1}
[/case]
[/switch]
[unit]
#ifdef HARD
type=Great Mage
#else
type=Arch Mage
#endif
id=Lord Karres
name= _ "Lord Karres"
side=2
x,y=$karres_x,$karres_y
canrecruit=yes
random_traits=no
[/unit]
{CLEAR_VARIABLE karres_x,karres_y}
[set_variables]
name=guardtypetable
[value]
type=Shock Trooper
[/value]
[value]
type=Spearman
[/value]
#ifndef HARD
[value]
type=Fencer
[/value]
#endif
[value]
type=Duelist
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Swordsman
[/value]
#ifndef EASY
[value]
type=Swordsman
[/value]
[value]
type=Duelist
[/value]
#endif
#ifdef HARD
[value]
type=Swordsman
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Duelist
[/value]
#endif
[value]
type=Heavy Infantryman
[/value]
[value]
type=Heavy Infantryman
[/value]
[value]
type=Spearman
[/value]
[value]
type=Fencer
[/value]
[value]
type=Fencer
[/value]
[/set_variables]
[random_placement]
num_items={ON_DIFFICULTY 5 6 7}
variable=loc
min_distance=3
[filter_location]
terrain=Iwr,Icn,Ior
[not]
x=1-5
y=1-5
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{NAMED_NOTRAIT_UNIT 2 "$guardtypetable[$($loc.n % $guardtypetable.length)].type" $loc.x $loc.y () (_ "Guard")} {GUARDIAN}
[/command]
[/random_placement]
[set_variables]
name=magetypetable
[value]
type=Mage
[/value]
[value]
type=White Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Red Mage
[/value]
[value]
type=Red Mage
[/value]
#ifdef EASY
[value]
type=Mage
[/value]
#endif
#ifndef EASY
[value]
type=White Mage
[/value]
[value]
type=Red Mage
[/value]
#endif
#ifdef HARD
[value]
type=Red Mage
[/value]
[value]
type=White Mage
[/value]
#endif
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[/set_variables]
[random_placement]
num_items={ON_DIFFICULTY 6 7 8}
variable=loc
min_distance=2
[filter_location]
terrain=Iwr,Icn,Ior
[not]
x=1-5
y=1-5
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{GENERIC_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y}
[/command]
[/random_placement]
# this code is a handler in case this scenario is reached via debug or an old save which did not include this variable
[lua]
code = << if wesnoth.get_variable("S7_turns")==nil then wesnoth.set_variable("S7_turns",5) end >>
[/lua]
[set_variable]
name=S7_turns
value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns)))
[/set_variable]
[set_variable]
name=spawn1
value=$("{ON_DIFFICULTY 7 6 5} + ($S7_turns)")
[/set_variable]
[set_variable]
name=spawn2
value=$("{ON_DIFFICULTY 14 12 10} + ($S7_turns)")
[/set_variable]
[recall]
id=Darken Volk
x,y=18,15
[/recall]
# We want Volk facing another direction
{MODIFY_UNIT (id=Darken Volk) facing ne}
[/event]
[event]
name=start
[store_unit]
[filter]
[filter_wml]
[variables]
got_inside_manor=yes
[/variables]
[/filter_wml]
[/filter]
variable=units_inside_manor
[/store_unit]
[foreach]
array=units_inside_manor
[do]
[recall]
id=$this_item.id
[/recall]
[modify_unit]
[filter]
id=$this_item.id
[/filter]
[object]
duration=scenario
[effect]
apply_to=loyal
[/effect]
[/object]
[/modify_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE units_inside_manor}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Malin and Darken Volk enter the mage lord’s manor, closing the heavy gates behind them."
[/message]
[message]
speaker=Darken Volk
message= _ "That gate will not hold back the soldiers for long. We must hurry."
[/message]
[/event]
[event]
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "Undead have entered the manor! Defend yourselves!"
[/message]
[/event]
# City guard spawns
#define SPAWN_GUARD
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
#define SPAWN_MAGE
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than_equal_to=$spawn2
[/variable]
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_MAGE}
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$spawn1
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $spawn1) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$S7_turns
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $S7_turns) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
#ifndef EASY
{SPAWN_GUARD}
#endif
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[/if]
[fire_event]
name=city guard dialogue
[/fire_event]
[fire_event]
name=city guard dialogue2
[/fire_event]
[fire_event]
name=city guard dialogue3
[/fire_event]
[/event]
[event]
name=city guard dialogue
[filter_condition]
[variable]
name=turn_number
equals=$S7_turns
[/variable]
[/filter_condition]
[message]
side=3
[filter_location]
x=22,23,21-26
y=18,18,19-20
[/filter_location]
message= _ "Hunt down the undead! Destroy them all!"
[/message]
[message]
speaker=Darken Volk
message= _ "The city guard has entered the manor. We will have to hold them off while we search."
[/message]
[/event]
[event]
name=city guard dialogue2
[filter_condition]
[variable]
name=turn_number
equals=$spawn1
[/variable]
[/filter_condition]
[message]
speaker=Darken Volk
message= _ "More guards are coming. We must hasten our search!"
[/message]
[/event]
[event]
name=city guard dialogue3
[filter_condition]
[variable]
name=turn_number
equals=$spawn2
[/variable]
[/filter_condition]
[message]
speaker=Malin Keshar
message= _ "It does not look like we have much time left!"
[/message]
[/event]
# Flavor text
[event]
name=moveto
[filter]
x,y=15,13
side=1
[/filter]
[message]
speaker=narrator
message= _ "The only thing we have to fear is fear itself."
image=wesnoth-icon.png
[/message]
[delay]
time=350
[/delay]
[sound]
name=wail-long.wav
[/sound]
[delay]
time=350
[/delay]
[message]
speaker=narrator
message= _ "<i>... nameless, unreasoning, unjustified terror...</i>"
image=attacks/wail.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=6,16
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>There is nothing good or bad, but thinking makes it so.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=2,10
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Mirrors of shallow blue, they stare,
Piercing, unblinking, a pitiless reflection,
Shattering our brittle, fancied reality.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=8,2
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Emerald, verdant green gives way,
Touched by shadow, the dark dye of black,
A fetid stain of pestilence.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=25,2
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Crimson pool, the essence of life,
Flesh and blood flow away to rot,
Leaving only bones to remain.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
# Lord Karres
[event]
name=sighted
[filter]
id=Lord Karres
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Lord Karres
message= _ "Darken Volk! I should have known it was you! What are you doing here?"
[/message]
[message]
speaker=Darken Volk
message= _ "Taking back what is rightfully mine."
[/message]
[message]
speaker=Lord Karres
message= _ "As impudent as ever. What lies in that book is not meant for human eyes — yours or mine."
[/message]
[message]
speaker=Darken Volk
message= _ "I am not here to argue."
[/message]
[message]
speaker=Lord Karres
message= _ "Of course you are not. I assume your arrogance has only grown over the years."
[/message]
[message]
speaker=Darken Volk
message= _ "If you wish to continue lecturing me, by all means, do so. It will only make you easier to kill."
[/message]
[message]
speaker=Lord Karres
message= _ "I regret that it has come to this."
[/message]
[/event]
[event]
name=moveto
[filter]
x,y=26,5
side=1
[/filter]
[message]
speaker=Darken Volk
message= _ "Someone was... messing... with some potions here."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Lord Karres
[/filter]
[message]
speaker=Lord Karres
message= _ "How... dare you..."
[/message]
[message]
speaker=Darken Volk
message= _ "Cease your prattle, you decrepit old man."
[/message]
[kill]
id=Lord Karres
animate=yes
fire_event=yes
[/kill]
{QUAKE rumble.ogg}
[terrain]
x=6,7
y=4,4
terrain=Iwr
[/terrain]
[redraw][/redraw]
[message]
speaker=Darken Volk
# po: a vault is a big underground room, sort of like a gigantic basement
message= _ "I feel the breaking of an illusion spell. The book is in the vault in the northwest corner of the manor. We must find the passageway leading there!"
[/message]
[objectives]
side=1
[objective]
condition=win
description= _ "Move Malin Keshar or Darken Volk through the passageway in the northwest leading to the vault"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
[/objective]
[objective]
condition=lose
description= _ "Death of Darken Volk"
[/objective]
{TURNS_RUN_OUT}
[/objectives]
[/event]
[event]
name=moveto
[filter]
x,y=1-3,1-3
id=Malin Keshar,Darken Volk
[/filter]
[message]
speaker=unit
message=_ "I found the passage to the vault!"
[/message]
[endlevel]
result=victory
bonus=no
linger_mode=no
{NEW_GOLD_CARRYOVER 100}
carryover_report=no
[/endlevel]
[/event]
# The player may have created new units using the plague ability. They
# should carry over to the next scenario.
[event]
name=victory
{SET_GOT_INSIDE_MANOR}
{CLEAR_VARIABLE guardtypetable}
{CLEAR_VARIABLE magetypetable}
{CLEAR_VARIABLE random}
{CLEAR_VARIABLE S7_turns}
{CLEAR_VARIABLE spawn1}
{CLEAR_VARIABLE spawn2}
[/event]
[event]
name=time over
[if]
[have_unit]
id=Lord Karres
[/have_unit]
[then]
[unit]
type=Royal Guard
side=3
x,y=22,18
id=RGuard
canrecruit=yes
animate=yes
facing=nw
[/unit]
{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
[/message]
[/then]
[else]
[remove_shroud]
side=1
x=0-3,3,4,5
y=0-3,3-4,1-4,4-5
[/remove_shroud]
[unit]
type=Royal Guard
side=3
x,y=2,3
id=RGuard
canrecruit=yes
animate=yes
facing=se
[/unit]
{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to find the path to the vault! Now we are at the mercy of the city guards!"
[/message]
[/else]
[/if]
[endlevel]
result=defeat
[/endlevel]
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK_B}
[/scenario]
#undef SPAWN_GUARD
#undef SPAWN_MAGE