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08_Out_of_the_Frying_Pan.cfg
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08_Out_of_the_Frying_Pan.cfg
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#textdomain wesnoth-utbs
[scenario]
id=08_Out_of_the_Frying_Pan
name= _ "Out of the Frying Pan"
next_scenario=09_Blood_is_Thicker_Than_Water
{UTBS_MAP 08_Out_of_the_Frying_Pan.map}
{STORY_OUT_OF_THE_FRYING_PAN}
{SCENARIO_MUSIC "underground.ogg"}
{EXTRA_SCENARIO_MUSIC "loyalists.ogg"}
{EXTRA_SCENARIO_MUSIC "suspense.ogg"}
#TODO redo the playlist
{TURNS 72 68 64}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
#Side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 4 2 0}
controller=human
shroud=yes
fog=no
team_name=elf_ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side 2: Human forces (blue)
[side]
side=2
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Humans"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman
#else
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Dragoon
#endif
[ai]
recruitment_pattern=scout,fighter,archer
aggression=0.6
caution=0.1
passive_leader=yes
[goal]
name=target
[criteria]
side=1
[/criteria]
value=10
[/goal]
[/ai]
[/side]
#Side=3 undead cultists (green)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
team_name=cultists
user_team_name=_"Cultists"
{FLAG_VARIANT undead}
[ai]
aggression=0.8
caution=0.1
[/ai]
{FLAG_VARIANT undead}
[/side]
#Side=4 confused ants (yellow)
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
hidden=yes
[ai]
aggression=-0.99
caution=0.99
#keep ants from running too far down the tunnel
[avoid]
x=31-36
y=45-49
[/avoid]
[/ai]
[/side]
#Side=5 Vengeful Undead
[side]
side=5
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Human Ally"
{FLAG_VARIANT undead}
recruit=EGhost, EWraith, EShadow
hidden=yes
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=scout
# keep undead away from player’s base
# option 1 is to avoid x=1-19 (let them enter cave but not
# sneak around behind base)
# option 2 is to avoid x=1-25 (lets them get near cave
# but not enter it)
[avoid]
x,y=1-25,1-60
[/avoid]
[/ai]
{FLAG_VARIANT undead}
[/side]
#Side=6 dwarf/troll pursuers
[side]
side=6
no_leader=yes
gold=0
income=0
controller=ai
hidden=yes
[ai]
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side=7 Assassin/Cloaked Figure's side
[side]
side=7
no_leader=yes
gold=0
income=0
controller=ai
team_name=monster
hidden=yes
[ai]
aggression=0.90
caution=0.10
[avoid]
x=10-20
y=10-18
[/avoid]
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=20
[/goal]
[/ai]
[/side]
#Side=8 Human messengers
[side]
side=8
no_leader=yes
gold=0
income=0
controller=ai
team_name=human_ally
user_team_name=_"Humans"
{FLAG_VARIANT undead}
[/side]
{LOYALIST_COLOR_SHIFT}
# Prestart functions:
# insert items onto map
# kill Elyssa to keep her from being recruited
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# add more dirt at easier difficulties
# set starting scenario objectives
[event]
name=prestart
# add items to map
# main gate guardian runes
{PLACE_IMAGE items/rune2-burning.png 23 48}
{PLACE_IMAGE items/rune2-burning.png 20 45}
# wizard chamber guardian rune
{PLACE_IMAGE items/rune4-burning.png 18 34}
# wizard's monster trapping runes
{PLACE_IMAGE items/rune3-burning.png 17 32}
{PLACE_IMAGE items/rune3-burning.png 19 32}
# wizard's magic circle
{PLACE_IMAGE items/magiccircle-nw.png 17 29}
{PLACE_IMAGE items/magiccircle-n.png 18 28}
{PLACE_IMAGE items/magiccircle-ne.png 19 29}
{PLACE_IMAGE items/magiccircle-sw.png 17 30}
{PLACE_IMAGE items/magiccircle-s.png 18 30}
{PLACE_IMAGE items/magiccircle-se.png 19 30}
# golem trapped in magic circle
{PLACE_IMAGE "units/monsters/flesh-golem.png~RC(magenta>red)" 18 29}
# Miscellaneous potions
{PLACE_IMAGE items/potion-poison.png 18 27}
{PLACE_IMAGE items/potion-red.png 17 28}
{PLACE_IMAGE items/potion-grey.png 19 28}
{PLACE_IMAGE items/potion-yellow.png 16 29}
{PLACE_IMAGE items/potion-green.png 20 29}
# wizard's dragon statues
[item]
image=items/dragonstatue.png
x,y=16,28
[/item]
[item]
image=items/dragonstatue.png~FL()
x,y=20,28
[/item]
# center chamber healing runes
{PLACE_IMAGE items/rune-lightblue-small.png 17 44}
{PLACE_IMAGE items/rune-lightblue-small.png 19 43}
# kitchen trash + rocks
{PLACE_IMAGE scenery/trash.png 12 46}
{PLACE_IMAGE scenery/trash.png 10 49}
{PLACE_IMAGE scenery/trash.png 9 47}
{PLACE_IMAGE scenery/rubble.png 10 48}
# barracks trash + rocks
{PLACE_IMAGE scenery/trash.png 15 40}
{PLACE_IMAGE scenery/trash.png 14 36}
{PLACE_IMAGE scenery/trash.png 13 39}
{PLACE_IMAGE scenery/rubble.png 15 38}
{PLACE_IMAGE scenery/rubble.png 18 39}
{PLACE_IMAGE items/bones.png 15 36}
{PLACE_IMAGE items/bones.png 16 39}
# training hall skeletons (remains of students + trainer)
{PLACE_IMAGE items/bones.png 9 40}
{PLACE_IMAGE items/bones.png 9 43}
{PLACE_IMAGE items/bones.png 11 41}
{PLACE_IMAGE items/bones.png 12 42}
# crypt coffins + rocks
{PLACE_IMAGE items/coffin-closed.png 10 26}
{PLACE_IMAGE items/coffin-closed.png 10 28}
{PLACE_IMAGE items/coffin-closed.png 12 25}
{PLACE_IMAGE items/coffin-closed.png 12 27}
{PLACE_IMAGE scenery/rubble.png 12 28}
# cloaked figure chamber
{PLACE_IMAGE scenery/rubble.png 8 21}
# temple altar
{PLACE_IMAGE items/altar-evil.png 6 33}
{PLACE_IMAGE items/bones.png 7 36}
# rocks in human outpost/elves base cave
{PLACE_IMAGE scenery/rubble.png 16 17}
# chest of gold in human outpost at cave mouth
{PLACE_IMAGE items/chest-plain-closed.png 17 21}
# kill Elyssa to keep her from being recruited
[kill]
id=Elyssa
animate=no
fire_event=no
[/kill]
{INCREASE_RECRUIT_COSTS 1}
# Place units in the encampment
[recall]
id=Nym
x,y=52,42
[/recall]
[recall]
id=Zhul
x,y=52,41
[/recall]
# recall dwarf/troll ally
[recall]
id=$ally_name
x,y=51,43
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
# put hero icon on troll/dwarf ally
[unit_overlay]
id=$ally_name
image=misc/hero-icon.png
[/unit_overlay]
# initialize starting variables
[set_variable]
name=ally_must_live
value=1
[/set_variable]
[set_variable]
name=healing_rune1
value=1
[/set_variable]
#ifdef EASY
[set_variable]
name=healing_rune2
value=2
[/set_variable]
#else
[set_variable]
name=healing_rune2
value=1
[/set_variable]
#endif
# timer to store when to send off a human messenger
[set_variable]
name=messenger_timer
value=0
[/set_variable]
#remove shroud surrounding starting position
[remove_shroud]
x=48-64,48-57
y=41-49,38-42
side=1
[/remove_shroud]
# add more dirt to secret passage at easier difficulties
#ifndef HARD
[terrain]
x,y=20,51
terrain=Re
[/terrain]
#endif
#ifdef EASY
[terrain]
x,y=17,51
terrain=Re
[/terrain]
#endif
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Escape the caves"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[objective]
description= _ "Death of Grog"
condition=lose
[show_if]
[variable]
name=ally_name
equals=Grog
[/variable]
[/show_if]
[/objective]
[objective]
description= _ "Death of Nog"
condition=lose
[show_if]
[variable]
name=ally_name
equals=Nog
[/variable]
[/show_if]
[/objective]
[objective]
description= _ "Death of Rogrimir"
condition=lose
[show_if]
[variable]
name=ally_name
equals=Rogrimir
[/variable]
[/show_if]
[/objective]
[objective]
description= _ "Death of Jarl"
condition=lose
[show_if]
[variable]
name=ally_name
equals=Jarl
[/variable]
[/show_if]
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
# Event 1: Starting dialogue & dwarves/troll appear
[event]
name=start
[message]
speaker=$ally_name
message= _ "We’ve come far and we’re almost to the surface. But first we should stop and rest here for a while."
[/message]
[message]
speaker=Kaleh
message= _ "That’s a big river; the water is really moving fast."
[/message]
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[message]
speaker=$ally_name
message= _ "Yes, this time of year the snow melts from the mountains, and rivers like this often go deep underground. Sometimes the rivers break through and flood caverns, a deadly accident that has occasionally befallen my kind."
[/message]
[/then]
[else]
[message]
speaker=$ally_name
message= _ "Deep and dark are the waters that flow in our caves. Sometimes raging waters flood tunnels without warning. A stream can sustain a village, a sudden flood can destroy it."
[/message]
[/else]
[/if]
[message]
speaker=Nym
message= _ "Well, the faster we get out of here, the happier I’ll be."
[/message]
[sound]
name=cave-in.ogg
[/sound]
{UTBS_SHAKE_SCREEN}
[message]
speaker=Zhul
message= _ "Wait, did you feel that?"
[/message]
[message]
speaker=Nym
message= _ "What?"
[/message]
[message]
speaker=Zhul
message= _ "It felt like a distant rumbling. And what’s that roaring sound?"
[/message]
# create trolls/dwarves
#in easier difficulties, I wound troll/dwarf units
[if]
[variable]
name=ally_race
equals=dwarf
[/variable]
[then]
[move_unit_fake]
type=Troll Whelp
side=6
x=52,52,53,53,53,53,52,51
y=50,49,49,48,47,46,45,45
[/move_unit_fake]
[unit]
type=Troll Whelp
name= _ "Troll Avenger"
side=6
x=51
y=45
#ifdef EASY
hitpoints=28
#endif
#ifdef NORMAL
hitpoints=32
#endif
[/unit]
[move_unit_fake]
type=Troll Whelp
side=6
x=52,52,53,53,53,53,52,52
y=50,49,49,48,47,46,45,44
[/move_unit_fake]
[unit]
type=Troll Whelp
name= _ "Troll Avenger"
side=6
x=52
y=44
#ifdef EASY
hitpoints=28
#endif
#ifdef NORMAL
hitpoints=32
#endif
[/unit]
[move_unit_fake]
type=Troll Shaman
side=6
x=52,52,53,53,53,53,52
y=50,49,49,48,47,46,45
[/move_unit_fake]
[unit]
type=Troll Shaman
name= _ "Troll Avenger"
role=avenger
side=6
x=52
y=45
#ifdef EASY
hitpoints=34
#endif
#ifdef NORMAL
hitpoints=38
#endif
[/unit]
[message]
role=avenger
message= _ "Foul elves, you not escaped us yet. The Great Leader shall be avenged! We have dammed the river and soon all shall drown in its dark waters. Come join us in death!"
[/message]
[/then]
[else]
[move_unit_fake]
type=Dwarvish Fighter
side=6
x=52,52,53,53,53,53,52,51
y=50,49,49,48,47,46,45,45
[/move_unit_fake]
[unit]
type=Dwarvish Fighter
name= _ "Dwarf Avenger"
side=6
x=51
y=45
#ifdef EASY
hitpoints=26
#endif
#ifdef NORMAL
hitpoints=30
#endif
[/unit]
[move_unit_fake]
type=Dwarvish Thunderer
side=6
x=52,52,53,53,53,53,52,52
y=50,49,49,48,47,46,45,44
[/move_unit_fake]
[unit]
type=Dwarvish Thunderer
name= _ "Dwarf Avenger"
side=6
x=52
y=44
#ifdef EASY
hitpoints=26
#endif
#ifdef NORMAL
hitpoints=30
#endif
[/unit]
[move_unit_fake]
type=Dwarvish Pathfinder
side=6
x=52,52,53,53,53,53,52
y=50,49,49,48,47,46,45
[/move_unit_fake]
[unit]
type=Dwarvish Pathfinder
name= _ "Dwarf Avenger"
role=avenger
side=6
x=52
y=45
#ifdef EASY
hitpoints=25
#endif
#ifdef NORMAL
hitpoints=32
#endif
[/unit]
[message]
role=avenger
message= _ "Foul elves, you have not escaped yet. Our chieftain shall be avenged! We have dammed the river and soon all shall drown in its dark waters. Come join us in death!"
[/message]
[/else]
[/if]
[message]
speaker=Kaleh
message= _ "That sound must be the rushing water. We have to get our people out of here, and fast!"
[/message]
[message]
speaker=$ally_name
message= _ "Quick, the southern passage!"
[/message]
[message]
speaker=Zhul
message= _ "We haven’t a moment to lose!"
[/message]
[/event]
# Event 2: confused ants
#EASY: 3 fleeing ants, 1 normal ant
#NORMAL: 3 fleeing ants, 2 normal ants
#HARD: 3 fleeing ants, 3 normal ants
[event]
name=moveto
[filter]
x=36-42
y=45-53
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[terrain]
x=44
y=52
terrain=Wwg
[/terrain]
#create confused ants
[unit]
type=Giant Ant
x=42
y=49
side=4
goto_x=39
goto_y=49
[/unit]
[unit]
type=Giant Ant
x=40
y=52
side=4
goto_x=38
goto_y=50
[/unit]
[unit]
type=Giant Ant
x=43
y=51
side=4
goto_x=38
goto_y=49
[/unit]
[unit]
type=Giant Ant
x=39
y=50
side=4
[/unit]
#ifndef EASY
[unit]
type=Giant Ant
x=38
y=52
side=4
[/unit]
#endif
#ifdef HARD
[unit]
type=Giant Ant
x=41
y=52
side=4
[/unit]
#endif
[remove_shroud]
side=1
x=37-44,36-41
y=46-53,50-54
[/remove_shroud]
[if]
# The ally has not seen the first set of ants, so has a different reaction.
[variable]
name=unit.id
equals=$ally_name
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, ants!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, more ants!"
[/message]
[/else]
[/if]
[if]
# check to see if Nym is the unit that triggered this event
# to keep her from talking to herself during the dialogue
[variable]
name=unit.id
not_equals=Nym
[/variable]
[then]
[message]
speaker=Nym
message= _ "Are you sure there aren’t any spiders?"
[/message]
[message]
speaker=unit
message= _ "No, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "I don’t see any spiders, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought."
[/message]
[/else]
[/if]
[message]
speaker=Zhul
message= _ "The ants must be fleeing from the flood too."
[/message]
[message]
speaker=unit
message= _ "They seem confused, leaderless. I guess it’s every ant for itself. Uh, oh. Some of them seem to have noticed us."
[/message]
[message]
speaker=Kaleh
message= _ "Well, we have to get out of here too. Looks like we don’t have any choice but to fight our way through the chaos."
[/message]
[/event]
# Event 3: human explorers / cave delvers / spelunkers
[event]
name=moveto
[filter]
x=30-34
y=43-48
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[terrain]
x=36,37
y=43,43
terrain=Wwg
[/terrain]
[remove_shroud]
side=1
x=29-35,28-30
y=41-49,44-46
[/remove_shroud]
[move_unit_fake]
type=Javelineer
side=2
x=36,35,34,33
y=42,43,43,44
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 (Javelineer) 33 44 (Bellerin) ( _ "Bellerin") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type=Swordsman
side=2
x=36,35,34,34
y=42,43,43,44
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 (Swordsman) 34 44 (Durth) ( _ "Durth") (upkeep,role,facing=free,human_scout,sw)}
[move_unit_fake]
type={ON_DIFFICULTY (Bowman) (Longbowman) (Master Bowman)}
side=2
x=36,35,34
y=42,43,43
image_mods={ARMOR_SHIFT_IPF}
[/move_unit_fake]
{NAMED_UNIT 2 {ON_DIFFICULTY (Bowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ "Othgar") (upkeep,role,facing=free,human_scout,sw)}
[message]
speaker=Durth
# wmllint: local spelling durn
message= _ "<i>Huff, huff.</i> First the boss tells us to patrol these caves, and then these durn caves start flooding. What next?"
[/message]
[message]
speaker=Bellerin
message= _ "Shut up and keep running, or we’ll be fish-bait for sure!"
[/message]
[switch]
variable=unit.race
[case]
value=troll
[message]
speaker=Othgar
message= _ "Hey look! It’s a troll!"
[/message]
[message]
speaker=Durth
message= _ "Huh? A troll?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: dark gray skin, beady red eyes, hulking brutes with brains as small as a barnacle. They lurk deep in the earth and hate everything that lives above ground. This must be an invasion! The trolls must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Barnacles? Who are these humans and what were they talking about?"
[/set_variable]
[/case]
[case]
value=dwarf
[message]
speaker=Othgar
message= _ "Hey look! It’s a dwarf!"
[/message]
[message]
speaker=Durth
message= _ "Huh? A dwarf?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: short and stocky, long beards, filthy bastards who are as sneaky as a cuttlefish. They lurk underground and only come up to steal whatever valuables they can get their hands on. This must part of their plot. The dwarves must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Cuttlefish? Who are these humans and what were they talking about?"
[/set_variable]
[/case]
[else]
[message]
speaker=Othgar
message= _ "Hey look! Those must be elves!"
[/message]
[message]
speaker=Durth
message= _ "Huh? Elves?"
[/message]
[message]
speaker=Bellerin
message= _ "Yeah, just like my old grandmam used to tell us: pointy ears, pale hair, those shifty eyes, hearts as hard as a hermit crab’s shell. It must be an invasion! They must have started the flood!"
[/message]
[set_variable]
name=sealife_response
value= _ "Fish bait? Hermit Crabs? Who are these humans and what were they talking about?"
[/set_variable]
[/else]
[/switch]
[message]
speaker=Othgar
message= _ "Then let’s kill them!"
[/message]
[message]
speaker=Durth
message= _ "Yeah!"
[/message]
[message]
speaker=unit
message= _ "They’re definitely of the ‘attack first, ask questions later’ variety."
[/message]
[/event]
# when all humans are dead, play victory conversation
[event]
name=die
[filter]
side=2
role=human_scout
[/filter]
[filter_condition]
[have_unit]
role=human_scout
count=0
[/have_unit]
[/filter_condition]
# Vary dialogue depending on what kind of sea life the humans originally
# mentioned. Also if last human died from drowning instead of being killed
# have Kaleh as the question, instead of the victorious unit.
# Set speaker before checking for dialog