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05a_01_The_Pursuit.cfg
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05a_01_The_Pursuit.cfg
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#textdomain wesnoth-nr
[scenario]
id=05a_01_The_Pursuit
name= _ "The Pursuit"
map_data="{campaigns/Northern_Rebirth/maps/05a_01_The_Pursuit.map}"
turns=-1
next_scenario=05a_02_Dealings
victory_when_enemies_defeated=no
{UNDERGROUND}
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC the_deep_path.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
{EXTRA_SCENARIO_MUSIC suspense.ogg}
[story]
[part]
story= _ "Leaving most of the dwarves behind, Tallin and his party set off in pursuit of Malifor."
[/part]
[/story]
# Players side
# wmllint: validate-off
[side]
side=1
controller=human
recruit=Peasant,Woodsman,Thug,Poacher,Footpad
{GOLD 600 400 300}
team_name=rebels
user_team_name= _ "Alliance"
# wmllint: recognize Tallin
{CHARACTER_STATS_TALLIN}
shroud=yes
[/side]
# wmllint: validate-on
# Main enemy
[side]
side=2
controller=ai
recruit=Deathblade,Revenant,Bone Shooter,Necromancer
gold=0
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Ancient Lich
id=Malifor
name= _ "Malifor"
profile=portraits/Malifor.png
canrecruit=yes
facing=sw
# These two have a role for 'sighted' events
{LOYAL_UNIT () Draug 26 13}
[+unit]
role=Study Guard
ai_special=guardian
[/unit]
# Draug guards
{LOYAL_UNIT () Draug 20 10} {GUARDIAN}
{LOYAL_UNIT () Draug 20 12} {GUARDIAN}
{LOYAL_UNIT () Draug 24 14} {GUARDIAN}
{LOYAL_UNIT () Draug 23 6} {GUARDIAN}
{LOYAL_UNIT () Draug 24 3} {GUARDIAN}
{LOYAL_UNIT () Draug 29 3} {GUARDIAN}
{LOYAL_UNIT () Draug 30 9} {GUARDIAN}
{LOYAL_UNIT () Draug 35 8} {GUARDIAN}
# Revenants guards
{LOYAL_UNIT () Revenant 19 21} {GUARDIAN}
{LOYAL_UNIT () Revenant 19 26} {GUARDIAN}
{LOYAL_UNIT () Revenant 21 21} {GUARDIAN}
{LOYAL_UNIT () Revenant 21 26} {GUARDIAN}
{LOYAL_UNIT () Revenant 21 35} {GUARDIAN}
{LOYAL_UNIT () Revenant 19 35} {GUARDIAN}
[+unit]
# Speaks during the starting event
role=starting_speaker
[/unit]
[/side]
#define MALIFORS_GUARD_RECRUITS
{ON_DIFFICULTY
(recruit=Skeleton,Skeleton Archer,Revenant)
(recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter)
(recruit=Skeleton,Skeleton Archer,Revenant,Bone Shooter,Deathblade)}
#enddef
# Enemies to the immediate left and right of the first chamber
[side]
side=3
controller=ai
{MALIFORS_GUARD_RECRUITS}
gold=0
# {GOLD 100 150 250}
{INCOME 10 16 22}
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Hettel
name= _ "Hettel"
canrecruit=yes
{LOYAL_UNIT () Revenant 33 31} {GUARDIAN}
{LOYAL_UNIT () Revenant 35 29} {GUARDIAN}
{LOYAL_UNIT () Revenant 36 33} {GUARDIAN}
[/side]
# Dungeon guard
[side]
side=4
controller=ai
{MALIFORS_GUARD_RECRUITS}
gold=0
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Tervor
name= _ "Tervor"
canrecruit=yes
{LOYAL_UNIT () Revenant 3 32} {GUARDIAN}
{LOYAL_UNIT () Revenant 4 39} {GUARDIAN}
{LOYAL_UNIT () Revenant 9 36} {GUARDIAN}
{LOYAL_UNIT () Revenant 10 39} {GUARDIAN}
{LOYAL_UNIT () Revenant 13 37} {GUARDIAN}
[/side]
# Treasury guards
[side]
side=5
controller=ai
{MALIFORS_GUARD_RECRUITS}
gold=0
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Author
name=_ "Author"
canrecruit=yes
{LOYAL_UNIT () Draug 15 23} {GUARDIAN}
{LOYAL_UNIT () Draug 11 23}
[+unit]
role=Treasury Guard
ai_special=guardian
[/unit]
{LOYAL_UNIT () Revenant 5 19} {GUARDIAN}
{LOYAL_UNIT () Revenant 6 20} {GUARDIAN}
{LOYAL_UNIT () Revenant 7 16} {GUARDIAN}
{LOYAL_UNIT () Revenant 6 22} {GUARDIAN}
{LOYAL_UNIT () Revenant 9 15} {GUARDIAN}
{LOYAL_UNIT () Revenant 9 21} {GUARDIAN}
{LOYAL_UNIT () Revenant 15 20} {GUARDIAN}
[/side]
# Study Guards
[side]
side=6
controller=ai
{MALIFORS_GUARD_RECRUITS}
gold=0
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Boblin
name= _ "Boblin"
canrecruit=yes
{LOYAL_UNIT () Revenant 26 21} {GUARDIAN}
{LOYAL_UNIT () Revenant 28 21} {GUARDIAN}
{LOYAL_UNIT () Revenant 31 16} {GUARDIAN}
[/side]
[side]
side=7
controller=ai
{MALIFORS_GUARD_RECRUITS}
gold=0
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Antrasis
name= _ "Antrasis"
canrecruit=yes
{LOYAL_UNIT () Revenant 7 7} {GUARDIAN}
{LOYAL_UNIT () Revenant 10 8} {GUARDIAN}
{LOYAL_UNIT () Revenant 14 10} {GUARDIAN}
{LOYAL_UNIT () Revenant 19 16} {GUARDIAN}
{LOYAL_UNIT () Revenant 22 18} {GUARDIAN}
{LOYAL_UNIT () Revenant 21 17} {GUARDIAN}
[/side]
# Giant Spiders and Tentacles of the Deep
[side]
side=8
controller=ai
hidden=yes
gold=0
team_name=monsters
user_team_name= _ "Monsters"
no_leader=yes
# If the players opens the other door, the spiders attack the undead too
# They can't harm Malifor, but they should not gather around him either
[ai]
[avoid]
[filter]
id=Malifor
[/filter]
radius=3
[/avoid]
[/ai]
[/side]
# Whole lot of doors
{PLACE_IMAGE scenery/dwarven-doors-closed.png 33 9}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 19 3}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 19 4}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 9 3}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 9 4}
{PLACE_IMAGE scenery/dwarven-doors-closed.png 34 28}
# Gates to Malifor's study
{PLACE_IMAGE scenery/gate-rusty-sw.png 23 9}
{PLACE_IMAGE scenery/gate-rusty-sw.png 24 9}
{PLACE_IMAGE scenery/gate-rusty-sw.png 25 10}
# Prisoners
{PLACE_PRISONER_IMAGE units/human-magi/white-mage.png 8 32}
{PLACE_PRISONER_IMAGE units/human-magi/white-mage+female.png 5 29}
{PLACE_PRISONER_IMAGE units/elves-wood/druid.png 3 40}
{PLACE_PRISONER_IMAGE units/drakes/burner.png 9 39}
# Corpses in the water.
{PLACE_IMAGE "floor-corpse.png" 40 22}
{PLACE_IMAGE "floor-corpse.png" 35 15}
{PLACE_IMAGE "floor-corpse.png" 36 20}
{PLACE_IMAGE "floor-corpse.png" 35 3}
# Signposts
{PLACE_IMAGE scenery/signpost.png 15 33}
{PLACE_IMAGE scenery/signpost.png 25 33}
{PLACE_IMAGE scenery/signpost.png 25 28}
{PLACE_IMAGE scenery/signpost.png 20 25}
{PLACE_IMAGE scenery/signpost.png 15 28}
{PLACE_IMAGE scenery/signpost.png 35 27}
# Treasury chests
{PLACE_IMAGE "items/chest.png~FL(horiz)" 6 22}
{PLACE_IMAGE "items/chest.png~FL(horiz)" 9 21}
{PLACE_IMAGE "items/chest.png~FL(horiz)" 5 19}
{PLACE_IMAGE items/chest.png 6 20}
{PLACE_IMAGE items/chest.png 7 16}
{PLACE_IMAGE items/chest.png 9 15} # Rod of Justice here
{PLACE_IMAGE items/bonestack.png 30 4}
{PLACE_IMAGE items/bonestack.png 34 6}
# Place holy water - uses core macro to set up required pickup event as well
{OBJ_POTION_HOLY 34 26 object7_holywater}
{OBJ_POTION_HOLY 33 27 object7_holywater2}
{OBJ_POTION_HOLY 33 28 object7_holywater3}
{OBJ_POTION_HOLY 32 26 object7_holywater4}
{OBJ_POTION_HOLY 32 27 object7_holywater5}
[event]
name=prestart
# Set up some variables that need an initial value
{VARIABLE back_door_opened no}
{VARIABLE main_door_opened no}
{VARIABLE spider_door_opened no}
{VARIABLE got_rod_of_justice no}
[hide_unit]
id=Tallin
[/hide_unit]
[store_unit]
[filter]
id=Tallin
[/filter]
variable=tallin_store
[/store_unit]
[lock_view][/lock_view]
[/event]
[event]
name=start
# Malifor escapes into shroud
[move_unit_fake]
type=Ancient Lich
side=2
x=20,20
y=39,33
[/move_unit_fake]
[delay]
time=1000
[/delay]
[move_unit_fake]
type=$tallin_store.type
side=1
x=20,$tallin_store.x
y=40,$tallin_store.y
[/move_unit_fake]
[unhide_unit]
id=Tallin
[/unhide_unit]
{CLEAR_VARIABLE tallin_store}
# Recall some units
{RECALL_SUPPORTER}
[recall]
race=dwarf
[/recall]
[recall]
id=Camerin
[/recall]
[message]
speaker=Tallin
message= _ "There he goes! Quick, get him!"
[/message]
[message]
role=starting_speaker
message= _ "I don’t think so, you living vermin."
[/message]
[message]
speaker=Tallin
message= _ "We’ll have to kill these revenants to get after him. There are only two of them, so they shouldn’t last long."
[/message]
[unlock_view][/unlock_view]
[objectives]
side=1
[objective]
description= _ "Get past the Revenants."
condition=win
[/objective]
[objective]
description= _ "Death of Tallin"
condition=lose
[/objective]
[gold_carryover]
bonus=no
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
# Player enters the first chamber - more initial dialog and objectives
[event]
name=moveto
[filter]
side=1
x=19-21
y=29-31
[/filter]
[message]
speaker=unit
message= _ "Uh... Which way?"
[/message]
[message]
speaker=Tallin
message= _ "Blast it! We lost him."
[/message]
[message]
speaker=Tallin
message= _ "It makes no difference in the end, because we will hunt him down and crush him to powder. HEAR THAT, YOU OLD SKELETON?"
[/message]
[message]
speaker=Malifor
message= _ "(<i>Faint cackle of laughter in the distance</i>)"
[/message]
[message]
speaker=Camerin
message= _ "Yeah! This is gonna be fun!"
[/message]
[message]
speaker=Tallin
message= _ "Let us proceed with caution. Nobody is to go off by himself. We don’t know what could be lurking in these tunnels."
[/message]
[objectives]
side=1
[objective]
description= _ "Find Malifor and destroy him"
condition=win
[/objective]
[objective]
description= _ "Death of Tallin"
condition=lose
[/objective]
[gold_carryover]
bonus=no
carryover_percentage=40
[/gold_carryover]
[note]
description= _ "Be sure to explore"
[/note]
[/objectives]
[/event]
# From this point on we can go in five directions. Three of five
# paths lead to an entrance to the end goal - Malifor's study.
# Going clockwise, we have:
# ================================================================
# 1: PRISON MODULE
#
# Room with four support units you can free, two of which are
# necessary for ending the scenario.
# ================================================================
# Signpost and alarm
[event]
name=moveto
[filter]
side=1
x,y=15,33
[/filter]
[message]
speaker=narrator
image=scenery/signpost.png
message= _ "The Dungeon"
[/message]
[message]
speaker=unit
message= _ "Those poor wretches!"
[/message]
[message]
speaker=Tallin
message= _ "We won’t leave them in Malifor’s chains!"
[/message]
[allow_undo][/allow_undo]
[/event]
# Raise alarm in the prison section, this gives enemies there more
# gold on top of the one they had initially.
[event]
name=sighted
[filter]
side=4
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "Intruders! Stop them before they free the prisoners!"
[/message]
[message]
speaker=Tallin
message= _ "Good luck, my friend."
[/message]
[gold]
side=4
amount={ON_DIFFICULTY 200 350 500}
[/gold]
[/event]
# Father Morvin
[event]
name=moveto
[filter]
side=1
x,y=8,32
[/filter]
# Remove the caged white mage image from hex
[remove_item]
x,y=$x1,$y1
[/remove_item]
# Spawn unit
[unit]
side=1
x,y=9,32
# wmllint: recognize Father Morvin
{CHARACTER_STATS_FATHER_MORVIN}
[/unit]
[message]
speaker=Father Morvin
message= _ "Finally! I am free. Lord Tallin, I am forever in your debt! We will follow you to the end of the world if need be."
[/message]
[message]
speaker=Tallin
message= _ "It’s just ‘Tallin’, no ‘Lord’. And no problem."
[/message]
# If he was freed after sister Thera, there is no need to repeat the exposition
[if]
[have_unit]
# wmllint: recognize Sister Thera
id="Sister Thera"
[/have_unit]
[then]
[message]
speaker=Sister Thera
message= _ "Morvin!"
[/message]
[message]
speaker=Father Morvin
message= _ "Thera!"
[/message]
[if]
[variable]
name=unit.id
equals="Sister Thera"
[/variable]
[then]
[message]
speaker=Tallin
message= _ "Please, folks, not now."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Please, folks, not now."
[/message]
[/else]
[/if]
[message]
speaker=Sister Thera
message= _ "Oh, sorry."
[/message]
[/then]
# Else explain how they ended up down here and why are they still alive
[else]
[message]
speaker=Tallin
message= _ "Who are you? How did you end up down here?"
[/message]
[message]
speaker=Father Morvin
message= _ "My name is Morvin. My wife, Thera and I were advisers and healers for the dwarvish nobles. We could not shield them from the wrath of Khazg Black-Tusk, but we survived the orcs and trolls — only to be captured by these skeletons."
[/message]
[message]
speaker=Tallin
message= _ "Funny, why would the bonebag keep you as his prisoners? He doesn’t really seem to be the merciful type."
[/message]
[message]
speaker=Father Morvin
message= _ "He didn’t keep us alive out of mercy, he wanted to study us to see if there was a way to counteract our arcane attacks. His kind are very vulnerable to such attacks."
[/message]
[message]
speaker=Tallin
message= _ "Indeed, that is good to know. But you are now free to go wherever you like. May the Lords of Light guide your path."
[/message]
[message]
speaker=Father Morvin
message= _ "As I have said, Tallin, I am eternally in your debt, and I take my debts seriously. If you have no objection, I will serve you until one of us departs this life."
[/message]
[message]
speaker=Tallin
message= _ "Oh, think nothing of it. Let no talk of debts come between us; rather let us join hands as allies in restoring these Northlands to sanity."
[/message]
[message]
speaker=Father Morvin
message= _ "Thank you, Tallin."
[/message]
[/else]
[/if]
# Set up a flavor death event for the pair since they can't die in combat (see utils/herodeaths.cfg)
[event]
name=die
[filter]
id=Father Morvin
[/filter]
[message]
speaker=Tallin
message= _ "Wow! That’s incredible. Now I understand why the bag of bones kept you guys in jail; he just simply couldn’t kill you!"
[/message]
[message]
speaker=Sister Thera
message= _ "(<i>Giggle</i>)"
[/message]
[/event]
[/event]
# Sister Thera
# Prison escape route here
[event]
name=moveto
[filter]
side=1
x,y=5,29
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[unit]
side=1
x,y=6,29
# wmllint: recognize Sister Thera
{CHARACTER_STATS_SISTER_THERA}
[/unit]
[message]
speaker=Sister Thera
message= _ "Freedom at last! Thank you, Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just ‘Tallin’. I am no Lord, just a humble peasant trying to restore our people to freedom."
[/message]
[if]
[have_unit]
id="Father Morvin"
[/have_unit]
[then]
[message]
speaker=Sister Thera
message= _ "Morvin!"
[/message]
[message]
speaker=Father Morvin
message= _ "Thera!"
[/message]
[if]
[variable]
name=unit.id
equals="Father Morvin"
[/variable]
[then]
[message]
speaker=Tallin
message= _ "Please, folks, not now."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Please, folks, not now."
[/message]
[/else]
[/if]
[message]
speaker=Sister Thera
message= _ "Oh, sorry."
[/message]
[/then]
[else]
[message]
speaker=Tallin
message= _ "Who are you? How did you end up down here?"
[/message]
[message]
speaker=Sister Thera
message= _ "My name is Thera. My husband Morvin and I were advisers and healers for the dwarvish nobles of Knalga. We could not save them from Khazg Black-Tusk’s troops, but we survived the orcs and trolls only to be captured when these skeletons appeared."
[/message]
[message]
speaker=Tallin
message= _ "Funny, why would the bonebag keep you as his prisoners? He didn’t seem to be the merciful type."
[/message]
[message]
speaker=Sister Thera
message= _ "He didn’t keep us alive out of mercy, he wanted to study us to see if there was a way to counteract our arcane attacks. His kind are very vulnerable to such attacks, as I am sure you know by now."
[/message]
[message]
speaker=Tallin
message= _ "Indeed, that is good to know. But you are now free to go wherever you like. May the Lords of Light guide your path."
[/message]
[message]
speaker=Sister Thera
message= _ "If you have no objection, Tallin, we would like to join you. These northlands are hardly safe these days for anyone to be traveling on their own, and we could lend valuable help to your cause."
[/message]
[message]
speaker=Tallin
message= _ "Very well, you are most welcome to join us."
[/message]
[message]
speaker=Sister Thera
message= _ "Thank you, Tallin."
[/message]
[/else]
[/if]
[delay]
time=1000
[/delay]
{MODIFY_UNIT id=$unit.id facing nw}
[message]
speaker=unit
message= _ "Look at this. There’s some sort of opening in the wall..."
[/message]
[message]
speaker=Sister Thera
message= _ "It was there when I was thrown down here. The hole wasn’t big enough for me to go through, but perhaps one of you might enlarge it?"
[/message]
[message]
speaker=unit
message= _ "Hmmm, let’s see..."
[/message]
[animate_unit]
[filter]
id=$unit.id
[/filter]
flag=attack
hits=yes
with_bars=no
[/animate_unit]
[sound]
name=cave-in.ogg
[/sound]
[terrain]
x,y=4,28
terrain=Uu
[/terrain]
[redraw]
side=1
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=unit
message= _ "There we go. Now let’s see where this tunnel leads."
[/message]
[/event]
# Elenia
[event]
name=moveto
[filter]
side=1
x,y=3,40
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[unit]
side=1
x,y=4,39
hitpoints=1
# wmllint: recognize Elenia
{CHARACTER_STATS_ELENIA}
[/unit]
[delay]
time=500
[/delay]
[message]
speaker=unit
message= _ "She’s not in good shape..."
[/message]
# Depending whether or not Thera has been, freed dialog
# describes Elenia healing herself or being healed.
[if]
[have_unit]
id="Sister Thera"
[/have_unit]
[then]
[message]
speaker=Sister Thera
message= _ "Here, let me see her."
[/message]
{FLASH_WHITE (
[teleport]
[filter]
id=Sister Thera
[/filter]
x,y=5,39
[/teleport]
)}
[message]
speaker=Sister Thera
message= _ "This should help."
[/message]
[heal_unit]
[filter]
id=Elenia
[/filter]
[filter_second]
id=Sister Thera
[/filter_second]
amount=16
animate=yes
[/heal_unit]
[sound]
name=heal.wav
[/sound]
[message]
speaker=Elenia
message= _ "Uh... where... am... I...?"
[/message]
[message]
speaker=Sister Thera
message= _ "You are in the dungeons of Malifor. These brave people have just released you."
[/message]
[message]
speaker=Elenia
message= _ "... Thanks."
[/message]
[message]
speaker=Tallin
message= _ "No problem. Sister Thera, you take care of her. If she wants to join us she would make a powerful ally."
[/message]
[message]
speaker=Elenia
message= _ "Yes, I would... like to join... you Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just Tallin; I am no lord. But gee, that sure is some powerful spell you used on her, Thera. She’s looking better already."
[/message]
[message]
speaker=Elenia
message= _ "And I feel better too. Now let’s get back at that disgusting skeleton."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "I wish we had some healers with us; I’ll try to help her as best I can."
[/message]
[delay]
time=1000
[/delay]
[message]
speaker=Elenia
message= _ "Uh... where... am... I...?"
[/message]
[message]
speaker=unit
message= _ "You are in the dungeons of Malifor. We have just released you."
[/message]
[message]
speaker=Elenia
message= _ "... Thanks."
[/message]
[message]
speaker=Tallin
message= _ "No problem. Just take it easy. If you would like to join us your help could mean life or death for a lot of us."
[/message]
[message]
speaker=Elenia
message= _ "Yes, I would... like to join... you Lord Tallin."
[/message]
[message]
speaker=Tallin
message= _ "Just Tallin, I am no lord. And you are looking better already."
[/message]
[heal_unit]
[filter]
id=Elenia
[/filter]
# We do this so she gets animated healing herself
[filter_second]
id=Elenia
[/filter_second]
animate=yes
amount=16
[/heal_unit]
[sound]
name=heal.wav
[/sound]
[message]
speaker=Elenia
message= _ "Oh, just a few tricks I know, otherwise I probably would be dead by now. But let’s get back at that disgusting skeleton."
[/message]
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Why did the bag of bones capture you in the first place?"
[/message]
[message]
speaker=Elenia