/
06b_In_the_Domain_of_Dwarves.cfg
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06b_In_the_Domain_of_Dwarves.cfg
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#textdomain wesnoth-utbs
[scenario]
id=06b_In_the_Domain_of_the_Dwarves
name= _ "In the Domain of the Dwarves"
{UTBS_MAP 06b_In_the_Domain_of_the_Dwarves.map}
{STORY_IN_THE_DOMAIN_OF_THE_DWARVES}
{SCENARIO_MUSIC "knolls.ogg"}
next_scenario=07b_Talking_with_Trolls
{TURNS 62 58 56}
victory_when_enemies_defeated=no
{UNDERGROUND}
#Side=1 elf player
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 5 3 1}
controller=human
shroud=yes
fog=no
team_name=Allies
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side=2 dwarf 1 (guarding advance base)
[side]
side=2
color=orange
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
#so that the lake bats won't go after dwarves
team_name=enemies
user_team_name=_"Enemies"
[ai]
aggression=0.9
caution=0.1
#defend advance outpost, don't retreat
[avoid]
x,y=19-26,30-32
[/avoid]
[avoid]
x,y=16-18,33-35
[/avoid]
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#Side=3 troll 3 (troll allies)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=Allies
user_team_name=_"Allies"
[/side]
#Side=4 vampire bats
[side]
side=4
no_leader=yes
gold=0
{NO_INCOME}
color=white
controller=ai
shroud=no
fog=no
team_name=enemies
user_team_name=_"Enemies"
#ifdef EASY
recruit=Vampire Bat, Blood Bat
#endif
#ifdef NORMAL
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
#ifdef HARD
recruit=Vampire Bat, Blood Bat, Dread Bat
#endif
[ai]
aggression=0.8
caution=0.1
village_value=0
recruitment_pattern=scout
#bats can't go down SW tunnel
[avoid]
x,y=24-42, 23-50
[/avoid]
#bats can't go west and attack dwarves
[avoid]
x,y=33-35,13-15
[/avoid]
passive_leader=yes
[/ai]
[/side]
#Side=5 Secrets & Tentacles
[side]
side=5
no_leader=yes
gold=0
income=0
controller=ai
shroud=yes
fog=no
team_name=enemies
user_team_name=_"Enemies"
color=brown
[ai]
aggression=0.90
caution=0.10
#ifdef WIP
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=20
[/goal]
#endif
[/ai]
[/side]
#Side=6 dwarf 2 (main base guards)
[side]
side=6
type=Dwarvish Lord
id=Dwarf Chieftain
name= _ "Dwarf Chieftain"
canrecruit=yes
color=purple
x=6
y=16
side=6
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
gold=0
# set income extra low to compensate for prestart villages
income=-20
controller=ai
shroud=no
fog=no
#so that lake bats won't go after dwarves
team_name=enemies
user_team_name=_"Enemies"
#ifdef EASY
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder
#endif
#ifdef NORMAL
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder, Dwarvish Explorer
#endif
#ifdef HARD
recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Dragonguard, Dwarvish Sentinel, Dwarvish Pathfinder, Dwarvish Explorer
#endif
[ai]
#ifdef EASY
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter
#endif
#ifdef NORMAL
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter
#endif
#ifdef HARD
recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter,archer
#endif
aggression=0.6
# makes the dwarves group defensively
grouping=defensive
[/ai]
{FLAG_VARIANT knalgan}
[/side]
#ifdef EASY
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Vampire Bat" 2}
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Blood Bat" 2}
#else
{LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Dread Bat" 2}
#endif
# Prestart functions:
# set starting scenario objectives
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove keep
# create elf units
# create AI=guardian starting units
[event]
name=prestart
#set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Kill dwarf chieftain"
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]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
{INCREASE_RECRUIT_COSTS 1}
#secret tomb furnishings
{PLACE_IMAGE items/rune-violet2.png 45 21}
{PLACE_IMAGE items/coffin-closed.png 49 24}
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
#initialize starting variables
[set_variable]
name=tentacle_count
value=0
[/set_variable]
# Pre-set units
# Event 2.1
# Dwarvish sergeant guardian
[unit]
type=Dwarvish Steelclad
id=Dwarf Sergeant
name= _ "Dwarf Sergeant"
x=11
y=36
side=2
ai_special=guardian
facing=nw
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
# Event 2.2
# Vengeful Dwarf
[unit]
type=Dwarvish Fighter
id=Vengeful Dwarf
name= _ "Vengeful Dwarf"
x=7
y=29
side=2
ai_special=guardian
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
[/modifications]
[/unit]
#Troll ally shaman, doesn't move
[unit]
type=Troll Shaman
id=Zurg
name= _ "Zurg"
x=33
y=30
side=3
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# Event 3: Tunnel cave-ins
[unit]
type=Dwarvish Stalwart
id=East Scout
name= _ "Dwarf Scout"
x=22
y=30
side=6
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[object]
id=o1
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
[unit]
type=Dwarvish Stalwart
id=West Scout
name= _ "Dwarf Scout"
x=17
y=31
side=6
ai_special=guardian
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[object]
id=o2
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/modifications]
[/unit]
#capture dwarf chieftan's villages
[capture_village]
x= 6, 8, 9,14,11
y=11,14,19,16,10
side=6
[/capture_village]
# show where to go at start
{PLACE_IMAGE items/gohere.png 28 32}
[/event]
# starting events
[event]
name=start
# starting dialogue
[message]
speaker=Zurg
message= _ "This amazing tunnel, it leads very close to dwarves’ main lair. You can hear their tiny footsteps just on other side of wall. All that separates us from the dwarves is a thin wall of stone. When you move a unit adjacent to the final wall, on your order Zurg will destroy it with fire magic. Dwarf chieftain is only lightly guarded, he send best warriors to hunt trolls. Heh, we give you easy task. You know dwarf chieftain when you see him, he shorter and uglier than most."
[/message]
[message]
speaker=Zhul
message= _ "Did you dig these tunnels all by yourselves?"
[/message]
[message]
speaker=Zurg
message= _ "No, most are tiny dwarf tunnels. We like natural tunnels, big and tall enough for mighty trolls. When the world was young, Griknagh cut many tunnels and caverns into the rock far below us. We traveled deep deep down, following the trickle of ancient streams, far deeper than the puny dwarves. But now we come back up, great leader say there bad things now deep below. Bad for trolls. We come back up to reclaim ancient lands. But we find them filled with many many little stinky dwarves. All the beautiful stones are gone, greedy dwarves take them all. So we fight to reclaim our lands. But Zurg talk too much. We have job to do. Find dwarven leader and kill him and we will reward you well."
[/message]
[message]
speaker=Kaleh
message= _ "It shall be done."
[/message]
[/event]
# Event 1: Blow up wall, encounter advance dwarf guards
# when player moves next wall trigger variable
[event]
name=moveto
[filter]
x,y=28,32
side=1
[/filter]
[message]
speaker=Zurg
message= _ "Once you done moving into position, Zurg will destroy wall."
[/message]
{REMOVE_IMAGE 28 32}
# at start of player’s next turn, blow charges and destroy wall
[event]
name=new turn
# Place dwarf guards
# EASY: 1 dwarf steelclad, 2 thunderer, 3 scouts
# NORMAL: 1 dwarf steelclad, 2 thunderguard, 3 scouts
# HARD: 1 dwarf steelclad, 2 thunderguard, 3 pathfinders
# 1 Dwarf Sergeant
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Fighter) 22 33 (Advance Sergeant) ( _ "Dwarf Sergeant")}
# 2 Dwarf shooters
#ifdef EASY
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 21 34 (Dwarf Guard) ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 23 34 () ( _ "Dwarf Guard")}
#else
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 21 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 23 34 () ( _ "Dwarf Guard")}
#endif
# 3 dwarf scouts occupy base and villages
#ifdef HARD
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 22 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 20 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 24 34 () ( _ "Dwarf Guard")}
#else
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 22 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 20 34 () ( _ "Dwarf Guard")}
{NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 24 34 () ( _ "Dwarf Guard")}
#endif
# Have Zurg cast spell to destroy wall
[message]
speaker=Zurg
message= _ "Fist and fire, crumble stone!"
[/message]
# Have screen flash red
[color_adjust]
red,green,blue=255,0,0
[/color_adjust]
[redraw]
[/redraw]
[delay]
time=100
[/delay]
[color_adjust]
red,green,blue=0,0,0
[/color_adjust]
[redraw]
[/redraw]
# Have wall shake, then be replaced by dirt, then add rubble
{UTBS_SHAKE_SCREEN}
[terrain]
x=27-28
y=33
terrain=Re
[/terrain]
{PLACE_IMAGE scenery/rubble.png 27 33}
{PLACE_IMAGE scenery/rubble.png 28 33}
# Reveal dwarven cavern
[remove_shroud]
x=19-30
y=32-39
side=1
[/remove_shroud]
[redraw][/redraw]
# Have Zurg say goodbye
[message]
speaker=Zurg
message= _ "My work here is done. Zurg must report back to Great Leader. Many things to do and dwarves to kill before rest. Zurg return later to see how little elves are doing. Fight well!"
[/message]
# Have Zurg leave
[move_unit]
id=Zurg
to_x=39
to_y=31
[/move_unit]
[kill]
id=Zurg
animate=no
fire_event=no
[/kill]
[terrain]
x,y=45,36
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 44 35}
# Have dwarf guards talk
[message]
speaker=Dwarf Guard
message= _ "Intruders! Sound the alarm!"
[/message]
# If player tries to go back up escape passage
[event]
name=moveto
[filter]
x,y=42-44,33-36
side=1
[/filter]
[message]
speaker=unit
message= _ "Zurg must have collapsed the tunnel. Perhaps he didn’t want to give the dwarves an easy access route if they defeated us. So much for an escape route, I guess we’ll just have to be sure not to fail."
[/message]
[/event]
[/event]
[/event]
# Event 2.1 2.2: Dwarf Sergeant and his Conscripts
# moveto version, when dwarf sees enemy (sighted version disabled)
[event]
name=moveto
[filter]
x,y=9-16,35-38
side=1
[/filter]
#[filter]
# id=Dwarf Sergeant
#[/filter]
#[filter_second]
# side=1
#[/filter_second]
[remove_shroud]
side=1
x=8-14
y=33-38
[/remove_shroud]
# if Hard, add a third Dwarf Conscript
{NAMED_GENERIC_UNIT 2 (Dwarvish Thunderer) 9 36 (Dwarf Conscript) ( _ "Dwarf Conscript")}
{NAMED_GENERIC_UNIT 2 (Dwarvish Scout) 10 34 () ( _ "Dwarf Conscript")}
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Dwarvish Fighter) 9 35 () ( _ "Dwarf Conscript")}
#endif
[message]
speaker=Dwarf Sergeant
message= _ "Do you know what the first task of any dwarven warrior is, runt?"
[/message]
[message]
x,y=10,34
message= _ "Sir?"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Constant vigilance, boys; the enemy could be anywhere!"
[/message]
[message]
x,y=9,36
message= _ "But sir—"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Did I give you permissions to speak? Did I?"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "I was killing trolls when you were in swaddling clothes. I wrote the book on killing trolls. And you’re not going anywhere until I’m done with you."
[/message]
[message]
x,y=10,34
message= _ "But sir, behind you...!"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Oh let me guess, a big nasty troll, right? And when I turn around you flee like the cowards you are. Do you think I’m stupid enough to fall for that one?"
[/message]
[if]
[variable]
name=unit.race
equals=elf
[/variable]
[then]
[message]
x,y=9,36
message= _ "No, it’s an elf!"
[/message]
[message]
id=Dwarf Sergeant
message= _ "What...?! Right... First task, boys, kill the intruder!"
[/message]
[/then]
[else]
[message]
x,y=9,36
message= _ "I’m too young to die, save me!"
[/message]
[message]
speaker=Dwarf Sergeant
message= _ "Oh, grow a backbone... Huh? Hey, for once the runt was telling the truth. Come on, boys, kill the intruder!"
[/message]
[/else]
[/if]
[/event]
# funny death message from one of the conscripts
[event]
name=last breath
[filter]
id=Dwarf Conscript
[/filter]
[filter_condition]
[have_unit]
id=Dwarf Sergeant
[/have_unit]
[/filter_condition]
[message]
speaker=unit
message= _ "I love you, Sarge..."
[/message]
[/event]
# Event 2.2: Wounded Troll
# When player sees Vengeful Dwarf and troll prisoner (sighted version disabled)
[event]
name=moveto
[filter]
x,y=6-8,28-34
side=1
[/filter]
[remove_shroud]
side=1
x=5-9
y=27-34
[/remove_shroud]
[unit]
type=Troll
id=Grog
name= _ "Grog"
profile=portraits/grog.png
x=7
y=28
side=3
hitpoints=25
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
{IS_LOYAL}
[/unit]
[message]
speaker=Vengeful Dwarf
message= _ "Ha, you’re trapped. I’ve got you right where I want you, and this time no one is gonna save you."
[/message]
[message]
speaker=second_unit
message= _ "How did a troll get stuck all the way back here?"
[/message]
[/event]
# When Vengeful Dwarf dies
[event]
name=die
[filter]
id=Vengeful Dwarf
[/filter]
[filter_condition]
[have_unit]
id=Grog
[/have_unit]
[/filter_condition]
{VARIABLE saved_grog yes}
[message]
speaker=Grog
message= _ "Thank you. Grog got lost and there were so many smelly dwarves. If you hadn’t come Grog would have been killed. Grog owes you his life."
[/message]
[modify_unit]
[filter]
id=Grog
[/filter]
side=1
moves=5
[/modify_unit]
[/event]
# Event 3: Tunnel cave-ins
# Eastern tunnel
[event]
name=moveto
[filter]
x,y=22-24,30-32
side=1
[/filter]
[if]
[have_location]
x,y=16,31
terrain=Xu
count=0
[/have_location]
[then]
[delay]
time=200
[/delay]
[message]
speaker="East Scout"
message= _ "Here they come! Blow the charges!"
[/message]
[kill]
id="East Scout"
animate=no
[/kill]
[move_unit_fake]
type=Dwarvish Stalwart
side=6
x=22,21,20,20,20,19,18,18
y=30,30,29,28,27,27,26,25
[/move_unit_fake]
{UTBS_SHAKE_SCREEN}
[terrain]
x,y=22,30
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 21 30}
{PLACE_IMAGE scenery/rubble.png 23 30}
[/then]
[else]
[message]
speaker="East Scout"
message= _ "They’re coming this way too! Blow the charges!"
[/message]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
speaker="East Scout"
message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself."
[/message]
[/else]
[/if]
[/event]
# Western tunnel
[event]
name=moveto
[filter]
x,y=15-16,31-34
side=1
[/filter]
[if]
[have_location]
x,y=22,30
terrain=Xu
count=0
[/have_location]
[then]
[delay]
time=200
[/delay]
[message]
speaker=West Scout
message= _ "Here they come! Blow the charges!"
[/message]
[kill]
id=West Scout
animate=no
[/kill]
[move_unit_fake]
type=Dwarvish Stalwart
side=6
x=17,18,18,18,18,18,18,18,17,17
y=31,30,29,28,27,26,25,24,24,23
[/move_unit_fake]
{UTBS_SHAKE_SCREEN}
[terrain]
x,y=16,31
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 15 32}
{PLACE_IMAGE scenery/rubble.png 17 31}
[/then]
[else]
[message]
speaker="West Scout"
message= _ "They’re coming this way too! Blow the charges!"
[/message]
[redraw]
[/redraw]
[delay]
time=1000
[/delay]
[message]
speaker="West Scout"
message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself."
[/message]
[/else]
[/if]
[/event]
# Event 4: Bridge/Chasm Fight
# Dwarf guards challenge elves to stand and fight, Jorgi doesn't want
# to have to resort to trickery
[event]
name=moveto
[filter]
x=17-21
y=24-31
side=1
[/filter]
[remove_shroud]
x=16-23
y=23-32
side=1
[/remove_shroud]
{NAMED_GENERIC_UNIT 6 (Dwarvish Sentinel) 19 25 (Jorgi) ( _ "Jorgi")}
#ifdef HARD
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 18 26 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 20 26 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 18 26 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 19 27 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 20 26 () ( _ "Dwarf Guard")}
#endif
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 18 25 () ( _ "Dwarf Guard")}
{NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 20 25 () ( _ "Dwarf Guard")}
#ifdef EASY
{NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 19 26 () ( _ "Dwarf Guard")}
#else
{NAMED_GENERIC_UNIT 6 (Dwarvish Dragonguard) 19 26 () ( _ "Dwarf Guard")}
#endif
[message]
speaker=Jorgi
message= _ "It was a mistake to depend on trickery. We will defeat you fighting face to face. A true dwarf always looks his opponent in the eye when he kills him!"
[/message]
[message]
speaker=Jorgi
message= _ "So I challenge you, man to man. If you are not cowards, step out onto these bridges and meet your fate!"
[/message]
[/event]
# defines macro to explode backup charges to destroy tunnel leading
# directly to main dwarf base
#define BACKUP_CHARGES
{UTBS_SHAKE_SCREEN}
[terrain]
x=12,12
y=19,20
terrain=Xu
[/terrain]
{PLACE_IMAGE scenery/rubble.png 11 19}
{PLACE_IMAGE scenery/rubble.png 13 21}
#enddef
# When Jorgi dies, blow charges to destroy tunnel leading to dwarf base
[event]
name=last breath
id=death_blows_charges
[filter]