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02_01_Infested_Caves.cfg
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02_01_Infested_Caves.cfg
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#textdomain wesnoth-nr
[scenario]
id=02_01_Infested_Caves
name= _ "Infested Caves"
map_file=02_01_Infested_Caves.map
{TURNS 55 50 45}
next_scenario=02_02_Meeting_With_Dwarves
{UNDERGROUND}
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC revelation.ogg}
{EXTRA_SCENARIO_MUSIC knalgan_theme.ogg}
[story]
[part]
music=knolls.ogg
story= _ "Ill-armed and untrained though they were, the people of Dwarven Doors rose against the orcs. Although their losses had been tremendous, never once did they break or falter. In the end, the orcish host was smashed and the survivors sent scurrying for their lives."
[/part]
[part]
story= _ "Grief for the fallen could not suppress the people’s joy in their newfound freedom. They ransacked the orcish storehouses, sang, danced and drank with abandon. New-fledged warriors boasted of their deeds in the battle, while the women and children looked on with awe."
[/part]
[part]
story= _ "Amidst all the revelry, Tallin alone remained grave. He knew it likely that the orcs would return with a vengeance and slaughter every last one of them. The following morning, he gathered the cooler heads so they could decide their next course. How might they, untrained in the art of war and without expectation of aid from the prosperous human lands of the south, defend themselves?"
[/part]
[part]
story= _ "The war council’s thoughts quickly turned to the dwarves, close allies in the past. However, nobody knew the state of things in the Knalgan tunnels. The bravest of scouts found in there the spoor of many trolls, and of even viler creatures. For years rumors had spread of the dwarves, slain during the invasion of Knalga, now risen in unlife to roam the tunnels. To Tallin and the others, fighting through all manner of unknown monsters in the mere hope of finding surviving dwarves held but little appeal."
[/part]
[part]
# wmllint: local spelling woodsrunners
story= _ "So the matter lay. The peasants dithered from one suggested plan of action to the next, never arriving at any conclusion. However, some unlooked help arrived in the form of a small band of woodsrunners — escapees from the orcs, grown wood-wise and crafty, and in contact with larger bands of poachers and outlaws roaming the night. Embassies were sent; agreements made. A handful of experienced fighters, scarred and closemouthed, came to Dwarven Doors to find and train the willing in their rugged fighting style."
[/part]
[part]
story= _ "A fortnight after their victory, the town was awakened from slumber in the dead of night by the distant booming of orcish drums. Scouts training with the woodsrunners returned to cry the news that a strong orcish company was approaching. Frightened as they had never been before, the folk of Dwarven Doors looked to Tallin for guidance."
[/part]
[part]
story= _ "Faced with certain destruction at the hands of the orcs, or a fate unknown in the caves of Knalga, Tallin chose the latter. The people quickly collected whatever food and weapons they could and plunged into the darkness of the caves."
[/part]
[/story]
{NR_TRACK {REVOLT_STAGE2}}
# Set sides
# Players side - some more recruit options this time.
# wmllint: validate-off
[side]
side=1
controller=human
{GOLD 450 400 350}
recruit=Peasant,Woodsman,Thug,Poacher,Footpad
team_name=rebels
user_team_name= _ "Rebels"
{FLAG_VARIANT6 ragged}
# wmllint: recognize Tallin
{CHARACTER_STATS_TALLIN}
shroud=yes
[/side]
# wmllint: validate-on
# Three sides for trolls, one lead by troll warrior
[side]
side=2
controller=ai
recruit=Troll Whelp
{GOLD 100 150 200}
team_name=trolls
user_team_name= _ "Trolls"
type=Troll
id=Knash
name= _ "Knash"
canrecruit=yes
[/side]
[side]
side=3
controller=ai
recruit=Troll Whelp
{GOLD 100 150 200}
team_name=trolls
user_team_name= _ "Trolls"
type=Troll
id=Krog
name= _ "Krog"
canrecruit=yes
[/side]
# Dwarven side
[side]
side=4
controller=ai
recruit=Dwarvish Fighter,Dwarvish Thunderer,Dwarvish Guardsman,Dwarvish Scout
{GOLD 130 120 100}
income=9 # covering the upkeep costs
team_name=rebels
user_team_name= _ "Rebels"
{FLAG_VARIANT knalgan}
type=Dwarvish Lord
id=Hamel
name= _ "Hamel"
profile=portraits/Hamel.webp
canrecruit=yes
[modifications]
{TRAIT_STRONG}
[object]
silent=yes
[effect]
apply_to=new_ability
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
[/effect]
[/object]
[/modifications]
[ai]
recruitment_pattern=fighter,fighter,fighter,mixed fighter
grouping=defensive
support_villages=yes
passive_leader=yes
# in the unexpected case that they become too strong they should not clear the whole map
[avoid]
x=1-31
y=1-11
[/avoid]
[/ai]
# The first one is a steelclad, he guards at a bottleneck, killing skeletons.
# If he goes down, it's assumed he was killed by trolls, which probably means
# that the trolls killed two skeleton sides and became very strong, and they
# will trigger afterwards the event which gives a big boost to the dwarves.
# The second one suplements him, he hinders units to overcome his ZoC.
# The Steelwart can't move; the fighter is controlled by a Micro AI.
{NOTRAIT_UNIT 4 "Dwarvish Steelclad" 31 28} {GUARDIAN} {FACING se}
{NAMED_NOTRAIT_UNIT 4 "Dwarvish Fighter" 27 28 (dwarvish_return_guard) ()}
{NOTRAIT_UNIT 4 "Dwarvish Stalwart" 28 21} {GUARDIAN}
{NOTRAIT_UNIT 4 "Dwarvish Stalwart" 32 21} {GUARDIAN}
{NOTRAIT_UNIT 4 "Dwarvish Stalwart" 24 25} {GUARDIAN} {FACING se}
[/side]
[side]
side=5
controller=ai
recruit=Skeleton,Skeleton Archer
{GOLD 300 400 500}
{INCOME 10 15 20}
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Mal Barath
name= _ "Mal Barath"
canrecruit=yes
[/side]
[side]
side=6
controller=ai
recruit=Troll Whelp,Troll,Troll Rocklobber
{GOLD 300 400 500}
{INCOME 14 18 22}
team_name=trolls
user_team_name= _ "Trolls"
type=Troll Warrior
id=Thung
name= _ "Thung"
canrecruit=yes
[ai]
# make them not focus the leaders, in particular of side 5
leader_value=1
# not really useful, deny 2 villages in case they conquer the nord
[avoid]
x=16-22
y=1-3
[/avoid]
[/ai]
{NOTRAIT_UNIT 6 "Troll Rocklobber" 39 5} {GUARDIAN}
{NOTRAIT_UNIT 6 "Troll Rocklobber" 39 11} {GUARDIAN}
[/side]
[side]
side=7
controller=ai
recruit=Skeleton,Skeleton Archer
{GOLD 250 350 450}
{INCOME 4 6 8}
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Delzath
name= _ "Delzath"
canrecruit=yes
[/side]
[side]
side=8
controller=ai
recruit=Skeleton,Skeleton Archer
{GOLD 250 350 450}
# One more compared to side 7, for upkeep cost of the Micro AI guardian.
{INCOME 5 7 9}
team_name=undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
type=Death Knight
id=Mal Tath
name= _ "Mal Tath"
canrecruit=yes
# controlled by Micro AI, more meatshield than guard
{NAMED_NOTRAIT_UNIT 8 "Skeleton Archer" 24 2 (skeleton_return_guard) ()}
[/side]
# And an empty side for the bat used in flavor event
[side]
no_leader=yes
side=9
hidden=yes
color=black
[/side]
[event]
name=prestart
[objectives]
side=1
[objective]
description= _ "Find the dwarves"
condition=win
[show_if]
[variable]
name=found_dwarves
boolean_equals=no
[/variable]
[/show_if]
[/objective]
[objective]
description= _ "Move Tallin to the dwarvish area to meet with Lord Hamel"
condition=win
[show_if]
[variable]
name=found_dwarves
boolean_equals=yes
[/variable]
[/show_if]
[/objective]
{ALTERNATIVE_OBJECTIVE_BONUS ( _ "Clear the caves")}
[objective]
description= _ "Death of Tallin"
condition=lose
[/objective]
[objective]
description= _ "The dwarves are defeated"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=no
carryover_percentage=40
[/gold_carryover]
[/objectives]
[time_area]
terrain=Gg,Mm,Mm^*,Hh,Hh^*
{DEFAULT_SCHEDULE}
[/time_area]
{RECALL_SUPPORTER}
[/event]
# Start event - execute the flavor bat encounter.
[event]
name=start
[message]
role=Supporter
message= _ "So here we are..."
[/message]
[message]
role=Supporter
message= _ "(<i>Trip</i>) <i>Oof!</i>" # wmllint: no spellcheck
[/message]
[message]
role=Supporter
message= _ "Great idea, Tallin. It's so dark I probably couldn’t even fight a bat down here."
[/message]
[move_unit_fake]
type=Blood Bat
side=9
x=15,14,13,12,11
y=12,12,13,12,12
[/move_unit_fake]
{NOTRAIT_UNIT 9 "Blood Bat" 11 12}
[message]
type=Blood Bat
message= _ "Neep Neep!" # wmmlint: no spellcheck
[/message]
[message]
role=Supporter
message= _ "Ahhhh!"
[/message]
[message]
speaker=Tallin
message= _ "Calm down. Come what may, we’ll handle them. Come on now, let’s find those dwarves!"
[/message]
[/event]
# Keep Mal Tath from grabbing the southern-most village and ending up on
# the tiny castle in the south during the first two turns
[event]
name=side 8 turn 1 refresh, side 8 turn 2 refresh
first_time_only=no
[modify_unit]
[filter]
id=Mal Tath
[/filter]
moves=4
[/modify_unit]
[/event]
# Find Camerin event
[event]
name=capture
[filter]
side=1
x,y=2,1
[/filter]
[unit]
side=1
x,y=1,1
# wmllint: recognize Camerin
{CHARACTER_STATS_CAMERIN}
[/unit]
[message]
speaker=Camerin
message= _ "<i>Prepare to die, you foul orc!</i>"
[/message]
[message]
speaker=unit
message= _ "Hold it! I am no orc, I am a human!"
[/message]
[message]
speaker=Camerin
message= _ "A human! Amazing, I haven’t seen a human ever since the orcs attacked."
[/message]
[message]
speaker=unit
message= _ "How have you managed to survive all this time?"
[/message]
[message]
speaker=Camerin
message= _ "By frying every orc, troll or skeleton I come across. Duh! Those monsters desecrated my life’s work, now I shall not rest till I send every last one of them to hell! Oh, and just between me and you, it is actually good fun — more fun anyway than sitting on your backside studying all day..."
[/message]
[message]
speaker=unit
message= _ "... Uh, sure!"
[/message]
[message]
speaker=Camerin
message= _ "But silly me, where are my manners? Would you like to come inside for tea?"
[/message]
[message]
speaker=unit
message= _ "Um... err... well actually we are presently busy fighting our way through hordes of trolls and skeletons trying to find the dwarves... if there are any left."
[/message]
[message]
speaker=Camerin
message= _ "Hordes of trolls and skeletons! Where?! Let’s go burn ’em all!"
[/message]
[message]
speaker=unit
# wmllint: local spelling Er
message= _ "Er... let’s go..."
[/message]
[message]
speaker=unit
message={WHISPER _"whisper^Is it safe to have this lunatic with us?"}
[/message]
{VARIABLE found_Camerin yes}
# The following two events are absolutely useless if Camerin
# was not found so we'll set them only when this happens using
# event nesting.
# Flavor event on Camerins first attack
[event]
name=attack
[filter]
id=Camerin
[/filter]
[message]
speaker=Camerin
message= _ "<i>Burn, you disgusting filth!</i>"
[/message]
[message]
speaker=second_unit
message= _ "Ahhh! Fire!"
[/message]
[/event]
# And flavor event on his first kill
[event]
name=die
[filter_second]
id=Camerin
[/filter_second]
[message]
speaker=Camerin
message= _ "<i>Yeah! Die, scum, die!</i>"
[/message]
[/event]
[/event]
# Information for the player that he can't proceed without either
# finding the dwarves or killing the enemies.
[event]
name=moveto
[filter]
side=1
x=35,36,37,40,40,40
y=1,1,1,12,13,14
[/filter]
[message]
speaker=unit
message= _ "This tunnel keeps on going..."
[/message]
[message]
speaker=Tallin
message= _ "I think we should finish searching this part of Knalga first before we go deeper into the caves."
[/message]
[/event]
# Flavor event on first sighting of the undead
[event]
name=sighted
[filter]
race=undead
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
role=Supporter
message= _ "Grim Gods of Darkness! What are those things?"
[/message]
[message]
speaker=Tallin
message= _ "Skeletons!"
[/message]
[message]
role=Supporter
message= _ "Look at the axes they bear. At one time those skeletons must have been dwarves!"
[/message]
[message]
speaker=Tallin
# po: The dwarves are skeletal undead.
message= _ "So it is true! The dwarven defenders of Knalga have risen once again. Stand firm men! Now it remains to be seen whether or not they recognize us as friends."
[/message]
[/event]
# Flavor event for the first time they attack
[event]
name=attack
[filter]
race=undead
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
role=Supporter
message= _ "They are attacking us!"
[/message]
[message]
speaker=Tallin
message= _ "Destroy them!"
[/message]
[/event]
# Opening a pair of hidden doors - the north one
[event]
name=moveto
[filter]
side=1
x=12,16,15
y=7 ,5 ,5
[/filter]
# Check from which side do we open and use appropriate race in the dialogue.
[if]
[variable]
name=unit.y
equals=7
[/variable]
[then]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the trolls were too stupid to figure out how to open it."
[/message]
# Two trigger fields in this case
{VARIABLE trigger.x "16,15"}
{VARIABLE trigger.y "5,5"}
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the skeletons were too stupid to find out how to open it."
[/message]
{VARIABLE trigger.x 12}
{VARIABLE trigger.y 7}
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Well, let’s see what’s behind it."
[/message]
[message]
speaker=unit
message= _ "All right. (<i>Grunt... strain...</i>) It’s not moving. It seems to be stuck."
[/message]
[message]
speaker=Tallin
message= _ "Well, just kick it down then."
[/message]
[message]
speaker=unit
message= _ "... Right."
[/message]
{QUAKE rumble.ogg}
[if]
[variable]
name=unit.y
equals=7
[/variable]
[then]
[terrain]
x=13
y=7
layer=overlay
terrain=^Pr\o
[/terrain]
[/then]
[else]
[terrain]
x=15
y=6
layer=overlay
terrain=^Pr\o
[/terrain]
[/else]
[/if]
[redraw]
side=1
[/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The old door crumbles away, revealing an old tunnel on the other side."
[/message]
# nested event, to open the second door
[event]
name=moveto
[filter]
side=1
x=14,$trigger.x
y=6,$trigger.y
[/filter]
[if]
[variable]
name=unit.y
equals=6
[/variable]
[then]
[message]
speaker=unit
message= _ "On the end of the passage is another door. I try to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Here is a similar door as the one before. I try to open it."
[/message]
[/else]
[/if]
{QUAKE rumble.ogg}
[terrain]
x=13,15
y=7,6
layer=overlay
terrain=^Pr\o
[/terrain]
[redraw]
side=1
[/redraw]
{CLEAR_VARIABLE trigger}
[/event]
[/event]
# And the south ones
[event]
name=moveto
[filter]
side=1
x=15,17
y=26,27
[/filter]
[if]
[variable]
name=unit.y
equals=26
[/variable]
[then]
[message]
# po: We have different wordings for the sentences.
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the trolls were too stupid to figure out how to open it."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey look, it’s an ancient door. It seems the skeletons were too stupid to find out how to open it."
[/message]
[/else]
[/if]
[message]
speaker=Tallin
message= _ "Well, let’s see what’s behind it."
[/message]
[message]
speaker=unit
message= _ "All right. (<i>Grunt... strain...</i>) It’s not moving. It seems to be stuck."
[/message]
[message]
speaker=Tallin
message= _ "Well, just kick it down then."
[/message]
[message]
speaker=unit
message= _ "... Right."
[/message]
{QUAKE rumble.ogg}
[terrain]
x=15,16,16,17
y=27,26,27,26
terrain=Uu
[/terrain]
[redraw]
side=1
[/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "A large section of wall crumbles away."
[/message]
[/event]
# We're doomed (tm) routine on turn 9
[event]
name=turn 9
[message]
role=Supporter
message= _ "Tallin, this situation is hopeless — there are endless monsters swarming from all directions!"
[/message]
[message]
speaker=Tallin
message= _ "We are in a dire situation indeed — but just see — the trolls and the skeletons are also attacking each other. We must all stay together in one group; let each man support the man next to him. If our ranks are imposing enough the monsters may shy away from us in favor of easier prey."
[/message]
[message]
role=Supporter
message= _ "But still, Tallin, we will take losses, and for each one of us, there is no replacement — whereas for every monster we kill, it seems that two more come to take its place!"
[/message]
[message]
speaker=Tallin
message= _ "Which is why we must make haste to find the dwarves. Dwarves are hardy creatures and they know their caves backwards and forwards — so I am sure at least some must have survived! Indeed, this is our only hope for otherwise, be it on the surface or be it down here, any way we turn we face certain destruction!"
[/message]
[/event]
# When the eastern trolls are defeated the undead will get their villages (not many)
# and focus on the player and the dwarves. The player is probably otherwise busy.
[event]
name=die
[filter]
side=6
canrecruit=yes
[/filter]
[filter_second]
race=undead
[/filter_second]
[gold]
side=4
amount=70
[/gold]
[modify_side]
[filter_side]
side=4
[/filter_side]
income=15
[/modify_side]
[allow_recruit]
side=4
type=Dwarvish Steelclad
[/allow_recruit]
[disallow_recruit]
side=4
type=Dwarvish Thunderer
[/disallow_recruit]
[/event]
# Give gold to the allies in case their area is invaded
[event]
name=moveto
[filter]
side=2,3,5,6,7,8
x=24-31
y=21-26
[/filter]
[gold]
side=4
amount=120
[/gold]
[modify_side]
[filter_side]
side=4
[/filter_side]
income=15
[/modify_side]
[if]
[variable]
name=turn_number
greater_than=30
[/variable]
[then]
[allow_recruit]
side=4
type=Dwarvish Stalwart,Dwarvish Pathfinder
[/allow_recruit]
[disallow_recruit]
side=4
type=Dwarvish Guardsman,Dwarvish Scout
[/disallow_recruit]
[/then]
[/if]
[/event]
# This unit should only defend this location and not join the counterattack
[event]
name=side 4 turn refresh
first_time_only=no
[object]
silent=yes
duration=turn end
take_only_once=yes
[filter]
side=4
x=31
y=28
[/filter]
[effect]
apply_to=movement_costs
replace=yes
[movement_costs]
cave={UNREACHABLE}
castle={UNREACHABLE}
[/movement_costs]
[/effect]
[/object]
[/event]
# Micro AI, controlling a unit which is supporting the one above.
[event]
name=prestart
[micro_ai]
side=4
ai_type=return_guardian
action=add
[filter]
id=dwarvish_return_guard
[/filter]
return_x,return_y=27,28
[/micro_ai]
[/event]
# Micro AI, ccontrolling one unit next to the northern undead leader.
# In cases the undead leader leaves his keep to attack a troll in the west,
# this unit will follow him (due to positioning) and return afterwards.
[event]
name=prestart
[micro_ai]
side=8
ai_type=return_guardian
action=add
[filter]
id=skeleton_return_guard
[/filter]
return_x,return_y=24,2
[/micro_ai]
[/event]
# Meeting the dwarves
[event]
name=sighted
[filter]
side=4
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "Stand where ye be, you... Och! A human!"
[/message]
[message]
speaker=Tallin
message= _ "Greetings from the people of Dwarven Doors, friend."
[/message]
[message]
speaker=unit
message= _ "Dwarven Doors? I thought ye surface humans had been enslaved or slain by the orcs years ago."
[/message]
[message]
speaker=Tallin
message= _ "Yes, we were enslaved, but we rose against Al’Tar and defeated his warband. In order to stay free, we seek help and equipment from our old allies, the dwarves."
[/message]
[message]
speaker=unit
message= _ "Och, the dwarves of Knalga are themselves in desperate straits — but we havena’ forgotten the old bonds. Be welcome to our keep. Aye, and have speech with our chieftain, the Lord Hamel."
[/message]
[message]
speaker=Tallin
message= _ "Very well."
[/message]
{VARIABLE found_dwarves yes}
[show_objectives][/show_objectives]
[/event]
# Moving Tallin within 5 hexes of Hamel. End scenario without bonus.
[event]
name=moveto
[filter]
id=Tallin
[filter_location]
[filter]
id=Hamel
[/filter]
radius=5
[filter_radius]
terrain=!,X*
[/filter_radius]
[/filter_location]
[/filter]
[message]
speaker=Hamel
message= _ "Well met, Tallin. My men have told me of your victory against Al’Tar."
[/message]
[message]
speaker=Tallin
message= _ "Thank you and well-met indeed, Lord Hamel. I must say, this place is interesting."
[/message]
[message]
speaker=Hamel
message= _ "This is how we get our food, me lad. Since we are a tad close to the surface here, some sunlight shines down through the cracks in the roof. If we baby the plants, we can usually get enough. They taste unco’ foul but that’s how we ha’ survived all these long years. But come, let us talk!"
[/message]
[message]
role=Supporter
message= _ "Whew, we did it!"
[/message]
[message]
speaker=Camerin
message= _ "Awww! Are we done already?"
[/message]
[endlevel]
result=victory
bonus=no
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
# All enemies defeated, choose appropriate dialog depending on whether the dwarves were found or not.
[event]
name=enemies defeated
[if]
[variable]
name=found_dwarves
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Tallin
message= _ "Good, we managed to clear the caves... for now, anyway. Now let’s get to the dwarven keep and dicker for better weapons."
[/message]
[/then]
[else]
[message]
speaker=Tallin
message= _ "Good, there are no more monsters lurking in these parts of the tunnels. I think I can hear the clamor of dwarves just ahead. Come on men, let’s go meet them."
[/message]
[/else]
[/if]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/event]