-
-
Notifications
You must be signed in to change notification settings - Fork 988
/
03_Kalian_under_Attack.cfg
1146 lines (1033 loc) · 31.3 KB
/
03_Kalian_under_Attack.cfg
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#textdomain wesnoth-low
# NOTE: Orcish plans: The orcs are somewhat wary of the forest, and do
# not want to commit their entire army from the start. So, they decide
# to send a part of their army (under the command of the Orcish
# Slayer Urudin), to test the defenses of Ka'lian. If the slayer dies (he's
# not supposed to die, as he is not taking part in the battle, but
# oversees it from a distance, and he'll flee if any orc dies), it
# means that the orcs will not attempt further attack on
# Ka'lian, but, instead, hold position and wait for their army to arrive
[scenario]
id=03_Kalian_under_Attack
name= _ "Ka’lian under Attack"
next_scenario=04_The_Elvish_Treasury
allow_new_game=no
random_start_time=no
force_lock_settings=yes
experience_modifier=100
#### Map setup ####
{LOW_MAP Kalian.map}
[event]
name=prestart
{campaigns/Legend_of_Wesmere/maps/Kalian_map.cfg}
[replace_map]
x=9-53
y=9-53
{LOW_MAP Kalian.map}
[/replace_map]
[shift_labels]
x=-8
y=-9
[/shift_labels]
[/event]
{LOW_MASK 03_Kalian_under_Attack.mask (-7) (-7)}
#### /Map setup ####
{TURNS 5 7 9}
{INTRO_AND_SCENARIO_MUSIC elf-land.ogg revelation.ogg}
{EXTRA_SCENARIO_MUSIC into_the_shadows.ogg}
{EXTRA_SCENARIO_MUSIC the_deep_path.ogg}
{EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg}
{EXTRA_SCENARIO_MUSIC northerners.ogg}
{DEFAULT_SCHEDULE}
[story]
[part]
story= _ "Events at the Ka’lian took an ominous turn before Kalenz and his band could arrive there..."
delay=4000
[/part]
[/story]
{LOW_TRACK {FLIGHT_STAGE3} }
#define PLAYER_GOLD
#ifdef MULTIPLAYER
{GOLD 160 100 50}
{INCOME -2 -2 -2}
#else
{GOLD 80 50 25}
{INCOME -2 -2 -2}
#endif
village_gold=1
#enddef
[side]
side=1
no_leader=yes
{PLAYABLE}
save_id=Kalenz
fog=yes
{PLAYER_GOLD}
[/side]
# wmllint: skip-side
{MP_SIDE 2 (
no_leader=yes
{PLAYABLE}
save_id=Landar
fog=yes
{PLAYER_GOLD}
)}
[side]
side=3
{PLAYABLE}
fog=yes
no_leader=yes
previous_save_id=Kalenz
save_id=Galtrid
{GOLD 300 200 100}
income=-2
village_gold=1
[unit]
{GALTRID}
x=25
y=24
facing=nw
[/unit]
#ifndef MULTIPLAYER
[unit]
{EL_ISOMITHIR}
x=21
y=24
facing=nw
[/unit]
[unit]
type=Elvish Scout
{IS_LOYAL}
facing=nw
id=guard
x=22
y=21
[/unit]
#endif
[unit]
type=Elvish Scout
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
facing=nw
id=guard2
x=24
y=21
[/unit]
# wmllint: recognize Eradion
# wmllint: recognize Galtrid
[/side]
# wmllint: skip-side
{MP_SIDE 4 (
no_leader=yes
previous_save_id=Landar
{PLAYABLE}
save_id=El_Isomithir
fog=yes
{GOLD 300 200 100}
income=-2
village_gold=1
[unit]
{EL_ISOMITHIR}
x=21
y=24
[/unit]
[unit]
type=Elvish Scout
x=22
y=21
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
[/unit]
)}
[side]
side=5
controller=ai
allow_player=no
{ORC_SETUP}
no_leader=yes
team_name=orcs
user_team_name= _ "Enemies"
fog=yes
shroud=yes
share_view=yes
gold=0
village_gold=1
recruit=""
faction=Custom
[ai]
[engine]
name=lua
code=<<
local my_ai = { }
function my_ai:retreat()
local urudin = wesnoth.get_units({id="Urudin"})[1]
if urudin and urudin.valid then
local mhp, hp = urudin.max_hitpoints, urudin.hitpoints
local turn = wesnoth.current.turn
if turn >= 3 or hp < mhp / 2 then
ai.move_full(urudin, 20, 6)
end
end
end
return my_ai
>>
[/engine]
[stage]
id=leader_retreat
engine=lua
name=leader_retreat
#retreat on > half HP lost or turn>=3
code="(...):retreat()"
[/stage]
[stage]
name=ai_default_rca::candidate_action_evaluation_loop
id=simple_main_loop
{AI_CA_COMBAT}
{AI_CA_SIMPLE_MOVE_TO_TARGETS}
[/stage]
[/ai]
[/side]
{STARTING_VILLAGES_ALL 3}
#ifdef MULTIPLAYER
[event]
name=prestart
[capture_village]
side=4
x=1-26
y=1-999
[/capture_village]
[/event]
#endif
# wmllint: recognize Urudin
[event]
name=last breath
[filter]
id=Urudin
[/filter]
[message]
speaker=unit
message= _ "Chief, the cursed tree-shaggers are defeating us!"
[/message]
[fire_event]
name=orcs_select_strategy
[/fire_event]
[/event]
#### /Side3 code ####
#### Side6 code ####
[side]
side=6
controller=ai
allow_player=no
{ORC_SETUP}
no_leader=yes
team_name=orcs
user_team_name= _ "Enemies"
fog=yes
shroud=yes
share_view=yes
#ifdef EASY
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman, Orcish Slayer, Orcish Warrior
#endif
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman, Orcish Slayer, Orcish Warrior
#endif
{GOLD 0 40 80}
{INCOME 4 8 12}
village_gold=1
{ai/aliases/stable_singleplayer.cfg} #note that this MUST be given OUTSIDE the 'ai' tag
[ai]
{AI_SIMPLE_NIGHT_ASPECT aggression 1}
{AI_SIMPLE_NIGHT_ASPECT caution 0}
{AI_SIMPLE_NIGHT_ASPECT grouping offensive}
{AI_SIMPLE_ALWAYS_ASPECT villages_per_scout 5}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,scout,scout,fighter,archer,mixed fighter"}
{MODIFY_AI_ADD_CANDIDATE_ACTION 4 main_loop {AI_CA_POISONING}}
[/ai]
[/side]
#### /Side4 code ####
#### Side5 code ####
[side]
side=7
controller=ai
allow_player=no
{ORC_SETUP}
no_leader=yes
team_name=orcs
user_team_name= _ "Enemies"
shroud=yes
fog=yes
share_view=yes
#ifdef EASY
recruit=Orcish Crossbowman, Goblin Pillager, Goblin Knight
#endif
#ifdef NORMAL
recruit=Orcish Crossbowman, Goblin Pillager, Goblin Knight, Orcish Slayer, Goblin Impaler, Goblin Rouser, Orcish Warrior
#endif
#ifdef HARD
recruit=Orcish Crossbowman, Goblin Pillager, Goblin Knight, Orcish Slayer, Goblin Impaler, Goblin Rouser, Orcish Warrior
#endif
{GOLD 0 40 80}
{INCOME 4 8 12}
village_gold=1
{ai/aliases/stable_singleplayer.cfg} #note that this MUST be given OUTSIDE the 'ai' tag
[ai]
{AI_SIMPLE_NIGHT_ASPECT aggression 1}
{AI_SIMPLE_NIGHT_ASPECT caution 0}
{AI_SIMPLE_NIGHT_ASPECT grouping offensive}
{AI_SIMPLE_ALWAYS_ASPECT villages_per_scout 5}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,fighter,fighter,archer,mixed fighter"}
{MODIFY_AI_ADD_CANDIDATE_ACTION 5 main_loop {AI_CA_POISONING}}
[/ai]
[/side]
# wmllint: recognize Mutaf-uru
[event]
name=last breath
[filter]
id=Mutaf-uru
[/filter]
[message]
speaker=unit
message= _ "We die, but more come after us, Orcs will rule all!"
[/message]
[/event]
#### /Side5 code ####
#undef PLAYER_GOLD
#### Orc AI ####
#define ORC_BATTLEFIELD_EVALUATION
{VARIABLE orc_battlefield_evaluation 0}
# slayer dead: -1000
[if]
[not]
[have_unit]
id=Urudin
side=5
[/have_unit]
[/not]
[then]
{VARIABLE_OP orc_battlefield_evaluation sub 1000}
[/then]
[/if]
# orcs in Ka'lian: +3 +4 +5 per orc
[store_unit]
variable=eval_orcs_in_kalian
[filter]
side=5,6,7
[filter_location]
[and]
x,y=23,23
radius=5
[/and]
[not]
terrain=W*
[/not]
[/filter_location]
[/filter]
[/store_unit]
{VARIABLE eval_orcs_in_kalian_score 0}
{VARIABLE_OP eval_orcs_in_kalian_score add $eval_orcs_in_kalian.length}
#ifdef EASY
{VARIABLE_OP eval_orcs_in_kalian_score multiply 3}
#endif
#ifdef NORMAL
{VARIABLE_OP eval_orcs_in_kalian_score multiply 4}
#endif
#ifdef HARD
{VARIABLE_OP eval_orcs_in_kalian_score multiply 5}
#endif
{VARIABLE_OP orc_battlefield_evaluation add $eval_orcs_in_kalian_score}
# elven units: -1 per unit
[store_unit]
variable=eval_elves
[filter]
side=1,2,3,4
[/filter]
[/store_unit]
{VARIABLE_OP orc_battlefield_evaluation sub $eval_elves.length}
{CLEAR_VARIABLE eval_elves}
{CLEAR_VARIABLE eval_orcs_in_kalian}
{CLEAR_VARIABLE eval_orcs_in_kalian_score}
#enddef
#define ORC_BATTLEFIELD_EVALUATION_SUCCESS
[variable]
name=orc_battlefield_evaluation
greater_than_equal_to=11
[/variable]
#enddef
#define ORC_BATTLEFIELD_EVALUATION_FAILURE
[variable]
name=orc_battlefield_evaluation
less_than_equal_to=-25
[/variable]
#enddef
[event]
name=prestart
{VARIABLE orc_reserve_used no}
{VARIABLE orc_battlefield_strategy 'wait'}
[unit]
type="Orcish Slayer"
id=Urudin
name= _ "Urudin"
side=5
canrecruit=yes
x=20
y=10
hitpoints=45
max_hitpoints=45
[/unit]
[unit]
type=Orcish Warlord
id=Murudin
name= _ "Murudin"
side=6
canrecruit=yes
x=3
y=12
[/unit]
[unit]
type=Orcish Warlord
id=Mutaf-uru
name= _ "Mutaf-uru"
profile=portraits/orcs/grunt-2.png
side=7
canrecruit=yes
x=9
y=4
[/unit]
[/event]
[event]
name=moveto
[filter]
x=12
y=4
id=Urudin
[/filter]
[if]
[variable]
name=orc_reserve_used
boolean_equals=no
[/variable]
[then]
{CLEAR_FOG 1 7 3 4}
{CLEAR_FOG 2 7 3 4}
{CLEAR_FOG 3 7 3 4}
{CLEAR_FOG 4 7 3 4}
[message]
id=Mutaf-uru
message=_ "Good, you are returned. What news is there?"
[/message]
[message]
id=Urudin
message=_ "The elvish scum refused to surrender, Warlord. We have begun the attack, as planned."
[/message]
[message]
id=Mutaf-uru
message=_ "Were you able to breach their citadel?"
[/message]
{ORC_BATTLEFIELD_EVALUATION}
[if]
{ORC_BATTLEFIELD_EVALUATION_SUCCESS}
[then]
[message]
id=Urudin
message=_ "Yes. We slaughtered them in great numbers."
[/message]
[/then]
[else]
[if]
{ORC_BATTLEFIELD_EVALUATION_FAILURE}
[then]
[message]
id=Urudin
message=_ "No, our attack was repulsed."
[/message]
[/then]
[else]
[message]
id=Urudin
message=_ "They resisted us fiercely; the battle is not yet done."
[/message]
[/else]
[/if]
[/else]
[/if]
{CLEAR_VARIABLE orc_battlefield_evaluation}
[fire_event]
name=orcs_select_strategy
[/fire_event]
{UNCLEAR_FOG}
[/then]
[/if]
[message]
id=Mutaf-uru
# Grubr is from LoW #7
message=_ "Go, report this news to the warlord Grubr."
[/message]
[message]
id=Urudin
message=_ "I obey."
[/message]
[kill]
id=Urudin
[/kill]
[/event]
# triggered by slayer dying, or slayer reaching his boss, or Kalenz arriving
[event]
name=orcs_select_strategy
first_time_only=no
[if]
[variable]
name=orc_reserve_used
boolean_equals=no
[/variable]
[then]
# evaluate the battlefield. TODO Crab : consider using fai for evaluation
{ORC_BATTLEFIELD_EVALUATION}
[if]
{ORC_BATTLEFIELD_EVALUATION_SUCCESS}
[then]
{VARIABLE orc_battlefield_strategy 'attack'}
[/then]
[/if]
[if]
{ORC_BATTLEFIELD_EVALUATION_FAILURE}
[then]
{VARIABLE orc_battlefield_strategy 'defend'}
[/then]
[/if]
{CLEAR_VARIABLE orc_battlefield_evaluation}
# if fog is gone (thus, Kalenz is here), then do not wait
[if]
# wmllint: recognize Kalenz
[have_unit]
id=Kalenz
side=1
[/have_unit]
[variable]
name=orc_battlefield_strategy
equals='wait'
[/variable]
[then]
#{DEBUG_MSG ("$orc_battlefield_strategy changed to ‘attack’")}
{VARIABLE orc_battlefield_strategy 'attack'}
[/then]
[/if]
[switch]
variable=orc_battlefield_strategy
[case]
value='wait'
# do nothing
[/case]
[case]
value='attack'
{CLEAR_FOG 1 7 3 4}
[fire_event]
name=orc_commit_reserves
[/fire_event]
[fire_event]
name=orc_attack
[/fire_event]
{UNCLEAR_FOG}
[/case]
[case]
value='defend'
{CLEAR_FOG 1 7 3 4}
[fire_event]
name=orc_commit_reserves
[/fire_event]
[fire_event]
name=orc_defend
[/fire_event]
{UNCLEAR_FOG}
[/case]
[/switch]
[/then]
[/if]
[/event]
[event]
name=orc_commit_reserves
first_time_only=yes
{VARIABLE orc_reserve_used yes}
[modify_side]
side=6
{GOLD 200 320 420}
[/modify_side]
[modify_side]
side=7
{GOLD 200 240 380}
[/modify_side]
[/event]
[event]
name=orc_attack
first_time_only=no
[message]
id=Mutaf-uru
message= _ "These elves are weak, mere meat for my wolves! Get them!"
[/message]
{MODIFY_AI_ADD_GOAL 6 (
[goal]
[criteria]
race=elf
[/criteria]
value=2
[/goal]
)}
{MODIFY_AI_ADD_GOAL 7 (
[goal]
[criteria]
race=elf
[/criteria]
value=2
[/goal]
)}
[/event]
[event]
name=orc_defend
first_time_only=no
[message]
id=Mutaf-uru
message= _ "Cursed tree-shaggers and their filthy bows! We shall await the main army."
[/message]
{MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT 6 aggression 0.3}
{MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT 7 aggression 0.3}
{MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT 6 caution 0.4}
{MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT 7 caution 0.4}
{MODIFY_AI_ADD_GOAL 4 (
[goal]
[criteria]
id=Mutaf-uru
[/criteria]
value=200
[/goal]
)}
{MODIFY_AI_ADD_GOAL 7 (
[goal]
[criteria]
id=Mutaf-uru
[/criteria]
value=200
[/goal]
)}
[/event]
#### /Orc AI ####
#### Kalenz arrives ####
[event]
name=time over
[fire_event]
name=kalenz_arrives
[/fire_event]
[/event]
[event]
name=kalenz_arrives
{LOAD_SUBMAP 7-56 7-56 2 2 Kalian.map}
{LOW_MASK_IN_EVENT 03_Kalian_under_Attack.mask (-5) (-5)}
#redestroy the village destroyed by Urudrin
[terrain]
terrain = Rp^Dr
x,y=23,17
[/terrain]
[redraw]
[/redraw]
{REPLACE_SCENARIO_MUSIC the_city_falls.ogg}
{APPEND_MUSIC wanderer.ogg}
{APPEND_MUSIC suspense.ogg}
{APPEND_MUSIC siege_of_laurelmor.ogg}
{APPEND_MUSIC silvan_sanctuary.ogg}
[modify_turns]
#ifdef EASY
add=35
#endif
#ifdef NORMAL
add=30
#endif
#ifdef HARD
add=25
#endif
[/modify_turns]
[unit]
{KALENZ_YOUNG}
side=1
x=49
y=32
[/unit]
[unit]
{LANDAR_YOUNG}
#ifndef MULTIPLAYER
side=1
#else
side=2
#endif
x=49
y=36
[/unit]
[recall]
id=Anduilas
side=1
x=49
y=33
[/recall]
[recall]
id=Arkildur
#ifndef MULTIPLAYER
side=1
#else
side=2
#endif
x=49
y=37
[/recall]
[modify_side]
side=1
fog=no
[/modify_side]
[modify_side]
side=3
fog=no
[/modify_side]
#ifdef MULTIPLAYER
[modify_side]
side=2
fog=no
[/modify_side]
[modify_side]
side=4
fog=no
[/modify_side]
#endif
[/event]
[event]
name=time over
[objectives]
side=0
[objective]
description= _ "Defeat all enemy leaders."
condition=win
[/objective]
[objective]
description= _ "Death of Kalenz"
condition=lose
[/objective]
[objective]
description= _ "Death of Landar"
condition=lose
[/objective]
[objective]
description= _ "Death of Galtrid"
condition=lose
[/objective]
#ifdef MULTIPLAYER
[objective]
description= _ "Death of Eradion"
condition=lose
[/objective]
#endif
[gold_carryover]
bonus=yes
carryover_percentage=80
[/gold_carryover]
{TURNS_RUN_OUT}
[/objectives]
[redraw]
[/redraw]
[scroll_to_unit]
id=Kalenz
[/scroll_to_unit]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "For days, Kalenz and his small host of followers traveled, moving nearer and yet nearer to the Ka’lian. Thanks to the dense fog and elvish woodscraft, the band was able to evade the orcish hunters. Then, as they were almost arrived at their destination, the north wind blew, and the fog lifted to reveal a grim sight..."
[/message]
[message]
id=Kalenz
message= _ "Great hosts of orcs converge on the Ka’lian! But if we fall upon them from behind as they are fully engaged with the defenders, we and they together might yet defeat them."
[/message]
[message]
id=Galtrid
message= _ "Are you our army’s vanguard? Hurry, for we are sorely pressed here."
[/message]
[message]
id=Kalenz
message= _ "No, we are fleeing an attack on our home in the Lintanir. Time enough for talk later; we must defeat these orcs together, or at least hold them off long enough for the humans to come to our aid."
[/message]
[message]
id=Galtrid
message= _ "Then you have not heard the ill tidings. King Haldric has broken the treaty. The humans will not come to our aid!"
[/message]
[message]
id=Landar
message= _ "How dare they break the treaty!"
[/message]
[fire_event]
name=orcs_select_strategy
[/fire_event]
[event]
name="time over"
[message]
id=Kalenz
message= _ "We have failed to relieve the defenders, and more orcish war-bands are arriving. All is lost!"
[/message]
[/event]
[/event]
[event]
name=prestart
[objectives]
[objective]
description= _ "Hold on until turns run out."
condition=win
show_turn_counter=yes
[/objective]
[objective]
description= _ "Death of Galtrid"
condition=lose
[/objective]
#ifdef MULTIPLAYER
[objective]
description= _ "Death of Eradion"
condition=lose
[/objective]
#endif
#TODO
# [objective]
# {BONUS_OBJECTIVE_CAPTION}
# description= _ "Defeat Urudin"
# #condition=win
# [/objective]
[/objectives]
[/event]
[event]
name=start
[scroll_to]
x,y=23,24
[/scroll_to]
[delay]
time=5000 #this delay is to give the player the sightseening opportunity
[/delay]
[scroll_to_unit]
id=Urudin
[/scroll_to_unit]
{MOVE_UNIT (id=Urudin) 21 13}
[message]
id=guard
message= _ "Hist! Someone is sneaking about in the mist."
[/message]
[message]
id=Urudin
message= _ "Ho, elves! Hand over the stone and we <i>might</i> not destroy your cute little playhouse, and we <i>might</i> spare you. Or, at the very least, we promise you a quick and painless death."
[/message]
[message]
id=Galtrid
message= _ "What ‘stone’, foul and clumsy orc? Your lips are not fit even to name the citadel of the Ka’lian, for it has stood since before your kind crawled into sunlight and will endure long after you are forgotten!"
[/message]
{MOVE_UNIT (id=Urudin) 21 15}
[terrain]
terrain = Rp^Dr
x,y=21,15
[/terrain]
#TODO add village destroying sound effect
[redraw]
[/redraw]
{MOVE_UNIT (id=Urudin) 20 14}
[message]
id=Urudin
message= _ "We will cram those arrogant words back down your throat before we kill you, wose-spawned worm of an elf!"
[/message]
{REPLACE_SCENARIO_MUSIC the_deep_path.ogg}
{APPEND_MUSIC siege_of_laurelmor.ogg}
#TODO add one more title
{GENERIC_UNIT 7 "Orcish Assassin" 17 17}
{MOVE_UNIT (x,y=17,17) 19 19}
{GENERIC_UNIT 7 "Orcish Assassin" 17 16}
{MOVE_UNIT (x,y=17,16) 21 17}
{GENERIC_UNIT 6 "Orcish Assassin" 13 19}
{MOVE_UNIT (x,y=13,19) 16 20}
{GENERIC_UNIT 6 "Orcish Assassin" 11 21}
{MOVE_UNIT (x,y=11,21) 16 21}
{GENERIC_UNIT 6 "Orcish Assassin" 12 22}
{MOVE_UNIT (x,y=12,22) 15 23}
{GENERIC_UNIT 6 "Orcish Assassin" 12 24}
{MOVE_UNIT (x,y=12,24) 16 24}
{GENERIC_UNIT 6 "Orcish Assassin" 13 30}
{MOVE_UNIT (x,y=13,30) 17 29}
{GENERIC_UNIT 6 "Orcish Assassin" 20 32}
{MOVE_UNIT (x,y=20,32) 22 29}
{GENERIC_UNIT 6 "Orcish Assassin" 27 32}
{MOVE_UNIT (x,y=27,32) 24 29}
{GENERIC_UNIT 6 "Orcish Assassin" 26 32}
{MOVE_UNIT (x,y=26,32) 24 30}
{GENERIC_UNIT 7 "Orcish Assassin" 30 17}
{MOVE_UNIT (x,y=30,17) 28 19}
{GENERIC_UNIT 7 "Orcish Assassin" 33 20}
{MOVE_UNIT (x,y=33,20) 30 21}
{GENERIC_UNIT 7 "Orcish Assassin" 33 21}
{MOVE_UNIT (x,y=33,21) 31 23}
{GENERIC_UNIT 7 "Orcish Assassin" 34 24}
{MOVE_UNIT (x,y=34,24) 30 24}
[message]
id=Galtrid
message= _ "To arms, elven-kin! They are many, but our army is returning and surely close at hand. We have but to hold until it arrives!"
[/message]
[scroll_to]
x,y=21,22
[/scroll_to]
#Soldiers
{UNIT 3 "Elvish Archer" 24 19 (facing=ne
animate=yes)}
{UNIT 3 "Elvish Archer" 26 21 (facing=ne
animate=yes)}
{UNIT 3 "Elvish Fighter" 27 23 (facing=ne
animate=yes)}
{UNIT 3 "Elvish Archer" 27 25 (facing=se
animate=yes)}
{UNIT 3 "Elvish Fighter" 24 26 (facing=sw
animate=yes)}
{UNIT 3 "Elvish Archer" 25 27 (facing=se
animate=yes)}
#ifndef MULTIPLAYER
{UNIT 3 "Elvish Archer" 22 19 (facing=nw
animate=yes)}
{UNIT 3 "Elvish Archer" 20 21 (facing=nw
animate=yes)}
{UNIT 3 "Elvish Fighter" 19 23 (facing=nw
animate=yes)}
{UNIT 3 "Elvish Archer" 19 25 (facing=sw
animate=yes)}
{UNIT 3 "Elvish Fighter" 22 26 (facing=se
animate=yes)}
{UNIT 3 "Elvish Archer" 21 27 (facing=sw
animate=yes)}
#else
{UNIT 4 "Elvish Archer" 22 19 (facing=nw
animate=yes)}
{UNIT 4 "Elvish Archer" 20 21 (facing=nw