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08b_The_Tides_of_War.cfg
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08b_The_Tides_of_War.cfg
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#textdomain wesnoth-tsg
[scenario]
id=08b_The_Tides_of_War
name= _ "The Tides of War"
next_scenario=09b_Bandit_Epilogue
{SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC the_city_falls.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
{EXTRA_SCENARIO_MUSIC vengeful.ogg}
map_data="{campaigns/The_South_Guard/maps/08b_The_Tides_of_War.map}"
#define SG_DEATHS_LAST_LEVEL
#enddef
{campaigns/The_South_Guard/utils/sg_deaths.cfg}
{DEFAULT_SCHEDULE_SECOND_WATCH}
victory_when_enemies_defeated=yes
turns=-1
{TSG_BIGMAP {JOURNEY_08B_NEW} }
# The South Guard
[side]
side=1
type=Horseman Commander
id=Deoran
name= _ "Deoran"
profile=portraits/deoran.png
unrenamable=yes
team_name=South_Guard
user_team_name=_"South Guard"
controller=human
{CUSTOM_SG_FLAG}
{GOLD 225 200 175}
{INCOME 4 2 0}
fog=no
shroud=no
canrecruit=yes
recruit=Bowman, Spearman, Cavalryman, Footpad, Thug
[/side]
# The Undead Hordes
[side]
side=2
type=Ancient Lich
id="Mal M'Brin"
name= _ "Mal M’Brin"
profile=portraits/mal-mbrin.png
team_name=The_Undead_Hordes
user_team_name=_"Undead"
controller=ai
{GOLD 250 300 350}
{INCOME 20 25 30}
canrecruit=yes
[ai]
recruitment_pattern=scout,fighter,fighter,archer,scout,fighter,archer,mixed fighter
aggression=1.0
caution=0.0
[goal]
[criteria]
id=Deoran
[/criteria]
value=6.0
[/goal]
[/ai]
recruit=Revenant,Draug,Bone Shooter,Chocobone,Dark Sorcerer
{FLAG_VARIANT undead}
[/side]
[side]
side=3
type=Lich
id="Mal Tera"
name= _ "Mal Tera"
team_name=The_Undead_Hordes
user_team_name=_"Undead"
controller=ai
{GOLD 125 150 175}
{INCOME 12 15 18}
canrecruit=yes
[ai]
recruitment_pattern=scout,fighter,fighter,archer,scout,fighter,archer,mixed fighter
aggression=1.0
caution=0.0
[goal]
[criteria]
id=Deoran
[/criteria]
value=6.0
[/goal]
[/ai]
recruit=Blood Bat,Soulless,Necrophage
{FLAG_VARIANT undead}
[/side]
[event]
name=prestart
#define ILLUMINATING_CAMPFIRE X Y
[terrain]
x,y={X},{Y}
terrain=Gd^Ecf
[/terrain]
[item]
x,y={X},{Y}
halo=halo/fire-aura.png
[/item]
[store_locations]
x,y={X},{Y}
radius=2
variable=illuminated_locations
[/store_locations]
[time_area]
find_in=illuminated_locations
# Schedule from morning to 2nd night, with adjusted red,green,blue and illumination image.
{MORNING}
[+time]
image=misc/time-schedules/default/schedule-dawn.png~BLIT(misc/tod-bright.png)
lawful_bonus=25
[/time]
{MORNING}
{AFTERNOON}
{AFTERNOON}
[+time]
image=misc/time-schedules/default/schedule-dusk.png~BLIT(misc/tod-bright.png)
lawful_bonus=25
[/time]
{DAWN}
[+time]
image=misc/time-schedules/default/schedule-firstwatch.png~BLIT(misc/tod-bright.png)
lawful_bonus=0
[/time]
{DAWN}
[+time]
image=misc/time-schedules/default/schedule-secondwatch.png~BLIT(misc/tod-bright.png)
lawful_bonus=0
[/time]
[/time_area]
#enddef
[set_variables]
name=pebbles_defense_benefits
[value]
turn=6
{MODIFY_TERRAIN Ce 24 12}
{VARIABLE defenses some}
[/value]
[value]
turn=7
{NAMED_GENERIC_UNIT 1 (Heavy Infantryman) 24 12 () (_"Provincial Guard")}
{VARIABLE provincial_guard some}
[/value]
[value]
turn=8
{MODIFY_TERRAIN Ce 22 12}
{MODIFY_TERRAIN Ce 23 4}
[/value]
[value]
turn=9
{NAMED_GENERIC_UNIT 1 (Heavy Infantryman) 22 12 () (_"Provincial Guard")}
{NAMED_GENERIC_UNIT 1 (Bowman) 26 10 () (_"Provincial Guard")}
[/value]
[value]
turn=10
{MODIFY_TERRAIN Ha^Vhha 23 10}
[/value]
[value]
turn=11
{MODIFY_TERRAIN Aa^Vha 22 6}
{ILLUMINATING_CAMPFIRE 25 12}
[/value]
[value]
turn=12
#ifdef HARD
{NAMED_GENERIC_UNIT 1 (Merman Fighter) 7 16 () (_"Merman Guard")}
#else
{NAMED_GENERIC_UNIT 1 (Merman Warrior) 7 16 () (_"Merman Guard")}
#endif
{NAMED_GENERIC_UNIT 1 (Merman Warrior) 9 16 () (_"Merman Guard")}
[/value]
[value]
turn=13
{MODIFY_TERRAIN Chs 8 17}
{MODIFY_TERRAIN Chs 9 17}
{NAMED_GENERIC_UNIT 1 (Lieutenant) 14 9 (Nilaf) (_"Nilaf")}
[/value]
[value]
turn=14
{MODIFY_TERRAIN Ce 21 4}
#ifdef EASY
{NAMED_GENERIC_UNIT 1 (Knight) 18 3 () (_"Provincial Guard")}
#else
{NAMED_GENERIC_UNIT 1 (Horseman) 18 3 () (_"Provincial Guard")}
#endif
{NAMED_GENERIC_UNIT 1 (Spearman) 15 5 () (_"Provincial Guard")}
{NAMED_GENERIC_UNIT 1 (Bowman) 15 10 () (_"Provincial Guard")}
[/value]
[value]
turn=15
{MODIFY_TERRAIN Ce 25 9}
#ifdef HARD
{NAMED_GENERIC_UNIT 1 (Heavy Infantryman) 25 9 () (_"Provincial Guard")}
#else
{NAMED_GENERIC_UNIT 1 (Shock Trooper) 25 9 () (_"Provincial Guard")}
#endif
{NAMED_GENERIC_UNIT 1 (Merman Fighter) 9 17 () (_"Provincial Guard")}
{NAMED_GENERIC_UNIT 1 (Merman Netcaster) 8 15 () (_"Provincial Guard")}
[/value]
[value]
turn=16
{ILLUMINATING_CAMPFIRE 11 12}
{NAMED_GENERIC_UNIT 1 (Merman Hoplite) 8 17 () (_"Provincial Guard")}
{NAMED_GENERIC_UNIT 1 (Shock Trooper) 13 7 () (_"Provincial Guard")}
{VARIABLE provincial_guard full}
[/value]
[value]
turn=17
{ILLUMINATING_CAMPFIRE 10 7}
{ILLUMINATING_CAMPFIRE 22 2}
{MODIFY_TERRAIN Cea 21 13}
{MODIFY_TERRAIN Cea 25 13}
{MODIFY_TERRAIN Sm^Vhs 10 15}
[/value]
[value]
turn=18
{ILLUMINATING_CAMPFIRE 22 9}
{MODIFY_TERRAIN Ce 24 3}
{MODIFY_TERRAIN Cme 11 16}
{MODIFY_TERRAIN Cme 12 15}
{MODIFY_TERRAIN Wo 16 12}
{MODIFY_TERRAIN Wo 17 12}
{MODIFY_TERRAIN Wo 17 11}
{MODIFY_TERRAIN Wo 18 10}
{MODIFY_TERRAIN Wo 19 10}
{VARIABLE defenses full}
[/value]
[/set_variables]
[foreach]
array=pebbles_defense_benefits
[do]
[if]
[variable]
name=pebbles_defense_length
greater_than_equal_to=$this_item.turn
[/variable]
[then]
[insert_tag]
name=command
variable=this_item
[/insert_tag]
[/then]
[/if]
[/do]
[/foreach]
# The player gets 20 extra starting gold for each turn past 18
[if]
[variable]
name=pebbles_defense_length
greater_than=18
[/variable]
[then]
{VARIABLE turns_past_18 $pebbles_defense_length}
{VARIABLE_OP turns_past_18 sub 18}
{VARIABLE extra_starting_gold 20}
{VARIABLE_OP extra_starting_gold multiply $turns_past_18}
[gold]
side=1
amount=$extra_starting_gold
[/gold]
[/then]
[/if]
{CLEAR_VARIABLE pebbles_defense_benefits,illuminated_locations}
{CLEAR_VARIABLE turns_past_18,extra_starting_gold}
[/event]
[event]
name=prestart
{VARIABLE village_radius $pebbles_defense_length}
{VARIABLE_OP village_radius sub 5}
[if]
[variable]
name=village_radius
less_than=2
[/variable]
[then]
{VARIABLE village_radius 2}
[/then]
[/if]
[if]
[variable]
name=village_radius
greater_than=12
[/variable]
[then]
{VARIABLE village_radius 12}
[/then]
[/if]
# A few undead spawns at start to prevent you from zerging side 3 immediately
#ifdef EASY
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 9 22}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 11 22}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 10 20}
{LOYAL_UNDEAD_UNIT 3 (Ghoul) 11 19}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 12 20}
{LOYAL_UNDEAD_UNIT 2 (Skeleton) 21 28}
{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) 19 30}
{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) 23 33}
{LOYAL_UNDEAD_UNIT 2 (Skeleton Archer) 18 26}
#endif
#ifdef NORMAL
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 9 22}
{LOYAL_UNDEAD_UNIT 3 (Soulless) 11 22}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 10 20}
{LOYAL_UNDEAD_UNIT 3 (Ghoul) 11 19}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 12 20}
{LOYAL_UNDEAD_UNIT 2 (Revenant) 21 28}
{LOYAL_UNDEAD_UNIT 2 (Soulless) 19 30}
{LOYAL_UNDEAD_UNIT 2 (Skeleton) 23 33}
{LOYAL_UNDEAD_UNIT 2 (Skeleton Archer) 18 26}
#endif
#ifdef HARD
{LOYAL_UNDEAD_UNIT 3 (Ghoul) 9 22}
{LOYAL_UNDEAD_UNIT 3 (Soulless) 11 22}
{LOYAL_UNDEAD_UNIT 3 (Soulless) 10 20}
{LOYAL_UNDEAD_UNIT 3 (Ghoul) 11 19}
{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) 12 20}
{LOYAL_UNDEAD_UNIT 2 (Revenant) 21 28}
{LOYAL_UNDEAD_UNIT 2 (Soulless) 19 30}
{LOYAL_UNDEAD_UNIT 2 (Skeleton) 23 33}
{LOYAL_UNDEAD_UNIT 2 (Bone Shooter) 18 26}
#endif
[/event]
{STARTING_VILLAGES 1 $village_radius}
{STARTING_VILLAGES_AREA 1 8 16 1}
{STARTING_VILLAGES 2 5}
{STARTING_VILLAGES 3 5}
# Start
[event]
name=start
[recall]
id=Minister Hylas
x,y=17,7
[/recall]
[recall]
id=Jarek
x,y=17,8
[/recall]
[recall]
id=Moreth
x,y=18,8
[/recall]
{MODIFY_UNIT (id=Minister Hylas) overlays "misc/loyal-icon.png"}
{MODIFY_UNIT (id=Minister Hylas) ellipse ""}
[message]
speaker=Deoran
image=portraits/deoran-sad.png
message= _ "Look there! The undead have broken through Sir Gerrick’s line! Alas, he is lost!"
[/message]
[message]
speaker=Moreth
message= _ "Gerrick was my mentor and caretaker ever since I was little. I have admired his bravery and courage for a long time and always aspired to be a warrior as mighty as he was. Today, we will defeat the undead and avenge him!"
[/message]
[if]
[variable]
name=provincial_guard
equals=some
[/variable]
[variable]
name=defenses
equals=some
[/variable]
[then]
[message]
speaker=Deoran
message= _ "He was a noble man to have sacrificed himself for us. I wish that it did not have to be so, but in the narrow window Gerrick’s valiant stand gave us, we have gathered some of the provincial guard and reinforced our defenses!"
[/message]
[/then]
[elseif]
[variable]
name=provincial_guard
equals=full
[/variable]
[variable]
name=defenses
equals=some
[/variable]
[then]
[message]
speaker=Deoran
message= _ "He was a noble man to have sacrificed himself for us. I wish that it did not have to be so, but in the narrow window Gerrick’s valiant stand gave us, we have gathered the whole provincial guard and reinforced our defenses!"
[/message]
[/then]
[/elseif]
[elseif]
[variable]
name=provincial_guard
equals=full
[/variable]
[variable]
name=defenses
equals=full
[/variable]
[then]
[message]
speaker=Deoran
message= _ "He was a noble man to have sacrificed himself for us. I wish that it did not have to be so, but in the narrow window Gerrick’s valiant stand gave us, we have gathered the whole provincial guard and fully embattled the city!"
[/message]
[/then]
[/elseif]
[/if]
# This message is not necessarily spoken, as Nilaf is only here if pebbles_defense_length is >= 13,
# while Deoran speaks if pebbles_defense_length is >= 6 (i.e. provincial_guard equals some)
[message]
speaker=Nilaf
message= _ "Indeed, Sir Deoran, we have come to defend Westin from the undead menace!"
[/message]
[message]
speaker=Deoran
message= _ "Minister Hylas, what word is there from the allies of the Council?"
[/message]
[if]
[variable]
name=pebbles_defense_length
less_than=18
[/variable]
[then]
[message]
speaker=Minister Hylas
message= _ "The Council of Westin has summoned some aid from our allies to the north!"
[/message]
# wmllint: local spelling Mefel
{NAMED_LOYAL_UNIT 1 (Silver Mage) 10 3 (Minister Mefel) (_"Minister Mefel")}
[message]
speaker=Minister Mefel
message= _ "We come to battle the unholy ones at your side. Hylas, I have made all possible haste, but the others are not as swift as I. It will take more time for them to arrive."
[/message]
{VARIABLE council_arrive_turn 19}
{VARIABLE_OP council_arrive_turn sub $pebbles_defense_length}
[/then]
[else]
[message]
speaker=Minister Hylas
message= _ "The Council of Westin has summoned many of our brethren from our allies to the north!"
[/message]
{NAMED_LOYAL_UNIT 1 (Silver Mage) 10 3 (Minister Mefel) (_"Minister Mefel")}
[fire_event]
name=mages arrive
[/fire_event]
[message]
speaker=Minister Mefel
message= _ "We heard your call for help and came as quickly as we could. These undead shall be sent back to the dark abyss that spawned them!"
[/message]
[/else]
[/if]
[message]
speaker=Deoran
message= _ "So, this is it. Sir Gerrick has bought us enough time to rally our forces and fortify the city. A mighty battle is upon us, but as surely as the dawn breaks after every night, the courage and valor of men will prevail over the wicked creatures of darkness. We must stand fast against the undead and defend our homes! We fight for Sir Gerrick! We fight for Wesnoth!"
[/message]
[objectives]
side=1
[objective]
description= _ "Defeat Mal M’Brin"
condition=win
[/objective]
[objective]
description= _ "Death of Deoran"
condition=lose
[/objective]
{TURNS_RUN_OUT}
{IS_LAST_SCENARIO}
[note]
[show_if]
[variable]
name=turn_number
less_than=$council_arrive_turn
[/variable]
[/show_if]
description= _ "More allies will arrive on turn $council_arrive_turn|."
[/note]
[/objectives]
{CLEAR_VARIABLE pebbles_defense_length,defenses,provincial_guard,village_radius}
[/event]
[event]
name=side 2 turn 1
# po: fleshbag refers to humans, meaning literally a "chunk of meat" here, and "pesky fly" refers to Sir Gerrick
[message]
speaker="Mal M'Brin"
message= _ "So, the fleshbags have managed to mount a defense. It would seem that the pesky fly turned out to be more than a minor annoyance after all."
[/message]
[message]
speaker="Mal Tera"
message= _ "What shall we do, master?"
[/message]
[message]
speaker="Mal M'Brin"
message= _ "Slay them all! Even if we sustain heavy losses here, the city’s inhabitants will be more than enough to replenish our ranks."
[/message]
[/event]
# if you start losing units, enemies gain gold
[event]
name=die
first_time_only=no
[filter]
side=1
[/filter]
[gold]
side=2,3
#ifdef EASY
amount=9
#endif
#ifdef NORMAL
amount=12
#endif
#ifdef HARD
amount=15
#endif
[/gold]
[fire_event]
name=allied_unit_death
[/fire_event]
[/event]
[event]
name=allied_unit_death
first_time_only=yes
[message]
speaker="Mal M'Brin"
message= _ "For every man that falls, a new warrior shall soon join the ranks of the dead!"
[/message]
[message]
speaker=Deoran
message= _ "Hold fast, men of the South Guard! No matter how daunting the evil that opposes us, we must weather this darkness and defend our homes!"
[/message]
[message]
speaker="Mal M'Brin"
message= _ "Fool boy, you overestimate the strength of these decrepit peasants that you call soldiers. The rivers will run red with your blood! The smoke and ashes from your ruined homes will blot out the sky, and from the swamps and the black earth, your bones will rise again to serve me!"
[/message]
[message]
speaker=narrator
message= _ "Every unit you lose will give the undead some gold. Protect your troops and sustain as few losses as possible!"
image=wesnoth-icon.png
[/message]
[/event]
# extra dialogue
[event]
name=turn 6
[message]
speaker="Mal M'Brin"
message= _ "The shroud of darkness descends once more. Night seeps through the cracks and crannies in the humans’ defenses, plaguing their minds and bodies with dreadful fear. As surely as the sanctity of the psyche is shattered, so is the physical form, and all that is left is unthinking, unfeeling servitude."
[/message]
[message]
speaker=Deoran
message= _ "We do not fear your unholy power, lich. We will not succumb to your dark magics and we will not be turned into your undead slaves."
[/message]
[message]
speaker="Mal M'Brin"
message= _ "Believe what you will, human. We shall see if you survive the night."
[/message]
[/event]
[event]
name=turn 8
[message]
speaker=Deoran
message= _ "Dawn breaks over the horizon! We have weathered the night and can now begin our counterattack against the undead!"
[/message]
[/event]
[event]
name=new turn
[filter_condition]
[variable]
name=turn_number
numerical_equals=$council_arrive_turn
[/variable]
[/filter_condition]
[fire_event]
name=mages arrive
[/fire_event]
[message]
speaker=Minister Romand
message= _ "We heard your call for help and came as quickly as we could. We are at your service, Sir Deoran!"
[/message]
[message]
speaker=Deoran
message= _ "Your arrival could not be more timely. With you here, we shall send these undead back to the dark abyss that spawned them!"
[/message]
{CLEAR_VARIABLE council_arrive_turn}
[/event]
[event]
name=mages arrive
{NAMED_LOYAL_UNIT 1 (Arch Mage) 10 1 (Minister Romand) (_"Minister Romand")}
{NAMED_LOYAL_UNIT 1 (Red Mage) 9 1 (Minister Alanafel) (_"Minister Alanafel")}
# Using the simplest macro here, because there is none combining the
# loyal trait with random_gender.
{UNIT 1 (White Mage) 8 1 (
generate_name=yes
random_traits=yes
random_gender=yes
[modifications]
{TRAIT_LOYAL}
[/modifications]
overlays="misc/loyal-icon.png"
)}
{UNIT 1 (White Mage) 9 2 (
generate_name=yes
random_traits=yes
random_gender=yes
[modifications]
{TRAIT_LOYAL}
[/modifications]
overlays="misc/loyal-icon.png"
)}
[/event]
[event]
name=last breath
[filter]
id="Mal Tera"
[/filter]
[message]
speaker="Mal Tera"
message= _ "The shadows... they beckon..."
[/message]
[kill]
id="Mal Tera"
animate=yes
fire_event=yes
[/kill]
[message]
speaker="Mal M'Brin"
message= _ "So, you have defeated my lackey. A great accomplishment, for ones so pitiful."
[/message]
[message]
speaker=Deoran
message= _ "What is truly pitiful is the plight you have put yourself in, once wise sage of the Elves. You have fallen to the black arts, twisted and corrupted by its use. Though you and your undead have ravaged our lands with your profane sorceries, I feel nothing but pity for the shambling shell you have become. Perhaps I can take solace in putting you out of your misery."
[/message]
[message]
speaker="Mal M'Brin"
message= _ "How little you understand. Such pompous words do not befit such an ignorant boy. Your foolish babble means nothing in the face of my insurmountable power! Rise, my warriors!"
[/message]
[gold]
side=2
#ifdef EASY
amount=50
#endif
#ifdef NORMAL
amount=100
#endif
#ifdef HARD
amount=150
#endif
[/gold]
[/event]
[event]
name=last breath
[filter]
id="Mal M'Brin"
[/filter]
[message]
speaker="Mal M'Brin"
message= _ "You dare strike me?! Puny humans, I am darkness incarnate! I am power beyond your comprehension!"
[/message]
[message]
speaker="Minister Hylas"
message= _ "You are merely a servant of the power that corrupted you, lich! You have not mastered the darkness; it, instead, has enslaved you."
[/message]
[message]
speaker="Mal M'Brin"
message= _ "Fools! Imbeciles! You humans are a worthless blight upon this wretched world! I must purge you all— I must destroy all who live... I must..."
[/message]
[message]
speaker="Deoran"
message= _ "These worthless humans just bested you and your armies. Your time has come, once wise sage of the elves."
[/message]
# po: "Nooo" is like a death scream, just a drawn out no
[message]
speaker="Mal M'Brin"
message= _ "Beaten... by mere mortals... how has it come to this..? Nooo..."
[/message]
[/event]
[event]
name=die
[filter]
id="Mal M'Brin"
[/filter]
# very unlikely that you defeat Mebrin without destroying Mal Tera, but just in case you do, Mal Tera gets one line of text here
[message]
speaker="Mal Tera"
message= _ "The master is slain! With him gone... my soul... is unbound from... this body..."
[/message]
[kill]
id="Mal Tera"
animate=yes
[/kill]
[kill]
side=2,3
animate=no
[/kill]
[message]
speaker="Deoran"
message= _ "At long last, it is done."
[/message]
[endlevel]
result=victory
carryover_report=no
save=no
[/endlevel]
[/event]
[/scenario]
#undef ILLUMINATING_CAMPFIRE