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NR05a: Vary dialogue to better suit the speaker #8830

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242 changes: 200 additions & 42 deletions data/campaigns/Northern_Rebirth/scenarios/05a_01_The_Pursuit.cfg
Original file line number Diff line number Diff line change
Expand Up @@ -1027,10 +1027,24 @@

# I'm not checking for existence of Camerin since the
# dialog still looks decent without his lines.
[message]
speaker=unit
message= _ "Holy cow! What did I just let out of that cage? Look out everyone!"
[/message]
[if]
[variable]
name=unit.id
equals="Abhai"
[/variable]
[then]
[message]
speaker=Abhai
message= _ "Be careful companions! There was a drake in this cage!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Holy cow! What did I just let out of that cage? Look out everyone!"
[/message]
[/else]
[/if]

[message]
speaker=Camerin
Expand All @@ -1044,7 +1058,7 @@

[message]
speaker=unit
message= _ "Bright Gods, such a fierce creature whimpering! What the heck have they done to it?"
message= _ "Bright Gods, such a fierce creature whimpering! What in the world have they done to it?"
[/message]

[message]
Expand All @@ -1070,10 +1084,24 @@
[/then]
[/if]

[message]
speaker=unit
message= _ "Hey, big guy. We aren’t gonna hurt you. We wanna be your friends."
[/message]
[if]
[variable]
name=unit.id
equals="Abhai"
[/variable]
[then]
[message]
speaker=Abhai
message= _ "Have no fear, drake. We have no intentions to hurt you."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Hey, big guy. We aren’t gonna hurt you. We wanna be your friends."
[/message]
[/else]
[/if]

[message]
speaker=Krash
Expand All @@ -1092,7 +1120,7 @@

[message]
speaker=unit
message= _ "Hush, I am trying to talk to him. Nope, we’ll never hurt you. But if you want to you can hurt some skeletons."
message= _ "Hush, I am trying to talk to him. Nope, we’ll never hurt you. But if you want to, you can hurt some skeletons."
[/message]

[message]
Expand Down Expand Up @@ -2013,10 +2041,25 @@
y=22-25
[/filter]

[message]
speaker=unit
message= _ "Hey, an underground lake."
[/message]
[if]
[variable]
name=unit.id
equals="Krash"
[/variable]
[then]
# po: Krash has landed in one of the hexes of a small underground lake
[message]
speaker="Krash"
message= _ "Wet."
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Some of these could do with notes to translators

I suggest adding this line above the message:

# po: Krash has landed in one of the hexes of a small underground lake

[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "An underground lake."
[/message]
[/else]
[/if]

# We don't have tentacled monsters as such but we do have a single tentacle unit
{NOTRAIT_UNIT 8 "Tentacle of the Deep" 35 23}
Expand All @@ -2030,10 +2073,38 @@
#endif
#endif

[message]
speaker=unit
message= _ "Ack! What are those things!"
[/message]
[if]
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[variable]
name=unit.id
equals="Abhai"
[/variable]
[then]
[message]
speaker=Abhai
message= _ "Ah... I had forgotten about this beast."
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Abhai can't trigger this event, because the player only finds him once they've reached the other side of this lake.

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@Ethan-Nowa Ethan-Nowa May 1, 2024

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If you have a unit with high enough mp you can move straight to Abhai's home and avoid the event. Then when you move Abhai he can trigger it. I did this unintentionally on my first playthrough of this mission.

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Hmm - another option would be to use an [event]name=enter_hex or [event]name=exit_hex with [cancel_action] to make the unit stop when they enter the water. That would have the advantage of showing the tentacles first, instead of letting the unit get stuck in the village with the tentacles attacking them - although with Abhai around I guess the tentacles aren't a threat.

[/message]
[/then]
[else]
[if]
[variable]
name=unit.id
equals="Krash"
[/variable]
[then]
[message]
speaker="Krash"
message= _ "Monster! Kill!"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Ack! What are those things!"
[/message]
[/else]
[/if]
[/else]
[/if]

[if]
[have_unit]
Expand Down Expand Up @@ -2098,20 +2169,34 @@
message= _ "Who are you that dares to venture down these tunnels?"
[/message]

[message]
speaker=unit
message= _ "I... I am one of Tallin’s men..."
[/message]
[if]
[variable]
name=unit.id
equals="Tallin"
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The CI is complaining about tabs instead of spaces here

[/variable]
[then]
[message]
speaker=Tallin
message= _ "I am Tallin."
[/message]
[/then]
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The last commit introduced an extra level of indentation here, it should be removed.

[else]
[message]
speaker=unit
message= _ "I... I am one of Tallin’s men..."
[/message]

[message]
speaker=Abhai
message= _ "Who is this ‘Tallin’?"
[/message]
[message]
speaker=Abhai
message= _ "Who is this ‘Tallin’?"
[/message]

[message]
speaker=Tallin
message= _ "That would be me."
[/message]
[message]
speaker=Tallin
message= _ "That would be me."
[/message]
[/else]
[/if]

[message]
speaker=Abhai
Expand Down Expand Up @@ -2192,12 +2277,29 @@
[filter]
side=1
x,y=36,20
[not]
id=Abhai
[/not]
[/filter]

[message]
speaker=unit
message= _ "Ugh, a corpse. And it — (<i>gags</i>) — reeks!"
[/message]
[if]
[variable]
name=unit.id
equals="Krash"
[/variable]
[then]
[message]
speaker="Krash"
message= _ "Corpse... Stinks."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Ugh, a corpse. And it — (<i>gags</i>) — reeks!"
[/message]
[/else]
[/if]
[/event]

[event]
Expand All @@ -2207,10 +2309,38 @@
x,y=35,15
[/filter]

[message]
speaker=unit
message= _ "Gee, what’s with these bodies floating around? Is this river some sort of body disposal?"
[/message]
[if]
[variable]
name=unit.id
equals="Abhai"
[/variable]
[then]
[message]
speaker=Abhai
message= _ "Another body... I've noticed them drifting down the river as of late."
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Just noticed I've needs a typographic apostrophe.

[/message]
[/then]
[else]
[if]
[variable]
name=unit.id
equals="Krash"
[/variable]
[then]
[message]
speaker="Krash"
message= _ "More stink. Float down river?"
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Gee, what’s with these bodies floating around? Is this river some sort of body disposal?"
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There's a meaning here that's lost in Abhai and Krash's lines - that the corpses are drifting down from Malifor's throneroom.

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Makes sense. I'll update them. I thought the bodies were because of the nearby nagas, since I figured Malifor would have used the bodies for undead.

[/message]
[/else]
[/if]
[/else]
[/if]
[/event]

# A dead end
Expand All @@ -2221,10 +2351,38 @@
x,y=40,22
[/filter]

[message]
speaker=unit
message= _ "Just great, I am cold, wet, and tired and what have we here? Another dead body. This place is starting to get on my nerves!"
[/message]
[if]
[variable]
name=unit.id
equals="Abhai"
[/variable]
[then]
[message]
speaker=Abhai
message= _ "There doesn’t seem to be anything this way other than another body."
[/message]
[/then]
[else]
[if]
[variable]
name=unit.id
equals="Krash"
[/variable]
[then]
[message]
speaker="Krash"
message= _ "Grrr... Cold. Wet. Mad."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Just great, I am cold, wet, and tired and what have we here? Another dead body. This place is starting to get on my nerves!"
[/message]
[/else]
[/if]
[/else]
[/if]
[/event]

# Eventually you'll always find some bad guy sidekicks. Just waiting to get mauled...
Expand Down
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