Nr S2: edited map:
* make north gate obvious to players * mitigate bridges transition * use less human castles * don't break northern train line * move the bridges in the Trolls keep farther behind, to be less vulnerabe to the northern leader [ci skip]
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2 changed files with 82 additions and 17 deletions
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@ -498,12 +498,16 @@
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speaker=unit
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message= _ "Hey look, it’s an ancient door. It seems the trolls were too stupid to find how to open it."
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[/message]
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{VARIABLE trigger.x 16}
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{VARIABLE trigger.y 5}
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[/then]
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[else]
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[message]
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speaker=unit
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message= _ "Hey look, it’s an ancient door. It seems the skeletons were too stupid to find how to open it."
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[/message]
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{VARIABLE trigger.x 12}
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{VARIABLE trigger.y 7}
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[/else]
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[/if]
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@ -529,11 +533,28 @@
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{QUAKE rumble.ogg}
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[terrain]
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x=13,14,15
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y=7, 6, 6
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terrain=Uu
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[/terrain]
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[if]
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[variable]
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name=unit.y
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equals=7
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[/variable]
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[then]
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[terrain]
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x=13
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y=7
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layer=overlay
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terrain=^Pr\o
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[/terrain]
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[/then]
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[else]
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[terrain]
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x=16
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y=5
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layer=overlay
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terrain=^Pr\o
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[/terrain]
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[/else]
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[/if]
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[redraw]
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side=1
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image=wesnoth-icon.png
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message= _ "The old door crumbles away, revealing an old tunnel on the other side."
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[/message]
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# nested event, to open the second door
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[event]
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name=moveto
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[filter]
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side=1
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x=14,$trigger.x
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y=6,$trigger.y
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[/filter]
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[if]
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[variable]
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name=unit.y
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equals=6
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[/variable]
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[then]
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[message]
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speaker=unit
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message= _ "On the end of the passage is another door. I try to open it."
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[/message]
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[/then]
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[else]
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[message]
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speaker=unit
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message= _ "Here is similar door as before. I try to open it."
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[/message]
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[/else]
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[/if]
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{QUAKE rumble.ogg}
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[terrain]
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x=13,15
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y=7,6
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layer=overlay
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terrain=^Pr\o
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[/terrain]
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[redraw]
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side=1
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[/redraw]
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{CLEAR_VARIABLE trigger}
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[/event]
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[/event]
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# And the south ones
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[/then]
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[/if]
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{CLEAR_VARIABLE found_Camerin,found_dwarves}
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{CLEAR_VARIABLE found_Camerin,found_dwarves,trigger}
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[/event]
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{HERODEATH_TALLIN}
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