further clean up of scenario 4
This commit is contained in:
parent
be098401d0
commit
50c45188fd
1 changed files with 88 additions and 196 deletions
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@ -7,7 +7,7 @@
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next_scenario=05_A_Subterranean_Struggle
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{UTBS_MAP 04_Descending_into_Darkness.map}
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victory_when_enemies_defeated=no
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#don't display snapshot of map in saved games?
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#don't display snapshot of map in saved games
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snapshot="no"
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{TWO_SUNS_DEFAULT_SCHEDULE}
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@ -190,14 +190,14 @@
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{UTBS_INCLUDE utils/dialog-macros.cfg}
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# Prestart functions:
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# set starting scenario objectives
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# set scenario objectives
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# increase cost of recruiting units
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# recall main heroes
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# initialize starting variables
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# added extra NW bridge in EASY
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# randomly close one of the two exit tunnels at north of map
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# if EASY open up NW cave entrance bottleneck
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# give side 3 (green) control of cave villages?
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# give side 3 (green) control of cave villages
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# place features on map
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# increase speed of goblin knight Panok
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@ -207,12 +207,10 @@
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# test units
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#{NAMED_NOTRAIT_UNIT 1 (Troll2) 7 2 (Kaleh) ( _ "Kaleh")}
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# set starting scenario objectives
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[objectives]
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summary= _ "Starting Objectives:"
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summary= _ "Objectives:"
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[objective]
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description= _ "Kaleh Must Reach the Exit Tunnel at the North Edge of the Map"
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description= _ "Kaleh must reach the exit tunnel at the north edge of the map"
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condition=win
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[/objective]
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@ -256,16 +254,6 @@
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value=0
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[/set_variable]
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[set_variable]
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name=ring_x
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value=0
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[/set_variable]
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[set_variable]
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name=ring_y
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value=0
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[/set_variable]
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[set_variable]
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name=took_dagger
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value=0
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@ -311,7 +299,7 @@
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less_than_equal_to=5
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[/variable]
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[then]
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#Eastern tunnel
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#Western tunnel
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#to cavewall: 10,4
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[terrain]
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@ -322,7 +310,7 @@
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[/then]
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[else]
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#Western tunnel
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#Eastern tunnel
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#to cavewall: 25,4 25,6 26,6 also 26,5 24,4
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#to shallow water 25,5
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@ -340,7 +328,7 @@
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[/else]
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[/if]
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#on EASY difficulty, further weaken orcs by deleting 2 more towns
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#on EASY difficulty, weaken orcs by deleting 2 towns
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#ifdef EASY
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[terrain]
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x= 4,23
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@ -353,29 +341,15 @@
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# 2,15 4,19 6,17 9,16
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[capture_village]
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side=3
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x,y=2,15
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[/capture_village]
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[capture_village]
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side=3
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x,y=4,19
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[/capture_village]
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[capture_village]
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side=3
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x,y=6,17
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[/capture_village]
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[capture_village]
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side=3
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x,y=9,16
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x= 2, 4, 6, 9
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y=15,19,17,16
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[/capture_village]
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#side 1 (player) controls two villages at start
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[capture_village]
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side=1
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x,y=33,39
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[/capture_village]
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[capture_village]
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side=1
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x,y=39,38
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x=33,39
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y=39,38
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[/capture_village]
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{PLACE_IMAGE items/orcish-flag.png 36 33}
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@ -389,7 +363,7 @@
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{PLACE_IMAGE scenery/signpost.png 7 1}
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#increase max moves by 1
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#increase max moves by 1 (game engine will increase current moves to match)
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[object]
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id=FastGoblinKnight
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silent=yes
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@ -403,24 +377,6 @@
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id=Panok
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[/filter]
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[/object]
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#then increase current moves for this turn by 1 to match max
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[store_unit]
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[filter]
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id=Panok
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[/filter]
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variable=goblinstats
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[/store_unit]
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[set_variable]
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name=goblinstats.moves
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add=1
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[/set_variable]
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[unstore_unit]
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variable=goblinstats
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[/unstore_unit]
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{CLEAR_VARIABLE goblinstats}
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[/event]
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# starting dialogue
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@ -475,18 +431,14 @@
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# underground area should always have "underground" time,
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[time_area]
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x = 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,29,30,31,32,33,34,35,36,37,38,39,40,41
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y = 0-41,0-41,0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22,0-21,0-21,0-20,0-20,0-19,0-19,0-18,0-18,0-18,0-18,0-17,0-17,0-17,0-17,0-15,0-15,0-15,0-13,14-15,0-15,0-15,0-14,0-15,0-15,0-15,0-15,0-15,0-14,0-15,0-15,0-10
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x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41
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y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15
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{UNDERGROUND}
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[/time_area]
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# Event 1: goblins appear in nearby foothills
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# ambushes player at start of player’s turn after player invades hills
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# in EASY there aren't enough goblins, they just flee
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# first rectangle x 30-40 y 28-35
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# second rectangle x 23-31 y 30-40
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[event]
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name=moveto
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@ -508,17 +460,15 @@
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 37 34 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 30 38 () ( _ "Goblin Scout")}
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#ifdef EASY
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#ifndef EASY
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#else
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#If Medium: +2 goblins (5)
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#If Medium: +3 goblins (8)
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 26 35 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 33 32 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 27 32 () ( _ "Goblin Scout")}
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#If Hard: +2 goblins (7)
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#If Hard: +3 goblins (11)
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#ifdef HARD
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 29 36 () ( _ "Goblin Scout")}
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@ -552,19 +502,19 @@
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# Event 2: naga appear around western guardpost
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# when player approches western guardpost have a few goblins jump out of
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# the eastern hills, and a naga or two appear in the lake
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# the eastern hills, and a naga or three appear in the lake
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# Easy:
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# 1 orcish assassin 23,33
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# 3 naga fighters: 20,34 19,33 20,35
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# 2 goblins spearmen: 23,32 24,32 24,33
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# Medium: 1 orcish slayer, 3 goblin impalers, 1 naga warrior, 2 naga fighters
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# Hard: 1 orcish slayer, 3 goblin impalers, 3 naga warriors
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# Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters
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# Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors
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#define NAGA_ATTACK
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#1 orcish assassin/slayer leads the goblins
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#1 orcish assassin/slayer summons/leads any goblins
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#ifdef EASY
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{NAMED_NOTRAIT_UNIT 2 (Orcish Assassin) 24 32 (Orac) ( _ "Orac")}
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@ -573,17 +523,7 @@
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#endif
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# wmllint: recognize Orac
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#2 two goblins back him up
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#ifdef EASY
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 24 31 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 25 33 () ( _ "Goblin Scout")}
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#else
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{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 24 31 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 25 33 () ( _ "Goblin Scout")}
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#endif
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#3 nagas appear at edge of lake
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#2 nagas appear at edge of lake
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#ifdef EASY
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 34 (Scylla) ( _ "Scylla")}
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#ifdef HARD
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{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 19 34 () ( _ "Lake Naga")}
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#else
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
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#endif
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#ifdef HARD
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{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 35 () ( _ "Lake Naga")}
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#else
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 35 () ( _ "Lake Naga")}
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#endif
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[set_variable]
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name=naga_ambush
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value=1
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[/set_variable]
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#enddef
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[event]
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@ -626,13 +567,16 @@
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[/variable]
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[then]
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[set_variable]
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name=naga_ambush
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value=1
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[/set_variable]
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{NAGA_ATTACK}
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#ifdef EASY
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 24 31 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Spearman) 25 33 () ( _ "Goblin Scout")}
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#else
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{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 24 31 () ( _ "Goblin Scout")}
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{NAMED_NOTRAIT_UNIT 2 (Goblin Impaler) 25 33 () ( _ "Goblin Scout")}
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#endif
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[message]
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speaker=Orac
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message= _ "Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
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@ -696,16 +640,6 @@
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{PLACE_IMAGE items/ring-silver.png $x1 $y1}
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[set_variable]
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name=ring_x
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value=$x1
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[/set_variable]
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[set_variable]
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name=ring_y
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value=$y1
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[/set_variable]
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{CHECK_SPEAKER}
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[message]
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speaker=$speaking_unit.id
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message= _ "Because you tend to move slowly and if we’re going into the caves you’ll need all the speed you can get. And besides, we can’t afford to lose you; you never know when being able to run a bit faster might be the difference between life and death."
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[/message]
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#when Panok dies, if player hasn't triggered naga ambush, then
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#units attack
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# Get Ring event
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[event]
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name=moveto
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delayed_variable_substitution=no
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#but to avoid overwhelming the party, only Orac and the Naga
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#attack, not the goblins
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[filter]
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x=$x1
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y=$y1
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side=1
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[not]
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type=Dust Devil
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[/not]
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[/filter]
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[object]
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id=SpeedyRing
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name= _ "Ring of Speed"
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image=items/ring-gold.png
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description= _ "This ring will increase your maximum speed by 1."
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[filter]
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x=$x1
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y=$y1
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side=1
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[/filter]
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[effect]
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apply_to=movement
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increase=1
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[/effect]
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[/object]
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[remove_item]
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x=$x1
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y=$y1
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[/remove_item]
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[/event]
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#when Panok dies, if player hasn't triggered naga ambush, then units attack
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#ifndef EASY
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[if]
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[/variable]
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[then]
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{NAMED_NOTRAIT_UNIT 2 (Orcish Slayer) 24 32 (Orac) ( _ "Orac")}
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#ifdef NORMAL
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 19 34 () ( _ "Lake Naga")}
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{NAMED_NOTRAIT_UNIT 2 (Naga Fighter) 20 35 () ( _ "Lake Naga")}
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#endif
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#ifdef HARD
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{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 19 34 () ( _ "Lake Naga")}
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{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 35 () ( _ "Lake Naga")}
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#endif
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{NAMED_NOTRAIT_UNIT 2 (Naga Warrior) 20 34 (Scylla) ( _ "Scylla")}
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#hack to make Scylla female
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[+unit]
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gender=female
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[/unit]
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[set_variable]
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name=naga_ambush
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value=1
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[/set_variable]
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{NAGA_ATTACK}
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[message]
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speaker=Orac
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#endif
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[/event]
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# Get Ring event
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[event]
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name=moveto
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[filter]
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x=$ring_x
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y=$ring_y
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side=1
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[not]
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type=Dust Devil
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[/not]
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[/filter]
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[object]
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id=SpeedyRing
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name= _ "Ring of Speed"
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image=items/ring-gold.png
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description= _ "This ring will increase your maximum speed by 1."
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[filter]
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x=$ring_x
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y=$ring_y
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side=1
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[/filter]
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[effect]
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apply_to=movement
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increase=1
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[/effect]
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[/object]
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[remove_item]
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x=$ring_x
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y=$ring_y
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[/remove_item]
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[/event]
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# Event 4: elvish unit afraid when entering underground tunnels
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[event]
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name=moveto
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[filter]
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x= 6-9,29-33
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y=18-24, 9-15
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[filter_location]
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time_of_day_id=underground
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[/filter_location]
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side=1
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[/filter]
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[/message]
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[/event]
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# Event 5: Orc guard a chest in NW corner of map
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# Event 5: Goblin guards a chest in NE corner of map
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[event]
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name=moveto
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name=took_dagger
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value=1
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[/set_variable]
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[/command]
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[command]
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[message]
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speaker=unit
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message= _ "The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here."
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[/message]
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[/command]
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[command]
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[object]
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[filter]
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x=12
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set_type=cold
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[/effect]
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[/object]
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[/command]
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[command]
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{NAMED_NOTRAIT_UNIT 3 (Dawarf) 14 15 (Purple Abomination) ( _ "Purple Abomination")}
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# wmllint: recognize Purple Abomination
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[/command]
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[command]
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[message]
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speaker=Purple Abomination
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message= _ "I am an abomination, please kill me."
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[/message]
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[/command]
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[command]
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[message]
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speaker=unit
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message= _ "I’ve seen some ugly creatures in my day, but that thing is just wrong."
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[/message]
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[/command]
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[command]
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[message]
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speaker=Purple Abomination
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message= _ "The voices say I have no choice, I must attack!"
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[/option]
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[/message]
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[/then]
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[else]
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[allow_undo]
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[/allow_undo]
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[/else]
|
||||
[/if]
|
||||
[/event]
|
||||
|
||||
|
@ -1025,26 +930,17 @@
|
|||
|
||||
# Event 8: Enter the Assassin/Cloaked Figure (same guy, two names)
|
||||
|
||||
# When the player enters one of the caves, the cloaked figure pops up
|
||||
# When Kaleh enters one of the caves, the cloaked figure pops up next turn
|
||||
# and attacks in a dramatic manner
|
||||
# When Kaleh enters either the left or right hand cave,
|
||||
# create event to make the cloaked figure appear next turn
|
||||
|
||||
[event]
|
||||
name=moveto
|
||||
|
||||
[filter]
|
||||
id=Kaleh
|
||||
|
||||
[and]
|
||||
x=5-9
|
||||
y=16-20
|
||||
|
||||
[or]
|
||||
x=29-36
|
||||
y=5-13
|
||||
[/or]
|
||||
[/and]
|
||||
[filter_location]
|
||||
time_of_day_id=underground
|
||||
[/filter_location]
|
||||
[/filter]
|
||||
|
||||
[event]
|
||||
|
@ -1174,10 +1070,6 @@
|
|||
[/message]
|
||||
|
||||
{CLEAR_VARIABLE naga_ambush}
|
||||
{CLEAR_VARIABLE ring_x}
|
||||
{CLEAR_VARIABLE ring_y}
|
||||
{CLEAR_VARIABLE loc_x}
|
||||
{CLEAR_VARIABLE loc_y}
|
||||
{CLEAR_VARIABLE took_dagger}
|
||||
[/event]
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue