Merge pull request #3860 from nemaara/DiD_S7_dialogue

[DiD] S7-S9 revisions
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nemaara 2019-03-02 04:06:59 -05:00 committed by GitHub
commit a2e459fc72
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7 changed files with 1706 additions and 323 deletions

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@ -1,31 +1,28 @@
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Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Hh, Hh, Hh, Hh, Hh, Hh, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gg, Ww, Ww, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Hh, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Mm, Mm, Xoc, Xoc, Xoc, Mm, Mm, Mm, Hh, Ch, Gg, Hh, Hh, Hh, Re^Gvs, Gs^Fp, Re^Gvs, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gg, Gs^Fp, Gs^Fms, Gs^Fms, Gs^Fp, Gs^Fms, Gs^Fms, Gs^Fms, Gs^Fms, Gs^Fms, Re^Gvs, Gg, Re^Gvs, Gs^Fp, Gs^Fp, Gs^Fp, Ww, Ww, Ww, Ww, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Hh, Hh, Hh, Gs^Fp, Gs^Fp
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Mm, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Rr, Rr, Gg, Gg, Gg^Ecf, Rr, Gg, Rr, Rr, Rp^Vhc, Gg, Gg^Efm, Gg, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Mm, Xoc, Mm, Xoc, Gg, Ch, Gg, Rr, Rr, Gg, Rr, Rr, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ch, Gg, Gg, Gg, Gs^Fds, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gs^Fds, Gg, Gg, Gg, Gs^Fms, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Mm, Mm, Hh^Vhh, Hh, Hh, Gg, Gg, Gg, Rp^Vhc, Rr, Rr, Gg, Gg, Gg, Gg, Gg^Efm, Gg, Gg^Efm, Gg, Gg, Gg, Gg, Ce, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gs^Fds, Gg, Gg, Gg, Gs^Fds, Gg, Gs^Fp, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Mm, Mm, Gs^Fds, Hh, Gg, Gg, Gg, Gg, Gg, Gg, Rr, Rr, Rr, Gg, Rr, Gg, Gg, Gg^Vh, Gg, Gg, Gg, Gg, Gg, Ce, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
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Mm, Mm, Mm, Hh, Hh, Gg^Vh, Gs^Fds, Gs^Fds, Ch, Ch, 2 Kh, Ch, Rr, Rr, Rr, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gg^Vh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gg^Vh, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg^Vh, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Ch, Hh, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Rr, Rr, Rr, Gg, Gs^Fds, Gs^Fds, Gg, Gg, Re, Gg, Gg, Gg^Efm, Gg, Ch, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gs^Fms, Gg, Gg, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Mm, Mm, Hh, Hh, Gg, Gg, Gg^Vh, Gg, Gg, Ch, Gg, Gg, Rr, Rr, Rr, Gg, Gg, Gg, Re, Re, Re, Ce, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fds, Gs^Fms, Gg, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp
Hh, Hh, Ce, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Vh, Gg, Rr, Rr, Rr, Gg^Efm, Gg, Gg^Efm, Re, Re, Re, Re, Re, Gg^Efm, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gs^Fms, Gs^Fms, Gs^Fms, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gg, Gg
Hh, Hh, Hh, Ce, Hh, Gg, Gg^Fet, Gg^Fet, Gg^Fet, Gg, Gg^Efm, Gg, Rr, Rr, Rr, Rr, Rr, Rr, Gg, Re, Gg, Re, Gg, Gg, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gs^Fms, Gs^Fms, Gs^Fms, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Hh, Hh, Ch, Gg, Gg, Gg^Fet, Gg^Fet, Gg^Efm, Gg^Efm, Gg^Efm, Gg, Rr, Rr, Rr, Rr, Rr, Rr, Gg, Gg^Vh, Gg, Gg^Efm, Gg, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gs^Fms, Gs^Fp, Gs^Fms, Gs^Fp, Gg^Vh, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Chr, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Gs^Fp, Hh, Hh, Hh, Gg, Gg^Fet, Gg, Gg, Ww, Ww, Ww, Gg, Gg^Efm, Rr, Rr, Rr, Rr, Rr, Rr, Gg, Gg^Efm, Gg, Ch, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, 1 Khr, Gs^Fp, Gs^Fp, Ww, Ww, Gg, Gs^Fp, Gg, Gg, Gs^Fp, Gg, Gg
Gs^Fp, Gs^Fp, Gs^Fp, Hh, Ce, Hh, Hh, Gg, Gg^Vh, Ww, Ww, Ww, Ww, Ww, Gg^Efm, Gg, Gg^Vh, Rr, Rr, Rr, Rr, Rr, Rr, Gg, Ch, Ch^Ecf, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Chr, Chw, Ww, Ww, Ww, Wo, Ww, Gg, Gg, Gg, Gg, Gg, Gg
Gs^Fp, Gs^Fp, Gs^Fp, Hh, Ce, Hh, Hh, Gg, Gg, Ww, Ww, Ww, Ww, Ww, Gg, Gg^Fet, Gg^Fet, Gg^Efm, Gg, Rr, Rr, Rr, Rd, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fp, Gg, Gs^Fp, Gg, Gs^Fp, Ww, Ww, Wo, Ww, Ww, Gg^Vh, Gg, Hh, Gg, Gg, Gg
Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Hh, Ce, Hh, Hh, Hh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Efm, Gg, Ch, Ch, Gg, Gg, Rd, Rd, Gg, Gg, Gg, Gg, Gg, Gs^Fms, Gg, Gs^Fms, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gs^Fp, Ww, Gs^Fp, Ww, Hh, Hh, Hh, Hh, Hh, Hh, Gg, Gg
Gs^Fp, Gs^Fp, Gg, Gs^Fp, Gg, Hh, Hh, Ch, Hh, Ce, Ce, Ce, Gg, Ch, Gg, Ce, Ce, Ce, Gg, Ch^Ecf, Gg, Gg, Gg, Gg, Gg, Rd, Gg, Gg, Gg, Gg^Vh, Gs^Fms, Gs^Fp, Gs^Fp, Gg, Gg, Gg, Gs^Fms, Gg, Gs^Fms, Gs^Fp, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Hh, Hh, Gs^Fp, Hh, Gg, Gg
Gs^Fp, Gs^Fp, Gg, Gg, Gs^Fp, Gg, Gg, Hh, Gg, Hh, Hh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Rd, Rd, Gg, Gg, Gg, Gg, Gs^Fms, Gg, Gs^Fms, Gg, Gg, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gg, Gg, Gs^Fp, Gs^Fp, Gs^Fp, Hh, Hh, Hh, Hh, Hh, Hh
Gg, Gg, Gs^Fp, Gg, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Rd, Rd, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Gs^Fds, Gs^Fds, Gs^Fms, Gs^Fds, Gs^Fms, Gs^Fp, Gs^Fms, Gs^Fp, Gs^Fds, Hh, Hh, Gs^Fp, Hh, Hh, Gg, Gg
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Gg, Re^Gvs, Gg, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gg, Re^Gvs, Gs^Fds, Gg, Gg, Gg, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Gs^Fds, Gg, Gs^Fms, Gg, Gs^Fds, Gg, Gs^Fms, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg
Gg, Gg, Gg, Gg, Gs^Fds, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gg, Gg, Gs^Fds, Gg, Gg, Gg, Rd, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Gg^Efm, Re^Gvs, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Gg, Re^Gvs, Gg
Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Re^Gvs, Gg, Gg, Gg, Gg, Gs^Fds, Gg, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Gg, Gg, Gs^Fds, Gg, Gs^Fds, Gg, Gs^Fds, Gg, Gs^Fds, Gg, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gg, Gg, Gs^Fms, Gs^Fds, Gg, Gg, Gg, Gg, Gg^Efm, Gg, Gg, Gg^Efm, Gg, Gg, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Gg^Efm, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gs^Fds, Gg, Gg, Re^Gvs, Re^Gvs, Re^Gvs
Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Gg, Gg, Gs^Fms, Gs^Fms, Gs^Fms, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gs^Fds, Gg, Gg, Re^Gvs
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Mm, Hh, Gs^Fp, Gs^Fms, Hh^Fp, Gs^Fms, Gg, Hh^Fms, Gg, Ww, Ww, Ww, Gs^Fp, Gs^Fp, Gg, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Gs^Fp
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Mm, Mm, Hh^Fdw, Mm, Mm, Hh^Fmw, Mm, Mm, Hh^Fp, Gs^Fms, Gs^Fms, Hh^Fds, Hh^Fp, Gs^Fp, Gs^Fms, Hh^Fp, Gg^Efm, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Gs^Es, Gg^Efm, Re^Es, Ww^Bw/, Ww^Bw\, Gs^Fp, Re
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Mm, Mm, Mm, Hh, Hh^Es, Hh^Fmw, Hh^Fp, Hh, Hh^Es, Mm, Hh^Fp, Gs^Fms, Hh^Fds, Gs^Fms, Gs^Fms, Gs^Fds, Hh, Gs^Fp, Ww, Ww, Ww, Ww, Ww, Ww, Ww, Gg^Efm, Gs, Re, Ww, Ww, Re^Es, Gg
Xu, Xu, Xu, Xu, Xoc, Xoc, Xoc, Xu, Xu, Mm, Hh^Fdw, Ce, Gg, Hh^Fmw, Gs, Hh^Es, Gs^Es, Hh^Fp, Hh^Fp, Gs^Em, Hh^Fp, Hh, Gs^Fp, Gs^Efm, Gs^Fds, Gs^Fms, Gs^Fms, Gs^Fp, Gs, Gs, Gs^Em, Gs^Fp, Gs^Fp, Gg^Efm, Gs, Gs^Em, Re, Gs^Fp, Ww, Ww, Ww
Xu, Xu, Xoc, Xoc, Xoc, Xoc, Xoc^Efs, Xoc, Xoc, Mm, Hh^Fmw, Hh, Hh^Es, Ce, Ce, Gs, Gg^Efm, Hh, Gg, Gs, Gs, Gs^Em, Hh^Fp, Gs^Fms, Gs^Fms, Hh^Fms, Gg^Efm, Gs^Fp, Gs^Em, Gs^Fp, Gs^Fms, Gs^Em, Gs^Fms, Gs^Fp, Gs, Gs^Fp, Gs^Fp, Re^Es, Ww, Wo, Wo
Xoc, Xoc, Xoc^Efs, Xoc^Efs, Iwr, Iwr, Iwr, Xoc^Efs, Xoc, Hh, Hh, Gg^Em, Hh, Hh^Es, Ce, Gg, Gg, Gs, Hh^Fp, Gs, Gg^Es, Hh^Fp, Gs^Em, Gs^Fp, Gg^Em, Gs^Fp, Gg, Gs, Gs^Fp, Gs^Fms, Gs^Fds, Gs^Fms, Gs^Fp, Gg^Em, Gg, Gs^Fms, Gs^Fp, Re, Gs^Vl, Wo^Bw/, Wo
Xoc, Xoc, Iwr, Iwr, Iwr, Iwr, Xoc, Xoc, Xoc, Hh^Fdw, Gg, Gg^Efm, Gg, Gs, Gg, Gg, Ce, Gs, Gg, Gg^Efm, Gs, Gg^Em, Gs, Gs^Fp, Gg, Gs, Gs^Fms, Gg^Es, Gs^Fms, Gs^Fms, Gs^Emf, Gs^Fp, Gs, Gg, Gg, Ww, Ww, Ww, Ww, Ww, Ww
Xoc, Xoc, Xoc, Iwr, Xoc, Iwr, Iwr, Xoc, Ch, Ch, Hh, Gg^Ve, Gs, Gg, Gg^Efm, Gg^Em, Gg^Ve, Gg^Es, Ce, Gg, Gs, Gs^Fp, Gg, Gg, Gg^Es, Gs^Fp, Gs, Gg^Efm, Gs^Fms, Gs^Fp, Gs^Fms, Gs^Em, Gs, Gs^Fp, Gg^Es, Gg^Efm, Ww, Ww, Gs^Fp, Gs^Fms, Gs^Fms
Xu, Xoc, Xoc, Xoc, Xoc, Xoc, Xoc, Rr, Rr, Rr^Ebn, Gs^Es, Rr, Rr, Rr^Ebn, Rr, Rr, Gg, Gg, Gg^Efm, Ce, Gg, Gs, Gs, Gs^Fp, Gs^Es, Gg^Em, Gg, Gs^Fp, Gs^Fp, Gs^Fms, Gs^Fp, Gs^Fp, Gg^Efm, Gg, Gs, Gg, Gs, Gg^Efm, Gs^Es, Gs^Fp, Gs^Fmw
Xu, Xu, Xu, Xoc, Mm, Xoc, Ch, Ch, Rr^Ebn, Rr, Re, Gd, Rr, Rr, Rr, Gs, Gg^Ve, Gs^Em, Gg, Gg, Ce, Gg^Es, Gg, Gs^Fp, Gs, Gg, Gg^Efm, Gs^Fp, Gg^Em, Gs^Fms, Gs^Fds, Gs^Fms, Gg^Efm, Gs^Fms, Gs^Fp, Gs^Fp, Gs^Em, Gs^Fp, Gs, Gs^Em, Gs
Mm, Xu, Mm, Mm, Hh^Fdw, Hh, Hh^Fdw, Gs, Gs^Es, Rr, Rr, Re^Es, Rr, Gs^Es, Gs, Rr, Gs, Gg^Efm, Gs^Eff, Gg^Efm, Gg, Re, Re, Gg, Gg^Efm, Gg, Gs, Gs, Gs^Fp, Gs^Fms, Gs^Fms, Gs^Fms, Gs^Fds, Gs^Fms, Gg^Efm, Gs^Fms, Gs^Fms, Gs^Efm, Gll, Gs^Fmw, Gg^Fp
Mm, Mm, Mm, Mm, Rr, Hh, Rr^Vhc, Gs, Hh, Rr^Vhc, Rr, Rr, Rr, Rr, Rr, Gs, Re, Gs^Eff, Re^Vh, Gs^Eff, Gs, Ch, Ch, Gs, Gg, Gs, Gs^Em, Gs^Fp, Gs^Fms, Gs^Fp, Gs^Fds, Gs^Fp, Gs^Fms, Gs^Fp, Gs^Fms, Gs^Fds, Gll^Fp, Gs^Fp, Gll^Es, Gll^Fmw, Gs^Fp
Mm, Mm, Mm, Hh^Vhh, Rr^Es, Rr^Es, Rr^Ebn, Rr, Re, Re, Re, Re, Re^Es, Rr, Rr, Re, Gd, Re^Es, Re^Gvs, Re^Gvs, Gs, Re^Es, Ch, Re^Es, Gs, Gg, Gs^Fp, Gs^Fms, Gs^Fms, Gs^Fds, Gs^Fms, Gg^Efm, Gs^Fds, Gs^Fms, Gs^Fms, Gll^Em, Gll^Fdw, Gll^Fmw, Rb^Edb, Gll^Es, Gll^Fp
Mm, Mm, Mm, Hh^Fmw, Hh, Ch, Ch, Rr^Es, Rr, Rr, Rr, Re^Es, Re^Es, Rr, Rr^Es, Re^Es, Gd, Gd, Re^Es, Re, Gg, Gg, Gg^Efm, Re, Gg^Es, Gg, Gs, Gs^Fp, Gs^Em, Gs^Fms, Gs^Fms, Gs^Fp, Gs^Fp, Gs^Fms, Gs^Fmw, Gll^Fmw, Rb^Edb, Gll^Fdw, Rb^Edb, Gll^Fp, Gll^Fmw
Hh, Hh^Fmw, Ch, Hh^Es, Ch, 2 Kh, Ch, Rr^Es, Rr, Rr^Es, Rr, Rr, Rr, Rr, Rr, Re^Es, Re, Gs, Gg^Efm, Gs, Gs, Gg, Re^Es, Gg, Gs, Gg, Gg^Efm, Gs, Gs^Fms, Gs^Em, Gs^Fms, Gs^Fms, Gs^Fp, Gll^Fp, Gll^Fmw, Gll^Em, Cer^Edb, Cer^Edb, Rb^Vct, Gll^Fmw, Gll^Emf
Mm, Mm, Hh^Fmw, Mm, Ch, Ch, Rr, Rr, Rr^Es, Re^Es, Re, Rr, Rr^Es, Rr, Rr, Gs, Gs, Re^Vh, Gg, Gs, Re^Es, Ch, Re, Gs, Gg^Es, Gg, Gs^Em, Gs^Fp, Gs^Fds, Gs^Fms, Gs^Fp, Gs, Gll^Em, Gs^Es, Gll^Em, Rb^Edb, Cer^Edb, 1 Ker, Cer^Edb, Rb^Em, Gll^Fmw
Hh, Hh^Es, Ch, Hh^Es, Rr^Vhc, Rr^Ebn, Rr, Rr, Gd, Re, Gd, Re^Es, Rr^Vhc, Rr, Rr, Gs, Gg, Gg^Efm, Gg, Re, Ch, Ch, Re, Gs, Gg, Gs^Em, Gs^Fp, Gs^Fms, Gs^Fp, Gs^Fds, Gg^Em, Gs^Fmw, Gs^Fp, Gll^Fp, Gll^Em, Gll^Emf, Rb^Vct, Cer^Edb, Gll^Fmw, Gll^Fdw, Gs^Fp
Hh, Hh, Ch, Rr, Rr, Gs, Gg, Gs, Gs, Gs^Es, Gs, Gs, Gd^Es, Rr, Rr, Rr^Es, Rr, Rr, Gs, Gg, Gd, Re^Es, Gs^Es, Gs, Gs, Gs, Gg, Gs^Em, Gs^Fms, Gs^Fms, Gs^Es, Gs^Fp, Gs, Gll^Fmw, Gll^Fmw, Rb^Edb, Gll^Fmw, Gll^Edb, Gll^Fmw, Gll^Fp, Gs^Fp
Gs^Fp, Gs^Fp, Hh, Hh^Fp, Ch, Gs^Fp, Gg^Efm, Gg^Fms, Gg^Fms, Gg^Fp, Gg^Efm, Gs, Gs, Gd, Gs, Rr, Rr^Es, Rr^Ebn, Ch, Re^Es, Gd, Gs, Gg^Efm, Gg, Gg^Efm, Gg, Gs, Gs, Gd^Es, Gs, Gs^Eff, Gs, Gs^Es, Gs^Fp, Gs^Fmw, Gll^Fdw, Gll^Fmw, Gll^Fp, Gs^Fms, Gs^Fmw, Gs
Hh^Fms, Gs^Fms, Gs^Fds, Hh^Fms, Hh^Fp, Hh, Gs, Gg^Fp, Gg^Fms, Gg^Fet, Ww, Gs^Fp, Wwf^Ewf, Gs, Gs, Gg, Gs, Rr, Rr, Re^Es, Gs, Gs, Gs, Gg, Gs^Em, Gg, Gs, Gd^Vc, Re^Eff, Gs^Eff, Re^Gvs, Gs^Eff, Gs^Eff, Gs^Fp, Gd^Es, Gs^Fms, Gs^Vl, Gs^Fp, Gs^Fp, Gs^Em, Gg
Gs, Hh^Fp, Hh^Fms, Hh^Fms, Ch, Gs^Fp, Gs^Fp, Gg^Efm, Gg^Efm, Wwf^Ewl, Ww^Ewf, Ww^Ewl, Ww^Ewl, Wwf, Gg^Efm, Gg, Ch, Rr, Gs, Re, Re, Gg, Gs, Gd, Ce, Ce, Gg^Es, Gd^Eff, Gd, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Eff, Re^Eff, Gs, Gg^Em, Gs^Fms, Gg, Gs, Ww
Hh^Fp, Hh, Gs^Fds, Hh^Fms, Ch, Hh, Gs^Fp, Gs, Gg^Fp, Wwf, Ww, Ww, Wwf, Gg^Fms, Gg, Gs, Re^Es, Re^Es, Gg, Gg, Gs, Re, Re, Re^Es, Gd, Gs, Gs, Gs^Es, Gs^Es, Re^Gvs, Re^Gvs, Re^Gvs, Re^Eff, Re^Eff, Ww, Gs^Es, Gs^Fp, Gs, Gs^Fp, Gg^Efm, Ww
Gs^Em, Hh^Fp, Gs^Fp, Gs^Fms, Hh, Ch, Re^Es, Hh^Es, Hh^Fms, Gg^Fp, Gg^Fms, Gg^Fms, Gg^Efm, Gg, Ch, Gd, Gd, Gs, Gg^Efm, Gg^Es, Ce, Gg, Gg^Efm, Re^Es, Re, Gd, Gs, Gs, Gs, Gd, Gd^Eff, Gd^Eff, Gs^Fms, Ww, Ww, Gs^Efm, Gs^Fp, Ww, Ww, Ww, Ww
Gs, Gs^Fms, Gs^Em, Gs^Fp, Gg^Efm, Gs, Re^Es, Ch, Gs^Es, Gs, Gg, Gg^Efm, Gs, Gg^Es, Re^Es, Re, Gs, Gg, Gs, Ce, Gs, Gs, Gs^Es, Gs, Gs, Re^Es, Gd, Gg^Efm, Gs, Gg^Vh, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg^Em, Ww, Ww, Ww, Wo, Wo, Ww
Gs^Fp, Gg^Em, Gs^Fp, Gs, Gs^Fp, Gg, Gs, Re, Gs, Gs, Ch, Re, Ch, Gs, Gs, Gs^Es, Gs, Gs^Es, Gd^Eff, Gd^Eff, Gd^Eff, Gs, Gs^Es, Gs, Gd, Re, Re, Gs, Gg, Gs^Fp, Gg, Gs^Fms, Gg, Gs^Fms, Gs, Gg^Efm, Ww, Wo, Wo, Ww, Gg
Gg^Es, Gs, Gs^Fp, Gs, Gg^Efm, Gs^Fp, Gs, Gs, Gd^Es, Gd^Es, Gd, Ch, Re^Es, Re, Gd, Gd, Gs^Eff, Gs^Eff, Re^Gvs, Re^Wm, Re^Gvs, Gd^Eff, Gd^Eff, Gd, Gd^Es, Gd, Gs, Re, Re, Gg^Efm, Gg^Es, Gg^Efm, Gs^Es, Gs, Re^Gvs, Ww, Gs^Es, Ww, Ww, Ww, Ww
Gg, Gs, Gg, Gg, Gg, Gs, Gs^Es, Gd, Re^Gvs, Re^Wm, Re^Gvs, Gd^Es, Gd, Gs^Es, Gs, Gs, Gd^Es, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gd, Gs^Es, Gd, Gs, Gg, Re^Es, Gg, Gs, Gg^Efm, Gs^Es, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gs^Es, Gs, Gs^Fms, Ww
Gg, Gg^Efm, Gg, Gg^Efm, Gs^Fds, Gs, Gs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gs, Gg, Gs, Gg, Gd, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gd, Gs, Gs, Gg, Gg^Efm, Gg, Re, Gg, Gs, Gs, Re^Gvs, Re^Gvs, Re^Gvs, Re^Gvs, Gs, Re^Gvs, Gg^Efm, Gg

View file

@ -1,22 +1,22 @@
Ur, Xos, Xol, Xol, Xos, Xos, Xos, Xos, Xos, Xos, Xol, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos
Xos, Ur, Ur, Xol, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Xol, Xos, Xos, Xol, Xos, Iwr, Iwr, Iwr, Xol, Xol, Xos, Iwr, Iwr, Iwr, Xos, Xos, Xos, Xos, Xos, Xos, Xos
Xos, Xos, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xol, Iwr^Pr\, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Xos, Xos, Xos
Xos, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Xol, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Xos
Xos, Xos, Xos, Iwr, Iwr, Xos, Xos, Iwr, Xos, Iwr^Pr/, Iwr, Xos, Xol, Iwr, Iwr, Iwr, Xos, Iwr^Pr/, Iwr, Iwr, Iwr^Pr/, Xol, Iwr, Iwr, Iwr, Xos, Iwr^Pr\, Iwr, Iwr, Iwr, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Iwr, Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Xol, Xos, Xos, Iwr, Iwr, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xol, Xos, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr^Pr/, Xos, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xol, Iwr, Iwr^Pr\, Xol, Iwr, Iwr, Iwr, Xos, Xos
Xos, Xos, Xos, Xos, Iwr, Xos, Iwr^Pr\, Iwr, Iwr, Iwr, Xos, Iwr^Pr/, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xos, Xos, Xos, Xos
Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Xos, Iwr, Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Xos, Xos
Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Iwr^Pr\, Iwr, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Xol, Xol, Xos
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Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr^Pr/, Xos, Iwr, Xos, Iwr^Pr\, Iwr, Iwr, Iwr, Xos, Xos
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Xos, Xos, Xos, Xol, Iwr, Iwr, Iwr, Iwr^Pr\, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr^Pr/, Xos, Iwr, Iwr, Iwr, Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Xos
Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Xol, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Iwr^Pr\, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr^Pr/, Xos, Iwr, Xol, Xol, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Xos, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Iwr, Iwr, Iwr, Iwr, 1 Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Xos, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Xos, Xos, Xos, Xos, Xol, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos
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Xos, Irs, Iwr, Xol, Xos, Xos, Xos, Xos, Icn^Ebn, Xos, Xos, Xol, Xos, Xos, Xol, Xos, Icn, Icn, Icn, Xol, Xol, Xos, Xol, Xol, Icn, Xos, Xos, Xos, Xos
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Xos, Iwr, Iwr, Xos, Xos, Xos, Xos, Iwr, Iwr, Iwr, Xos, Xos, Xol, Icn, Iwr, Iwr, Iwr, Iwr, Xos, Xos, Irs, Icr, Icr, Iwr^Pr\, Xos, Xos, Xos, Xos, Xos
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xu, Xu, Xu, Uu, Ur, Xu, Xu, Xu, Xu, Xos
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Uu, Uu, Uu, Uu, Xol, Urb, Urb, Urb, Urb, Urb, Xos, Urb, Uu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Ur, Uu^Uf, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xol, Uu, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Uu, Uu, Xos, Xos, Uu, Xos, Ur, Xos, Ur, Xol, Xol, Ur, Uu, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Uu, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Uu, Uu, Xos, Ur, Ur, Uu, Ur, Xos, Ur, Ur, Ur, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Uu, Uu, Urb, Urb, Urb, Urb, Urb, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Uu, Urb, Uu, Uu, Uu, Xos, Uu, Xos, Uu, Xos, Xos, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xos, Xol, Xos, Urb, Urb, Urb, Rr, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Uu, Uu, Uu, Xol, Xos, Uu, Xos, Uu, Xos, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xol, Uu, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xol, Urb, Urb, Urb, Uu, Uu, Xos, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Uh, Uu, Uu, Urb, Urb, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Urb, Urb, Xos, Urb^Pr/, Urb, Urb, Urb, Urb, Uu, Uu, Uu, Uu, Xos, Xos, Xos
Xu, Xu, Uh, Uh, Uu, Uu, Uu, Uu, Uu, Urb, Urb, Urb, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xos, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Rr, Xos, Xos, Xos
Xu, Xu, Uh, Uu^Uf, Uh, Uh, Uu, Uu, Uu, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb^Pr/, Xos, Urb, Urb, Urb, Xol, Xol, Urb, Urb, Urb, Urb^Pr/, Xos, Xos, Xos, Uu, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Uh, Uh, Uu, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Urb, Urb, Xos, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xol, Xos, Urb, Urb, Urb, Uu, Uu, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Uh, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xos, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Uu, Uu, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Urb, Urb, Urb, Urb, Urb, Xos, Urb^Pr/, Urb, Urb, Urb, Xol, Xos, Urb, Urb, Urb, Xos, Urb^Pr/, Urb, Urb, Urb, Urb, 1 Urb, Urb, Urb, Urb, Uu, Uu, Xos
Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Urb, Xol, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xol, Xol, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Uu, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb^Pr/, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Xos, Xos, Xos, Xos
Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Uh, Uu, Uu, Urb, Uu, Urb, Xos, Xos, Xos, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Urb, Xos, Ur, Ur, Xos, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Uu^Uf, Uu^Uf, Uu, Uu, Uu, Xos, Xos, Xos, Xos, Uu, Xos, Uu, Uu, Uu, Urb, Urb, Urb, Xos, Xos, Xos, Xos, Xos, Ur, Ur, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Uu, Xos, Uu, Uu, Uu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Ur, Ur
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xu, Xu, Xu, Ur^Es, Ur, Xu, Xu, Xu, Xu, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Uf, Xu, Uh^Uf, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Uh^Uf, Xos, Xos, Xos, Xu, Xu, Xu, Xu, Uu^Em, Ur^Es, Xu, Xu, Xu, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Uf, Uh^Emf, Uh^Em, Xu, Xos, Xos, Urb^Eb, Xos, Xos, Uh^Emf, Uh^Em, Uu^Emf, Uh^Uf, Xom, Xos, Xu, Xu, Uh^Uf, Uh^Emf, Ur, Ur^Es, Xu, Xuc, Xu, Xu
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Uf, Uu^Emf, Uu^Ii, Uu^Em, Xol^Efs, Ur, Ur^Es, Urb, Urb, Ur^Es, Xos^Efs, Ur^Es, Uu^Em, Xom, Xom, Xos, Xos, Xom, Xuc, Xuc, Xuc, Xuc, Ur, Uu^Uf, Xuc, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Uu^Em, Uh^Em, Uu^Em, Uu, Uu^Es, Uu, Ur, Urb, Urb, Urb, Ur^Es, Ur, Uu, Uu^Em, Xom, Xos, Xom, Xom, Ur^Es, Xom, Ur^Es, Xuc, Xuc, Ur^Es, Uu^Em, Xuc, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Uh^Emf, Uu^Em, Uu, Uu^Es, Uu, Ur^Es, Urb, Urb, Urb, Urb, Urb, Ur, Ur^Es, Uu^Em, Uu^Ebn, Xom^Efs, Ur, Ur, Uu^Em, Ur, Xuc, Ur^Es, Ur, Uu^Em, Xu, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Uu, Uh, Uu^Em, Uu^Ii, Ur, Ur^Es, Ur^Ii, Xoc, Urb, Urb, Urb, Urb, Urb, Ur^Es, Ur, Uu, Ur, Ur^Es, Ur^Es, Uu^Emf, Xom, Xuc, Xos, Xu, Xu, Xu, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xos, Xol, Xos, Ur, Ur, Ur^Es, Ur, Xoc, Irs, Irs, Irs, Urb, Urb, Xos, Urb, Urb, Urb, Urb, Ur^Es, Urb, Uu, Uu, Uu^Em, Xol^Efs, Xos, Uu^Emf, Xu, Xu, Xu, Xu, Xu, Xos
Xu, Xu, Xu, Xu, Xu, Xol, Uu^Em, Ur^Ebn, Ur^Es, Irs, Irs, Irs, Icr^Ii, Irs, Irs, Irs, Irs, Urb, Urb, Urb, Urb, Urb, Ur^Es, Ur, Urb, Urb, Xos, Urb^Pr/, Urb, Ur, Ur^Eb, Uu^Uf, Uu^Uf, Xu, Xu, Xu, Xos
Xu, Xu, Xu, Xu, Uh^Em, Uu^Em, Uu^Ii, Ur^Es, Ur, Xoc, Irs^Ii, Irs, Irs, Irs, Irs^Ii, Xoc, Irs, Urb, Ur, Urb, Urb, Xos, Ur^Es, Ur, Xos, Urb^Pr/, Urb, Urb, Urb, Urb, Uu^Em, Uu^Emf, Urb^Pr/, Xos, Xos, Xu, Xu
Xu, Xu, Uh^Uf, Uh^Emf, Uu^Em, Uu, Uu, Uu^Em, Ur, Ur^Es, Ur, Ur^Es, Xos, Irs, Irs, Irs, Urb, Ur^Es, Xos, Ur^Es, Ur, Ur^Es, Xos, Xos, Xos, Xol, Xol, Urb, Urb, Ur^Es, Xos, Xos, Xu, Uu^Em, Uh^Uf, Xu, Xu
Xu, Xu, Uh^Uf, Uu^Uf, Uh^Emf, Uh^Em, Uu^Ii, Ur, Uu, Ur^Es, Uu, Ur, Uu, Ur^Es, Urb, Urb, Urb, Urb, Urb, Urb, Ur^Pr/, Xos, Urc, Urc, Urc, Xol, Xol, Xol, Xol, Ur^Pr/, Ur^Es, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xos
Xu, Xu, Xu, Xu, Xu, Uh^Em, Uh^Em, Uu^Em, Uu^Em, Uu, Uu^Em, Uu^Ii, Uu, Ur, Urb, Xos, Urb, Urb^Ebn, Xos, Xos, Urc, Ur, Ur, Ur, Urc, Urc, Xos, Xos, Xos, Xol, Ur, Uu, Uu^Em, Uu, Xu, Xu, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Uh^Uf, Uh^Emf, Xu, Xu, Xu, Uh^Emf, Uu^Em, Ur^Es, Ur, Urb, Xos, Xos, Xol, Urc, Urc, Ur, Urc, Ur, Ur^Pr/, Xos, Xos^Efs, Xol, Urb, Urb, Urb, Ur, Ur^Es, Uu^Ebn, Xu, Xu, Xos
Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Uf, Xos, Xos, Xos, Urb^Pr/, Urb, Xol, Xol, Xol, Xol, Urc, Xos, Xos, Xos, Ur, Ur^Es, Ur^Eb, Urb, Urb, 1 Urb, Urb, Ur, Xol, Xol, Xos, Xos
Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xu, Xu, Xu, Xos, Xos, Xol, Xol, Ur^Es, Ur^Es, Urb, Urb, Urb, Xos, Xol, Xos, Xos, Xol, Ur^Es, Ur, Urb, Ur, Ur^Es, Ur, Ur^Es, Ur, Ur^Es, Xol, Xos, Xos, Xos
Xu, Xu, Xu, Xu, Xos, Xos, Xu, Xu, Xu, Xu, Uu^Em, Xos, Uu^Ebn, Uu, Ur, Urb, Urb, Urb, Xos, Urb^Pr/, Urb, Xol, Urb, Ur, Urb, Urb, Urb, Urb, Urb, Urb, Ur^Es, Ur, Ur^Es, Xos, Xos, Xos, Xos
Xu, Xu, Xos, Xos, Xos, Xu, Xu, Xos, Xu, Xu, Uh^Em, Uu, Uh^Em, Uu, Uu^Es, Urb, Xos, Xos, Xos, Xos, Xu, Urb, Ur^Es, Ur, Ur^Es, Urb, Urb, Urb, Urb, Urb, Xos, Ur, Ur, Ur, Irs, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xos, Xu, Uh^Uf, Uh^Emf, Uh^Emf, Uh^Uf, Uu^Em, Xos, Xos, Xu, Xu, Xu, Xu, Uh^Emf, Xu, Uu^Em, Uu, Ur, Urb, Urb, Urb, Xos, Xos, Xos, Xos, Xos, Ur, Irs, Irs, Irs
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xu, Xu, Xu, Xu, Uh^Uf, Uh^Em, Uu^Em, Uu^Ebn, Xol, Ur^Es, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Irs, Irs
Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xos, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos
Xos, Xos, Xos, Xos, Xos, Xos, Xu, Xu, Xos, Xu, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos, Xos

View file

@ -4,64 +4,108 @@
id=07_A_Small_Favor
name= _ "A Small Favor"
map_data="{campaigns/Descent_Into_Darkness/maps/07_A_Small_Favor.map}"
{TURNS 28 26 22}
{TURNS 20 18 16}
next_scenario=08_A_Small_Favor2
victory_when_enemies_defeated=no
#ifdef EASY
{FIRST_WATCH_HOUR2}
{FIRST_WATCH_HOUR3}
#endif
#ifndef HARD
{FIRST_WATCH_HOUR2}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
#endif
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
#ifdef NORMAL
{FIRST_WATCH_HOUR2}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
#ifdef HARD
{FIRST_WATCH_HOUR2}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR3}
{FIRST_WATCH_HOUR4}
{FIRST_WATCH_HOUR4}
{MIDNIGHT_HOUR}
{MIDNIGHT_HOUR}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR1}
{SECOND_WATCH_HOUR2}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR3}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR4}
{SECOND_WATCH_HOUR5}
{SECOND_WATCH_HOUR6}
{DAWN_HOUR}
#endif
{SCENARIO_MUSIC elvish-theme.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}
{EXTRA_SCENARIO_MUSIC elf-land.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}
{EXTRA_SCENARIO_MUSIC the_deep_path.ogg}
[story]
[part]
music=underground.ogg
story= _ "Fleeing from the city of his birth, Malin heads to the west. Soon he reunites with his teacher."
story= _ "Fleeing from the city of his birth, Malin escapes into the forested hills north of the Great River. Some distance west, he finally stops after several days bereft of rest and sleep. He closes his eyes, trying to purge the last few hours from his mind, but the darkness only makes the images all the more vivid. He is tired, <i>so</i> tired, but sleep does not come."
{STORYTXT_BACKGROUND travel.jpg}
[/part]
[part]
story=_ "<i>“For your final test as my apprentice, you will aid me in retrieving a book,”</i> the necromancer says. <i>“The book was... stolen from me long ago. Since it has personal value to me, think of the task as a small favor. I should warn you that it will require you to act against your countrymen of Wesnoth, since it was one of them who stole it from me.”</i>"
story= _ "<i>“No regrets. No regrets...”</i> He repeats it under his breath like a chant, murmuring over and over in his half-conscious state. After a while, a second voice joins, a voice that sounds very much like his own, but somehow feels foreign and alien. <i>There could have been another way. You might have been wrong.</i>"
{STORYTXT_BACKGROUND travel.jpg}
[/part]
[part]
story= _ "<i>“No, no. Even if there were another way, they would have spurned me all the same. They are wrong... blind. I have no regrets about what I did. No regrets...”</i> He quells the voice. Sleep comes, long stretches of dreamless darkness punctuated briefly by nightmarish forms — distorted, grotesque things that whisper in eerily familiar voices. <i>You are cursed, Malin the Damned! Cursed! Cursed. Cursed...</i> They echo over and over, first a choir, then a duet, both male, then just one, a single voice alone in the darkness."
{STORYTXT_BACKGROUND travel.jpg}
[/part]
[part]
story= _ "Malin wakes up to a plume of smoke rising in the east. He gives it only a brief thought before heading farther west toward Tath. Soon, he reunites with his teacher."
{STORYTXT_BACKGROUND travel.jpg}
[/part]
[part]
story=_ "<i>“For your final test as my apprentice, you will aid me in retrieving a book,”</i> the necromancer says. <i>“The book was... stolen from me long ago. It has personal value to me, so you may think of this as a small favor. However, this task will require you to act against your countrymen of Wesnoth, since it was one of them who took it from me.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[part]
story= _ "Malin replies, <i>“They are no longer countrymen of mine, since they have rejected me twice now.”</i>"
story= _ "Malin replies, <i>“They are no longer countrymen of mine.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[part]
story= _ "Darken Volk continues, <i>“Excellent. We travel, then, to the city of Tath. There is a lord of that city by the name of Karres. He was trained as a mage in his youth, and now uses his wealth to support a large number of mages in their studies. Among his library is the book we seek. We will need to break into his manor and seek the book inside.”</i>"
story= _ "Darken Volk continues, <i>“Excellent. There is a lord of Tath by the name of Karres. He was trained as a mage in his youth and now uses his wealth to support a large number of mages in their studies. Among his library is the book we seek. We shall break into his manor to seek the book.”</i>"
{STORYTXT_BACKGROUND book.jpg}
[/part]
[/story]
@ -73,14 +117,13 @@
side=1
controller=human
recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton,Dark Adept DiD
{GOLD 170 130 110}
{GOLD 180 150 120}
team_name=intruders
user_team_name= _ "Intruders"
{FLAG_VARIANT undead}
# disable the possibility to build up an economy, compensate with higher village support
village_gold=0
village_support=2
village_gold=2
village_support=1
# wmllint: recognize Malin Keshar
{CHARACTER_STATS_MALIN_KESHAR}
@ -104,49 +147,52 @@
type=General
id=Taylor
name= _ "Taylor"
name= _ "General Taylor"
canrecruit=yes
fog=yes
share_vision=none
color=green
facing=se
# Place city guards
{NAMED_LOYAL_UNIT 2 Spearman 11 3 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 17 6 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 23 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 25 14 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 13 23 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 7 23 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 4 18 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 2 14 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 16 28 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 20 22 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 24 20 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Bowman 2 17 (Guard1) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 4 17 (Guard2) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 4 18 (Guard3) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 19 22 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 19 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 11 3 (Guard4) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Bowman 11 4 (Guard5) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Spearman 13 4 (Guard6) ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Pikeman 18 18 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Swordsman 16 20 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 20 22 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 20 () ( _ "Gate Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 3 12 () ( _ "City Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Shock Trooper) 5 15 () ( _ "City Guard")} {GUARDIAN}
# More guards, depending on the difficulty
#ifdef EASY
{NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Sergeant 21 15 () ( _ "Head Trainer")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 8 7 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Sergeant 6 13 () ( _ "Head Trainer")} {GUARDIAN}
#endif
#ifdef NORMAL
{NAMED_LOYAL_UNIT 2 (Mage) 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Spearman) 12 7 () ( _ "Townperson")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () ( _ "Head Trainer")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 12 16 () ( _ "City Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ "Head Trainer")} {GUARDIAN}
#endif
#ifdef HARD
{NAMED_LOYAL_UNIT 2 (Silver Mage) 7 9 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Pikeman) 12 7 () ( _ "Night Watchman")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () ( _ "Head Trainer")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (White Mage) 7 9 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Mage Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Shock Trooper) 12 16 () ( _ "City Guard")} {GUARDIAN}
{NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ "Head Trainer")} {GUARDIAN}
#endif
[ai]
@ -187,33 +233,154 @@
[/ai]
[/side]
{STARTING_VILLAGES 1 3}
{STARTING_VILLAGES 2 15}
# City
{PLACE_IMAGE scenery/well.png 17 11}
{PLACE_IMAGE scenery/well.png 8 12}
{PLACE_IMAGE scenery/tent-shop-weapons.png 17 16}
{PLACE_IMAGE scenery/well.png 16 12}
{PLACE_IMAGE scenery/well.png 19 14}
{PLACE_IMAGE scenery/tent-shop-weapons.png 3 17}
{PLACE_IMAGE scenery/monolith1.png 11 5}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 13 5}
{PLACE_IMAGE scenery/monolith1.png 13 6}
{PLACE_IMAGE scenery/monolith1.png 10 6}
{PLACE_IMAGE scenery/signpost.png 15 16}
{PLACE_IMAGE scenery/signpost.png 11 12}
{PLACE_IMAGE scenery/temple1.png 10 18}
{PLACE_IMAGE scenery/tent-fancy-red.png 9 15}
{PLACE_IMAGE items/dragonstatue.png 12 14}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 18 15}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 19 15}
{PLACE_IMAGE items/armor.png 19 17}
{PLACE_IMAGE items/armor.png 21 17}
{PLACE_IMAGE items/armor.png 22 16}
{PLACE_IMAGE items/flower2.png 9 19}
{PLACE_IMAGE items/flower1.png 10 18}
{PLACE_IMAGE items/flower3.png 12 18}
{PLACE_IMAGE items/flower4.png 13 19}
{PLACE_IMAGE items/altar.png 12 5}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 7 12}
{PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 4 11}
{PLACE_IMAGE items/armor.png 4 12}
{PLACE_IMAGE items/armor.png 4 16}
{PLACE_IMAGE items/armor.png 6 16}
{PLACE_IMAGE items/flower2.png 13 7}
{PLACE_IMAGE items/flower1.png 16 8}
{PLACE_IMAGE items/flower3.png 12 7}
{PLACE_IMAGE items/flower4.png 17 8}
# Manor
{PLACE_IMAGE scenery/trapdoor-closed.png 3 6}
{PLACE_IMAGE items/cloak-green.png 5 7}
{PLACE_IMAGE items/cloak-green.png 2 6}
{PLACE_IMAGE items/ornate1.png 5 5}
{PLACE_IMAGE items/potion-blue.png 4 5}
{PLACE_IMAGE items/potion-red.png 6 5}
{PLACE_IMAGE items/altar.png 3 7}
#define WATCHMAN_PATROL_MOVEMENT
[set_variable]
name=turn_mod
value=$($turn_number % 5)
[/set_variable]
[switch]
variable=turn_mod
[case]
value=1,0
[move_unit]
id=Guard3
side=2
to_x,to_y=5,22
[/move_unit]
[move_unit]
id=Guard2
side=2
to_x,to_y=4,21
[/move_unit]
[move_unit]
id=Guard1
side=2
to_x,to_y=4,20
[/move_unit]
[move_unit]
id=Guard6
side=2
to_x,to_y=18,7
[/move_unit]
[move_unit]
id=Guard5
side=2
to_x,to_y=16,6
[/move_unit]
[move_unit]
id=Guard4
side=2
to_x,to_y=14,5
[/move_unit]
[/case]
[case]
value=2,4
[move_unit]
id=Guard3
side=2
to_x,to_y=10,24
[/move_unit]
[move_unit]
id=Guard2
side=2
to_x,to_y=10,23
[/move_unit]
[move_unit]
id=Guard1
side=2
to_x,to_y=9,24
[/move_unit]
[move_unit]
id=Guard6
side=2
to_x,to_y=22,11
[/move_unit]
[move_unit]
id=Guard5
side=2
to_x,to_y=21,11
[/move_unit]
[move_unit]
id=Guard4
side=2
to_x,to_y=20,9
[/move_unit]
[/case]
[case]
value=3
[move_unit]
id=Guard3
side=2
to_x,to_y=14,22
[/move_unit]
[move_unit]
id=Guard2
side=2
to_x,to_y=13,23
[/move_unit]
[move_unit]
id=Guard1
side=2
to_x,to_y=12,22
[/move_unit]
[move_unit]
id=Guard6
side=2
to_x,to_y=20,16
[/move_unit]
[move_unit]
id=Guard5
side=2
to_x,to_y=21,16
[/move_unit]
[move_unit]
id=Guard4
side=2
to_x,to_y=21,15
[/move_unit]
[/case]
[/switch]
{CLEAR_VARIABLE turn_mod}
#enddef
[event]
name=prestart
@ -224,6 +391,10 @@
condition=win
description= _ "Move Malin and Darken Volk into the Mage Lords manor"
[/objective]
[objective]
condition=win
description= _ "OR: Defeat General Taylor"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
@ -243,6 +414,9 @@
[note]
description= _ "This scenario takes place entirely at night."
[/note]
[note]
description= _ "Enemy units have reduced vision (radius 3)"
[/note]
[/objectives]
# Place Darken Volk
@ -257,10 +431,19 @@
[recall]
id=Darken Volk
x,y=40,18
x,y=36,15
[/recall]
{MODIFY_UNIT (side=1) facing sw}
{MODIFY_UNIT (side=1) facing nw}
[modify_unit]
[filter]
side=2
[/filter]
vision=2
[/modify_unit]
{VARIABLE guard_alerted 0}
[/event]
[event]
@ -268,7 +451,28 @@
[message]
speaker=Darken Volk
message= _ "The stolen book lies within Lord Karress manor on the north end of the city. We cannot defeat the entire city guard, so we must stay hidden as long as possible. The cover of the night and this fog will aid us. Once we are seen by the night watchmen, we will have to make a run for it. Our forces are not strong enough to take the whole city."
message= _ "The stolen book lies within Lord Karress manor at the north end of the city. It will be difficult for us to defeat the entire city guard, so we must stay hidden as long as possible. For now, we can use this fog to our advantage. I shall use it to cast a spell to obscure town guards vision. It should not affect us, however."
[/message]
[delay]
time=450
[/delay]
[animate_unit]
[filter]
id=Darken Volk
[/filter]
[primary_attack]
range=ranged
[/primary_attack]
flag=attack
[/animate_unit]
[delay]
time=350
[/delay]
[message]
speaker=Darken Volk
message= _ "This spell will not hide us completely. If we stray too close to the guards, they will still be able to see us. Once we are spotted, we shall have to make a run for it. The faster we enter the manor, the more time we shall have to search for the book before the guards can pursue us."
[/message]
[message]
@ -278,7 +482,26 @@
[/message]
[/event]
# Sentry attacks an undead
[event]
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "This blasted fog is so thick! I cant see a thing!"
[/message]
[message]
speaker=Taylor
message= _ "Stay alert, soldier. Report anything unusual immediately."
[/message]
[/event]
[event]
name=sighted
[filter]
@ -288,7 +511,6 @@
side=2
[/filter_second]
# Sound a warning and give gold to the general
[if]
[variable]
name=second_unit.id
@ -297,26 +519,36 @@
[then]
[message]
speaker=second_unit
message= _ "Sir! Undead creatures are coming out of the forest! Wake the guard immediately!"
[/message]
[message]
speaker=Taylor
message= _ "To arms, men!"
message= _ "Undead are emerging from the forest!"
[/message]
[/then]
[else]
[message]
speaker=Taylor
message= _ "Undead creatures are coming out of the forest! To arms, men!"
[/message]
[/else]
[/if]
[message]
speaker=Taylor
message= _ "Wake the guard! To arms, men!"
[/message]
[modify_side]
side=2
{GOLD 75 150 300}
{GOLD 140 170 200}
{INCOME 12 16 20}
[/modify_side]
{VARIABLE guard_alerted 1}
[/event]
[event]
name=side 2 turn refresh
first_time_only=no
[filter_condition]
[variable]
name=guard_alerted
numerical_equals=0
[/variable]
[/filter_condition]
{MODIFY_UNIT (side=2) moves 0}
{WATCHMAN_PATROL_MOVEMENT}
[/event]
# Undead unit kicks the holy water
@ -329,6 +561,7 @@
[message]
speaker=unit
# po: Ooouuuh is a cry of pain
message= _ "Ooouuuh! It burns... burrrrnnns..." # wmllint: no spellcheck
[/message]
@ -337,6 +570,7 @@
x,y=$x1,$y1
[/filter]
amount=1
kill=no
animate=yes
[/harm_unit]
@ -351,15 +585,37 @@
[message]
speaker=Malin Keshar
message= _ "What in the name of all demons of hell was this thing?"
message= _ "What was that?!"
[/message]
[message]
speaker=Darken Volk
message= _ "This was the impact of what is known as holy water among common people. It is brewed in a complicated and mysterious procedure only known to a few priests and often used to fight resurrected creatures."
message= _ "That was the impact of what is known as holy water among commoners. It is brewed in a complicated procedure only known to a few priests. As you might imagine, it is quite effective against undead."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Taylor
[/filter]
[message]
speaker=Taylor
message= _ "The undead are too strong! Retreat and regroup!"
[/message]
[kill]
side=2
[/kill]
[endlevel]
result=victory
linger_mode=no
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
[/event]
# Victory Conditions
[event]
name=moveto
@ -383,12 +639,13 @@
[/filter_condition]
[message]
speaker=unit
speaker=Darken Volk
message= _ "Here is the entrance! Hurry!"
[/message]
[endlevel]
result=victory
linger_mode=no
bonus=yes
{NEW_GOLD_CARRYOVER 40}
[/endlevel]
@ -396,11 +653,44 @@
[event]
name=victory
{SET_GOT_INSIDE_MANOR}
#ifdef EASY
[set_variable]
name=S7_turns
value=$("23 - ($turn_number)")
[/set_variable]
#endif
#ifdef NORMAL
[set_variable]
name=S7_turns
value=$("20 - ($turn_number)")
[/set_variable]
#endif
#ifdef HARD
[set_variable]
name=S7_turns
value=$("18 - ($turn_number)")
[/set_variable]
#endif
{CLEAR_VARIABLE guard_alerted}
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK}
{TIME_OVER_DEFEAT}
[event]
name=time over
[message]
speaker=Darken Volk
message= _ "We have no hope of entering the manor now that dawn has broken and the entire city guard is alerted to our presence. Your incompetence is truly appalling."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[/scenario]

View file

@ -4,14 +4,19 @@
id=08_A_Small_Favor2
name= _ "A Small Favor — Part 2"
map_data="{campaigns/Descent_Into_Darkness/maps/08_A_Small_Favor2.map}"
{TURNS 30 27 25}
{TURNS 25 22 19}
next_scenario=09_A_Small_Favor3
victory_when_enemies_defeated=no
{UNDERGROUND}
[time]
id=indoors
name= _ "Indoors"
image=misc/time-schedules/schedule-indoors.png
lawful_bonus=-10
[/time]
{SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
{SCENARIO_MUSIC casualties_of_war.ogg}
{EXTRA_SCENARIO_MUSIC battle.ogg}
{EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg}
# No story; this occurs immediately after the previous scenario
@ -44,9 +49,21 @@
no_leader=yes
hidden=yes
# A guard
{NAMED_NOTRAIT_UNIT 2 (Halberdier) 10 4 () ( _ "Guard")} {GUARDIAN}
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
# City guard
[side]
side=3
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
color=green
[ai]
village_value=0
aggression=0.8
@ -56,7 +73,43 @@
# This macro places the doors and adds the door-opening event
{MANOR_DOORS 1}
#TODO: Create some scenery (fire, torches, ...)
# Scenery
{PLACE_IMAGE items/ankh-necklace.png 3 15}
{PLACE_IMAGE items/ball-blue.png 2 10}
{PLACE_IMAGE items/ball-magenta.png 25 2}
{PLACE_IMAGE items/ball-green.png 8 2}
{PLACE_IMAGE items/stone-tablet.png 6 16}
{PLACE_IMAGE items/stone-tablet.png 15 13}
{PLACE_IMAGE items/ankh-necklace.png 3 15}
{PLACE_IMAGE items/ornate2.png 17 1}
{PLACE_IMAGE items/potion-blue.png 26 4}
{PLACE_IMAGE items/potion-grey.png 27 5}
{PLACE_IMAGE items/potion-green.png 27 6}
{PLACE_IMAGE items/potion-red.png 25 6}
{PLACE_IMAGE items/potion-yellow.png 26 6}
{PLACE_IMAGE items/altar-evil.png 26 5}
{PLACE_IMAGE items/barrel.png 24 10}
{PLACE_IMAGE items/barrel.png 25 10}
{PLACE_IMAGE items/barrel.png 22 9}
{PLACE_IMAGE items/box.png 25 9}
{PLACE_IMAGE items/box.png 22 11}
{PLACE_IMAGE items/box.png 21 12}
{PLACE_IMAGE items/box.png 9 7}
{PLACE_IMAGE items/chest-open.png 8 7}
{PLACE_IMAGE items/chest-plain-open.png 9 9}
{PLACE_IMAGE items/barrel.png 8 9}
{PLACE_IMAGE items/altar.png 15 2}
{PLACE_IMAGE items/holy-water.png 17 1}
{PLACE_IMAGE items/holy-water.png 18 1}
{PLACE_IMAGE items/ring-white.png 13 3}
{PLACE_IMAGE items/ring-red.png 24 1}
{PLACE_IMAGE items/dragonstatue.png 11 12}
{PLACE_IMAGE items/dragonstatue.png 10 12}
{PLACE_IMAGE items/dragonstatue.png 21 3}
{PLACE_IMAGE scenery/monolith2.png 14 12}
{PLACE_IMAGE scenery/monolith3.png 13 15}
{PLACE_IMAGE scenery/monolith1.png 17 14}
[event]
name=prestart
@ -65,7 +118,7 @@
side=1
[objective]
condition=win
description= _ "Find the mage Lord Karres"
description= _ "Find Lord Karres"
[/objective]
[objective]
condition=lose
@ -91,34 +144,34 @@
variable=random
[case]
value=0
{VARIABLE karres_x 10}
{VARIABLE karres_y 18}
[/case]
[case]
value=1
{VARIABLE karres_x 3}
{VARIABLE karres_x 1}
{VARIABLE karres_y 11}
[/case]
[case]
value=1
{VARIABLE karres_x 8}
{VARIABLE karres_y 1}
[/case]
[case]
value=2
{VARIABLE karres_x 14}
{VARIABLE karres_x 13}
{VARIABLE karres_y 3}
[/case]
[case]
value=3
{VARIABLE karres_x 28}
{VARIABLE karres_y 3}
{VARIABLE karres_x 24}
{VARIABLE karres_y 1}
[/case]
[/switch]
[unit]
#ifdef EASY
type=Arch Mage
#else
#ifdef HARD
type=Great Mage
#else
type=Arch Mage
#endif
id=Lord Karres
name= _ "Lord Karres"
@ -133,14 +186,50 @@
[set_variables]
name=guardtypetable
[value]
type=Heavy Infantryman
[/value]
[value]
type=Heavy Infantryman
type=Shock Trooper
[/value]
[value]
type=Spearman
[/value]
#ifndef HARD
[value]
type=Fencer
[/value]
#endif
[value]
type=Duelist
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Swordsman
[/value]
#ifndef EASY
[value]
type=Swordsman
[/value]
[value]
type=Duelist
[/value]
#endif
#ifdef HARD
[value]
type=Swordsman
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Duelist
[/value]
#endif
[value]
type=Heavy Infantryman
[/value]
[value]
type=Heavy Infantryman
[/value]
[value]
type=Spearman
[/value]
@ -148,23 +237,16 @@
type=Fencer
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Swordsman
type=Fencer
[/value]
[/set_variables]
[random_placement]
num_items=8
num_items={ON_DIFFICULTY 5 6 7}
variable=loc
min_distance=4
min_distance=3
[filter_location]
terrain=Iwr
[not]
x,y=20,20
radius=6
[/not]
terrain=Iwr,Icn,Ior
[not]
x=1-5
y=1-5
@ -178,53 +260,67 @@
[/command]
[/random_placement]
{CLEAR_VARIABLE guardtypetable}
[set_variables]
name=magetypetable
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=White Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Red Mage
[/value]
[value]
type=Red Mage
[/value]
#ifndef EASY
#ifdef EASY
[value]
type=Silver Mage
type=Mage
[/value]
#endif
#ifndef EASY
[value]
type=White Mage
[/value]
[value]
type=Red Mage
[/value]
#endif
#ifdef HARD
[value]
type=Red Mage
[/value]
[value]
type=White Mage
[/value]
#endif
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[/set_variables]
[random_placement]
num_items={ON_DIFFICULTY 12 14 16}
num_items={ON_DIFFICULTY 6 7 8}
variable=loc
min_distance=2
[filter_location]
terrain=Iwr
[not]
x,y=20,20
radius=6
[/not]
terrain=Iwr,Icn,Ior
[not]
x=1-5
y=1-5
[/not]
[not]
[filter_adjacent_location]
terrain=!,Iwr
[/filter_adjacent_location]
[filter][/filter]
[/not]
[/filter_location]
[command]
@ -232,11 +328,27 @@
[/command]
[/random_placement]
{CLEAR_VARIABLE magetypetable}
# this code is a handler in case this scenario is reached via debug or an old save which did not include this variable
[lua]
code = << if wesnoth.get_variable("S7_turns")==nil then wesnoth.set_variable("S7_turns",5) end >>
[/lua]
[set_variable]
name=S7_turns
value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns)))
[/set_variable]
[set_variable]
name=spawn1
value=$("{ON_DIFFICULTY 7 6 5} + ($S7_turns)")
[/set_variable]
[set_variable]
name=spawn2
value=$("{ON_DIFFICULTY 14 12 10} + ($S7_turns)")
[/set_variable]
[recall]
id=Darken Volk
x,y=20,17
x,y=18,15
[/recall]
# We want Volk facing another direction
@ -291,38 +403,444 @@
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Malin and Darken Volk enter the mage lords manor, quickly closing the heavy gates behind them."
message= _ "Malin and Darken Volk enter the mage lords manor, closing the heavy gates behind them."
[/message]
[message]
speaker=Malin Keshar
message= _ "That gate wont hold back the soldiers for more than a few hours. Wed better hurry."
speaker=Darken Volk
message= _ "That gate will not hold back the soldiers for long. We must hurry."
[/message]
[/event]
[event]
name=die
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message= _ "Undead have entered the manor! Defend yourselves!"
[/message]
[/event]
# City guard spawns
#define SPAWN_GUARD
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
#define SPAWN_MAGE
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=22,23,21-26
y=18,18,19-20
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than_equal_to=$spawn2
[/variable]
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_MAGE}
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$spawn1
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $spawn1) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=$S7_turns
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - $S7_turns) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
#ifndef EASY
{SPAWN_GUARD}
#endif
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[/if]
[fire_event]
name=city guard dialogue
[/fire_event]
[fire_event]
name=city guard dialogue2
[/fire_event]
[fire_event]
name=city guard dialogue3
[/fire_event]
[/event]
[event]
name=city guard dialogue
[filter_condition]
[variable]
name=turn_number
equals=$S7_turns
[/variable]
[/filter_condition]
[message]
side=3
[filter_location]
x=22,23,21-26
y=18,18,19-20
[/filter_location]
message= _ "Hunt down the undead! Destroy them all!"
[/message]
[message]
speaker=Darken Volk
message= _ "The city guard has entered the manor. We will have to hold them off while we search."
[/message]
[/event]
[event]
name=city guard dialogue2
[filter_condition]
[variable]
name=turn_number
equals=$spawn1
[/variable]
[/filter_condition]
[message]
speaker=Darken Volk
message= _ "More guards are coming. We must hasten our search!"
[/message]
[/event]
[event]
name=city guard dialogue3
[filter_condition]
[variable]
name=turn_number
equals=$spawn2
[/variable]
[/filter_condition]
[message]
speaker=Malin Keshar
message= _ "It does not look like we have much time left!"
[/message]
[/event]
# Flavor text
[event]
name=moveto
[filter]
x,y=15,13
side=1
[/filter]
[message]
speaker=narrator
message= _ "The only thing we have to fear is fear itself."
image=wesnoth-icon.png
[/message]
[delay]
time=350
[/delay]
[sound]
name=wail-long.wav
[/sound]
[delay]
time=350
[/delay]
[message]
speaker=narrator
message= _ "<i>... nameless, unreasoning, unjustified terror...</i>"
image=attacks/wail.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=6,16
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>There is nothing good or bad, but thinking makes it so.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=2,10
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Mirrors of shallow blue, they stare,
Piercing, unblinking, a pitiless reflection,
Shattering our brittle, fancied reality.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=8,2
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Emerald, verdant green gives way,
Touched by shadow, the dark dye of black,
A fetid stain of pestilence.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=25,2
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Crimson pool, the essence of life,
Flesh and blood flow away to rot,
Leaving only bones to remain.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
# Lord Karres
[event]
name=sighted
[filter]
id=Lord Karres
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Lord Karres
message= _ "Darken Volk! I should have known it was you! What are you doing here?"
[/message]
[message]
speaker=Darken Volk
message= _ "Taking back what is rightfully mine."
[/message]
[message]
speaker=Lord Karres
message= _ "As impudent as ever. What lies in that book is not meant for human eyes — yours or mine."
[/message]
[message]
speaker=Darken Volk
message= _ "I am not here to argue."
[/message]
[message]
speaker=Lord Karres
message= _ "Of course you are not. I assume your arrogance has only grown over the years."
[/message]
[message]
speaker=Darken Volk
message= _ "If you wish to continue lecturing me, by all means, do so. It will only make you easier to kill."
[/message]
[message]
speaker=Lord Karres
message= _ "I regret that it has come to this."
[/message]
[/event]
[event]
name=moveto
[filter]
x,y=26,5
side=1
[/filter]
[message]
speaker=Darken Volk
message= _ "Someone was... messing... with some potions here."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Lord Karres
[/filter]
[message]
speaker=Lord Karres
message= _ "How... dare you..."
[/message]
[message]
speaker=Darken Volk
message= _ "Cease your prattle, you decrepit old man."
[/message]
[kill]
id=Lord Karres
animate=yes
fire_event=yes
[/kill]
{QUAKE rumble.ogg}
[terrain]
x,y=5,4
x=6,7
y=4,4
terrain=Iwr
[/terrain]
[redraw][/redraw]
[message]
speaker=Darken Volk
message= _ "I feel the breaking of an illusion spell. The book must be in the great hall, in the northwest corner of the manor. Let us move quickly now!"
# po: a vault is a big underground room, sort of like a gigantic basement
message= _ "I feel the breaking of an illusion spell. The book is in the vault in the northwest corner of the manor. We must find the passageway leading there!"
[/message]
[objectives]
side=1
[objective]
condition=win
description= _ "Move Malin Keshar or Darken Volk through the passageway in the northwest leading to the great hall"
description= _ "Move Malin Keshar or Darken Volk through the passageway in the northwest leading to the vault"
[/objective]
[objective]
condition=lose
@ -340,18 +858,19 @@
[event]
name=moveto
[filter]
x,y=1,1
x,y=1-3,1-3
id=Malin Keshar,Darken Volk
[/filter]
[message]
speaker=unit
message=_ "I think I found the passage to the great hall. Follow me quickly!"
message=_ "I found the passage to the vault!"
[/message]
[endlevel]
result=victory
bonus=no
linger_mode=no
{NEW_GOLD_CARRYOVER 100}
carryover_report=no
[/endlevel]
@ -361,11 +880,86 @@
# should carry over to the next scenario.
[event]
name=victory
{SET_GOT_INSIDE_MANOR}
{CLEAR_VARIABLE guardtypetable}
{CLEAR_VARIABLE magetypetable}
{CLEAR_VARIABLE random}
{CLEAR_VARIABLE S7_turns}
{CLEAR_VARIABLE spawn1}
{CLEAR_VARIABLE spawn2}
[/event]
[event]
name=time over
[if]
[have_unit]
id=Lord Karres
[/have_unit]
[then]
[unit]
type=Royal Guard
side=3
x,y=22,18
id=RGuard
canrecruit=yes
animate=yes
facing=nw
[/unit]
{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
[/message]
[/then]
[else]
[remove_shroud]
side=1
x=0-3,3,4,5
y=0-3,3-4,1-4,4-5
[/remove_shroud]
[unit]
type=Royal Guard
side=3
x,y=2,3
id=RGuard
canrecruit=yes
animate=yes
facing=se
[/unit]
{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape now!"
[/message]
[message]
speaker=Darken Volk
message= _ "Fool boy! You took too long to find the path to the vault! Now we are at the mercy of the city guards!"
[/message]
[/else]
[/if]
[endlevel]
result=defeat
[/endlevel]
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK_B}
{TIME_OVER_DEFEAT_MANOR}
[/scenario]
#undef SPAWN_GUARD
#undef SPAWN_MAGE

View file

@ -4,15 +4,14 @@
id=09_A_Small_Favor3
name= _ "A Small Favor — Part 3"
map_data="{campaigns/Descent_Into_Darkness/maps/09_A_Small_Favor3.map}"
{TURNS 30 27 25}
{TURNS 21 18 15}
next_scenario=10_Alone_at_Last
victory_when_enemies_defeated=no
{UNDERGROUND}
{SCENARIO_MUSIC underground.ogg}
{EXTRA_SCENARIO_MUSIC loyalists.ogg}
{EXTRA_SCENARIO_MUSIC suspense.ogg}
{SCENARIO_MUSIC the_city_falls.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
# No storyl; this occurs immediately after the previous scenario
@ -44,18 +43,9 @@
no_leader=yes
hidden=yes
# Mages in rooms
{NAMED_NOTRAIT_UNIT 2 Mage 16 15 () ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 18 15 () ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 22 13 () ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 24 12 () ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 27 10 () ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 Mage 29 10 () ( _ "Guardian")} {GUARDIAN}
# Mages in great hall
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 8 ("") ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (Red Mage) 14 9 ("") ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (White Mage) 16 8 ("") ( _ "Guardian")} {GUARDIAN}
# Book guards
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 11 9 ("") ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 7 ("") ( _ "Guardian")} {GUARDIAN}
[ai]
village_value=0
@ -69,6 +59,7 @@
team_name=intruders
user_team_name= _ "Intruders"
no_leader=yes
color=black
hidden=yes
shroud=yes
share_maps=no
@ -94,12 +85,106 @@
[/goal]
[/ai]
[/side]
# City guard
[side]
side=4
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
color=green
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
# This macro places the doors and adds the door-opening event
{MANOR_DOORS 1,3}
#TODO: Create some scenery (fire, torches, ...)
{PLACE_IMAGE items/book5.png 11 7}
# book
{PLACE_IMAGE items/book5.png 12 8}
# scenery
{PLACE_IMAGE items/dragonstatue.png 23 16}
{PLACE_IMAGE items/dragonstatue.png 24 15}
{PLACE_IMAGE items/dragonstatue.png 31 12}
{PLACE_IMAGE scenery/monolith2.png 34 11}
{PLACE_IMAGE scenery/monolith3.png 29 14}
{PLACE_IMAGE scenery/monolith1.png 29 16}
{PLACE_IMAGE scenery/monolith3.png 26 15}
{PLACE_IMAGE scenery/monolith4.png 26 18}
{PLACE_IMAGE scenery/castle-ruins2.png 32 15}
{PLACE_IMAGE scenery/castle-ruins3.png 32 14}
{PLACE_IMAGE scenery/castle-ruins3.png 25 15}
{PLACE_IMAGE scenery/castle-ruins2.png 24 18}
{PLACE_IMAGE scenery/castle-ruins.png 33 4}
{PLACE_IMAGE scenery/castle-ruins3.png 33 3}
{PLACE_IMAGE scenery/castle-ruins2.png 31 5}
{PLACE_IMAGE scenery/castle-ruins2.png 9 11}
{PLACE_IMAGE scenery/castle-ruins.png 8 7}
{PLACE_IMAGE items/ornate2.png 23 11}
{PLACE_IMAGE items/ornate2.png 25 12}
{PLACE_IMAGE items/ornate1.png 20 13}
{PLACE_IMAGE items/coffin-open.png 22 12}
{PLACE_IMAGE items/cloak-green.png 11 17}
{PLACE_IMAGE items/armor.png 14 16}
{PLACE_IMAGE items/armor.png 16 16}
{PLACE_IMAGE items/bow.png 30 9}
{PLACE_IMAGE items/bow-crystal.png 29 9}
{PLACE_IMAGE items/spear-fancy.png 27 10}
{PLACE_IMAGE items/axe.png 27 9}
{PLACE_IMAGE items/potion-blue.png 18 3}
{PLACE_IMAGE items/potion-blue.png 17 6}
{PLACE_IMAGE items/potion-grey.png 17 3}
{PLACE_IMAGE items/potion-grey.png 19 4}
{PLACE_IMAGE items/potion-grey.png 21 5}
{PLACE_IMAGE items/potion-green.png 19 5}
{PLACE_IMAGE items/potion-green.png 22 3}
{PLACE_IMAGE items/potion-red.png 19 3}
{PLACE_IMAGE items/potion-red.png 14 3}
{PLACE_IMAGE items/potion-yellow.png 17 4}
{PLACE_IMAGE items/altar-evil.png 18 4}
{PLACE_IMAGE items/altar.png 14 8}
{PLACE_IMAGE items/holy-water.png 14 9}
{PLACE_IMAGE items/holy-water.png 14 7}
{PLACE_IMAGE items/holy-water.png 15 8}
{PLACE_IMAGE items/holy-water.png 10 8}
{PLACE_IMAGE items/stone-tablet.png 7 11}
{PLACE_IMAGE items/stone-tablet.png 15 10}
{PLACE_IMAGE items/dragonstatue.png 19 7}
{PLACE_IMAGE scenery/monolith2.png 16 11}
{PLACE_IMAGE scenery/monolith2.png 21 7}
{PLACE_IMAGE scenery/monolith3.png 19 9}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 9 12}
{PLACE_IMAGE scenery/monolith3.png 10 7}
{PLACE_IMAGE scenery/monolith4.png 10 11}
{PLACE_IMAGE scenery/monolith4.png 4 10}
{PLACE_IMAGE items/barrel.png 29 17}
{PLACE_IMAGE items/barrel.png 28 17}
{PLACE_IMAGE items/barrel.png 28 13}
{PLACE_IMAGE items/barrel.png 22 19}
{PLACE_IMAGE items/barrel.png 21 19}
{PLACE_IMAGE items/barrel.png 29 8}
{PLACE_IMAGE items/barrel.png 30 7}
{PLACE_IMAGE items/barrel.png 14 17}
{PLACE_IMAGE items/barrel.png 34 4}
{PLACE_IMAGE items/barrel.png 23 3}
{PLACE_IMAGE items/box.png 29 13}
{PLACE_IMAGE items/box.png 22 18}
{PLACE_IMAGE items/box.png 13 18}
{PLACE_IMAGE items/box.png 13 17}
{PLACE_IMAGE items/box.png 28 4}
{PLACE_IMAGE items/box.png 27 5}
{PLACE_IMAGE items/box.png 26 5}
[event]
name=prestart
@ -127,28 +212,156 @@
[/gold_carryover]
[/objectives]
# Scatter manor guards
{SCATTER_UNITS 6 Pikeman,Duelist,Pikeman,Spearman,Pikeman,Swordsman 3 (
terrain=Rr
[not]
x,y=25,18
radius=4
[/not]
[not]
x,y=31,15
radius=2
[/not]
[not]
x,y=11,7
[/not]
[not]
[filter][/filter]
[/not]
) (
side=2
name= _ "Guard"
random_traits=yes
)}
[set_variables]
name=guardtypetable
[value]
type=Shock Trooper
[/value]
#ifndef HARD
[value]
type=Spearman
[/value]
#endif
[value]
type=Duelist
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Swordsman
[/value]
#ifndef EASY
[value]
type=Swordsman
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Duelist
[/value]
#endif
[value]
type=Heavy Infantryman
[/value]
[value]
type=Spearman
[/value]
[value]
type=Fencer
[/value]
[/set_variables]
[set_variables]
name=magetypetable
[value]
type=Mage
[/value]
[value]
type=White Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Red Mage
[/value]
[value]
type=Red Mage
[/value]
#ifdef EASY
[value]
type=Mage
[/value]
#endif
#ifndef EASY
[value]
type=White Mage
[/value]
[value]
type=Red Mage
[/value]
#endif
#ifdef HARD
[value]
type=Red Mage
[/value]
[value]
type=White Mage
[/value]
#endif
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[/set_variables]
[random_placement]
num_items={ON_DIFFICULTY 5 6 7}
variable=loc
min_distance=3
[filter_location]
terrain=Urb,Urb^E*,Ur,Ur^E*
[not]
x=27-35
y=1-7
[/not]
[not]
x=20-35
y=16-20
[/not]
[not]
x=25-29
y=13-20
[/not]
[not]
x=30-35
y=11-20
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{NAMED_NOTRAIT_UNIT 2 "$guardtypetable[$($loc.n % $guardtypetable.length)].type" $loc.x $loc.y () (_ "Guard")} {GUARDIAN}
[/command]
[/random_placement]
[random_placement]
num_items={ON_DIFFICULTY 6 6 7}
variable=loc
min_distance=3
[filter_location]
terrain=Urb,Urb^E*,Ur,Ur^E*,Irs,Irs^*
[not]
x=27-35
y=1-7
[/not]
[not]
x=20-35
y=16-20
[/not]
[not]
x=25-29
y=13-20
[/not]
[not]
x=30-35
y=11-20
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{NAMED_NOTRAIT_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y () (_ "Mage")} {GUARDIAN}
[/command]
[/random_placement]
# Who has the book?
{VARIABLE hasBook none}
@ -227,11 +440,6 @@
{CLEAR_VARIABLE units_inside_manor}
# Create DV's units
{GENERIC_UNIT 3 (Revenant) 26 16}
[+unit]
animate=yes
[/unit]
{GENERIC_UNIT 3 (Spectre) 26 16}
[+unit]
animate=yes
@ -252,14 +460,9 @@
animate=yes
[/unit]
{GENERIC_UNIT 3 (Nightgaunt) 26 16}
[+unit]
animate=yes
[/unit]
[message]
speaker=Malin Keshar
message= _ "I feel the book is very close, somewhere to the northwest."
speaker=Darken Volk
message= _ "The book is very close, somewhere to the northwest."
[/message]
[unlock_view][/unlock_view]
@ -285,11 +488,11 @@
[if]
[variable]
name=turn_number
greater_than=3
greater_than=4
[/variable]
[then]
{VARIABLE dest.x 11}
{VARIABLE dest.y 7}
{VARIABLE dest.x 12}
{VARIABLE dest.y 8}
[/then]
[else]
{VARIABLE dest.x 16}
@ -338,13 +541,282 @@
{CLEAR_VARIABLE stored_Darken,dest,darken_goto,index}
[/event]
# pursuer spawns
#define SPAWN_GUARD
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=33-34,35
y=17-18,18-19
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 4 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
#define SPAWN_MAGE
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=33-34,35
y=17-18,18-19
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 4 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than_equal_to={ON_DIFFICULTY 14 12 10}
[/variable]
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_MAGE}
#ifdef HARD
{SPAWN_MAGE}
#else
{SPAWN_GUARD}
#endif
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to={ON_DIFFICULTY 8 7 6}
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - {ON_DIFFICULTY 8 7 6}) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=2
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - 2) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[/if]
[fire_event]
name=city guard dialogue
[/fire_event]
[fire_event]
name=city guard dialogue2
[/fire_event]
[/event]
[event]
name=city guard dialogue
[filter_condition]
[variable]
name=turn_number
equals=2
[/variable]
[/filter_condition]
[message]
speaker=Darken Volk
message= _ "The guards continue to pursue us."
[/message]
[/event]
[event]
name=city guard dialogue2
[filter_condition]
[variable]
name=turn_number
equals={ON_DIFFICULTY 14 12 10}
[/variable]
[/filter_condition]
[message]
speaker=Malin Keshar
message= _ "The guards are catching up to us!"
[/message]
[/event]
# Flavor text
[event]
name=moveto
[filter]
x,y=15,10
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Beware that, when fighting monsters, you yourself do not become a monster...</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=7,11
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Death is the twilight that follows the light of day.
Life fades with the setting sun into darkness.
Existence churns and the soul is reborn into endless night.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=18,4
side=1
[/filter]
[message]
speaker=Malin Keshar
message= _ "There are quite a few failed potions around here."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=22,12
side=1
[/filter]
[message]
speaker=Malin Keshar
message= _ "This coffin is empty."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
# a side 1 unit finds the book
name=moveto
[filter]
side=1
canrecruit=no
x,y=11,7
x,y=12,8
[/filter]
[filter_condition]
[variable]
@ -354,13 +826,13 @@
[/filter_condition]
[message]
x,y=11,7
message=_ "I have found the book, master! It is here."
x,y=12,8
message=_ "I have found the book, master!"
[/message]
[if]
[have_unit]
x,y=11,7
x,y=12,8
race=undead
[/have_unit]
[then]
@ -385,7 +857,7 @@
name=moveto
[filter]
id=Malin Keshar
x,y=11,7
x,y=12,8
[/filter]
[filter_condition]
[variable]
@ -395,19 +867,24 @@
[/filter_condition]
[remove_item]
x,y=11,7
x,y=12,8
[/remove_item]
{VARIABLE hasBook Malin}
[message]
speaker=Malin Keshar
message= _ "Weve got the book, but now how do we get out of here?"
message= _ "Such an old, worn book. It does not seem like much, but at least weve got it now."
[/message]
[message]
speaker=Malin Keshar
message= _ "... So... how do we get out of here?"
[/message]
[message]
speaker=Darken Volk
message= _ "Theres a small tunnel in the cellar to the northeast. It will lead us far enough out of the city that we can escape pursuit."
message= _ "There is a small tunnel in the cellar to the northeast. It will lead us far enough out of the city that we can escape pursuit."
[/message]
[objectives]
@ -437,12 +914,12 @@
name=moveto
[filter]
id=Malin Keshar
x,y=30-31,1
x,y=29-32,1-3
[/filter]
[message]
speaker=Malin Keshar
message= _ "Phew! Lets get out of here."
message= _ "Lets get out of here."
[/message]
[endlevel]
@ -459,7 +936,7 @@
name=moveto
[filter]
id=Darken Volk
x,y=11,7
x,y=12,8
[/filter]
[filter_condition]
[variable]
@ -469,7 +946,7 @@
[/filter_condition]
[remove_item]
x,y=11,7
x,y=12,8
[/remove_item]
{VARIABLE hasBook Darken}
@ -501,13 +978,17 @@
[message]
speaker=Malin Keshar
message= _ "Weve got the book, but now how do we get out of here?"
message= _ "Weve got the book, but how do we get out of here?"
[/message]
[scroll_to_unit]
id=Darken Volk
[/scroll_to_unit]
[delay]
time=500
[/delay]
[message]
speaker=Malin Keshar
message= _ "Wait, you arent leaving me behind, are you?"
@ -523,13 +1004,13 @@
[message]
speaker=Darken Volk
message= _ "You have served me well, my apprentice."
message= _ "You have served me well, boy."
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "As he heads into the tunnel Darken Volk collapses its entrance, leaving Malin to be captured and executed by the city guards."
message= _ "As he heads into the tunnel, Darken Volk collapses the entrance, leaving Malin to be captured and executed by the city guards."
[/message]
[endlevel]
@ -541,12 +1022,12 @@
name=moveto
[filter]
id=Malin Keshar
x,y=30-31,1
x,y=29-32,1-3
[/filter]
[message]
speaker=Malin Keshar
message= _ "Phew! Lets get out of here."
message= _ "Lets get out of here."
[/message]
[endlevel]
@ -558,14 +1039,51 @@
[/event]
[/event]
[event]
name=time over
[remove_shroud]
side=1
x=29-33
y=0-4
[/remove_shroud]
[unit]
type=Royal Guard
side=4
x,y=32,2
id=RGuard
canrecruit=yes
animate=yes
facing=sw
[/unit]
{GENERIC_UNIT 4 (Pikeman) 30 2} {FACING sw}
{GENERIC_UNIT 4 (Longbowman) 30 1} {FACING sw}
{GENERIC_UNIT 4 (Swordsman) 31 2} {FACING sw}
{GENERIC_UNIT 4 (Mage of Light) 31 1} {FACING sw}
[message]
speaker=RGuard
message= _ "Surround those necromancers! They cannot escape now!"
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
[event]
name=victory
{CLEAR_VARIABLE guardtypetable}
{CLEAR_VARIABLE magetypetable}
{CLEAR_VARIABLE random}
{MODIFY_UNIT (id=Darken Volk) side 1}
[/event]
{HERODEATH_MALIN}
{HERODEATH_VOLK_B}
{TIME_OVER_DEFEAT_MANOR}
[/scenario]
#undef SPAWN_GUARD
#undef SPAWN_MAGE

View file

@ -9,7 +9,7 @@
[message]
speaker=unit
message= _ "Im not ready to die..."
message= _ "Im not ready to die yet..."
[/message]
[endlevel]
@ -27,7 +27,7 @@
[message]
speaker=unit
message= _ "Then my battle against the orcs is lost!"
message= _ "... Then my battle against the orcs is lost!"
[/message]
[endlevel]
@ -45,7 +45,7 @@
[message]
speaker=unit
message= _ "Fool boy! You have allowed my death, and now none in this world will aid you."
message= _ "Fool boy! With my demise, none in this world will aid you..."
[/message]
[endlevel]
@ -63,7 +63,7 @@
[message]
speaker=unit
message= _ "No! I will not fall this close to achieving the goal of so many years!"
message= _ "No! I was so close... to achieving my goal... of so many years..."
[/message]
[endlevel]
@ -86,19 +86,3 @@
[/endlevel]
[/event]
#enddef
#define TIME_OVER_DEFEAT_MANOR
[event]
name=time over
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "As dawn breaks, the city guards force their way into the manor and capture the two necromancers."
[/message]
[endlevel]
result=defeat
[/endlevel]
[/event]
#enddef