Fixed some dialogue problems
(spelling and otherwise), cleaned up a lot of obsolete comments, adjusted monster AI for difficulty.
This commit is contained in:
parent
47d5ea0e68
commit
cbb91e9552
1 changed files with 28 additions and 143 deletions
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@ -87,8 +87,6 @@
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aggression=0.8
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caution=0.2
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# AI will attack a weak unit with a max of 3,4,5 units
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# depending on the difficulty (default=5)
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{ATTACK_DEPTH 3 4 5}
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[target]
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@ -112,15 +110,18 @@
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shroud=no
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fog=no
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team_name=monsters
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#monsters are aggressive
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[ai]
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aggression=1.0
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caution=0.00
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# AI will attack a weak unit with a max of 4,5,6 units
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# depending on the difficulty (default=5)
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{ATTACK_DEPTH 3 4 5}
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#ifdef EASY
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# monsters are extra dumb
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simple_targetting=yes
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grouping=no
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#endif
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#ifdef NORMAL
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grouping=no
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#endif
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{ATTACK_DEPTH 2 3 4}
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[target]
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side=1
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@ -144,16 +145,12 @@
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shroud=no
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fog=no
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team_name=undead
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[ai]
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#undead are aggressive
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aggression=1.0
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caution=0.0
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grouping=no
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# AI will attack a weak unit with a max of 2,3,4 units
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# depending on the difficulty (default=5)
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{ATTACK_DEPTH 2 3 4}
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[target]
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@ -174,6 +171,7 @@
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[/ai]
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[/side]
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# prestart events:
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# Set starting scenario objectives
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# Recall Nym, Zhul and Garak
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@ -281,7 +279,7 @@
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#!***Extended message -> Hints about new ambush logic and the need of scouting***
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[message]
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description=Garak
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message= _ "I've seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefuly."
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message= _ "I've seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefully."
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[/message]
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[message]
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@ -296,8 +294,6 @@
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image=wesnoth-icon.png
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[/message]
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# Deleted message -> druids no longer prevent dehydration effects
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[message]
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description=Nym
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message= _ "Kaleh, be careful you don't recruit too many guards to go with us. I doubt we're going to find any other villages out in the sands, so the income that we have right now is all we're going to get. Remember that as our people get more experienced they often require more support, so we don't want to run out of supplies halfway across the desert."
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@ -321,11 +317,8 @@
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{VARIABLE max_ghosts 8}
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{VARIABLE max_per_turn 3}
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#endif
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[/event]
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#!***Scraped clock-> This can be achieved without dedicated event***
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#!***Scraped bandit gold check -> Can be done by using gold in caling event***
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# This sets up some unit variables for sides that
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# will suffer thirst
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@ -391,27 +384,19 @@
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# Encounter 1: Scorpions attack
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#!***Rewriten -> revised ambush logic, switched outcome to random placement on fixed area***
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[event]
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name=moveto
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#!***Event centered on 25,64***
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#!***Inner trigger area 31-36,58-64***
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#!***Outer trigger area 20-36,53-69***
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[filter]
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side=1
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x=21-32
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y=59-70
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[/filter]
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#!***Created -> Macro scorpion placement, avoid redundant text in file
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#define SCORPION_PLACEMENT
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#Easy 3 scorpions, Medium 5, Hard 6
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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#endif
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#ifdef HARD
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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{RANDOM_PLACEMENT 29 62 2 ({CREATE_UNIT 3 "Giant Scorpion" 1 1 "Scorpion" (user_description=_"Scorpion"
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ai_special="guardian")})}
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#endif
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#enddef
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#!***Moved and turned to macro -> allows seting up without extra variables ***
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#define RING_PICKUP X Y
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[event]
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name=moveto
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@ -477,7 +458,6 @@
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{CLEAR_VARIABLE tempx}
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{CLEAR_VARIABLE tempy}
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[/event]
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#enddef
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#!***Check if unit is scout type***
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@ -552,7 +532,6 @@
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[/then]
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[else]
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#!***create a ring (immune to dehydration effect) as a reward
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[item]
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x=$x1
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@ -560,8 +539,6 @@
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image=items/ring-white.png
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[/item]
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#!***Doesn't matter who kills the scorpion, ring is inside the husk anyway***
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[message]
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speaker=Kaleh
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message= _ "The scorpions were devouring some poor person's body. There doesn't seem to be much of him or her left, but wait...what's this? It looks like a tiny gold ring. I think I see elvish runes on the inside, but I can barely make them out. This seems to be a ring of travel! Those who wear it will not suffer from thirst or hunger, nor cold, nor heat. I've heard tales of such magical items, and we can certainly use it now."
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#undef RING_PICKUP
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[/event]
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#!***Death event incorporated into ambush setting event***
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#!***Ring handling event incorporated into ambush setting event***
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#Encounter 1.5: Second Oasis, remind player of healing properties
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#!***Resized trigger area -> prevents nonscouting units trigger the event without actualy seeing the oasis***
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#!***Message changed -> reflects change in dehydration***
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[event]
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name=moveto
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speaker=unit
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message= _ "Look, an oasis! Its refreshing water will allow our people to regain strength and rest safely on the grass during the heat of the day."
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[/message]
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#!***Scraped allow_undo -> if it's negated then get rid of it
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# usually player sets off scorpion encounter at the same time, so this
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# undo is negated
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[/event]
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#Encounter #2 Ogre Ambush
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#!***Rewriten -> to reflect new ambush logic***
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#!***Outcome changed -> to random placement on fixed area***
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#!***Added reward -> to encourage playing along***
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#!***Outer trigger area 16-30,46-60***
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#Encounter 2 Ogre Ambush
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[event]
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name=moveto
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side=1
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[/filter]
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#!***Created -> Ogre placement as macro***
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#define OGRE_PLACEMENT
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#Easy: 1 ogre, 4 young ogres
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{RANDOM_PLACEMENT 17 49 2 ({CREATE_UNIT 3 "Ogre" 1 1 "Hunting Ogre" (user_description=_"Hunting Ogre"
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role="Hunting Ogre"
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random_traits="no"
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ai_special="guardian")})}
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#endif
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#ifdef NORMAL
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#Medium: 2 ogres, 3 young ogres
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{RANDOM_PLACEMENT 17 49 2 ({CREATE_UNIT 3 "Ogre" 1 1 "Hunting Ogre" (user_description=_"Hunting Ogre"
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role="Hunting Ogre"
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random_traits="no"
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ai_special="guardian")})}
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#endif
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#Hard: 3 Ogres: 3 young ogres
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#ifdef HARD
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{RANDOM_PLACEMENT 17 49 2 ({CREATE_UNIT 3 "Ogre" 1 1 "Hunting Ogre" (user_description=_"Hunting Ogre"
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[/message]
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[message]
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speaker=unit
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message=_ "We would have to cover extra distance in difficult terrain. If you want to bypas them I suggest going straight north and hope to find third oasis."
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message=_ "We would have to cover extra distance in difficult terrain. If you want to bypas them I suggest going straight north in the hopes of finding an oasis there."
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[/message]
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{OGRE_PLACEMENT}
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[else]
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[event]
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#!***Inner trigger area 16-41***
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name=moveto
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[filter]
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{SETUP_ENEMY_THIRST 3}
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#!***Created -> Set ogre die event
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[event]
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name=die
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first_time_only=no
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[/not]
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[then]
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#!***Modified -> Nothing to raid in the desert***
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[message]
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speaker=Kaleh
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message= _ "That's the last of them. This looks like a hunting party, they must have a camp around here somewhere."
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[message]
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description=Zhul
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message=_"No buts, girl, I told you not to open it. Let's go; I'd really like to get to an oasis soon."
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message=_"Girl, I told you not to open it. Let's go; I'd really like to get to an oasis soon."
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[/message]
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[/then]
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[/if]
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#undef OGRE_PLACEMENT
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[/event]
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#!***Scraped tripping ogre encounter -> Rewritwen as above***
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#!***Scraped ogre placement event -> Rewriten as macro***
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#!***Scraped $number_ogres -> Can be checked by have_unit***
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#Encounter #3: Black Hand Ambush
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#!***Rewritten -> changed from ambush to patrol arrival at first dusk***
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#Encounter 3: Black Hand Ambush
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[event]
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name=turn 5
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#x coor: 1 to 12-14
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#y coor: 40-42 to 46-48
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#All: 1 trapper, 2 thugs, 2 poachers
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#Easy: +1 thug, +1 poacher
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#Medium: +1 bandit, +1 thug, +1 poacher
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#Hard: +1 trapper, +2 bandits
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#totals:
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#Easy: 1 trapper, 3 thugs, 3 poachers
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#Medium: 1 trapper, 1 bandit, 3 thugs, 3 poachers
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#Hard: 2 trappers, 2 bandits, 2 thugs, 2 poachers
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{RANDOM_PLACEMENT 6 43 3 ({CREATE_UNIT 2 "Trapper" 1 1 "Black Lieutenant" (user_description=_"Black Lieutenant"
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role="Black Lieutenant"
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random_traits="no"
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[/then]
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[/if]
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[/event]
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# events that spark off Bandit mobility
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# a fight between one of the bandits
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# and a player unit
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# events that spark off Bandit mobility:
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# - a fight between one of the bandits
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# - and a player unit dying
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[event]
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name=attack
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[filter]
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[/if]
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[/event]
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#Encounter #4 Undead Fire Mage combat
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#Encounter 4 Undead Fire Mage combat
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#y coor: 1 to (35-39)
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#Easy: 2 Skeletons, 1 Revenant, 2 Skeleton Archers, 1 Bone Shooter
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#Medium: 1 Skeletons, 2 Revenants, 1 Skeleton Archers, 2 Bone Shooters
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#Hard: 1 Skeleton, 1 Revenant, 1 Draug, 1 Skeleton Archer, 2 Bone Shooters
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#All: 1 Skeleton, 1 Skeleton Archer, 1 Revenant, 1 Bone Shooter
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#Easy: +1 Skeleton, +1 Skeleton Archer,
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#Medium: +1 Revenant, +1 Skeleton Archer
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#Hard: +1 Revenant, +1 Bone Shooters
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#Encounter happens right after player moves to the location
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[event]
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side=1
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[/filter]
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#!***Undead will be created form 3 to 7 hexes up and right from the unit***
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#!***Elyssa will be placed 4 hexes up and 2 left***
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{VARIABLE x_coord $x1}
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{VARIABLE y_coord $y1}
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{ADD x_coord -2}
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{ADD y_coord -4}
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#Create Red Mage
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[unit]
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# Elyssa used to have her own unit type. This was
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# unnecessary except as a hook to hang her portrait on.
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{ADD x_coord 7}
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{ADD y_coord -1}
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#all difficulties: create 1 skeleton, 1 revenant (Go'hag),
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# 1 skele archer and 1 bone shooter
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Skeleton" 1 1 "Undead Raider" (user_description=_"Undead Raider"
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role="ElyssaUndead")})}
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Revenant" 1 1 "Go'hag" (user_description=_"Go'hag"
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Bone Shooter" 1 1 "Undead Raider" (user_description=_"Undead Raider"
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role="ElyssaUndead")})}
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#EASY: create 1 Skeleton, 1 Skeleton Archer
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#ifdef EASY
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Skeleton" 1 1 "Undead Raider" (user_description=_"Undead Raider"
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role="ElyssaUndead")})}
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#endif
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#NORMAL: +1 Revenant, +1 Skeleton Archer
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#ifdef NORMAL
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Revenant" 1 1 "Undead Raider" (user_description=_"Undead Raider"
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role="ElyssaUndead")})}
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#endif
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#HARD: create 1 Revenant, and 1 Bone Shooter
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#ifdef HARD
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{RANDOM_PLACEMENT $x_coord $y_coord 3 ({CREATE_UNIT 4 "Revenant" 1 1 "Undead Raider" (user_description=_"Undead Raider"
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[/event]
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[/event]
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#!***Scraped -> Macro no longer needed as conversation used in one place only***
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#!***Merged, Incorporated -> Moved die event into Elyssa encounter to be set when needed only***
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#Encounter #5 Castle/Orge Camp
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#x coor: 25-27 to 40
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#y coor: 22-23 to 31-33
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#Encounter 5 Castle/Ogre Camp
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#Encounter happens right after player moves near castle
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#ogrecastle_appeared
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#wraithcastle_appreared
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[event]
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name=moveto
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[/ai]
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[/modify_side]
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#create wraith and 2 ghosts
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[unit]
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type=Wraith
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description=Vengeful Lord
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role=wraith
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[/unit]
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#extra ghosts only on med and hard
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{CREATE_UNIT 4 "Ghost" 33 25 "Honor Guard" (user_description=_"Honor Guard"
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role=Wraith)}
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{CREATE_UNIT 4 "Ghost" 35 25 "Honor Guard" (user_description=_"Honor Guard"
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#!***Do ogre event***
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[else]
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#x coor: 25-27 to 40
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#y coor: 22-23 to 31-33
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#create ogres
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#Easy: 1 ogre, 3 young ogres
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#Medium: 2 ogres, 2 young ogres
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#Hard: 3 ogres, 1 young ogre
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#in all 3 difficulties, there are at least 1 ogre and 1 young ogre
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{RANDOM_PLACEMENT 34 27 3 ({CREATE_UNIT 3 "Ogre" 1 1 "Ogre Nomad" (user_description=_"Ogre Nomad"
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random_traits="no")})}
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{CLEAR_VARIABLE turn_temp}
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[/event]
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#!***Incorporated -> Set when needed only***
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# Encounter #5 Wraith appears
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#!***Incorporated, Altered -> made to exclude with second ogre ambush***
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#Encounter #6 Outlaw Sign
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#y coor: 1 to (20-21)
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#Sign appears as soon as player moves to the location
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#Outlaw leader is given money and units
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[event]
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name=moveto
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[/capture_village]
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[/event]
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||||
|
||||
#Encounter #7 Mirage
|
||||
#Oasis disappears as soon as player moves to the location
|
||||
|
||||
#Encounter 7 Mirage
|
||||
#Oasis disappears as soon as player moves to the location
|
||||
[event]
|
||||
name=moveto
|
||||
|
||||
|
@ -1715,10 +1603,9 @@
|
|||
[/message]
|
||||
[/event]
|
||||
|
||||
|
||||
# Encounter 7.5 Pinnacle Rock
|
||||
# first unit to see the rock comments on the outlaws there
|
||||
# this event can be undone
|
||||
|
||||
[event]
|
||||
name=moveto
|
||||
|
||||
|
@ -1737,12 +1624,12 @@
|
|||
[/message]
|
||||
[/event]
|
||||
|
||||
|
||||
#Encounter 8: Death of outlaw leader
|
||||
|
||||
# Holy Water item event
|
||||
# If unit moves to hex after outlaw leader it dead, it gets the holy water
|
||||
|
||||
#!***Macroised -> Allows setting up directly without need of extra variables
|
||||
#define HOLY_WATER X Y
|
||||
[event]
|
||||
name=moveto
|
||||
|
@ -1774,8 +1661,6 @@
|
|||
|
||||
#enddef
|
||||
|
||||
#changed so player gets holy water in easy and medium difficulty
|
||||
|
||||
[event]
|
||||
name=die
|
||||
|
||||
|
@ -1841,6 +1726,7 @@
|
|||
#undef HOLY_WATER
|
||||
[/event]
|
||||
|
||||
|
||||
#if Kaleh moves to north edge of map but outlaw leader isn't defeated
|
||||
#then this warns the player that he must go back and kill outlaw leader
|
||||
#first to complete the scenario
|
||||
|
@ -1883,7 +1769,6 @@
|
|||
[/if]
|
||||
[/event]
|
||||
|
||||
#victory if Kaleh moves to north of map and outlaw is defeated
|
||||
|
||||
# macro for all hydration effects to all units stored in
|
||||
# a variable called "affected_unit"
|
||||
|
|
Loading…
Add table
Reference in a new issue