---------- LIGHT UNITS { } light units { Link standard units extra archer #1 } standard units { (subj, monster_identifier) 10036 (fir'bolg (flameless)) 10037 (fir'bolg (flameless)) 10038 (fir'bolg (flameless)) 10039 (fir'bolg (flameless)) 10042 (dwarf tfl) 10088 (fir'bolg (flameless)) Link shaman } shaman { (subj, monster_identifier) 10065 (journeyman) } extra archer #1 { (subj, monster_identifier) 10035 (fir'bolg (flameless)) } ---------- DARK UNITS { } dark units { Link Mayor McCheese escort units ghol scouts #1 ghol scouts #2 left flank soulless right flank soulless guard thrall ghol guard #1 ghol guard #2 extra ghols thrall support } Mayor McCheese { (subj, monster_identifier) 10074 (villager (traitor)) } escort units { (subj, monster_identifier) 10075 (thrall) 10076 (thrall) 10079 (thrall) 10080 (thrall) 10077 (thrall) 10078 (thrall) } ghol scouts #1 { (subj, monster_identifier) 10022 (ghol) 10023 () } ghol scouts #2 { (subj, monster_identifier) 10020 (ghol) 10021 () } left flank soulless { (subj, monster_identifier) 10011 (soulless) 10012 (soulless) 10013 (soulless) 10122 (soulless) } right flank soulless { (subj, monster_identifier) 10008 (soulless) 10009 (soulless) 10010 (soulless) 10121 (soulless) } guard thrall { (subj, monster_identifier) 10017 (thrall) 10018 (thrall) 10014 (thrall) 10019 (thrall) } ghol guard #1 { (subj, monster_identifier) 10081 (ghol) 10082 (ghol) 10083 (ghol) } ghol guard #2 { (subj, monster_identifier) 10084 (ghol) 10085 (ghol) 10086 (ghol) } extra ghols { (subj, monster_identifier) 10089 (ghol) 10090 (ghol) 10091 (ghol) 10092 (ghol) 10093 (ghol) } thrall support { (subj, monster_identifier) 10102 (thrall) 10103 (thrall) 10104 (thrall) 10105 (thrall) 10106 (thrall) 10107 (thrall) 10108 (thrall) 10109 (thrall) 10110 (thrall) 10111 (thrall) 10112 (thrall) 10113 (thrall) 10114 (thrall) 10115 (thrall) 10116 (thrall) 10117 (thrall) 10118 (thrall) 10119 (thrall) 10120 (thrall) } ---------- VILLAGERS { } villagers { Link villager in field villager by house villager #1 walking north villager #2 walking north villager leading the party villager in woods #1 villager in woods #2 villager in woods #3 } villager in field { (subj, monster_identifier) 10094 (villager with eyes) } villager by house { (subj, monster_identifier) 10098 (villager with eyes) } villager #1 walking north { (subj, monster_identifier) 10096 (villager with eyes) } villager #2 walking north { (subj, monster_identifier) 10095 (villager with eyes) } villager leading the party { (subj, monster_identifier) 10087 (villager) } villager in woods #1 { (subj, monster_identifier) 10099 (villager with eyes) } villager in woods #2 { (subj, monster_identifier) 10100 (villager with eyes) } villager in woods #3 { (subj, monster_identifier) 10101 (villager with eyes) } ---------- Difficulty Levels { } test major damage level or less [Test Unit] initially_active deactivates_on_trigger 0.00, 0.00 { Activates on Success give player one extra archer Difficulty Less Than or Equal To 3 } give player one extra archer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link extra archer #1 } ---------- Mayor Setup { } mayor move I [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Link Mayor McCheese Waypoints 75.639, 104.627 69.512, 118.471 72.784, 127.411 } Mayor McCheese squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Facing 0.00 Centerpoint 88.297, 112.604 Formation 1 } ---------- Meeting Platoon Setup { } meeting platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 88.042, 112.719 Facing 128.67 Initial State meeting party to clearing Initial Squads escort squad Mayor McCheese squad } escort squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link escort units Facing 0.00 Centerpoint 88.141, 112.637 Formation 9 } meeting party to clearing [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 75.626, 126.303 72.901, 128.983 Waypoint Radii 0.001 0.001 Radii 2.001 4.000 } ---------- Ghol Scout Setup { } ghol scouts #1 platoon [Platoon] initially_active, no_initial_delay deactivates_never 1.00, 1.50 { Initial Squads ghols scouts #1 squad Facing 349.45 Centerpoint 74.983, 87.145 Initial State ghol scouts #1 path } ghols scouts #1 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ghol scouts #1 Facing 0.00 Centerpoint 75.026, 87.163 Formation 2 } ghol scouts #1 path [Platoon Scouting] deactivates_on_trigger 0.00, 0.00 { Waypoints 97.854, 77.747 110.760, 75.725 143.129, 84.245 160.133, 99.717 161.981, 121.643 129.506, 121.542 101.911, 104.551 Waypoint Radii 0.001 0.001 0.001 0.001 0.001 0.001 0.001 Radii 20.000 28.000 Loop Flag Charge Flag } ghol scouts #2 platoon [Platoon] initially_active, no_initial_delay deactivates_never 1.00, 1.50 { Initial Squads ghol scouts #2 squad Facing 291.80 Centerpoint 91.518, 147.022 Initial State ghol scouts #2 path } ghol scouts #2 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link ghol scouts #2 Facing 0.00 Centerpoint 91.612, 146.891 Formation 2 } ghol scouts #2 path [Platoon Scouting] deactivates_on_trigger 0.00, 0.00 { Waypoints 101.374, 132.235 149.170, 134.073 165.059, 119.006 150.047, 86.442 111.383, 84.127 Waypoint Radii 2.001 2.001 2.001 2.001 2.001 Radii 20.000 28.000 Loop Flag Charge Flag } ---------- Guards for the Meeting { } left soulless platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 92.397, 117.958 Facing 319.22 Initial State left soulless patrolling Initial Squads left flank soulless squad Allies ghol scouts #1 platoon ghol scouts #2 platoon right soulless platoon guard thrall platoon } left flank soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link left flank soulless Facing 0.00 Centerpoint 92.299, 117.842 Formation 2 } left soulless patrolling [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 95.004, 123.159 89.805, 114.930 Waypoint Radii 2.001 2.001 Radii 20.000 28.000 Loop Flag } right soulless platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 92.194, 100.157 Facing 336.09 Initial State right soulless patrolling Initial Squads right flank soulless squad Allies ghol scouts #1 platoon ghol scouts #2 platoon left soulless platoon guard thrall platoon } right flank soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link right flank soulless Facing 0.00 Centerpoint 92.229, 100.032 Formation 2 } right soulless patrolling [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 96.022, 103.452 93.061, 96.040 Waypoint Radii 2.001 2.001 Radii 20.000 28.000 Loop Flag } guard thrall platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 91.596, 108.459 Facing 76.64 Initial State thrall patrolling Initial Squads guard thrall squad Allies ghol scouts #1 platoon ghol scouts #2 platoon right soulless platoon left soulless platoon } guard thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link guard thrall Facing 0.00 Centerpoint 91.565, 108.237 Formation 2 } thrall patrolling [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 93.342, 115.016 91.504, 108.176 Waypoint Radii 0.001 0.001 Radii 20.000 28.000 Loop Flag } ghol guard platoon #1 [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 89.407, 81.215 Facing 42.54 Initial State ghol guard #1 patrolling Initial Squads ghol guard squad #1 } ghol guard squad #1 [Squad] deactivates_on_trigger 0.00, 0.00 { Link ghol guard #1 Facing 0.00 Centerpoint 89.579, 81.385 Formation 2 } ghol guard #1 patrolling [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 86.965, 75.930 93.655, 91.940 Waypoint Radii 0.001 0.001 Radii 20.000 22.000 Loop Flag } ghol guard platoon #2 [Platoon] initially_active deactivates_never 0.00, 0.00 { Centerpoint 73.817, 145.610 Facing 336.80 Initial State ghol guard #2 patrolling Initial Squads ghol guard squad #2 } ghol guard squad #2 [Squad] deactivates_on_trigger 0.00, 0.00 { Link ghol guard #2 Facing 0.00 Centerpoint 73.735, 145.610 Formation 2 } ghol guard #2 patrolling [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 88.081, 136.792 71.493, 149.350 Waypoint Radii 0.001 0.001 Radii 20.000 22.000 Loop Flag } ---------- Extra Ghols Setup { } test if player moves towards the meeting [Test Unit] initially_active deactivates_on_execution 180.00, 200.00 { Link light units Unit Count Greater Than 0 Polygon 141.772, 115.129 152.102, 99.743 Activates on Failure bring in the extra ghols } bring in the extra ghols [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate make extra ghols visible extra ghols platoon } make extra ghols visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag true Link extra ghols } extra ghols platoon [Platoon] deactivates_never 0.00, 0.00 { Centerpoint 204.331, 124.180 Facing 180.35 Initial State extra ghols moving Initial Squads extra ghols squad } extra ghols squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link extra ghols Facing 0.00 Centerpoint 204.151, 123.963 Formation 2 } extra ghols moving [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 193.954, 124.389 173.864, 121.239 152.293, 115.303 132.782, 103.133 114.477, 100.584 103.022, 102.848 90.018, 111.598 80.165, 120.985 74.293, 124.202 Waypoint Radii 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 0.001 Radii 20.000 22.000 Loop Flag } ---------- Villager Meets Party { } player moves units during conversation [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link light units Activates on Success start leading the group Received User Command } walk towards one another [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate villager walks toward party party walks toward villager } villager walks toward party [Movement] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Waypoints 152.825, 115.127 Inhibitions player moves units during conversation } party walks toward villager [Movement] deactivates_on_trigger 0.00, 0.00 { Link light units Waypoints 155.569, 116.045 Activates on Success Have you seen the mayor of Otter Ferry? Inhibitions player moves units during conversation } Have you seen the mayor of Otter Ferry? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link shaman Activates on Success Sure! I passed him near the stone monument. Inhibitions player moves units during conversation Sound Tag 302 have you seen } Sure! I passed him near the stone monument. [Sound Action] deactivates_on_trigger 3.00, 3.00 { Link villager leading the party Activates on Success He's a traitor to his town. Will you lead us to him? Inhibitions player moves units during conversation Sound Tag 302 sure I passed } He's a traitor to his town. Will you lead us to him? [Sound Action] deactivates_on_trigger 3.00, 3.00 { Link shaman Activates on Success A traitor? Then let's move before he gets away! Inhibitions player moves units during conversation Sound Tag 302 hes a traitor } A traitor? Then let's move before he gets away! [Sound Action] deactivates_on_trigger 3.50, 3.50 { Link villager leading the party Activates on Success start leading the group Inhibitions player moves units during conversation Sound Tag 302 traitor } ---------- Villager Leader Setup { } start leading the group [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate lead group to meeting Actions to Deactivate player moves units during conversation } lead group to meeting [Leading] deactivates_never 0.00, 0.00 { Leader 10087 (villager) Link light units Maximum Range 12.001 Desired Range 8.001 Minimum Range 7.000 Target Waypoints 143.504, 109.526 134.524, 103.442 112.194, 100.340 102.551, 103.624 90.016, 111.026 75.387, 126.569 Beckoning Actions villager beckoning sounds Fleeing Actions villager fleeing sounds Leader Died Actions Target Type 0 Delay Before Yelling 240 180 Minimum Radius Before Fleeing 14.001 Fleeing Radius 4.000 Range to Target 8.001 Maximum Times to Yell 1 Delay Before Beckoning 240 180 } villager beckoning sounds [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Follow me! The monument is this way! Quickly! Move this way! What are you waiting for? Follow me! Random Selection Flag } Follow me! The monument is this way! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 follow me } Quickly! Move this way! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 quickly } What are you waiting for? Follow me! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 what are you } villager fleeing sounds [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Yikes! Bad guys! Enemies! Protect me! Random Selection Flag } Yikes! Bad guys! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 Yikes Guards } Enemies! Protect me! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 protect me } Whoops... looks like we're on our own now. [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link shaman Sound Tag 302 whoops Override Flag } ---------- Player Interrupts Meeting { } test if player or leader enters polygon [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link standard units villager leading the party Unit Count Greater Than 0 Polygon 75.727, 93.661 50.272, 101.172 39.713, 123.042 46.475, 144.987 64.897, 157.006 87.116, 148.516 102.053, 131.659 92.932, 109.133 Closed Polygon Flag Activates on Success escort begins to flee } escort begins to flee [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate merge mayor with escort make escort leave properly villager points at the mayor There he is! Kill him! make side ghols attack Actions to Deactivate ghol guard platoon #1 ghol guard platoon #2 } merge mayor with escort [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Mayor McCheese squad Link Mayor McCheese Deactivate Actions test if player or leader enters polygon meeting has taken place lead group to meeting } villager points at the mayor [Attack] deactivates_never 0.00, 0.00 { Link villager leading the party Use Special Ability Flag Targets 10074 (villager (traitor)) } There he is! Kill him! [Sound Action] deactivates_on_trigger 0.00, 0.00 { Link villager leading the party Sound Tag 302 there he is } make side ghols attack [Attack] deactivates_never 0.00, 0.00 { Link ghol guard #1 ghol guard #2 Attack All Enemies Flag } ---------- After Meeting Takes Place { } meeting has taken place [Action List] activates_only_once deactivates_on_trigger 400.00, 450.00 { Actions to Activate merge mayor with escort make escort leave properly } ---------- Make Escort Leave Properly { } make escort leave properly [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate test if player went north mayor is on the run } test if player went north [Test Unit] deactivates_on_execution 0.00, 0.00 { Link light units Polygon 79.014, 100.563 104.206, 90.368 Activates on Success escort flees south Activates on Failure escort flees north Unit Count Greater Than 1 } escort flees south [Munger] deactivates_on_trigger 0.00, 0.00 { Replace Parameters meeting platoon (stat, action_identifier) escort path south Activate Actions meeting platoon } escort path south [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 80.905, 132.991 97.065, 133.188 110.844, 126.014 133.151, 118.909 155.321, 117.114 183.161, 122.975 200.821, 124.200 211.104, 124.200 Waypoint Radii Radii 1.000 1.000 Interpolate Flag } escort flees north [Munger] deactivates_on_trigger 0.00, 0.00 { Replace Parameters meeting platoon (stat, action_identifier) escort path north Activate Actions meeting platoon } escort path north [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 75.680, 102.504 73.008, 84.840 72.458, 72.225 74.100, 62.606 80.741, 52.213 92.854, 51.045 103.823, 53.135 114.325, 61.659 128.151, 71.639 142.317, 87.233 158.417, 95.055 172.073, 120.334 194.668, 124.180 209.842, 124.284 Waypoint Radii Radii 1.000 1.000 Interpolate Flag } ---------- Protect the Escort Group { } player is trying the north route [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link light units Activates on Success hold off the player Unit Count Greater Than 1 Polygon 61.831, 96.688 94.612, 90.206 96.797, 62.067 } mayor is on the run [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Mayor McCheese escort units Activates on Success hold off the player Unit Count Greater Than 1 Polygon 77.911, 86.397 68.836, 86.942 72.637, 101.151 80.823, 98.368 Closed Polygon Flag } hold off the player [Attack] activates_only_once, only_initial_delay deactivates_never 10.00, 10.00 { Link thrall support Attack All Enemies Flag } ---------- Tests for Victory { } mayor is dead [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Mayor McCheese Unit Count Less Than 1 Activates on Success player wins } all player units are dead [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link light units Unit Count Less Than 1 Activates on Success dark side wins (player killed) } mayor escaped [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Mayor McCheese escort units Activates on Success dark side wins (mayor escaped) Unit Count Greater Than 1 Polygon 207.170, 128.715 213.645, 128.266 214.430, 120.168 206.053, 120.262 Closed Polygon Flag } ---------- Player Victory { } player wins [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate light victory Make bad guys flee #1 Make bad guys flee #2 Actions to Deactivate hold off the player make side ghols attack meeting platoon } light victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag } Make bad guys flee #1 [General Action] deactivates_never 0.00, 0.00 { Link thrall support Command Type 2 } Make bad guys flee #2 [General Action] deactivates_never 0.00, 0.00 { Link escort units ghol scouts #1 ghol guard #2 ghol guard #1 ghol scouts #2 extra ghols Command Type 2 } ---------- Dark Victory { } dark side wins (mayor escaped) [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate dark victory take control from player move mayor and escorts off map } move mayor and escorts off map [Movement] only_initial_delay deactivates_on_trigger 2.00, 2.00 { Waypoints 219.600, 123.258 Link Mayor McCheese escort units } dark side wins (player killed) [Action List] activates_only_once deactivates_on_trigger 0.00, 0.00 { Actions to Activate dark victory Make villagers flee } take control from player [Unit Control] deactivates_on_trigger 0.00, 0.00 { Ignores User Control Flag true Link light units Received User Control Flag false } dark victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } Make villagers flee [General Action] deactivates_never 0.00, 0.00 { Link villagers Command Type 2 } ---------- Villager Actions { } player units for villager tests { (enem, monster_identifier) 10035 (fir'bolg (flameless)) 10036 (fir'bolg (flameless)) 10037 (fir'bolg (flameless)) 10038 (fir'bolg (flameless)) 10039 (fir'bolg (flameless)) 10088 (fir'bolg (flameless)) 10042 (dwarf tfl) 10065 (journeyman) 10087 (villager) } ---------- Villager By Field { } villager wandering in field [Wandering Movement] initially_active deactivates_never 5.00, 30.00 { Wander Radius 14.001 Centerpoint 15.354, 97.297 Link villager in field } test if player is near villager in field [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in field Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in field Sound Tag 302 good morning } test if enemy is near villager in field [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in field Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in field Sound Tag 302 whats with axe } ---------- Villager By House { } villager wandering by house [Wandering Movement] initially_active deactivates_never 5.00, 20.00 { Wander Radius 9.001 Centerpoint 24.022, 131.661 Link villager by house } test if player is near villager by house [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager by house Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager by house Sound Tag 302 good morning } test if enemy is near villager by house [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager by house Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager by house Sound Tag 302 whats with axe } ---------- Villager On Road #1 { } villager #1 walking north on road [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 60.256, 15.688 61.965, 0.631 Link villager #1 walking north } test if player is near villager on road #1 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager #1 walking north Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager #1 walking north Sound Tag 302 good morning } test if enemy is near villager on road #1 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager #1 walking north Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager #1 walking north Sound Tag 302 whats with axe } ---------- Villager On Road #2 { } villager #2 walking north on road [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 60.256, 15.688 61.965, 0.631 Link villager #2 walking north } test if player is near villager on road #2 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager #2 walking north Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager #2 walking north Sound Tag 302 good morning } test if enemy is near villager on road #2 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager #2 walking north Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager #2 walking north Sound Tag 302 whats with axe } ---------- Villager in Woods #1 { } villager #1 wandering in woods [Wandering Movement] initially_active deactivates_never 5.00, 20.00 { Wander Radius 14.001 Centerpoint 102.956, 55.917 Link villager in woods #1 } test if player is near villager in woods #1 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #1 Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #1 Sound Tag 302 good morning } test if enemy is near villager in woods #1 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #1 Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #1 Sound Tag 302 whats with axe } ---------- Villager in Woods #2 { } villager #2 wandering in woods [Wandering Movement] initially_active deactivates_never 5.00, 20.00 { Wander Radius 14.001 Centerpoint 132.122, 61.063 Link villager in woods #2 } test if player is near villager in woods #2 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #2 Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #2 Sound Tag 302 good morning } test if enemy is near villager in woods #2 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #2 Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #2 Sound Tag 302 whats with axe } ---------- Villager in Woods #3 { } villager #3 wandering in woods [Wandering Movement] initially_active deactivates_never 5.00, 20.00 { Wander Radius 14.001 Centerpoint 170.905, 71.522 Link villager in woods #3 } test if player is near villager in woods #3 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #3 Activates on Success Good morning! Enemy Closer Than Radius 4.000 Link player units for villager tests } Good morning! [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #3 Sound Tag 302 good morning } test if enemy is near villager in woods #3 [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Link villager in woods #3 Activates on Success What's with the axe? Enemy Closer Than Radius 4.000 } What's with the axe? [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Link villager in woods #3 Sound Tag 302 whats with axe } ---------- Handle Veteran Carryover { } veteran warriors { (subj, monster_identifier) 10127 (warrior) 10125 (warrior) 10128 (warrior) 10132 (warrior) 10130 (warrior) 10126 (warrior) 10129 (warrior) 10124 (warrior) 10131 (warrior) 10123 (warrior) } hide the veterans [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link veteran warriors Invisible Flag }