LIGHT FORCES { Link Escort party kidnapped villager } Escort party { Link archers dwarves warrior left flank warrior right flank } Escort party as enemies { (enem, monster_identifier) 10013 (dwarf) 10014 (dwarf) 10094 (bowman) 10095 (bowman) 10096 (bowman) 10097 (bowman) 10005 (warrior) 10006 (warrior) 10007 (warrior) 10008 (warrior) 10009 (warrior) 10010 (warrior) 10011 (warrior) 10012 (warrior) 10290 () 10291 () 10292 () 10293 () 10295 () 10294 () } Escort party as targets { (obje, monster_identifier) 10013 (dwarf) 10014 (dwarf) 10094 (bowman) 10095 (bowman) 10096 (bowman) 10097 (bowman) 10005 (warrior) 10006 (warrior) 10007 (warrior) 10008 (warrior) 10009 (warrior) 10010 (warrior) 10011 (warrior) 10012 (warrior) 10190 (03 Rurik) 10294 () 10295 () 10293 () 10292 () 10291 () 10290 () } Is the Escort party dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Escort party Unit Count Less Than 1 Activates on Success The kidnapped villager has died! } ============= { } Town Gatekeepers { Link Gatekeeper #1 Gatekeeper #2 } Gatekeeper #1 { (subj, monster_identifier) 10296 (peasant (targetable)) } Gatekeeper #2 { (subj, monster_identifier) 10297 (peasant (targetable)) } Gatekeepers don't move [General Action] activates_only_once, initially_active deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link Town Gatekeepers } Gatekeepers are non-autotargetable [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Town Gatekeepers Cannot Be Autotargeted Flag true } Escort party outside of town? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link Escort party town warriors Polygon Points 189.036, 144.020 143.573, 145.198 142.258, 189.399 188.329, 189.579 Results Action Identifier <<<< Escort party outside town list. >>>> Tested items Outside Field Name subj Activates on Success Is the Escort party outside the town not near gate? Activates on Failure Has either gatekeeper died? Polygon Closed Flag } <<<< Escort party outside town list. >>>> { } Is the Escort party outside the town not near gate? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link <<<< Escort party outside town list. >>>> Object Test Radius 157.100, 144.922 154.842, 119.299 Activates on Success Has either gatekeeper died? Activates on Failure Escort party outside of town? Are the Dark forces clear of town? Unit Count Equal To 0 } Has either gatekeeper died? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Town Gatekeepers Unit Count Less Than 2 Activates on Success Are the Dark forces clear of town? Activates on Failure Are the gates clear of LIGHT FORCES? } Are the Dark forces clear of town? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link DARK FORCES Polygon 189.247, 102.434 113.584, 101.583 108.436, 188.153 186.692, 181.194 Closed Polygon Flag Unit Count Equal To 0 Activates on Success Kidnapped villager reports, game over. } Are the gates clear of LIGHT FORCES? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Town defenders Walking peasant Town peasants Escort party kidnapped villager Town Gatekeepers Polygon 159.139, 143.538 154.870, 143.674 154.891, 147.426 159.215, 147.258 Unit Count Equal To 0 Closed Polygon Flag Activates on Success Are the gates clear of DARK FORCES? Activates on Failure (Villager) "Clear the gate!" Escort party outside of town? } Are the gates clear of DARK FORCES? [Test Unit] deactivates_on_execution 0.00, 0.00 { Link Soulless sentinals Soulless river patrol Pursuing party North path party Pool party Middle ford party North Lake Thrall final wave of ghols North ford thrall Mid path thrall Polygon 159.139, 143.538 154.870, 143.674 154.891, 147.426 159.215, 147.258 Unit Count Equal To 0 Closed Polygon Flag Activates on Success Close the gates! Have the kidnapped villager & liege met? Is the Liege dead? Activates on Failure Escort party outside of town? } Open the gates! [Model Animation] deactivates_on_successful_execution 5.00, 5.00 { (mode, model_identifier) Model Animation 10000 (l03 closing gate) Start Backward Flag Activates On Activation } Close the gates! [Model Animation] deactivates_on_trigger 2.00, 2.00 { (mode, model_identifier) Model Animation 10000 (l03 closing gate) Start Forward Flag true Activates On Activation Gatekeeper #1 does gate Gatekeeper #2 does gate } Gatekeeper #1 does gate [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 156.524, 145.399 154.397, 147.315 Link Gatekeeper #1 Final Facing 311.13 } Gatekeeper #2 does gate [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 156.969, 145.495 159.678, 147.409 Link Gatekeeper #2 Final Facing 225.70 } ============= { } archers { (subj, monster_identifier) 10094 (bowman) 10095 (bowman) 10096 (bowman) 10097 (bowman) 10293 () 10292 () 10291 () 10290 () } dwarves { (subj, monster_identifier) 10013 (dwarf) 10014 (dwarf) } warrior left flank { (subj, monster_identifier) 10005 (warrior) 10006 (warrior) 10007 (warrior) 10008 (warrior) 10295 () } warrior right flank { (subj, monster_identifier) 10009 (warrior) 10010 (warrior) 10011 (warrior) 10012 (warrior) 10294 () } ------------------------------------------------------------------- Town defenders { Link town archers town warriors } town archers { (subj, monster_identifier) 10088 (bowman) 10089 (bowman) 10091 (bowman) 10092 (bowman) } town warriors { (subj, monster_identifier) 10046 (warrior) 10257 (warrior) 10258 (warrior) 10259 (warrior) } Town defenders warrior squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 155.936, 152.168 Facing Formation 4 Link town warriors } Town defenders warrior platoon first [Platoon] only_initial_delay deactivates_never 5.00, 5.00 { Initial State Town defenders warrior platoon rush out gates. Initial Squads Town defenders warrior squad Centerpoint 155.975, 152.221 Facing 266.48 } Town defenders warrior platoon rush out gates. [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 157.077, 145.946 157.042, 142.868 153.180, 140.163 Waypoint Radii 0.001 Radii 10.001 20.000 } Town defenders warrior platoon second [Platoon] deactivates_never 0.00, 0.00 { Initial State Town defenders warrior platoon enter gates. Initial Squads Town defenders warrior squad Centerpoint 155.903, 152.366 Facing 90.35 Deactivates On Activation Town defenders warrior platoon first } Town defenders warrior platoon enter gates. [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 156.708, 143.073 157.182, 150.852 157.405, 157.215 157.290, 154.688 Waypoint Radii 0.001 Radii 1.000 2.001 } ------------------------------------------------------------------- liege lord { (subj, monster_identifier) 10204 (peasant (non-ambient)) } Is the Liege dead? [Test Unit] deactivates_on_execution 0.00, 0.00 { Unit Count Equal To 0 Link liege lord Activates on Success The kidnapped villager has died! Activates on Failure Liege moves to kidnapped villager. } Liege moves to kidnapped villager. [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 174.954, 160.182 172.385, 159.321 167.026, 159.077 Link liege lord Final Facing 183.52 Activates On Activation Have the kidnapped villager & liege met? Turn off all attacks by Dark Forces Dark force, part 2 retreat Dark force, part 3 retreat Dark force, part 4 retreat Dark force, part 1 retreat North Lake Thrall retreat } Have the kidnapped villager & liege met? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link liege lord kidnapped villager Unit Count Equal To 2 Polygon 168.061, 156.897 163.042, 156.997 163.206, 160.866 168.084, 160.842 Closed Polygon Flag Activates on Success Kidnapped villager meets liege. } Is the liege lord dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 1 Activates on Success The kidnapped villager has died! House peasant sprints for gate. Link liege lord } ------------------------------------------------------------------- kidnapped villager { (subj, monster_identifier) 10190 (03 Rurik) } Randomly decide on Kidnapped villager route [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Kidnapped Villager Leads Party Kidnapped Villager Leads Party #2 Random Selection Flag } Kidnapped Villager Leads Party [Leading] deactivates_never 0.00, 0.00 { Leader 10190 (03 Rurik) Maximum Range 12.001 Desired Range 8.001 Minimum Range 7.000 Target Type 0 Target Waypoints 45.721, 54.319 73.651, 44.762 85.292, 63.854 99.586, 60.723 116.184, 67.686 148.684, 73.211 157.006, 141.764 156.877, 148.934 Link Escort party Beckoning Actions Random beckon sound list Fleeing Radius 4.000 Minimum Radius Before Fleeing 18.000 Fleeing Actions Random fleeing sound list Delay Before Beckoning 240 180 Maximum Times to Beckon 1 Range to Target 4.000 Delay Before Yelling 240 180 Maximum Times to Yell 1 } Kidnapped Villager Leads Party #2 [Leading] deactivates_never 0.00, 0.00 { Leader 10190 (03 Rurik) Maximum Range 20.000 Desired Range 8.001 Minimum Range 5.000 Target Type 0 Target Waypoints 43.626, 56.145 57.086, 51.918 64.604, 59.327 79.786, 63.958 101.600, 62.411 148.114, 72.627 151.881, 87.077 157.301, 149.237 Link Escort party Beckoning Actions Random beckon sound list Fleeing Radius 4.000 Minimum Radius Before Fleeing 18.000 Fleeing Actions Random fleeing sound list Delay Before Beckoning 240 180 Maximum Times to Beckon 1 Range to Target 4.000 Delay Before Yelling 240 180 Maximum Times to Yell 1 } Is the kidnapped villager dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Less Than 1 Activates on Success The kidnapped villager has died! Choose Rurick death sound House peasant sprints for gate. } Is kidnapped villager nearing North ford? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Polygon 125.946, 153.264 124.952, 13.415 95.161, 16.508 92.752, 151.290 Closed Polygon Flag Activates on Success Middle ford platoon Soulless scouts attack kidnapped villager. Is the kidnapped villager nearing town? Close the gates! } Is the kidnapped villager nearing town? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Closed Polygon Flag Polygon 183.598, 89.329 88.241, 99.694 94.807, 149.844 184.256, 143.598 Activates on Success Is Kidnapped villager near town? (Rurick) ""They're right behind us." The kidnapped villager is escaping, attack. Walking peasant sprints for gate. Barn peasant sprints for gate. House peasant sprints for gate. } Is Kidnapped villager near town? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Polygon 180.827, 117.680 113.723, 117.508 117.389, 146.135 184.020, 143.622 Closed Polygon Flag Activates on Success Is the kidnapped villager at the gate? Open the gates! (Rurick) "Open the gates!" Town defenders warrior platoon first Anybody bad in town? } Is the kidnapped villager at the gate? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Closed Polygon Flag Activates on Success Kidnapped villager enters gate. Is the kidnapped villager in town? Polygon 151.952, 143.737 161.897, 143.483 161.356, 137.991 151.624, 138.733 Deactivates On Success Kidnapped Villager Leads Party Kidnapped Villager Leads Party #2 } Is the kidnapped villager in town? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Polygon 188.077, 187.672 187.987, 145.387 143.778, 145.338 143.094, 188.383 Closed Polygon Flag Unit Count Greater Than 0 Activates on Success The kidnapped villager has reached town! } The kidnapped villager has died! [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } Villager sprints for the gate! (temp) [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 157.506, 141.975 Link kidnapped villager Deactivates On Activation Kidnapped Villager Leads Party Kidnapped Villager Leads Party #2 Final Facing 0.00 } Kidnapped villager enters gate. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 156.745, 148.684 160.405, 157.459 164.868, 158.971 Link kidnapped villager Final Facing 3.87 } The kidnapped villager has reached town! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Escort party outside of town? Town defenders warrior platoon second Are three frog night gone? Actions to Deactivate Town defenders warrior platoon first } Kidnapped villager meets liege. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Kidnapped villager reports, game over. } Kidnapped villager & liege walk to building [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 177.073, 161.559 Link liege lord kidnapped villager Activates On Activation Kidnapped villager reports, game over. } Kidnapped villager reports, game over. [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag } ------------------------------------------------------------------- DARK FORCES { Link North path party Pool party Middle ford party Soulless sentinals Soulless river patrol final wave of ghols Pursuing party North ford thrall Mid path thrall North Lake Thrall Legendary Ghols Legendary Ghols (part 2) } DARK FORCE part 1 { (subj, monster_identifier) 10042 (soulless) 10039 (soulless) 10043 (soulless) 10041 (soulless) 10040 (soulless) 10038 (soulless) 10023 (soulless) 10022 (soulless) 10265 (soulless) 10115 (soulless) 10264 (soulless) 10126 (soulless) 10127 (soulless) 10181 (ghol) 10182 (ghol) 10183 (ghol) 10184 (ghol) 10185 (ghol) 10186 (ghol) 10187 (ghol) 10188 (ghol) 10189 (ghol) 10175 (ghol) 10176 (ghol) 10305 (ghol) 10304 (ghol) } DARK FORCE part 2 { (subj, monster_identifier) 10164 (thrall) 10165 (thrall) 10166 (thrall) 10167 (thrall) 10169 (thrall) 10170 (thrall) 10171 (thrall) 10172 (thrall) 10202 (thrall) 10263 (thrall) 10260 (thrall) 10262 (thrall) 10203 (thrall) 10261 (thrall) 10254 (thrall) 10256 (thrall) 10157 (thrall) 10156 (thrall) 10155 (thrall) 10152 (thrall) 10153 (thrall) 10154 (thrall) } DARK FORCE part 3 { (subj, monster_identifier) 10149 (thrall) 10150 (thrall) 10151 (thrall) 10148 (thrall) 10147 (thrall) 10146 (thrall) 10143 (thrall) 10144 (thrall) 10145 (thrall) 10142 (thrall) 10141 (thrall) 10140 (thrall) 10222 (thrall) 10221 (thrall) 10220 (thrall) 10219 (thrall) 10218 (thrall) 10217 (thrall) 10208 (thrall) 10207 (thrall) 10211 (thrall) 10210 (thrall) 10206 (thrall) 10205 (thrall) } DARK FORCE part 4 { (subj, monster_identifier) 10133 (thrall) 10134 (thrall) 10131 (thrall) 10130 (thrall) 10129 (thrall) 10128 (thrall) 10226 (thrall) 10227 (thrall) 10237 (thrall) 10233 (thrall) 10239 (thrall) 10229 (thrall) 10230 (thrall) 10244 (thrall) 10245 (thrall) 10246 (thrall) 10251 (thrall) 10243 (thrall) 10250 (thrall) 10242 (thrall) 10241 (thrall) } DARK FORCE part 5 { (subj, monster_identifier) 10342 (ghol) 10343 (ghol) 10344 (ghol) 10345 (ghol) 10338 (ghol) 10339 (ghol) 10340 (ghol) 10341 (ghol) 10337 (ghol) 10334 (ghol) 10333 (ghol) 10332 (ghol) 10328 (ghol) 10327 (ghol) 10336 (ghol) 10335 (ghol) 10329 (ghol) 10330 (ghol) 10331 (ghol) 10326 (ghol) 10322 (ghol) 10323 (ghol) 10324 (ghol) 10325 (ghol) } The kidnapped villager is escaping, attack. [Attack] deactivates_never 5.00, 7.00 { Link North path party Pool party Middle ford party Pursuing party Escort party as targets River patrol attack! Deactivates On Activation North path platoon Pool party platoon Middle ford platoon Escort party close enough to river patrol to attack? Escort party close to Middle ford party, attack? Escort party close enough to Mid path? } Turn off all attacks by Dark Forces [Action List] deactivates_on_trigger 0.00, 0.00 { Deactivates On Activation The kidnapped villager is escaping, attack. Soulless scouts attack kidnapped villager. River patrol attack escort party. Thrall horde #1 platoon Thrall horde #2 platoon Thrall horde #3 platoon Thrall horde #4 platoon Thrall horde #5 platoon North path platoon Pool party platoon Middle ford party, attack. Middle ford platoon Final thrall wave attack! North ford thrall attack the escort party! Mid path thrall attack the escort party! Ghols platoon Legendary ghols part 2 attack! Final ghol wave attack! } Dark force, part 1 retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 103.741, 28.758 63.743, 22.944 16.350, 19.678 Link DARK FORCE part 1 } ------------------------------------------------------------------- Soulless sentinals { (subj, monster_identifier) 10023 (soulless) 10022 (soulless) } Make North Soulless sentinal dance [Action List] initially_active deactivates_on_trigger 2.00, 5.00 { Actions to Activate North Sentinal does a little dance. } North Sentinal does a little dance. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 88.520, 38.469 95.399, 40.001 95.350, 33.479 90.444, 32.323 Monsters 10022 (soulless) Final Facing 106.52 Activates on Success Make North Soulless sentinal dance } Make South Soulless sentinal dance [Action List] initially_active deactivates_on_trigger 2.00, 5.00 { Actions to Activate South Sentinal does a little dance. } South Sentinal does a little dance. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 76.969, 77.631 71.327, 79.956 72.838, 91.012 77.264, 84.567 Monsters 10023 (soulless) Final Facing 279.84 Activates on Success Make South Soulless sentinal dance } Escort party close to Sentinals, attack? [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link Soulless sentinals Escort party as enemies Enemy Closer Than Radius 18.000 Activates on Success Soulless scouts attack kidnapped villager. } Are the soulless scouts being hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Soulless sentinals Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Soulless scouts attack kidnapped villager. } Soulless scouts attack kidnapped villager. [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link Soulless sentinals Escort party as targets Deactivates On Activation North Sentinal does a little dance. South Sentinal does a little dance. Make North Soulless sentinal dance Make South Soulless sentinal dance Are the soulless scouts being hurt? Escort party close to Sentinals, attack? } ------------------------------------------------------------------- Soulless river patrol { (subj, monster_identifier) 10042 (soulless) 10039 (soulless) 10043 (soulless) 10041 (soulless) 10040 (soulless) 10038 (soulless) } Soulless patrol the river. [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 31.463, 165.491 85.854, 93.227 126.786, 90.866 134.252, 42.346 Link Soulless river patrol Back and Forth Flag Formation Index 3 } Escort party close enough to river patrol to attack? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Soulless river patrol Escort party as enemies Unit Count Greater Than 0 Enemy Closer Than Radius 18.000 Activates on Success River patrol attack! } River patrol attack! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate River patrol attack escort party. Actions to Deactivate Soulless patrol the river. } River patrol attack escort party. [Attack] deactivates_never 5.00, 7.00 { Link Soulless river patrol Escort party as targets } ------------------------------------------------------------------- Pursuing party { Link Pursuing thrall horde #1 Pursuing thrall horde #2 Pursuing thrall horde #3 Pursuing thrall horde #4 Pursuing thrall horde #5 } Pursuing thrall horde #1 { (subj, monster_identifier) 10217 (thrall) 10218 (thrall) 10219 (thrall) 10220 (thrall) 10221 (thrall) 10222 (thrall) } Thrall horde #1 platoon [Platoon] initially_active, only_initial_delay deactivates_never 5.00, 10.00 { Initial State Move thrall horde #1 platoon Initial Squads Thrall horde #1 squad Centerpoint 13.204, 146.567 Facing 285.81 } Thrall horde #1 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 13.149, 146.538 Facing Formation 4 Link Pursuing thrall horde #1 } Move thrall horde #1 platoon [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 16.036, 139.762 13.104, 108.788 20.022, 87.932 42.024, 56.184 64.229, 48.182 89.217, 63.672 137.211, 69.907 153.997, 107.040 156.036, 136.547 157.504, 150.653 157.338, 135.000 Waypoint Radii 2.001 Radii 10.001 20.000 Loop Flag } Pursuing thrall horde #2 { (subj, monster_identifier) 10205 (thrall) 10206 (thrall) 10207 (thrall) 10208 (thrall) 10210 (thrall) 10211 (thrall) } Thrall horde #2 platoon [Platoon] initially_active, only_initial_delay deactivates_never 5.00, 10.00 { Initial State Move thrall horde #2 platoon Initial Squads Thrall horde #2 squad Centerpoint 19.389, 146.143 Facing 260.86 } Thrall horde #2 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 19.327, 146.372 Facing Formation 3 Link Pursuing thrall horde #2 } Move thrall horde #2 platoon [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 20.749, 143.290 24.512, 106.643 36.719, 74.780 69.706, 61.760 99.563, 60.963 138.856, 72.004 162.842, 98.155 164.129, 113.231 157.000, 136.262 157.211, 152.049 155.598, 134.754 Waypoint Radii 4.000 Radii 10.001 20.000 Loop Flag } Pursuing thrall horde #3 { (subj, monster_identifier) 10134 (thrall) 10133 (thrall) 10131 (thrall) 10130 (thrall) 10129 (thrall) 10128 (thrall) } Thrall horde #3 platoon [Platoon] initially_active, only_initial_delay deactivates_never 2.00, 4.00 { Initial State Move thrall horde #3 platoon Initial Squads Thrall horde #3 squad Centerpoint 25.692, 144.858 Facing 233.79 } Thrall horde #3 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 25.618, 144.098 Facing Formation 4 Link Pursuing thrall horde #3 } Move thrall horde #3 platoon [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 30.868, 128.172 52.745, 81.577 87.954, 64.083 103.477, 61.797 137.006, 70.198 149.295, 91.461 167.362, 95.307 166.803, 108.747 156.856, 136.375 157.256, 150.639 158.075, 133.993 Waypoint Radii 2.001 Radii 10.001 20.000 Loop Flag } Pursuing thrall horde #4 { (subj, monster_identifier) 10226 (thrall) 10227 (thrall) 10237 (thrall) 10228 (thrall) 10233 (thrall) 10229 (thrall) 10239 (thrall) 10230 (thrall) } Thrall horde #4 platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Move thrall horde #4 platoon Initial Squads Thrall horde #4 squad Centerpoint 21.331, 136.502 Facing 256.64 } Thrall horde #4 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 21.438, 136.602 Facing Formation 3 Link Pursuing thrall horde #4 } Move thrall horde #4 platoon [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 19.901, 134.434 13.684, 106.329 22.536, 85.329 42.333, 56.577 71.924, 44.127 85.360, 63.469 99.956, 60.483 140.145, 70.772 151.504, 98.135 156.202, 135.061 156.891, 155.969 156.680, 137.698 Waypoint Radii 3.001 Radii 10.001 20.000 Loop Flag } Pursuing thrall horde #5 { (subj, monster_identifier) 10250 (thrall) 10243 (thrall) 10242 (thrall) 10241 (thrall) 10251 (thrall) 10246 (thrall) 10245 (thrall) 10244 (thrall) } Thrall horde #5 platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Move thrall horde #5 platoon Initial Squads Thrall horde #5 squad Centerpoint 12.032, 132.307 Facing 283.36 } Thrall horde #5 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 15.641, 132.999 Facing Formation 4 Link Pursuing thrall horde #5 } Move thrall horde #5 platoon [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 13.061, 105.131 28.737, 79.153 50.502, 51.811 80.915, 57.614 117.325, 68.124 152.635, 80.661 156.893, 121.100 157.065, 132.204 158.487, 154.952 157.293, 140.573 Waypoint Radii 2.001 Radii 10.001 20.000 Loop Flag } ------------------------------------------------------------------- North path party { Link North path thrall North path soulless } North path activate? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Escort party kidnapped villager Unit Count Greater Than 0 Polygon 10.042, 87.907 33.758, 99.600 51.690, 76.254 18.495, 56.639 Closed Polygon Flag Reversed Polygon Flag Activates on Success North path platoon } North path platoon [Platoon] only_initial_delay deactivates_never 8.00, 8.00 { Initial State North path platoon movement Initial Squads north path thrall squad north path soulless squad Centerpoint 40.680, 19.987 Facing 343.48 } North path thrall { (subj, monster_identifier) 10152 (thrall) 10153 (thrall) 10154 (thrall) 10157 (thrall) 10156 (thrall) 10155 (thrall) } north path thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 38.629, 20.360 Facing Formation 5 Link North path thrall } North path soulless { (subj, monster_identifier) 10115 (soulless) 10264 (soulless) 10265 (soulless) } north path soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 45.684, 18.909 Facing Formation 2 Link North path soulless } North path platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 57.561, 15.403 63.952, 23.217 60.174, 37.292 64.735, 45.838 74.356, 44.104 83.379, 63.079 98.793, 60.106 111.534, 68.307 149.834, 71.370 151.518, 91.176 165.647, 92.874 167.165, 127.897 156.360, 146.116 Waypoint Radii 1.000 Radii 20.000 26.000 Interpolate Flag Interpolant Spacing 3.001 Loop Flag } ------------------------------------------------------------------- Pool party { Link pool party thrall pool party ghols } Pool party activate? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Escort party kidnapped villager Unit Count Greater Than 0 Polygon 96.805, 153.518 150.665, 100.167 144.700, 59.848 74.309, 13.489 Closed Polygon Flag Activates on Success Pool party platoon } Pool party platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Pool party platoon movement Initial Squads Pool party ghol squad Pool party thrall squad Centerpoint 126.415, 27.190 Facing 121.99 } pool party thrall { (subj, monster_identifier) 10164 (thrall) 10165 (thrall) 10166 (thrall) 10167 (thrall) 10169 (thrall) 10170 (thrall) 10171 (thrall) 10172 (thrall) } Pool party thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 112.168, 39.756 Facing Formation 7 Link pool party thrall } pool party ghols { (subj, monster_identifier) 10175 (ghol) 10176 (ghol) 10305 (ghol) 10304 (ghol) } Pool party ghol squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 125.153, 28.622 Facing Formation 4 Link pool party ghols } Pool party platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 125.168, 29.594 105.102, 54.915 114.540, 67.967 147.598, 71.805 151.588, 91.526 165.557, 128.594 156.000, 152.667 Waypoint Radii 0.001 Radii 10.001 26.000 Loop Flag } ------------------------------------------------------------------- Middle ford party { Link middle ford thrall middle ford soulless } Middle ford party does a jig [Action List] initially_active deactivates_on_trigger 5.00, 10.00 { Actions to Activate Middle ford party's jig } Middle ford party's jig [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 62.497, 103.143 Link middle ford thrall Formation Index 9 Activates on Success Middle ford party's return dance } Middle ford party's return dance [Movement] deactivates_on_trigger 2.00, 4.00 { Waypoints 62.497, 103.143 Link middle ford thrall Final Facing 194.41 193.36 Formation Index 4 Activates on Success Middle ford party does a jig } Is the Middle ford party being hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Middle ford party Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Escort party approaches, attack! } Escort party close to Middle ford party, attack? [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link Middle ford party Escort party as enemies Enemy Closer Than Radius 18.000 Activates on Success Escort party approaches, attack! } Escort party approaches, attack! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Middle ford party, attack. Actions to Deactivate Middle ford platoon Is the Middle ford party being hurt? Escort party close to Middle ford party, attack? Middle ford party does a jig Middle ford party's jig Middle ford party's return dance } Middle ford party, attack. [Attack] deactivates_never 5.00, 7.00 { Link Middle ford party Escort party as targets } Middle ford platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Middle ford platoon movement Initial Squads Middle ford thrall squad Middle ford soulless squad Centerpoint 63.368, 105.508 Facing 207.77 Deactivates On Activation Middle ford party's jig Middle ford party does a jig Middle ford party's return dance } middle ford thrall { (subj, monster_identifier) 10151 (thrall) 10150 (thrall) 10149 (thrall) 10148 (thrall) 10147 (thrall) 10146 (thrall) 10145 (thrall) 10144 (thrall) 10143 (thrall) 10142 (thrall) 10141 (thrall) 10140 (thrall) } Middle ford thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 63.559, 105.590 Facing Formation 5 Link middle ford thrall } middle ford soulless { (subj, monster_identifier) 10126 (soulless) 10127 (soulless) } Middle ford soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 66.963, 106.944 Facing Formation 4 Link middle ford soulless } Middle ford platoon movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.795, 100.868 52.895, 81.715 62.627, 72.729 70.301, 80.254 67.477, 107.295 112.864, 133.258 123.575, 135.034 154.454, 111.235 152.356, 81.801 156.813, 140.116 Waypoint Radii 0.001 Radii 10.001 20.000 Interpolate Flag Interpolant Spacing 1.000 Loop Flag } ------------------------------------------------------------------- North Lake Thrall { (subj, monster_identifier) 10287 (thrall) 10286 (thrall) 10281 (thrall) 10280 (thrall) 10279 (thrall) 10278 (thrall) 10277 (thrall) 10276 (thrall) 10275 (thrall) 10274 (thrall) 10273 (thrall) 10272 (thrall) 10271 (thrall) 10270 (thrall) 10269 (thrall) 10268 (thrall) 10267 (thrall) 10266 (thrall) 10282 (thrall) 10283 (thrall) 10284 (thrall) 10285 (thrall) 10288 (thrall) 10289 (thrall) } final wave of ghols { (subj, monster_identifier) 10189 (ghol) 10188 (ghol) 10187 (ghol) 10186 (ghol) 10185 (ghol) 10184 (ghol) 10183 (ghol) 10182 (ghol) 10181 (ghol) } Is it time to do the wave? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Polygon 180.987, 88.243 137.549, 85.588 135.784, 107.172 179.137, 105.741 Closed Polygon Flag Activates on Success Commence final assault! } Commence final assault! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Is nobody looking at my ghols? Final thrall wave attack! } Final thrall wave attack! [Attack] no_initial_delay deactivates_never 2.00, 4.00 { Link North Lake Thrall Attack All Enemies Flag } Is nobody looking at my ghols? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES Polygon 184.809, 80.194 189.784, 2.235 109.204, 18.553 103.991, 56.987 138.188, 89.424 Closed Polygon Flag Unit Count Equal To 0 Activates on Success Make final ghol wave visible Final ghol wave attack! Legendary ghols part 2 attack! } Make final ghol wave visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link final wave of ghols Legendary Ghols (part 2) Visible Flag } Final ghol wave attack! [Attack] no_initial_delay deactivates_never 2.00, 4.00 { Link final wave of ghols Attack All Enemies Flag } Legendary Ghols (part 2) { (subj, monster_identifier) 10322 (ghol) 10323 (ghol) 10324 (ghol) 10325 (ghol) 10329 (ghol) 10330 (ghol) 10331 (ghol) 10326 (ghol) 10328 (ghol) 10327 (ghol) 10336 (ghol) 10335 (ghol) 10337 (ghol) 10334 (ghol) 10333 (ghol) 10332 (ghol) 10339 (ghol) 10340 (ghol) 10338 (ghol) 10341 (ghol) 10343 (ghol) 10344 (ghol) 10345 (ghol) 10342 (ghol) } Legendary ghols part 2 attack! [Attack] only_initial_delay deactivates_never 25.00, 25.00 { Link Legendary Ghols (part 2) Attack All Enemies Flag } ------------------------------------------------------------------- North ford thrall { (subj, monster_identifier) 10203 (thrall) 10202 (thrall) 10262 (thrall) 10261 (thrall) 10263 (thrall) 10260 (thrall) } Randomly determine how to set off North ford [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Escort party in North ford? #1 Escort party close enough to North ford? #2 Escort party in North ford? #3 Escort party past North ford? #4 Random Selection Flag } Escort party in North ford? #1 [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Escort party Unit Count Greater Than 0 Activates on Success Make North ford thrall visible Polygon 128.399, 64.866 128.010, 74.504 134.206, 73.274 133.850, 66.032 Closed Polygon Flag } Escort party close enough to North ford? #2 [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Escort party Unit Count Greater Than 0 Activates on Success Make North ford thrall visible Polygon 128.520, 77.338 127.752, 63.208 118.917, 61.983 121.206, 74.196 Closed Polygon Flag } Escort party in North ford? #3 [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Escort party Unit Count Greater Than 0 Activates on Success Make North ford thrall visible Polygon 125.147, 72.200 135.159, 73.569 134.622, 65.190 124.008, 65.901 Closed Polygon Flag } Escort party past North ford? #4 [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Escort party Unit Count Greater Than 0 Activates on Success Make North ford thrall visible Polygon 131.155, 73.303 141.715, 75.694 144.221, 62.233 130.766, 65.956 Closed Polygon Flag } Make North ford thrall visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link North ford thrall Visible Flag Activates On Activation North ford thrall attack the escort party! } North ford thrall attack the escort party! [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link North ford thrall Escort party as targets } ------------------------------------------------------------------- Mid path thrall { (subj, monster_identifier) 10256 (thrall) 10254 (thrall) } Mid path thrall do their dance [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 84.124, 57.364 78.723, 63.196 70.575, 62.165 Link Mid path thrall Back and Forth Flag } Escort party close enough to Mid path? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Mid path thrall Escort party as enemies Unit Count Greater Than 0 Enemy Closer Than Radius 25.000 Activates on Success Mid path thrall attack the escort party! Deactivates On Success Mid path thrall do their dance } Mid path thrall attack the escort party! [Attack] deactivates_never 5.00, 7.00 { Link Mid path thrall Escort party as targets } ------------------------------------------------------------------- Is this a TIMID game? [Test Unit] initially_active, no_initial_delay deactivates_on_execution 0.00, 0.00 { Activates on Success TIMID game setup Difficulty Equal To 0 } TIMID game setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate } Is this a SIMPLE game? [Test Unit] initially_active, no_initial_delay deactivates_on_execution 0.00, 0.00 { Activates on Success SIMPLE game setup Difficulty Equal To 1 } SIMPLE game setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Actions to Deactivate } Is this a NORMAL game? [Test Unit] initially_active, no_initial_delay deactivates_on_execution 0.00, 0.00 { Activates on Success NORMAL game setup Difficulty Equal To 2 } NORMAL game setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate } Is this a HEROIC game? [Test Unit] initially_active, no_initial_delay deactivates_on_execution 0.00, 0.00 { Activates on Success HEROIC game setup Difficulty Equal To 3 } HEROIC game setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Actions to Deactivate } Is this a LEGENDARY game? [Test Unit] initially_active, no_initial_delay deactivates_on_execution 0.00, 0.00 { Activates on Success LEGENDARY game setup Difficulty Equal To 4 } LEGENDARY game setup [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Dwarf picks up extra satchels } Dwarf picks up extra satchels [Unit Control] deactivates_on_trigger 0.00, 0.00 { Ammunition 12 Monsters 10014 (dwarf) 10013 (dwarf) } ------------------------------------------------------------------- Northern peasants { Link Barn peasant House peasant Walking peasant } Barn peasant { (subj, monster_identifier) 10195 (peasant (targetable)) } Barn peasant (enem) { (enem, monster_identifier) 10195 (peasant (targetable)) } House peasant { (subj, monster_identifier) 10193 (peasant (targetable)) } Walking peasant { (subj, monster_identifier) 10196 (peasant (targetable)) } House peasant walks [Movement] initially_active, no_initial_delay deactivates_on_trigger 0.00, 0.00 { Waypoints 159.174, 83.389 158.532, 91.016 151.182, 92.028 136.723, 85.327 Link House peasant Back and Forth Flag } Barn peasant walks [Movement] initially_active, no_initial_delay deactivates_on_trigger 0.00, 0.00 { Waypoints 159.536, 74.719 159.415, 77.643 161.807, 79.467 159.284, 84.061 Link Barn peasant Back and Forth Flag } Walking peasant walks [Movement] initially_active, no_initial_delay deactivates_on_trigger 0.00, 0.00 { Waypoints 138.405, 85.059 150.362, 91.870 155.424, 112.061 155.602, 140.577 Link Walking peasant Back and Forth Flag } Barn peasant sprints for gate. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 161.688, 79.129 158.311, 91.120 157.366, 149.010 176.573, 154.377 Link Barn peasant Deactivates On Activation Barn peasant walks Final Facing 219.38 Activates On Activation Are the ghols near the barn peasant? } Are the ghols near the barn peasant? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Barn peasant (enem) final wave of ghols Enemy Closer Than Radius 2.001 Activates on Success (Villager) "Chickens - Attack!" Attack chickens attack } House peasant sprints for gate. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 151.331, 93.618 156.143, 129.217 157.750, 148.870 152.219, 169.786 Link House peasant Deactivates On Activation House peasant walks Final Facing 219.38 } Walking peasant sprints for gate. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 157.506, 141.975 158.012, 151.069 163.528, 173.594 Link Walking peasant Deactivates On Activation Walking peasant walks Final Facing 219.38 } ------------------------------------------------------------------- Town peasants { (subj, monster_identifier) 10198 (peasant (targetable)) 10199 (peasant (targetable)) 10197 (peasant (targetable)) } Town peasants wander [Wandering Movement] initially_active, no_initial_delay deactivates_never 5.00, 5.00 { Centerpoint 160.096, 164.292 Wander Radius 6.000 Link Town peasants } Peasants { Link Northern peasants Walking peasant Town peasants } (Rurick) "The town is just up ahead." [Sound Action] deactivates_on_trigger 2.00, 2.00 { Sound Tag 03 (Rurik) The town is just up Monster 10190 (03 Rurik) Override Flag } (Rurick) ""They're right behind us." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Rurik) They're right behind Activates on Success (Rurick) "The town is just up ahead." Monster 10190 (03 Rurik) Override Flag } (Rurick) "Open the gates!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Rurik) Open the gates! Monster 10190 (03 Rurik) Override Flag } Choose Rurick death sound [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Warrior) "Rurick has been killed!" } (Warrior) "Rurick has been killed!" [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Warrior) Rurik has been kil Monster 10008 (warrior) 10007 (warrior) 10006 (warrior) 10005 (warrior) 10009 (warrior) 10010 (warrior) 10011 (warrior) 10012 (warrior) Override Flag Activates on Success (Bowmen) "You bastards!" } (Bowmen) "You bastards!" [Sound Action] activates_only_once deactivates_on_trigger 2.00, 2.00 { Sound Tag 03 (bowmen) You bastards! Monster 10094 (bowman) 10095 (bowman) 10096 (bowman) 10097 (bowman) Override Flag } Random fleeing sound list [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Rurick) "Threatened sounds" } (Rurick) "Threatened sounds" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Rurik) They're everywhere! Monster 10190 (03 Rurik) Override Flag } Random beckon sound list [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Rurick) "Beckoning sounds" } (Rurick) "Beckoning sounds" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Rurik) C'mon, Tallow is thi Monster 10190 (03 Rurik) Override Flag } (Villager) "Clear the gate!" [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Villager) Clear the gate! Monster 10297 (peasant (targetable)) 10296 (peasant (targetable)) Override Flag } (Villager) "Chickens - Attack!" [Sound Action] activates_only_once deactivates_on_trigger 1.00, 1.00 { Sound Tag 03 (Villager) Chickens, attack! Monster 10195 (peasant (targetable)) Override Flag } ============= { } Is Kidnapped villager near town? (with retreats) [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link kidnapped villager Unit Count Greater Than 0 Polygon 180.827, 117.680 113.723, 117.508 117.389, 146.135 184.020, 143.622 Closed Polygon Flag Activates on Success Dark force, part 4 retreat Dark force, part 2 retreat Dark force, part 3 retreat Is the kidnapped villager at the gate? Open the gates! Town defenders warrior platoon first Deactivates On Success Mid path thrall attack the escort party! North ford thrall attack the escort party! Middle ford party, attack. Pool party platoon Middle ford platoon North path platoon Thrall horde #5 platoon Thrall horde #4 platoon Thrall horde #3 platoon Thrall horde #2 platoon Thrall horde #1 platoon The kidnapped villager is escaping, attack. } Dark force, part 2 retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 103.741, 28.758 63.743, 22.944 16.350, 19.678 Link DARK FORCE part 2 } Dark force, part 3 retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 103.741, 28.758 63.743, 22.944 16.350, 19.678 Link DARK FORCE part 3 } Dark force, part 4 retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 103.741, 28.758 63.743, 22.944 16.350, 19.678 Link DARK FORCE part 4 } North Lake Thrall retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 103.741, 28.758 63.743, 22.944 16.350, 19.678 Link North Lake Thrall } ------------------------------------------------------------------- Legendary Ghols { (subj, monster_identifier) 10306 (ghol) 10307 (ghol) 10308 (ghol) 10309 (ghol) 10310 (ghol) 10311 (ghol) 10312 (ghol) 10313 (ghol) } Give ghols weapons [Pick Up Object] initially_active deactivates_on_trigger 0.00, 0.00 { Link Legendary Ghols Object 10005 (wight pus packet) 10006 (wight pus packet) 10007 (wight pus packet) 10004 (wight pus packet) 10003 (wight pus packet) 10002 (wight pus packet) 10001 (wight pus packet) 10000 (wight pus packet) Activates on Success Ghols platoon } Ghols platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Ghols move forward Initial Squads Legendary Ghols squad Centerpoint 14.649, 17.534 Facing 39.38 } Legendary Ghols squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Legendary Ghols Facing 0.00 Centerpoint 14.928, 17.485 Formation 8 } Ghols move forward [Platoon Scouting] deactivates_on_trigger 0.00, 0.00 { Waypoints 20.684, 21.542 55.692, 15.313 64.311, 24.383 61.001, 37.706 64.333, 47.376 42.376, 56.913 25.147, 84.635 17.936, 90.620 13.016, 105.987 Waypoint Radii Radii 16.000 24.000 Loop Flag } ------------------------------------------------------------------- Anybody bad in town? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 188.932, 145.711 143.266, 145.114 144.104, 188.692 189.825, 189.442 Closed Polygon Flag Link DARK FORCES Activates on Success OK, Mr. Jones, they're all yours... } OK, Mr. Jones, they're all yours... [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Town defenders Received User Control Flag true Cannot Be Autotargeted Flag false Reinforcements Alert Visible Flag Deactivates On Activation Town defenders warrior platoon first Town defenders warrior platoon second Ignores User Control Flag false } ------------------------------------------------------------------- ==== attack chickens ==== { (subj, monster_identifier) 10078 (chicken) 10079 (chicken) 10080 (chicken) } Attack chickens attack [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ==== attack chickens ==== Attack All Enemies Flag } ------------------------------------------------------------------- Less than three frog night? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 3 Polygon 147.245, 37.579 144.645, 33.604 142.596, 35.172 145.696, 38.786 Closed Polygon Flag Activates on Success Three frog night won't sing any more! Link ==== Three frog night ==== } Three frog night won't sing any more! [Ambient Sound Control] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound 10039 (random sb frogs) Volume 0.00001 Duration 0.00001 } ------------------------------------------------------------------- vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv { } ==== Three frog night ==== { (subj, monster_identifier) 10319 (frog) 10320 (frog) 10321 (frog) } Are three frog night gone? [Test Unit] deactivates_on_execution 0.00, 0.00 { Unit Count Equal To 0 Link ==== Three frog night ==== Activates on Success LOOK HERE!!! A SECRET LEVEL!!!!! } LOOK HERE!!! A SECRET LEVEL!!!!! [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag Failure Flag true Prerequisites Are three frog night gone? No Celebration } ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ { } ------------------------------------------------------------------- December 8, 1998 { } Thanks to Jo-Anne for being patient during { } this long, sleepless process. I'm very lucky { } to have someone like this in my life. { } David Bowman { }