===================================== { } LIGHT FORCES (subj) { Link Dwarves Archers Berzerks Journeyman } LIGHT FORCES (enem) { (enem, monster_identifier) 10015 (dwarf) 10014 (dwarf) 10013 (dwarf) 10012 (dwarf) 10011 (dwarf) 10010 (dwarf) 10000 (bowman) 10001 (bowman) 10002 (bowman) 10003 (bowman) 10016 (berserk) 10018 (berserk) 10019 (berserk) 10017 (berserk) 10005 (berserk) 10004 (berserk) 10007 (berserk) 10009 (berserk) 10006 (berserk) 10008 (berserk) 10169 (bowman) 10170 (bowman) 10171 (journeyman) } LIGHT FORCES (obje) { (obje, monster_identifier) 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) 10000 (bowman) 10001 (bowman) 10002 (bowman) 10003 (bowman) 10016 (berserk) 10018 (berserk) 10005 (berserk) 10007 (berserk) 10009 (berserk) 10008 (berserk) 10006 (berserk) 10004 (berserk) 10019 (berserk) 10017 (berserk) 10169 (bowman) 10170 (bowman) 10171 (journeyman) } Dwarves { (subj, monster_identifier) 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } Archers { (subj, monster_identifier) 10003 (bowman) 10002 (bowman) 10001 (bowman) 10000 (bowman) 10169 (bowman) 10170 (bowman) } Berzerks { (subj, monster_identifier) 10009 (berserk) 10008 (berserk) 10007 (berserk) 10006 (berserk) 10004 (berserk) 10005 (berserk) 10018 (berserk) 10019 (berserk) 10016 (berserk) 10017 (berserk) } Journeyman { (subj, monster_identifier) 10171 (journeyman) } Move up berserks [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 79.665, 185.776 83.299, 174.305 Link Berzerks Formation Index 3 Final Facing 288.63 } Move up archers [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 81.983, 181.987 Link Archers Formation Index 1 Final Facing 281.60 } Move up dwarves [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 80.014, 184.008 Link Dwarves Formation Index 1 Final Facing 282.66 } Move up journeyman [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 75.786, 193.247 79.260, 186.381 Link Journeyman Formation Index 3 Final Facing 288.63 } ================ { } DARK FORCES { Link DARK FORCES initial DARK FORCES world knot assault } DARK FORCES initial { Link ====Waterfall underwater thrall==== ====Under waterfall east thrall==== ====Under waterfall west thrall==== ====Southwest Ghol==== ====Southeast Ghol==== ====Roaming thrall==== ====Roaming Soulless==== ====Southeast mesa soulless==== ====East mesa soulless==== ====East soulless river patrol==== ====West soulless river patrol==== ====Middle ghol==== ====West ford wights==== ====West ford north flank thrall==== ====West ford south flank thrall==== ====West ford soulless==== ====East ford wights==== ====East ford Southern left flank thrall==== ====East ford Southern soulless==== ====East ford Southern right flank thrall==== ====East ford Northern left flank soulless==== ====East ford Northern thrall==== ====East ford Northern right flank soulless==== ====Pus ghols==== } DARK FORCES world knot assault { } Are the dwarves dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Dwarves Unit Count Equal To 0 Activates on Success The Dwarves are all dead, THE END } The Dwarves are all dead, THE END [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } ====Wight at South ford==== { (subj, monster_identifier) } Are LIGHT FORCES at South ford? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 109.077, 190.340 107.258, 207.696 122.713, 206.012 123.579, 193.245 Activates on Success South ford wight blow up } South ford wight blow up [Suicide (for wights)] deactivates_never 0.00, 0.00 { Link ====Wight at South ford==== Fear Duration 0 } ------------------------------------------------------------------- Are LIGHT FORCES at Waterfall? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 111.510, 176.329 121.170, 176.196 124.022, 169.774 106.057, 165.891 Activates on Success Advance under waterfall west thrall Advance under waterfall east thrall Make waterfall thrall visible } Make waterfall thrall visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Under waterfall east thrall==== ====Under waterfall west thrall==== Visible Flag } Advance under waterfall east thrall [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 113.362, 172.299 Link ====Under waterfall east thrall==== Activates on Success Waterfall thrall attack } Advance under waterfall west thrall [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 118.583, 172.354 Link ====Under waterfall west thrall==== Activates on Success Waterfall thrall attack } Waterfall thrall attack [Attack] no_initial_delay deactivates_never 4.00, 6.00 { Link ====Under waterfall east thrall==== ====Under waterfall west thrall==== ====Waterfall underwater thrall==== Attack All Enemies Flag Deactivates On Activation Advance under waterfall west thrall Advance under waterfall east thrall } ====Waterfall underwater thrall==== { (subj, monster_identifier) 10109 (thrall) 10108 (thrall) 10107 (thrall) 10106 (thrall) 10105 (thrall) 10110 (thrall) } ====Under waterfall east thrall==== { (subj, monster_identifier) 10098 (thrall) 10103 (thrall) 10097 (thrall) 10104 (thrall) } ====Under waterfall west thrall==== { (subj, monster_identifier) 10099 () 10100 () 10102 () 10101 () } ------------------------------------------------------------------- ====Southwest Ghol==== { (subj, monster_identifier) 10116 (ghol) 10115 (ghol) 10114 (ghol) 10113 (ghol) 10112 (ghol) 10111 (ghol) } Southwest ghol platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Southwest ghol move Initial Squads Southwest ghol squad Centerpoint 164.000, 173.667 Facing 135.00 } Southwest ghol squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 163.903, 173.723 Facing Formation 6 Link ====Southwest Ghol==== } Southwest ghol move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 162.374, 175.477 153.600, 186.114 133.391, 173.663 148.004, 143.543 163.465, 133.831 169.254, 161.454 Waypoint Radii 1.000 2.001 2.001 3.001 1.000 2.001 Radii 18.000 24.000 Loop Flag } ====Southeast Ghol==== { (subj, monster_identifier) 10024 (ghol) 10023 (ghol) 10022 (ghol) 10021 (ghol) 10025 (ghol) 10020 (ghol) } Southeast ghol platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Southeast ghol move Initial Squads Southeast ghol squad Centerpoint 43.944, 140.536 Facing 35.16 } Southeast ghol squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 43.883, 140.338 Facing Formation 6 Link ====Southeast Ghol==== } Southeast ghol move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 37.245, 137.118 29.344, 128.635 28.088, 117.282 28.975, 109.151 30.702, 100.610 32.883, 92.104 39.260, 84.993 45.532, 80.442 52.499, 74.403 71.565, 59.086 76.721, 53.768 85.698, 48.682 93.266, 45.698 101.981, 44.948 112.436, 48.571 122.442, 54.028 130.608, 53.200 134.973, 60.844 135.553, 70.122 136.321, 81.649 140.227, 89.202 158.844, 97.182 167.292, 104.620 167.917, 119.338 168.907, 130.961 168.442, 144.288 169.227, 158.239 155.674, 187.268 137.881, 196.815 88.620, 191.965 Waypoint Radii Radii 18.000 24.000 Loop Flag } ------------------------------------------------------------------- Roaming platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Roaming Platoon move Initial Squads Roaming thrall squad Roaming soulless squad Centerpoint 66.399, 125.077 Facing 10.55 } ====Roaming thrall==== { (subj, monster_identifier) 10144 (thrall) 10141 (thrall) 10140 (thrall) 10135 (thrall) 10136 (thrall) 10139 (thrall) 10142 (thrall) 10145 (thrall) 10137 (thrall) 10138 (thrall) 10143 (thrall) 10146 (thrall) } Roaming thrall squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 67.637, 124.752 Facing Formation 4 Link ====Roaming thrall==== } ====Roaming Soulless==== { (subj, monster_identifier) 10147 (soulless) 10148 (soulless) 10149 (soulless) 10152 (soulless) 10150 (soulless) 10151 (soulless) } Roaming soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 63.159, 125.999 Facing Formation 1 Link ====Roaming Soulless==== } Roaming Platoon move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 73.926, 118.293 95.924, 124.553 90.211, 148.920 71.081, 161.575 59.278, 162.760 31.704, 139.920 Waypoint Radii 1.000 2.001 2.001 3.001 1.000 2.001 Radii 10.001 24.000 Loop Flag Interpolate Flag Interpolant Spacing 2.001 } ------------------------------------------------------------------- ====Southeast mesa soulless==== { (subj, monster_identifier) 10029 (soulless) 10038 (soulless) 10028 (soulless) 10026 (soulless) 10036 (soulless) 10027 (soulless) } Southeast mesa soulless platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State Southeast mesa move Initial Squads Southeast mesa soulless squad Centerpoint 43.157, 156.081 Facing 39.38 } Southeast mesa soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 43.350, 156.120 Facing Formation 0 Link ====Southeast mesa soulless==== } Southeast mesa move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 37.131, 151.989 28.282, 146.547 20.055, 138.461 20.313, 124.952 22.674, 112.663 24.256, 103.149 29.815, 92.313 35.534, 78.377 32.399, 72.684 26.864, 60.653 26.901, 46.747 34.481, 37.772 57.670, 71.637 82.581, 50.059 97.569, 45.155 107.229, 36.946 120.608, 29.786 128.952, 33.024 133.959, 42.168 130.678, 52.549 119.743, 53.721 110.405, 47.377 110.866, 33.106 124.879, 30.319 132.760, 37.303 133.461, 47.786 125.971, 54.084 114.938, 51.674 107.329, 42.469 114.657, 31.100 Waypoint Radii Radii 18.000 24.000 Loop Flag } ====East mesa soulless==== { (subj, monster_identifier) 10034 (soulless) 10033 (soulless) 10031 (soulless) 10030 (soulless) 10032 (soulless) 10035 (soulless) } East mesa soulless platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State East mesa move Initial Squads East mesa soulless squad Centerpoint 24.659, 99.963 Facing 105.47 } East mesa soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 24.641, 99.772 Facing Formation 0 Link ====East mesa soulless==== } East mesa move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 18.135, 138.928 29.866, 146.729 35.952, 151.077 42.209, 156.483 49.311, 166.143 56.368, 173.424 64.557, 180.821 69.577, 184.469 81.139, 184.155 87.079, 172.958 79.334, 167.877 76.282, 149.206 69.286, 135.917 85.143, 123.001 106.106, 108.788 130.247, 111.692 162.690, 96.256 128.692, 49.038 88.172, 47.959 54.807, 73.776 Waypoint Radii Radii 18.000 24.000 Loop Flag } ------------------------------------------------------------------- ====East soulless river patrol==== { (subj, monster_identifier) 10134 (soulless) 10133 (soulless) 10132 (soulless) 10131 (soulless) 10130 (soulless) 10129 (soulless) } East soulless river platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State East soulless platoon move Initial Squads East soulless river squad Centerpoint 58.200, 23.534 Facing 262.27 } East soulless river squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 58.465, 24.551 Facing Formation 1 Link ====East soulless river patrol==== } East soulless platoon move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.245, 27.706 64.793, 58.374 67.584, 70.282 102.792, 119.485 109.961, 144.381 111.260, 159.600 Waypoint Radii 2.001 2.001 2.001 2.001 2.001 2.001 Radii 10.001 24.000 Loop Flag } ------------------------------------------------------------------- ====West soulless river patrol==== { (subj, monster_identifier) 10128 (soulless) 10127 (soulless) 10126 (soulless) 10125 (soulless) 10124 (soulless) 10123 (soulless) } West soulless river platoon [Platoon] initially_active deactivates_never 0.00, 0.00 { Initial State West soulless platoon move Initial Squads West soulless river squad Centerpoint 174.135, 40.891 Facing 122.70 } West soulless river squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 174.032, 41.102 Facing Formation 1 Link ====West soulless river patrol==== } West soulless platoon move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 170.108, 47.127 156.557, 73.137 148.200, 94.415 139.077, 118.477 136.883, 136.899 127.915, 155.827 Waypoint Radii 2.001 2.001 2.001 2.001 2.001 2.001 Radii 10.001 24.000 Loop Flag } ------------------------------------------------------------------- ====Middle ghol==== { (subj, monster_identifier) 10122 (ghol) 10121 (ghol) 10120 (ghol) 10119 (ghol) 10118 (ghol) 10117 (ghol) } Are Light Forces near middle ghols? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Middle ghol==== LIGHT FORCES (enem) Enemy Closer Than Radius 20.000 Unit Count Greater Than 0 Activates on Success Middle ghols attack } Middle ghols attack [Attack] deactivates_never 4.00, 6.00 { Link ====Middle ghol==== Attack All Enemies Flag Deactivates On Activation Are Light Forces near middle ghols? } ------------------------------------------------------------------- Select West ford check [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Are LIGHT FORCES at West ford? Are LIGHT FORCES at West ford #2? Are LIGHT FORCES at West ford #3? Random Selection Flag } Are LIGHT FORCES at West ford? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 150.225, 101.618 156.389, 87.163 143.032, 87.276 140.864, 97.815 Activates on Success West ford wights blow up Middle ghols attack } Are LIGHT FORCES at West ford #2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 146.159, 100.133 149.448, 90.293 143.032, 87.276 140.864, 97.815 Activates on Success West ford wights blow up Middle ghols attack } Are LIGHT FORCES at West ford #3? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 141.823, 100.448 146.911, 87.079 144.165, 85.807 138.215, 97.788 Activates on Success West ford wights blow up Middle ghols attack } West ford legion [Legion (defensive)] initially_active deactivates_never 1.00, 3.00 { Group Count 3 Line 129.944, 53.872 134.997, 80.553 Group Centerpoint Array 131.237, 84.159 134.315, 80.657 138.766, 79.104 Group Unit Container Array ====West ford south flank thrall==== ====West ford soulless==== ====West ford north flank thrall==== Maximum Damage Before Attack 2.00000 Global Centerpoint 134.014, 80.983 Global Facing 56.60 Group Formation Array 4 1 4 Power Ratio 10.00001 } ====West ford wights==== { (subj, monster_identifier) 10042 (wight) 10041 (wight) } Are LIGHT FORCES at West ford #4? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 132.004, 101.094 145.362, 83.711 142.145, 79.217 127.174, 94.784 Activates on Success West ford #2 wights visible } ====West ford #2 wights==== { (subj, monster_identifier) 10167 (wight) 10168 (wight) } West ford #2 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====West ford #2 wights==== Visible Flag true Prerequisites Difficulty level LEGENDARY? Activates on Success West ford #2 wights blow up } West ford #2 wights blow up [Suicide (for wights)] deactivates_never 0.00, 0.00 { Link ====West ford #2 wights==== Fear Duration 0 Visibility Radius 24.000 } West ford wights blow up [Suicide (for wights)] deactivates_never 0.00, 0.00 { Link ====West ford wights==== Fear Duration 0 Visibility Radius 24.000 } ====West ford north flank thrall==== { (subj, monster_identifier) 10075 (thrall) 10076 (thrall) 10074 (thrall) 10077 (thrall) 10073 (thrall) 10078 (thrall) } ====West ford south flank thrall==== { (subj, monster_identifier) 10072 (thrall) 10079 (thrall) 10071 (thrall) 10080 (thrall) 10070 (thrall) 10081 (thrall) } ====West ford soulless==== { (subj, monster_identifier) 10082 (soulless) 10083 (soulless) 10084 (soulless) 10085 (soulless) 10087 (soulless) 10086 (soulless) } ------------------------------------------------------------------- Select East ford check [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Are LIGHT FORCES at East ford? Are LIGHT FORCES at East ford #2? Are LIGHT FORCES at East ford #3? Random Selection Flag } Are LIGHT FORCES at East ford? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 69.440, 51.305 56.129, 50.817 66.553, 77.327 75.004, 67.838 Activates on Success East ford wights blow up Middle ghols attack } Are LIGHT FORCES at East ford #2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 69.440, 51.305 62.319, 51.008 68.997, 70.725 75.004, 67.838 Activates on Success East ford wights blow up Middle ghols attack } Are LIGHT FORCES at East ford #3? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 0 Closed Polygon Flag Polygon 69.440, 51.305 66.803, 52.430 70.946, 68.485 75.004, 67.838 Activates on Success East ford wights blow up Middle ghols attack } ====East ford wights==== { (subj, monster_identifier) 10039 (wight) 10040 (wight) } East ford wights blow up [Suicide (for wights)] deactivates_never 0.00, 0.00 { Link ====East ford wights==== Fear Duration 0 Visibility Radius 24.000 } Are LIGHT FORCES at East ford #4? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link LIGHT FORCES (subj) Unit Count Greater Than 1 Closed Polygon Flag Polygon 72.366, 46.598 69.532, 48.821 76.897, 70.204 81.256, 69.336 Activates on Success East ford #2 wights visible } ====East ford #2 wights==== { (subj, monster_identifier) 10165 (wight) 10166 (wight) } East ford #2 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====East ford #2 wights==== Visible Flag true Prerequisites Difficulty level LEGENDARY? Activates on Success East ford #2 wights blow up } East ford #2 wights blow up [Suicide (for wights)] deactivates_never 0.00, 0.00 { Link ====East ford #2 wights==== Fear Duration 0 Visibility Radius 24.000 } East ford South legion [Legion (defensive)] initially_active deactivates_never 1.00, 3.00 { Group Count 3 Line 106.268, 47.612 82.069, 60.961 Group Centerpoint Array 80.610, 56.438 82.233, 60.752 82.590, 66.829 Group Unit Container Array ====East ford Southern left flank thrall==== ====East ford Southern soulless==== ====East ford Southern right flank thrall==== Maximum Damage Before Attack 2.00000 Global Centerpoint 82.266, 60.797 Global Facing 158.20 Group Formation Array 4 1 4 Power Ratio 10.00001 } ====East ford Southern left flank thrall==== { (subj, monster_identifier) 10056 (thrall) 10057 (thrall) 10049 (thrall) 10053 (thrall) 10048 (thrall) 10052 (thrall) } ====East ford Southern soulless==== { (subj, monster_identifier) 10043 (soulless) 10045 (soulless) 10044 (soulless) 10090 (soulless) 10089 (soulless) 10088 (soulless) } ====East ford Southern right flank thrall==== { (subj, monster_identifier) 10047 (thrall) 10054 (thrall) 10046 (thrall) 10055 (thrall) 10050 (thrall) 10051 (thrall) } ------------------------------------------------------------------- East ford North legion [Legion (defensive)] initially_active deactivates_never 1.00, 3.00 { Group Count 3 Line 106.928, 35.928 75.491, 44.522 Group Centerpoint Array 78.969, 36.426 80.231, 39.950 81.918, 43.188 Group Unit Container Array ====East ford Northern left flank soulless==== ====East ford Northern thrall==== ====East ford Northern right flank soulless==== Maximum Damage Before Attack 2.00000 Global Centerpoint 80.309, 39.833 Global Facing 143.79 Group Formation Array 0 3 0 Power Ratio 10.00001 } ====East ford Northern left flank soulless==== { (subj, monster_identifier) 10093 (soulless) 10092 (soulless) 10091 (soulless) } ====East ford Northern thrall==== { (subj, monster_identifier) 10062 (thrall) 10064 (thrall) 10063 (thrall) 10069 (thrall) 10068 (thrall) 10067 (thrall) 10066 (thrall) 10065 (thrall) 10058 (thrall) 10059 (thrall) 10060 (thrall) 10061 (thrall) } ====East ford Northern right flank soulless==== { (subj, monster_identifier) 10096 (soulless) 10095 (soulless) 10094 (soulless) } ------------------------------------------------------------------- ==================================== { } Are we there yet? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Dwarves Polygon 128.413, 56.069 137.006, 35.368 114.885, 27.311 104.834, 46.637 Closed Polygon Flag Activates on Success (Berserk) "Grab those stones and get to work. We haven't a moment to lose!" } (Berserk) "Grab those stones and get to work. We haven't a moment to lose!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (berserk) Grab those stones Override Flag Monster 10004 (berserk) 10017 (berserk) 10016 (berserk) 10018 (berserk) 10006 (berserk) 10019 (berserk) 10008 (berserk) 10007 (berserk) 10009 (berserk) 10005 (berserk) } (Bowman) "Grab those stones and get to work. We haven't a moment to lose!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (bowmen) Grab those stones a Override Flag Monster 10169 (bowman) 10170 (bowman) 10000 (bowman) 10001 (bowman) 10002 (bowman) 10003 (bowman) } <<<>>> { } Are World Knot big pieces gone? [Geometry Filter] initially_active flag 1.00, 1.00 { Results Action Identifier <<<>>> Tested items Inside Field Name obje Activates on Failure Are all the dwarves empty handed? Object Type 07wb Entire Map } Are all the dwarves empty handed? [Test Unit] flag 0.00, 0.00 { Link Dwarves Object Held 07wb Activates on Failure Make sure it's repaired The World Knot has been repaired } Make sure it's repaired [Model Animation] deactivates_on_trigger 0.00, 0.00 { Model Animation 10000 (07 worldknot broken) Frame Less Than 9 Advance Animation Flag } vvvvvvvv construction done vvvvvvvvvv { } The World Knot has been repaired [Action List] deactivates_on_trigger 2.00, 2.00 { Actions to Activate Is everyone gone? power up world knot pylon 1 power up world knot pylon 2 power up world knot pylon 3 power up world knot pylon 4 North final wave soulless become visible Choose random repaired sound. (Dwarf) "The world knot is fixed, hurry!" Actions to Deactivate Are the dwarves dead? Are World Knot big pieces gone? } power up world knot pylon 1 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10006 (worldknot ii whole model) Duration 3.00000 New Permutation 7 Permutation Only Flag Activates on Success Is the gang all here? } power up world knot pylon 2 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10009 (worldknot ii whole model) Duration 3.00000 New Permutation 7 Permutation Only Flag } power up world knot pylon 3 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10005 (worldknot ii whole model) Duration 3.00000 New Permutation 7 Permutation Only Flag } power up world knot pylon 4 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model Duration 3.00000 New Permutation 7 Permutation Only Flag Model Animation 10000 (07 worldknot broken) } power down world knot pylon 1 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10006 (worldknot ii whole model) Duration 3.00000 New Permutation 0 Permutation Only Flag } power down world knot pylon 2 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10009 (worldknot ii whole model) Duration 3.00000 New Permutation 0 Permutation Only Flag } power down world knot pylon 3 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model 10005 (worldknot ii whole model) Duration 3.00000 New Permutation 0 Permutation Only Flag } power down world knot pylon 4 [Model Effect] deactivates_on_execution 0.00, 0.00 { Model Duration 3.00000 New Permutation 0 Permutation Only Flag Model Animation 10000 (07 worldknot broken) } Power up world knot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power up world knot pylon 1 power up world knot pylon 2 power up world knot pylon 3 power up world knot pylon 4 } Power down world knot [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate power down world knot pylon 1 power down world knot pylon 2 power down world knot pylon 3 power down world knot pylon 4 } ==================================== { } Is the gang all here? [Geometry Filter] deactivates_never 1.00, 1.00 { Link LIGHT FORCES (subj) Circle Centerpoint 121.501, 42.477 Circle Radius 2.501 Results Action Identifier Beam us up, Scotty! Tested items Inside Field Name subj Activates on Success Beam us up, Scotty! } Clean up the game. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Is everyone gone? } Beam us up, Scotty! [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag World Knot Visibility Flag } Is everyone gone? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link LIGHT FORCES (subj) Activates on Success Everyone's safe, LIGHT victory Power down world knot Soulless Move to center of world knot } Soulless Move to center of world knot [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.016, 42.528 Deactivates On Activation North final wave soulless attack West & East final wave soulless attack Link ==== East final wave soulless ==== ==== North final wave soulless ==== ==== West final wave soulless ==== } Everyone's safe, LIGHT victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag true No Celebration } ==================================== { } Remaining Dark Forces get to the knot [Action List] deactivates_never 2.00, 3.00 { Actions to Deactivate Are LIGHT FORCES at Waterfall? Southwest ghol platoon Roaming platoon East soulless river platoon West soulless river platoon Are Light Forces near middle ghols? Are LIGHT FORCES at West ford? East ford South legion West ford legion Are LIGHT FORCES at East ford? East ford North legion #1 pus ghol harrass Southeast mesa soulless platoon East mesa soulless platoon Southeast ghol platoon Actions to Activate Residual DARK FORCES attack Legendary platoon becomes visible West & East final wave soulless become visible } Residual DARK FORCES attack [Attack] deactivates_on_execution 0.00, 0.00 { Link DARK FORCES initial LIGHT FORCES (obje) Polygon 137.790, 83.376 170.649, 14.305 82.086, 10.942 87.198, 82.415 Closed Polygon Flag } Difficulty level TIMID? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 0 } Difficulty level SIMPLE? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 1 } Difficulty level NORMAL? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 2 } Difficulty level HEROIC? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 3 } Difficulty level LEGENDARY? [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Difficulty Equal To 4 } ==================================== { } ====Pus ghols==== { (subj, monster_identifier) 10153 (ghol) 10156 (ghol) 10163 (ghol) 10158 (ghol) 10154 (ghol) 10157 (ghol) 10155 (ghol) } #1 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 26.000 Subject 10153 (ghol) Guard Waypoint 164.401, 141.784 } #2 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 26.000 Subject 10154 (ghol) Guard Waypoint 168.866, 139.442 } #3 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 26.000 Subject 10158 (ghol) Guard Waypoint 160.993, 98.811 } #4 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 30.000 Subject 10155 (ghol) Guard Waypoint 156.526, 105.374 } #5 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 30.000 Subject 10156 (ghol) Guard Waypoint 147.288, 137.104 } #6 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 30.000 Subject 10157 (ghol) Guard Waypoint 164.840, 127.139 } #7 pus ghol harrass [Harass (for ghols)] initially_active deactivates_never 0.00, 0.00 { Projectile Radius 5 Visibility Radius 30.000 Subject 10163 (ghol) Guard Waypoint 166.737, 126.778 } ==================================== { } <<<>>> { } #1 dwarf { (subj, monster_identifier) 10015 (dwarf) } Did #1 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #1 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #1 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #1 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #1 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #1 dwarf repairs } #1 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.958, 42.573 124.737, 42.645 124.733, 42.399 Use Special Ability Flag true Link #1 dwarf Activates On Execution #1 dwarf still holding? } #1 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #1 dwarf Holding Object 07wb Entire Map Activates on Success #1 dwarf repairs Activates on Failure Move #1 dwarf out of the way. Restore user control of #1 dwarf. Increment the repair? Did #1 dwarf pick up piece? Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #1 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #1 dwarf } Restore user control of #1 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #1 dwarf Received User Control Flag false Ignores User Control Flag false } #2 dwarf { (subj, monster_identifier) 10014 (dwarf) } Did #2 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #2 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #2 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #2 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #2 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #2 dwarf repairs } #2 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.922, 42.610 124.723, 42.659 124.715, 42.389 Use Special Ability Flag true Link #2 dwarf Activates On Execution #2 dwarf still holding? } #2 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #2 dwarf Holding Object 07wb Entire Map Activates on Success #2 dwarf repairs Activates on Failure Move #2 dwarf out of the way. Restore user control of #2 dwarf. Increment the repair? Did #2 dwarf pick up piece? Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #2 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #2 dwarf } Restore user control of #2 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #2 dwarf Received User Control Flag false Ignores User Control Flag false } #3 dwarf { (subj, monster_identifier) 10013 (dwarf) } Did #3 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #3 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #3 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #3 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #3 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #3 dwarf repairs } #3 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.889, 42.626 124.706, 42.661 124.668, 42.418 Use Special Ability Flag true Link #3 dwarf Activates On Execution #3 dwarf still holding? } #3 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #3 dwarf Holding Object 07wb Entire Map Activates on Success #3 dwarf repairs Activates on Failure Move #3 dwarf out of the way. Restore user control of #3 dwarf. Increment the repair? Did #3 dwarf pick up piece? Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #3 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #3 dwarf } Restore user control of #3 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #3 dwarf Received User Control Flag false Ignores User Control Flag false } #4 dwarf { (subj, monster_identifier) 10012 (dwarf) } Did #4 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #4 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #4 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #4 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #4 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #4 dwarf repairs } #4 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.907, 42.624 124.733, 42.610 124.774, 42.440 Use Special Ability Flag true Link #4 dwarf Activates On Execution #4 dwarf still holding? } #4 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #4 dwarf Holding Object 07wb Entire Map Activates on Success #4 dwarf repairs Activates on Failure Move #4 dwarf out of the way. Restore user control of #4 dwarf. Increment the repair? Did #4 dwarf pick up piece? Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #4 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #4 dwarf } Restore user control of #4 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #4 dwarf Received User Control Flag false Ignores User Control Flag false } #5 dwarf { (subj, monster_identifier) 10011 (dwarf) } Did #5 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #5 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #5 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #5 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #5 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #5 dwarf repairs } #5 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.946, 42.653 124.711, 42.590 124.766, 42.383 Use Special Ability Flag true Link #5 dwarf Activates On Execution #5 dwarf still holding? } #5 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #5 dwarf Holding Object 07wb Entire Map Activates on Success #5 dwarf repairs Activates on Failure Move #5 dwarf out of the way. Restore user control of #5 dwarf. Increment the repair? Did #5 dwarf pick up piece? (Dwarf) "Duhiiiiiiinnng!" Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #5 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #5 dwarf } Restore user control of #5 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #5 dwarf Received User Control Flag false Ignores User Control Flag false } #6 dwarf { (subj, monster_identifier) 10010 (dwarf) } Did #6 dwarf pick up piece? [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link #6 dwarf Holding Object 07wb Entire Map Activates on Success Remaining Dark Forces get to the knot Remove #6 dwarf control Results Action Identifier <<<>>> Tested items Inside Field Name subj } Remove #6 dwarf control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #6 dwarf Received User Control Flag false Ignores User Control Flag true Activates on Success #6 dwarf repairs } #6 dwarf repairs [Attack] deactivates_on_execution 0.00, 0.00 { Attack Ground Location 124.961, 42.452 124.907, 42.624 124.715, 42.612 124.754, 42.420 Use Special Ability Flag true Link #6 dwarf Activates On Execution #6 dwarf still holding? } #6 dwarf still holding? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link #6 dwarf Holding Object 07wb Entire Map Activates on Success #6 dwarf repairs Activates on Failure Move #6 dwarf out of the way. Restore user control of #6 dwarf. Increment the repair? Did #6 dwarf pick up piece? Results Action Identifier <<<>>> Tested items Inside Field Name subj } Move #6 dwarf out of the way. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 122.868, 42.456 Link #6 dwarf } Restore user control of #6 dwarf. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link #6 dwarf Received User Control Flag false Ignores User Control Flag false } Increment the repair? [Model Animation] deactivates_on_trigger 1.00, 1.00 { Model Animation 10000 (07 worldknot broken) Frame Less Than 9 Advance Animation Flag } ======================== { } Legendary platoon becomes visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Legendary ghols Legendary soulless Visible Flag Activates on Success Legendary ghols pick up pus } Legendary ghols pick up pus [Pick Up Object] deactivates_on_trigger 0.00, 0.00 { Object 10074 (wight pus packet) 10076 (wight pus packet) 10075 (wight pus packet) 10077 (wight pus packet) 10079 (wight pus packet) 10078 (wight pus packet) Link Legendary ghols Activates on Success Legendary platoon } Legendary platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Legendary platoon rushes the World Knot Initial Squads Legendary ghols squad Legendary soulless squad Centerpoint 213.342, 117.569 Facing 216.56 } Legendary ghols { (subj, monster_identifier) 10178 (ghol) 10179 (ghol) 10180 (ghol) 10181 (ghol) 10182 (ghol) 10183 (ghol) } Legendary ghols squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Legendary ghols Facing 0.00 Centerpoint 212.348, 117.098 Formation 1 } Legendary soulless { (subj, monster_identifier) 10172 (soulless) 10173 (soulless) 10174 (soulless) 10175 (soulless) 10176 (soulless) 10177 (soulless) } Legendary soulless squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Legendary soulless Facing 0.00 Centerpoint 213.874, 117.590 Formation 1 } Legendary platoon rushes the World Knot [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 160.483, 97.907 139.254, 90.295 133.114, 73.532 122.266, 42.717 Waypoint Radii Radii 18.000 24.000 Charge Flag } ======================== { } Legendary shelf sweep platoon becomes visible [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Legendary shelf sweep #1 Legendary shelf sweep #2 Visible Flag Activates on Success Legendary shelf sweep ghols pick up pus } Legendary shelf sweep ghols pick up pus [Pick Up Object] deactivates_on_trigger 0.00, 0.00 { Object 10086 (wight pus packet) 10091 (wight pus packet) 10087 (wight pus packet) 10088 (wight pus packet) 10090 (wight pus packet) 10089 (wight pus packet) 10084 (wight pus packet) 10085 (wight pus packet) 10081 (wight pus packet) 10080 (wight pus packet) 10082 (wight pus packet) 10083 (wight pus packet) Activates on Success Legendary shelf sweep #1 platoon Legendary shelf sweep #2 platoon Monsters 10194 (ghol) 10195 (ghol) 10190 (ghol) 10191 (ghol) 10192 (ghol) 10193 (ghol) 10187 (ghol) 10188 (ghol) 10189 (ghol) 10185 (ghol) 10186 (ghol) 10184 (ghol) } Legendary shelf sweep #1 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Legendary shelf sweep #1 movement Initial Squads Legendary shelf sweep #1 squad Centerpoint 5.118, 17.151 Facing 50.63 } Legendary shelf sweep #1 { (subj, monster_identifier) 10184 (ghol) 10185 (ghol) 10186 (ghol) 10187 (ghol) 10188 (ghol) 10189 (ghol) } Legendary shelf sweep #1 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Legendary shelf sweep #1 Facing 0.00 Centerpoint 5.795, 17.870 Formation 2 } Legendary shelf sweep #1 movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 17.022, 82.610 17.401, 103.629 18.280, 115.172 18.211, 123.932 24.190, 131.497 32.239, 137.991 42.266, 145.491 51.854, 154.028 58.782, 163.360 68.270, 171.458 77.014, 176.180 79.360, 165.399 72.469, 146.428 52.971, 113.819 55.993, 86.979 57.641, 63.739 70.561, 58.915 84.760, 48.999 122.413, 42.399 Waypoint Radii Radii 18.000 24.000 Loop Flag } Legendary shelf sweep #2 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Legendary shelf sweep #2 movement Initial Squads Legendary shelf sweep #2 squad Centerpoint 8.864, 22.208 Facing 216.56 } Legendary shelf sweep #2 { (subj, monster_identifier) 10190 (ghol) 10191 (ghol) 10192 (ghol) 10193 (ghol) 10194 (ghol) 10195 (ghol) } Legendary shelf sweep #2 squad [Squad] deactivates_on_trigger 0.00, 0.00 { Link Legendary shelf sweep #2 Facing 0.00 Centerpoint 9.135, 22.325 Formation 2 } Legendary shelf sweep #2 movement [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 41.510, 31.264 47.577, 45.069 48.790, 58.129 50.292, 70.971 52.338, 86.741 64.684, 100.381 74.565, 107.352 67.667, 120.001 70.305, 134.098 61.852, 149.424 74.329, 156.153 73.098, 169.805 89.913, 146.194 49.938, 71.745 72.327, 59.608 88.501, 46.477 122.944, 42.362 Waypoint Radii Radii 18.000 24.000 Loop Flag } ======================== { } ==== West final wave soulless ==== { (subj, monster_identifier) 10212 (soulless) 10213 (soulless) 10214 (soulless) 10215 (soulless) 10216 (soulless) 10217 (soulless) 10218 (soulless) 10219 (soulless) 10220 (soulless) 10221 (soulless) 10222 (soulless) 10223 (soulless) 10224 (soulless) 10225 (soulless) 10226 (soulless) } ==== North final wave soulless ==== { (subj, monster_identifier) 10227 (soulless) 10228 (soulless) 10229 (soulless) 10230 (soulless) 10231 (soulless) 10232 (soulless) 10233 (soulless) 10234 (soulless) 10235 (soulless) 10236 (soulless) 10237 (soulless) 10238 (soulless) 10239 (soulless) 10240 (soulless) 10241 (soulless) 10242 (soulless) 10243 (soulless) 10244 (soulless) 10245 (soulless) 10246 (soulless) } ==== East final wave soulless ==== { (subj, monster_identifier) 10247 (soulless) 10248 (soulless) 10249 (soulless) 10250 (soulless) 10251 (soulless) 10252 (soulless) 10253 (soulless) 10254 (soulless) 10255 (soulless) 10256 (soulless) 10257 (soulless) 10258 (soulless) 10259 (soulless) 10260 (soulless) 10261 (soulless) 10262 (soulless) 10263 (soulless) 10264 (soulless) 10265 (soulless) 10266 (soulless) } West & East final wave soulless become visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== West final wave soulless ==== ==== East final wave soulless ==== Visible Flag true Activates on Success West & East final wave soulless attack } West & East final wave soulless attack [Attack] no_initial_delay deactivates_never 1.00, 2.00 { Link ==== West final wave soulless ==== ==== East final wave soulless ==== Attack All Enemies Flag } North final wave soulless become visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== North final wave soulless ==== Visible Flag true Activates on Success North final wave soulless attack } North final wave soulless attack [Attack] no_initial_delay deactivates_never 1.00, 2.00 { Link ==== North final wave soulless ==== Attack All Enemies Flag } ------------------------------------------------------------------- Choose random repaired sound. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Dwarf) "Hey, we did it!" (Dwarf) "Hey, we did it! Dari owes me twenty big ones!" Random Selection Flag } (Dwarf) "Hey, we did it!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) Hey, we did it! Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } (Dwarf) "Hey, we did it! Dari owes me twenty big ones!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) Hey, we did it! Dari Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } (Dwarf) "The world knot is fixed, hurry!" [Sound Action] deactivates_on_trigger 3.00, 3.00 { Sound Tag 07 (dwarf) The world knot is fi Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } ------------------------------------------------------------------- Is anyone close enough to hear "frankenstein rant"? [Test Unit] initially_active deactivates_on_successful_execution 2.00, 3.00 { Unit Count Greater Than 0 Polygon 148.948, 130.348 148.739, 132.725 150.862, 132.692 151.297, 130.340 Closed Polygon Flag Link Dwarves Activates on Success Choose random "frankenstein rant". } Choose random "frankenstein rant". [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Dwarf) "So they've finally toppled the mad, deadly, world-wide, gangster, " (Dwarf) "So they've finally thrown off the shackles of mad, deadly, world-wide, frankenstein radio earphone slavery." Random Selection Flag } (Dwarf) "So they've finally toppled the mad, deadly, world-wide, gangster, " [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) So they've finally t Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) Activates on Success (Dwarf) "communist, frankenstein computer god." } (Dwarf) "communist, frankenstein computer god." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) communist, franken Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } (Dwarf) "So they've finally thrown off the shackles of mad, deadly, world-wide, frankenstein radio earphone slavery." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) So they've thrown of Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) Activates on Success (Dwarf) "frankenstein radio earphone slavery." } (Dwarf) "frankenstein radio earphone slavery." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) frankenstein radio Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) } ------------------------------------------------------------------- (Dwarf) "Duhiiiiiiinnng!" [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 07 (dwarf) Duhiiiiiiinnng! Override Flag Monster 10010 (dwarf) 10011 (dwarf) 10012 (dwarf) 10013 (dwarf) 10014 (dwarf) 10015 (dwarf) Prerequisites Legendary? } Legendary? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 4 }