(Testing purposes) remove for game [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Lower the Hand } Begin playing [Action List] deactivates_on_trigger 3.00, 3.00 { Actions to Activate First release guard paces Second release guard paces Third release guard paces Random roaming patrol pattern Release First prisoner group Advance the mission statement West mesa ghol first checks prisoners } Advance the mission statement [Mission] deactivates_on_trigger 0.00, 0.00 { Advance Flag } LIGHT FORCES { Link ====First release group (Archers)==== ====Second release group==== ====Third release group==== ====Berzerks==== ====Dwarves==== ====Heron guard==== ====The Deceiver==== ====Torture victims==== ====cave #4 berserks==== ====cave #3 archers==== ====cave #2 dwarf==== ====cave #1 archers==== } Prisoners don't autotarg/get autotarg/cntrl [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link LIGHT FORCES Does Not Autotarget Flag true Ignores User Control Flag true } Prisoners STOP! [General Action] initially_active deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link LIGHT FORCES Activates On Execution } Archers have no flame arrows. [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Ammunition 0 Link ====First release group (Archers)==== ====cave #3 archers==== ====cave #1 archers==== } Dwarves have no satchels. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Ammunition 0 Link ====Dwarves==== ====cave #2 dwarf==== } ====First release group (Archers)==== { (subj, monster_identifier) 10146 (bowman) 10144 (bowman) 10145 (bowman) 10148 (bowman) 10147 (bowman) } ====(Archers) obje==== { (obje, monster_identifier) 10146 (bowman) 10144 (bowman) 10145 (bowman) 10148 (bowman) 10147 (bowman) } Release First prisoner group [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate First release added to Freed list <<<<=activates Autotarget First release First release in your control } First release added to Freed list <<<<=activates [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====First release group (Archers)==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje After release start TUNIs } Autotarget First release [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====First release group (Archers)==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } First release in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====First release group (Archers)==== Ignores User Control Flag false } After release start TUNIs [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Are Freed Prisoners near First release guard? Are Freed Prisoners near Second release guard? Are Freed Prisoners near Third release guard? Are Freed Prisoners near East Mesa camp? Are Freed Prisoners near West Mesa camp? Are Freed Prisoners near Dwarf guards? Are Freed Prisoners near Berzerk guards? Are Freed Prisoners near Satchel Charge guards? Are Freed Prisoners near Heron Guard guards? Are Freed Prisoners near Southern camp? Are Freed Prisoners near Level exit guards? Are Freed Prisoners near Soulblighter's company? Are Freed Prisoners near Cave #1 guards? Are Freed Prisoners near Myrkridia wave? Are Freed prisoners near Deceiver? Are all of the Light Forces dead? Is it time for cave #4? Is it time for cave #3? Is it time for cave #2? Is it time for cave #1? Are Freed Prisoners near Stygian Knights? Are Freed Prisoners near #6 rat? } ====Second release group==== { (subj, monster_identifier) 10092 (berserk) 10091 (berserk) 10211 (berserk) 10212 (berserk) 10210 (berserk) } ====Third release group==== { (subj, monster_identifier) 10085 (berserk) 10086 (berserk) 10087 (berserk) 10214 (berserk) } ====Berzerks==== { (subj, monster_identifier) 10206 (berserk) 10209 (berserk) 10208 (berserk) 10207 (berserk) 10363 (berserk) } ====Dwarves==== { (subj, monster_identifier) 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) } ====Heron guard==== { (subj, monster_identifier) 10050 (heron guard) } ====The Deceiver==== { (subj, monster_identifier) 10174 (20 deceiver) } ------------------------------------------------------------------- Are Freed prisoners near Deceiver? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Polygon 104.897, 128.981 101.573, 115.327 88.116, 111.821 79.854, 117.629 80.618, 128.153 88.665, 136.286 97.522, 136.627 Closed Polygon Flag Activates on Success Is Dwarf with crystal near Deceiver? Unit Count Greater Than 0 Inhibitions Lower the Hand } <<<< I've got the crystal >>>> { } Is Dwarf with crystal near Deceiver? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Holding Object 20mf Link ==== All Dwarves ==== Activates on Success (Deceiver) "Yes, yes, now complete the circle..." Lose control of crystal holder Activates on Failure Is Archer with crystal near Deceiver? Polygon Points 69.909, 148.553 117.807, 147.477 123.965, 101.471 69.301, 100.102 Polygon Closed Flag Results Action Identifier <<<< I've got the crystal >>>> Tested items Inside Field Name subj Inhibitions Lower the Hand } Is Archer with crystal near Deceiver? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Holding Object 20me Link ==== All archers ==== Activates on Success (Deceiver) "Yes, yes, now complete the circle..." Lose control of crystal holder Activates on Failure Is Berserk with crystal near Deceiver? Polygon Points 69.581, 148.184 120.092, 148.225 124.370, 97.002 69.469, 97.387 Polygon Closed Flag Results Action Identifier <<<< I've got the crystal >>>> Tested items Inside Field Name subj Inhibitions Lower the Hand } Is Berserk with crystal near Deceiver? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Holding Object 20mg Link ==== All berserks ==== Activates on Success (Deceiver) "Yes, yes, now complete the circle..." Lose control of crystal holder Activates on Failure Is Heron Guard with crystal near Deceiver? Polygon Points 69.100, 148.217 120.135, 147.875 121.881, 101.926 69.157, 100.430 Polygon Closed Flag Results Action Identifier <<<< I've got the crystal >>>> Tested items Inside Field Name subj Inhibitions Lower the Hand } Is Heron Guard with crystal near Deceiver? [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Holding Object 20mh Link ==== All Heron Guard ==== Activates on Success (Deceiver) "Yes, yes, now complete the circle..." Lose control of crystal holder Activates on Failure First time visit Polygon Points 68.963, 148.141 120.243, 148.006 123.684, 98.338 69.057, 97.827 Polygon Closed Flag Results Action Identifier <<<< I've got the crystal >>>> Tested items Inside Field Name subj Inhibitions Lower the Hand } First time visit [Action List] deactivates_on_trigger 2.00, 2.00 { Actions to Activate (Deceiver) "There is a sixth crystal... find it." Is Dwarf with crystal near Deceiver? } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- Lower the Hand [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10001 (camp hand prison) Start Forward Flag Activates on Success March The Deceiver to Soulblighter (Deceiver) "Soulblighter shall know defeat yet! Are all Freed Prisoners at exit 21? Deceiver flees, if it is too late Stygian Knights attack Cut off the noise, cut off the funk The Deceiver doesn't autotarget Deactivates On Activation Is Dwarf with crystal near Deceiver? Are Freed prisoners near Deceiver? Are all of the Light Forces dead? } The Deceiver doesn't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====The Deceiver==== Does Not Autotarget Flag true } Cut off the noise, cut off the funk [Ambient Sound Control] deactivates_on_trigger 0.00, 0.00 { Sound 10012 (amb dec contain) Volume 0.00001 Duration 2.00000 } March The Deceiver to Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 70.047, 117.844 61.344, 116.204 57.096, 114.602 Link ====The Deceiver==== Activates On Activation Soulblighter gets ready to fight. Final Facing 218.67 Activates on Success Really, I mean make the Deceiver STOP!!! } Deceiver flees, if it is too late [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Deceiver exits stage left (Deceiver) "Why release me now, useless beasts? You have killed us all!" Are all of the Light Forces dead? Prerequisites Soulblighter's off to kick some butt Actions to Deactivate March The Deceiver to Soulblighter Make the Deceiver invulnerable } ====Torture victims==== { (subj, monster_identifier) 10005 (bowman posted) 10006 (bowman posted) 10007 (bowman posted) } Torture victims setup [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ====Torture victims==== Ignores User Control Flag true Does Not Autotarget Flag Cannot Be Autotargeted Flag } ============ { } ============ { } Freed Prisoners (subj list) { } Freed Prisoners (enemy list) { } Freed Prisoners (obje list) { } Copy Freed subj to Freed enem [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Link Freed Prisoners (subj list) Results Action Identifier Freed Prisoners (enemy list) Tested items Inside Field Name enem } Copy Freed subj to Freed obje [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Link Freed Prisoners (subj list) Results Action Identifier Freed Prisoners (obje list) Tested items Inside Field Name obje } Still prisoners list { } ============ { } DARK FORCES { Link ====First release guards==== ====Second release guards==== ====Third release guards==== ====East Mesa camp==== ====West Mesa camp==== ====Dwarf guards==== ====Berzerk guards==== ====Satchel Charge guards==== ====Heron Guard guards==== ====Rear Stygian knights==== ====Front Stygian knights==== ====Southern camp==== ====Level exit guards==== ====Soulblighter's company==== ====Cave #1 guards==== ++++All of Soulblighter's rats++++ } Soulblighter (torturer) { (subj, monster_identifier) 10041 (soulblighter (unarmed)) } Soulblighter (with weapon) { (subj, monster_identifier) 10143 (soulblighter) } Soulblighter (with weapon) obje { (obje, monster_identifier) 10143 (soulblighter) } Soulblighter (with weapon) enem { (enem, monster_identifier) 10143 (soulblighter) } Soulblighter (Mesa) { (subj, monster_identifier) 10167 (soulblighter) } ====First release guards==== { (subj, monster_identifier) 10021 (maul) } First release guard paces [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 121.969, 34.768 119.465, 47.506 108.471, 31.231 116.317, 19.065 Link ====First release guards==== Cycle Flag } Are Freed Prisoners near First release guard? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====First release guards==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 5.000 Activates on Success First release guard attacks Freed list } Is the First release guard hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success First release guard attacks Freed list Second release guard attacks Freed list Third release guard attacks Freed list Link ====First release guards==== } First release guard attacks Freed list [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====First release guards==== Freed Prisoners (obje list) Deactivates On Activation First release guard paces Is the First release guard hurt? Are Freed Prisoners near First release guard? } ====Second release guards==== { (subj, monster_identifier) 10106 (maul) } Second release guard paces [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 86.868, 52.741 101.584, 52.495 101.030, 42.020 87.989, 40.819 Link ====Second release guards==== Cycle Flag } Are Freed Prisoners near Second release guard? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Unit Count Greater Than 0 Activates on Success Second release guard attacks Freed list Polygon 84.245, 55.420 97.922, 55.959 97.985, 28.127 84.180, 28.120 Closed Polygon Flag } Is the Second release guard hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Second release guard attacks Freed list Third release guard attacks Freed list Link ====Second release guards==== } Second release guard attacks Freed list [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Second release guards==== Freed Prisoners (obje list) Deactivates On Activation Second release guard paces Is the Second release guard hurt? Are Freed Prisoners near Second release guard? Activates On Activation (berserk) encouragement sound } ====Third release guards==== { (subj, monster_identifier) 10107 (maul) } Third release guard paces [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 113.959, 40.670 114.411, 53.520 103.653, 53.237 103.317, 41.432 Link ====Third release guards==== Cycle Flag } Are Freed Prisoners near Third release guard? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Unit Count Greater Than 0 Activates on Success Third release guard attacks Freed list Polygon 106.194, 30.977 105.430, 55.608 116.682, 56.055 116.846, 28.133 Closed Polygon Flag } Is the Third release guard hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Third release guard attacks Freed list Second release guard attacks Freed list First release guard attacks Freed list Link ====Third release guards==== } Third release guard attacks Freed list [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Third release guards==== Freed Prisoners (obje list) Deactivates On Activation Third release guard paces Is the Third release guard hurt? Are Freed Prisoners near Third release guard? Activates On Activation (berserk) encouragement sound } ''''Mesa Guards'''' { Link ====First release guards==== ====West Mesa camp==== ====East Mesa camp==== ====Second release guards==== ====Third release guards==== } Mesa Guards Pick up projectiles. [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Give Monster Artifact or Projectile 10072 (20 throwing rocks) 10073 (20 throwing rocks) 10074 (20 throwing rocks) 10069 (20 throwing rocks) 10070 (20 throwing rocks) 10071 (20 throwing rocks) 10098 (20 throwing rocks) 10100 (20 throwing rocks) 10099 (20 throwing rocks) 10101 (20 throwing rocks) Monsters 10028 (ghol) 10030 (ghol) 10031 (ghol) 10032 (ghol) 10025 (ghol) 10024 (ghol) 10023 (ghol) 10029 (ghol) 10027 (ghol) } Rotate the Mesa camps [Action List] deactivates_on_trigger 10.00, 30.00 { Actions to Activate East Mesa platoon West Mesa platoon } ====East Mesa camp==== { (subj, monster_identifier) 10032 (ghol) 10031 (ghol) 10030 (ghol) 10023 (ghol) 10024 (ghol) 10025 (ghol) } East mesa ghol move around fire [Movement] initially_active deactivates_never 10.00, 25.00 { Waypoints 70.936, 55.895 72.471, 53.663 69.411, 51.608 68.731, 54.897 Final Facing 343.83 Monsters 10031 (ghol) } East mesa ghol move into tent [Movement] initially_active deactivates_never 15.00, 30.00 { Waypoints 70.340, 32.932 68.147, 32.448 69.872, 32.729 69.336, 37.803 Final Facing 218.31 Monsters 10025 (ghol) } Are Freed Prisoners near East Mesa camp? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====East Mesa camp==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 Activates on Success East Mesa camp attack Freed prisoners } Are East Mesa camp getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====East Mesa camp==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success East Mesa camp attack Freed prisoners } East Mesa platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State East Mesa platoon moves to west mesa Initial Squads East Mesa squad Centerpoint 68.661, 46.213 Facing 39.02 Deactivates On Activation East mesa ghol move around fire East mesa ghol move into tent } East Mesa squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 68.803, 45.604 Facing 0.00 Formation 9 Link ====East Mesa camp==== } East Mesa platoon moves to west mesa [Platoon Scouting] deactivates_on_trigger 0.00, 0.00 { Waypoints 68.997, 45.606 79.501, 61.352 121.917, 60.626 127.147, 50.879 Waypoint Radii 3.001 2.001 0.001 0.001 Radii 10.001 15.001 Activates on Success East Mesa camp attack Freed prisoners } East Mesa camp attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====East Mesa camp==== Freed Prisoners (obje list) Deactivates On Activation Are East Mesa camp getting hurt? Are Freed Prisoners near East Mesa camp? East Mesa platoon East mesa ghol move around fire East mesa ghol move into tent Rotate the Mesa camps Activates On Activation Are East Mesa caught on East wall? } Are East Mesa caught on East wall? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====East Mesa camp==== Polygon 82.256, 58.204 82.477, 26.485 79.075, 26.235 79.342, 57.420 Closed Polygon Flag Activates on Success East Mesa camp avoids wall. Deactivates On Success East Mesa camp attack Freed prisoners } East Mesa camp avoids wall. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 79.961, 22.028 108.649, 21.288 Link ====East Mesa camp==== Activates on Success East Mesa camp attack Freed prisoners Formation Index 4 Final Facing 93.87 } ====West Mesa camp==== { (subj, monster_identifier) 10029 (ghol) 10027 (ghol) 10028 (ghol) 10026 (ghol) } West Mesa ghol picks up head [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Give Monster Artifact or Projectile 10132 (dwarf head) Monsters 10026 (ghol) } West mesa ghol first checks prisoners [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 128.428, 51.881 125.077, 53.631 120.858, 49.659 114.788, 46.997 Final Facing 176.13 Monsters 10026 (ghol) Activates on Success West mesa ghol tosses head at prisoners } West mesa ghol tosses head at prisoners [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 10026 (ghol) Attack Ground Location 113.631, 47.006 Activates on Success West mesa ghol taunts prisoners } West mesa ghol checks prisoners [Movement] deactivates_on_trigger 5.00, 15.00 { Waypoints 128.428, 51.881 125.077, 53.631 120.858, 49.659 114.788, 46.997 Final Facing 176.13 Monsters 10026 (ghol) Activates on Success West mesa ghol taunts prisoners } West mesa ghol taunts prisoners [General Action] deactivates_on_trigger 3.00, 3.00 { Command Type 5 Monsters 10026 (ghol) Activates on Success West mesa returns to post } West mesa returns to post [Movement] deactivates_on_trigger 1.00, 3.00 { Waypoints 121.561, 44.866 126.698, 44.081 129.110, 46.559 129.309, 50.081 Final Facing 157.85 Monsters 10026 (ghol) Activates on Success West mesa ghol checks prisoners } Are Freed Prisoners near West Mesa camp? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====West Mesa camp==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 10.001 Activates on Success West Mesa camp attack Freed prisoners } Are West Mesa camp getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====West Mesa camp==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success West Mesa camp attack Freed prisoners } West Mesa platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State West Mesa platoon moves to east mesa Initial Squads West Mesa squad Centerpoint 127.168, 52.452 Facing 297.06 Deactivates On Activation West mesa ghol checks prisoners West mesa returns to post } West Mesa squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 127.268, 53.227 Facing 0.00 Formation 9 Link ====West Mesa camp==== } West Mesa platoon moves to east mesa [Platoon Scouting] deactivates_on_trigger 0.00, 0.00 { Waypoints 123.126, 50.032 121.456, 24.731 81.170, 20.319 67.315, 36.639 Waypoint Radii 3.001 2.001 0.001 0.001 Radii 10.001 15.001 Activates on Success West Mesa camp attack Freed prisoners } West Mesa camp attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====West Mesa camp==== Freed Prisoners (obje list) Deactivates On Activation West Mesa platoon Are Freed Prisoners near West Mesa camp? Are West Mesa camp getting hurt? West mesa ghol checks prisoners West mesa returns to post Rotate the Mesa camps Activates On Activation Are West Mesa caught on East wall? } Are West Mesa caught on East wall? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====West Mesa camp==== Polygon 82.256, 58.204 82.477, 26.485 79.075, 26.235 79.342, 57.420 Closed Polygon Flag Activates on Success West Mesa camp avoids wall. Deactivates On Success West Mesa camp attack Freed prisoners } West Mesa camp avoids wall. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 79.961, 22.028 108.649, 21.288 Link ====West Mesa camp==== Activates on Success West Mesa camp attack Freed prisoners Formation Index 4 Final Facing 93.87 } ====Dwarf guards==== { (subj, monster_identifier) 10038 (maul) 10040 (ghol) 10039 (ghol) 10180 (soulless) 10179 (soulless) 10177 (soulless) 10176 (soulless) 10178 (soulless) 10181 (soulless) } Dwarf guards paces [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Waypoints 152.846, 54.042 157.209, 53.399 Monsters 10038 (maul) Cycle Flag } Are Freed Prisoners near Dwarf guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Unit Count Greater Than 0 Activates on Success Dwarf guards attack Freed prisoners Polygon 148.973, 51.944 136.782, 48.045 131.311, 61.606 142.721, 61.948 Closed Polygon Flag } Are Dwarf guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Dwarf guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Dwarf guards attack Freed prisoners } Dwarf guards attack Freed prisoners [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link ====Dwarf guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Dwarf guards? Are Dwarf guards getting hurt? Dwarf guards paces Activates On Activation (dwarf) encouragement sound Dwarves become visible } Dwarves become visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Dwarves==== Visible Flag true Activates on Success Dwarves don't autotarg/get autotarg/cntrl Dwarves STOP! } Dwarves don't autotarg/get autotarg/cntrl [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====Dwarves==== Does Not Autotarget Flag true Ignores User Control Flag true Ammunition 0 } Dwarves STOP! [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link ====Dwarves==== } ====Berzerk guards==== { (subj, monster_identifier) 10168 (ghol) 10170 (ghol) 10169 (ghol) 10172 (maul) 10171 (maul) } Are Freed Prisoners near Berzerk guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Unit Count Greater Than 0 Activates on Success Berzerk guards attack Freed prisoners Berserks become visible (berserk) encouragement sound Closed Polygon Flag Polygon 143.180, 90.831 164.745, 99.010 164.016, 67.167 143.168, 67.010 } Are Berzerk guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Berzerk guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Berzerk guards attack Freed prisoners Berserks become visible (berserk) encouragement sound } Berzerk guards attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Berzerk guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Berzerk guards? Are Berzerk guards getting hurt? Activates On Activation #1 Soulblighter's rat heads for Soulblighter } Berserks become visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Berzerks==== Visible Flag true Activates on Success Berserks don't autotarg/get autotarg/cntrl Berserks STOP! } Berserks don't autotarg/get autotarg/cntrl [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====Berzerks==== Does Not Autotarget Flag true Ignores User Control Flag true } Berserks STOP! [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link ====Berzerks==== } ''''Satchel charges'''' { (subj, object_identifier) 10014 (dwarf satchel charge) 10015 (dwarf satchel charge) 10013 (dwarf satchel charge) 10023 (dwarf satchel charge) 10012 (dwarf satchel charge) 10011 (dwarf satchel charge) 10022 (dwarf satchel charge) 10010 (dwarf satchel charge) 10017 (dwarf satchel charge) 10005 (dwarf satchel charge) 10006 (dwarf satchel charge) 10007 (dwarf satchel charge) 10020 (dwarf satchel charge) 10009 (dwarf satchel charge) 10019 (dwarf satchel charge) 10003 (dwarf satchel charge) 10008 (dwarf satchel charge) 10002 (dwarf satchel charge) 10001 (dwarf satchel charge) 10018 (dwarf satchel charge) 10000 (dwarf satchel charge) 10016 (dwarf satchel charge) 10004 (dwarf satchel charge) 10021 (dwarf satchel charge) } ====Satchel cave posts==== { (subj, monster_identifier) 10257 (20 cave post) 10258 (20 cave post) 10259 (20 cave post) 10260 (20 cave post) 10261 (20 cave post) 10262 (20 cave post) } ====Satchel Charge guards==== { (subj, monster_identifier) 10173 (maul) } Are Freed Prisoners near Satchel Charge guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Satchel Charge guards==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 18.000 Activates on Success Satchel Charge guards attack Freed prisoners } Are Satchel Charge guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Satchel Charge guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Satchel Charge guards attack Freed prisoners } Satchel Charge guards attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Satchel Charge guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Satchel Charge guards? Are Satchel Charge guards getting hurt? Activates On Activation #2 Soulblighter's rat heads for Soulblighter } ====Heron Guard guards==== { (subj, monster_identifier) 10104 (ghol) 10103 (ghol) 10105 (ghol) } Heron Guard guards check on prisoner [Movement] initially_active deactivates_on_trigger 20.00, 40.00 { Waypoints 171.356, 130.344 Final Facing 262.62 Activates on Success Heron Guard guards return to post Monsters 10104 (ghol) } Heron Guard guards return to post [Movement] deactivates_on_trigger 2.00, 4.00 { Waypoints 141.510, 133.170 Final Facing 184.22 Monsters 10104 (ghol) Activates on Success Heron Guard guards check on prisoner } Are Freed Prisoners near Heron Guard guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Unit Count Greater Than 0 Activates on Success Heron Guard guards harass Freed prisoners Polygon 140.454, 119.083 129.487, 144.127 148.196, 143.834 148.286, 119.147 Closed Polygon Flag } Are Heron Guard guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Heron Guard guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Heron Guard guards harass Freed prisoners } Heron Guard guards harass Freed prisoners [Harass (for ghols)] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Heron Guard guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Heron Guard guards? Are Heron Guard guards getting hurt? Heron Guard guards check on prisoner Heron Guard guards return to post Visibility Radius 24.000 Projectile Radius 10 Activates On Activation #3 Soulblighter's rat heads for Soulblighter } ====Stygian Knights==== { Link ====Rear Stygian knights==== ====Front Stygian knights==== } ====Rear Stygian knights==== { (subj, monster_identifier) 10163 (stygian knight) 10162 (stygian knight) 10164 (stygian knight) 10165 (stygian knight) 10161 (stygian knight) 10160 (stygian knight) } ====Front Stygian knights==== { (subj, monster_identifier) 10166 (stygian knight) 10155 (stygian knight) 10156 (stygian knight) 10157 (stygian knight) 10158 (stygian knight) 10159 (stygian knight) } Are Freed Prisoners near Stygian Knights? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Stygian Knights==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 12.001 Activates on Success Stygian Knights attack } Have Stygian knights been attacked? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Stygian Knights==== Vitality Less Than 1.00001 Activates on Success Stygian Knights attack Unit Count Greater Than 0 } Stygian Knights attack [Attack] no_initial_delay flag 2.00, 4.00 { Link ====Stygian Knights==== Freed Prisoners (obje list) Deactivates On Activation Have Stygian knights been attacked? Are Freed Prisoners near Stygian Knights? Stygian knights return to posts Polygon 122.907, 143.831 118.374, 89.176 24.379, 66.165 15.194, 148.606 Closed Polygon Flag Activates on Failure Stygian knights return to posts Are Freed Prisoners near Stygian Knights? } Stygian knights return to posts [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 100.483, 119.073 Link ====Stygian Knights==== Final Facing 321.68 Formation Index 6 } ------------------------------------------------------------------- ====Southern camp==== { (subj, monster_identifier) 10069 (ghol) 10068 (ghol) 10067 (ghol) 10065 (ghol) 10064 (ghol) 10066 (ghol) } Are Freed Prisoners near Southern camp? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Southern camp==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 18.000 Activates on Success Southern camp harass Freed prisoners } Are Southern camp getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Southern camp==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Southern camp harass Freed prisoners } Southern camp harass Freed prisoners [Harass (for ghols)] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Southern camp==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Southern camp? Are Southern camp getting hurt? Visibility Radius 24.000 Projectile Radius 14 Activates On Activation #4 Soulblighter's rat heads for Soulblighter } ====Level exit guards==== { (subj, monster_identifier) 10070 (maul) 10071 (maul) 10056 (ghol) 10055 (ghol) 10057 (ghol) 10072 (maul) } Are Freed Prisoners near Level exit guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Level exit guards==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 18.000 Activates on Success Level exit guards attack Freed prisoners } Are Level exit guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Level exit guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Level exit guards attack Freed prisoners } Level exit guards attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Level exit guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Level exit guards? Are Level exit guards getting hurt? Activates On Activation #5 Soulblighter's rat heads for Soulblighter } ====Soulblighter's company==== { (subj, monster_identifier) 10076 (maul) 10075 (maul) 10077 (maul) 10059 (ghol) 10060 (ghol) 10061 (ghol) 10058 (ghol) } Are Freed Prisoners near Soulblighter's company? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Soulblighter's company==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 6.000 Activates on Success Soulblighter's company attack Freed prisoners } Are Soulblighter's company getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Soulblighter's company==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Soulblighter's company attack Freed prisoners Soulblighter gets ready to fight. } Soulblighter's company attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Soulblighter's company==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Soulblighter's company? Are Soulblighter's company getting hurt? } ====Cave #1 guards==== { (subj, monster_identifier) 10062 (ghol) 10063 (ghol) 10079 (maul) 10078 (maul) } Are Freed Prisoners near Cave #1 guards? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Cave #1 guards==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 12.001 Activates on Success Cave #1 guards attack Freed prisoners } Are Cave #1 guards getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Cave #1 guards==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Cave #1 guards attack Freed prisoners } Cave #1 guards attack Freed prisoners [Attack] no_initial_delay deactivates_never 5.00, 7.00 { Link ====Cave #1 guards==== Freed Prisoners (obje list) Deactivates On Activation Are Freed Prisoners near Cave #1 guards? Are Cave #1 guards getting hurt? Activates On Activation #7 Soulblighter's rat heads for Soulblighter } ========== { } Mesa guards put into Mesa threat [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ''''Mesa Guards'''' Results Action Identifier ++++ Mesa threat (obje) ++++ Tested items Inside Field Name obje Entire Map } Are Second release Guards dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Second release guards==== Unit Count Equal To 0 Activates on Success Third release guard attacks Freed list } Freed prisoner near cell #2? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 90.596, 49.590 90.618, 44.668 87.262, 44.672 87.418, 49.204 Closed Polygon Flag Link Freed Prisoners (subj list) Activates on Success Release Second prisoner group } Release Second prisoner group [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Open Second release gate Second release added to Freed list Autotarget Second release Second release in your control (berserk) released sound Second Release charge out of cell Rotate the Mesa camps } Open Second release gate [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10002 (prison door 2) Start Forward Flag } Second release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====Second release group==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget Second release [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====Second release group==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } Second release in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Second release group==== Ignores User Control Flag false } Second Release charge out of cell [Attack] deactivates_on_trigger 0.00, 0.00 { Link ====Second release group==== ==== Mauls on Mesa (obje) ==== Activates on Failure Second Release walk out of cell } Second Release walk out of cell [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 88.700, 47.006 Link ====Second release group==== Formation Index 1 Final Facing 177.89 } ========== { } Are Third release Guards dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Third release guards==== Unit Count Equal To 0 Activates on Success First release guard attacks Freed list } Freed prisoner near cell #3? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 112.528, 44.844 112.563, 49.364 115.063, 49.042 115.461, 44.495 Closed Polygon Flag Link Freed Prisoners (subj list) Activates on Success Release Third prisoner group } Release Third prisoner group [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Open Third release gate Third release added to Freed list Autotarget Third release Third release in your control (berserk) released sound Third Release charge out of cell } Open Third release gate [Model Animation] deactivates_on_successful_execution 0.00, 0.00 { Model Animation 10000 (prison door) Start Forward Flag } Third release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====Third release group==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget Third release [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====Third release group==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } Third release in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Third release group==== Ignores User Control Flag false } Third Release charge out of cell [Attack] deactivates_on_trigger 0.00, 0.00 { Link ====Third release group==== ==== Mauls on Mesa (obje) ==== Activates on Failure Third Release walk out of cell } Third Release walk out of cell [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 115.028, 46.963 Link ====Third release group==== Formation Index 1 Final Facing 356.48 } ====Dwarf cave posts==== { (subj, monster_identifier) 10237 (20 cave post) 10235 (20 cave post) 10233 (20 cave post) 10232 (20 cave post) } Are dwarf cave posts dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Dwarf cave posts==== Unit Count Less Than 4 Activates on Success Release the Dwarven prisoners } Release the Dwarven prisoners [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Dwarven release added to Freed list Autotarget dwarves Dwarves in your control (dwarf) released sound Are the dwarves picking up satchels? Dwarves step out of cave } Dwarven release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====Dwarves==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget dwarves [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====Dwarves==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } Dwarves in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Dwarves==== Ignores User Control Flag false } Dwarves step out of cave [Movement] deactivates_on_trigger 1.00, 1.00 { Waypoints 152.629, 53.602 Link ====Dwarves==== } ====Berserk cave posts==== { (subj, monster_identifier) 10238 (20 cave post) 10240 (20 cave post) 10242 (20 cave post) 10243 (20 cave post) } Are Berzerks free? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Release the Berzerk prisoners Unit Count Less Than 4 Link ====Berserk cave posts==== } Release the Berzerk prisoners [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Berzerk release added to Freed list Autotarget Berzerks Berzerks in your control (berserk) released sound Berserks charge out of cave } Berzerk release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====Berzerks==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget Berzerks [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====Berzerks==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } Berzerks in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Berzerks==== Ignores User Control Flag false } Berserks charge out of cave [Attack] deactivates_on_trigger 1.00, 1.00 { Link ====Berzerks==== Attack All Enemies Flag } ====Heron Guard cave posts==== { (subj, monster_identifier) 10245 (20 cave post) 10247 (20 cave post) 10249 (20 cave post) 10250 (20 cave post) } Is Heron Guard free? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Release the Heron Guard prisoner Unit Count Less Than 4 Link ====Heron Guard cave posts==== } Release the Heron Guard prisoner [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Heron Guard becomes visible Heron Guard release added to Freed list Autotarget Heron Guard Heron Guard in your control Heron Guard has no mandrake. } Heron Guard release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====Heron guard==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Heron Guard becomes visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Heron guard==== Visible Flag true } Autotarget Heron Guard [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====Heron guard==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } Heron Guard in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Heron guard==== Ignores User Control Flag false Activates On Activation Heron guard steps out of cave } Heron Guard has no mandrake. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Ammunition 0 Link ====Heron guard==== } Heron guard steps out of cave [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 171.393, 131.334 Link ====Heron guard==== } ------------------------------------------------------------------- ==== Soulblighter ==== { } Hmmm, whom shall I torture? [Action List] initially_active, no_initial_delay deactivates_never 7.00, 9.00 { Random Selection Flag Actions to Activate Soulblighter tortures victim #1 Soulblighter tortures victim #2 Soulblighter tortures victim #3 } Soulblighter tortures victim #1 [Attack] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (torturer) Targets 10005 (bowman posted) Deactivates On Activation Soulblighter tortures victim #2 Soulblighter tortures victim #3 Activates On Execution Stop torturing. } Soulblighter tortures victim #2 [Attack] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (torturer) Targets 10006 (bowman posted) Deactivates On Activation Soulblighter tortures victim #1 Soulblighter tortures victim #3 Activates On Execution Stop torturing. } Soulblighter tortures victim #3 [Attack] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (torturer) Targets 10007 (bowman posted) Deactivates On Activation Soulblighter tortures victim #1 Soulblighter tortures victim #2 Activates On Execution Stop torturing. } Are torture victims all dead? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====Torture victims==== Unit Count Equal To 0 Activates on Success Stop torturing. Soulblighter's wait actions after torture } Soulblighter's wait actions after torture [Action List] deactivates_on_trigger 2.00, 5.00 { Actions to Activate Soulblighter paces Soulblighter goes to second tent Soulblighter goes to third tent Random Selection Flag } Stop torturing. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Soulblighter tortures victim #1 Soulblighter tortures victim #2 Soulblighter tortures victim #3 } Soulblighter paces [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 54.885, 80.465 54.854, 87.639 55.348, 84.586 42.083, 85.081 Link Soulblighter (torturer) Final Facing 4.92 Activates on Success Soulblighter's wait actions after torture } Soulblighter goes to second tent [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 48.360, 84.891 48.440, 90.889 48.508, 86.385 41.600, 85.102 Link Soulblighter (torturer) Final Facing 4.92 Activates on Success Soulblighter's wait actions after torture } Soulblighter goes to third tent [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 48.313, 84.989 40.237, 63.924 40.473, 61.463 40.364, 64.920 Link Soulblighter (torturer) Final Facing 185.98 Activates on Success Soulblighter's wait actions after torture } Did Soulblighter hear something? [Test Unit] initially_active, no_initial_delay deactivates_on_successful_execution 1.00, 2.00 { Link Freed Prisoners (subj list) Soulblighter (torturer) enem Activates on Success Soulblighter gets ready to fight. Enemy Closer Than Radius 10.001 } Soulblighter (torturer) enem { (enem, monster_identifier) 10041 (soulblighter (unarmed)) } Is Soulblighter (torturer) getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Soulblighter (torturer) Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success Soulblighter gets ready to fight. } Soulblighter gets ready to fight. [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Soulblighter goes into tent. Stop torturing. Actions to Deactivate Hmmm, whom shall I torture? Did Soulblighter hear something? Is Soulblighter (torturer) getting hurt? Soulblighter paces Soulblighter's wait actions after torture Soulblighter goes to second tent Soulblighter goes to third tent } Soulblighter goes into tent. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 48.848, 85.124 41.709, 84.987 Link Soulblighter (torturer) Activates on Success Make Soulblighter (torturer) invisible Make Soulblighter (with weapon) visible Soulblighter exits tent. } Make Soulblighter (torturer) invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (torturer) Invisible Flag } Make Soulblighter (with weapon) visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Visible Flag } Soulblighter exits tent. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 46.938, 85.168 Link Soulblighter (with weapon) Activates on Success Is the Deceiver in fighting position? } Is the Deceiver in fighting position? [Test Unit] deactivates_on_execution 1.00, 1.00 { Unit Count Greater Than 0 Polygon 88.030, 114.053 53.686, 97.456 51.077, 138.661 87.913, 132.024 Closed Polygon Flag Link ====The Deceiver==== Activates on Success Soulblighter (with weapon) goes to fight The Deceiver Activates on Failure Anybody near Soulblighter (with weapon)? Deactivates On Success Anybody near Soulblighter (with weapon)? Soulblighter (with weapon) attacks near camp Are there Archers on the Mesa (East side)? Soulblighter's off to kick some butt Move Soulblighter into attack position } Anybody near Soulblighter (with weapon)? [Test Unit] deactivates_on_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Activates on Success Soulblighter (with weapon) attacks near camp Is Soulblighter caught on the wall? Polygon 65.977, 180.983 65.987, 70.061 37.942, 22.223 18.665, 37.374 13.627, 173.639 Closed Polygon Flag Activates on Failure Are there Archers on the Mesa (East side)? } Soulblighter (with weapon) attacks near camp [Attack] no_initial_delay deactivates_never 3.00, 5.00 { Link Soulblighter (with weapon) Attack All Enemies Flag Activates On Activation Is the Deceiver in fighting position? Soulblighter's company attack Freed prisoners } Is Soulblighter caught on the wall? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Move Soulblighter into attack position Link Unit Count Greater Than 0 Polygon 65.899, 95.799 65.850, 70.348 61.405, 69.385 63.792, 95.682 Closed Polygon Flag Activates On Activation Is Soulblighter caught on the mesa near the wall? } Is Soulblighter caught on the mesa near the wall? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Activates on Success Move Soulblighter into attack position Link Unit Count Greater Than 0 Polygon 63.739, 70.372 56.624, 44.073 41.961, 26.674 40.680, 26.237 60.397, 71.672 Closed Polygon Flag } Are there Archers on the Mesa (East side)? [Test Unit] deactivates_on_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====First release group (Archers)==== ====cave #1 archers==== ====cave #3 archers==== Closed Polygon Flag Polygon 42.659, 25.850 63.426, 67.704 80.510, 66.745 81.034, 14.920 Activates on Success There are Archers on the Mesa Activates on Failure Move Soulblighter into attack position } Move Soulblighter into attack position [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 69.674, 118.508 Link Soulblighter (with weapon) Activates on Success Soulblighter's off to kick some butt } Soulblighter's off to kick some butt [Attack] deactivates_never 2.00, 3.00 { Link Soulblighter (with weapon) Attack All Enemies Flag Activates On Activation Is the Deceiver in fighting position? Is Soulblighter (with weapon) caught on mesa? } Is Soulblighter (with weapon) caught on mesa? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Soulblighter (with weapon) Unit Count Greater Than 0 Closed Polygon Flag Polygon 131.000, 67.001 74.545, 70.122 74.018, 73.999 124.001, 74.001 Activates on Success Move Soulblighter (with weapon) around mesa Deactivates On Success Soulblighter's off to kick some butt } Move Soulblighter (with weapon) around mesa [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 139.028, 45.006 Link Soulblighter (with weapon) Activates on Success Soulblighter's off to kick some butt } ++++++++++ Deal with archers on Mesa +++++++ { } There are Archers on the Mesa [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Turn Soulblighter toward Mesa Freed prisoners on mesa put into Mesa threat } Turn Soulblighter toward Mesa [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 49.139, 82.104 Activates on Success Make Soulblighter (with weapon) turn to birds. Link Soulblighter (with weapon) Final Facing 300.23 } Make Soulblighter (with weapon) turn to birds. [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Invisible Flag Use Monster Entrance Flag true Activates on Success Make Soulblighter (Mesa) appear. } Make Soulblighter (Mesa) appear. [Unit Control] deactivates_on_trigger 7.00, 7.00 { Link Soulblighter (Mesa) Activates on Success Soulblighter attacks mesa threat Visible Flag Use Monster Entrance Flag } Soulblighter attacks mesa threat [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link Soulblighter (Mesa) ++++ Mesa threat (obje) ++++ Activates On Activation Is Mesa threat dead? Is the Deceiver in fighting position yet? Activates On Execution Freed prisoners on mesa put into Mesa threat } Is Mesa threat dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link ++++ Mesa threat (subj) ++++ Activates on Success Soulblighter gets off mesa Deactivates On Success Soulblighter attacks mesa threat } Is the Deceiver in fighting position yet? [Test Unit] deactivates_on_execution 1.00, 1.00 { Unit Count Greater Than 0 Polygon 73.428, 111.959 53.686, 97.456 51.077, 138.661 73.512, 124.422 Closed Polygon Flag Link ====The Deceiver==== Activates on Success Soulblighter gets off mesa Deactivates On Success Soulblighter attacks mesa threat Is Mesa threat dead? } Soulblighter gets off mesa [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Soulblighter (Mesa) turns towards tent. } Soulblighter (Mesa) turns towards tent. [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 65.542, 66.393 Link Soulblighter (Mesa) Final Facing 127.97 Activates On Activation Make Soulblighter (Mesa) turn to birds. } Make Soulblighter (Mesa) turn to birds. [Unit Control] deactivates_on_execution 2.00, 2.00 { Link Soulblighter (Mesa) Activates on Success Make Soulblighter (with weapon) appear. Invisible Flag Use Monster Entrance Flag true Deactivates On Activation Soulblighter (Mesa) turns towards tent. } Make Soulblighter (with weapon) appear. [Unit Control] deactivates_on_execution 7.00, 7.00 { Link Soulblighter (with weapon) Visible Flag Activates on Success Is the Deceiver in fighting position? Use Monster Entrance Flag } ++++++++++ Go meet the Deceiver +++++++ { } Soulblighter (with weapon) goes to fight The Deceiver [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 52.975, 110.077 Link Soulblighter (with weapon) Activates On Activation Are the Deceiver and Soulblighter ready? Stop everything to watch conflict Final Facing 29.18 Deactivates On Activation Is Soulblighter (with weapon) hurt? Soulblighter (with weapon) heals Is Soulblighter (Mesa) hurt? } Stop everything to watch conflict [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Stygian Knights attack Southern camp harass Freed prisoners Level exit guards attack Freed prisoners Soulblighter's company attack Freed prisoners Cave #1 guards attack Freed prisoners Roaming platoon Roaming platoon reversed normal Roaming platoon attack satchel cave Activates on Success Move in Soulblighter's forces for the show } Move in Soulblighter's forces for the show [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Soulblighter's company joins him Southern camp closes ranks Turn on invisible observer } Turn on invisible observer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10355 (dwarf observer) Visible Flag } Soulblighter's company joins him [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 47.713, 99.237 47.834, 106.153 Link ====Soulblighter's company==== Formation Index 6 Final Facing 35.51 } Southern camp closes ranks [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 63.872, 153.704 52.961, 128.870 Link ====Southern camp==== Formation Index 6 Final Facing 278.79 } Are the Deceiver and Soulblighter ready? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 2 Link ====The Deceiver==== Activates on Success (Deceiver) "Damas, know that your ruin is upon you, and by my hand wrought!" Is Soulblighter (with weapon) ready to flee? Soulblighter (with weapon) doesn't autotarget Soulblighter (with weapon) STOP! Enemy Closer Than Radius 8.001 Enemy List 10143 (soulblighter) } (Deceiver) "Damas, know that your ruin is upon you, and by my hand wrought!" [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (Deciever) Dhamas, know that Activates on Success (SB) "And by what clever ruse will you defeat me, Myrdred?" Monster 10174 (20 deceiver) Override Flag } Soulblighter (with weapon) doesn't autotarget [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Does Not Autotarget Flag } Soulblighter (with weapon) STOP! [General Action] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Command Type 0 } ------------------------------------------------------------------- (SB) "And by what clever ruse will you defeat me, Myrdred?" [Sound Action] activates_only_once deactivates_on_trigger 5.00, 5.00 { Sound Tag 20 (SB) And by what clever ruse Activates on Success (SB) "Will you hide in my chamber pot?" Monster 10143 (soulblighter) Override Flag } (SB) "Will you hide in my chamber pot?" [Sound Action] activates_only_once deactivates_on_trigger 5.00, 5.00 { Sound Tag 20 (SB) Will you hide in my cha Activates on Success (Deceiver) "Take this, you dog!" Monster 10143 (soulblighter) Override Flag } (Deceiver) "Take this, you dog!" [Sound Action] activates_only_once deactivates_on_trigger 3.00, 3.00 { Sound Tag 20 (Deciever) Take this you dog Activates on Success The Deceiver beats up Soulblighter (SB) "roar" Is Soulblighter (with weapon) ready to flee? Soulblighter does a little dance Monster 10174 (20 deceiver) Override Flag } The Deceiver beats up Soulblighter [Attack] no_initial_delay deactivates_never 3.00, 4.00 { Link ====The Deceiver==== Targets 10143 (soulblighter) Use Special Ability Flag } Soulblighter does a little dance [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 53.862, 110.758 53.922, 109.909 53.122, 110.639 53.149, 109.920 Link Soulblighter (with weapon) Back and Forth Flag } (SB) "roar" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (SB) [roar_raven spawned cac Monster 10143 (soulblighter) Override Flag } Is Soulblighter (with weapon) ready to flee? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Soulblighter (with weapon) Vitality Less Than 0.49988 Activates on Success Turn Soulblighter toward exit Deactivates On Success The Deceiver beats up Soulblighter } Turn Soulblighter toward exit [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 52.723, 111.126 52.213, 112.020 Activates On Activation Soulblighter tries to flee as birds Link Soulblighter (with weapon) Final Facing 116.37 } Soulblighter tries to flee as birds [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Soulblighter (with weapon) invisible Soulblighter's raven visible Soulblighter's raven flies away Really, I mean make the Deceiver STOP!!! } Soulblighter (with weapon) invisible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Invisible Flag Use Monster Entrance Flag true } ------------------------------------------------------------------- ====Soulblighter's raven==== { (subj, monster_identifier) 10216 (20 soulblighter's raven) } <<<>>> { } Soulblighter's raven visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====Soulblighter's raven==== Visible Flag } Soulblighter's raven flies away [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 48.067, 119.713 Link ====Soulblighter's raven==== Activates On Activation The Deceiver magically freezes bird (temp) Soulblighter's raven falls to ground? } The Deceiver magically freezes bird (temp) [Attack] flag 1.00, 1.00 { Link ====The Deceiver==== Targets 10216 (20 soulblighter's raven) } Soulblighter's raven falls to ground? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Soulblighter's raven==== Activates on Success insert bird into dead raven object Unit Count Equal To 0 Deactivates On Success The Deceiver magically freezes bird (temp) } insert bird into dead raven object [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Object Type sore Entire Map Results Action Identifier <<<>>> Tested items Inside Field Name obje Activates on Success The Deceiver picks up Soulblighter's raven } The Deceiver picks up Soulblighter's raven [Pick Up Object] deactivates_on_successful_execution 0.00, 0.00 { Link ====The Deceiver==== <<<>>> Object Activates on Success (Deceiver) "I have always wanted one of these." Resume fighting & advance the mission } (Deceiver) "I have always wanted one of these." [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (Deciever) I have always wan Monster 10174 (20 deceiver) Override Flag } Resume fighting & advance the mission [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Berzerk guards attack Freed prisoners Satchel Charge guards attack Freed prisoners Heron Guard guards harass Freed prisoners Stygian Knights attack Southern camp harass Freed prisoners Level exit guards attack Freed prisoners Soulblighter's company attack Freed prisoners Cave #1 guards attack Freed prisoners Myrkridia wave attack Freed prisoners Advance the mission statement Deceiver moves away to wait till fights over } Deceiver moves away to wait till fights over [Movement] only_initial_delay deactivates_on_successful_execution 2.00, 2.00 { Waypoints 45.172, 147.309 Link ====The Deceiver==== Activates on Success Any free prisoners ready to go? Final Facing 299.88 } Any free prisoners ready to go? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Polygon 44.159, 136.827 0.454, 150.346 0.319, 169.172 25.936, 169.194 53.657, 146.000 Closed Polygon Flag Activates on Success Deceiver exits stage left Link Freed Prisoners (subj list) } Deceiver exits stage left [Movement] only_initial_delay deactivates_on_successful_execution 2.00, 2.00 { Waypoints 0.491, 160.522 Link ====The Deceiver==== Activates on Success Fade Deceiver off level } Fade Deceiver off level [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====The Deceiver==== Fade Flag } =========== { } (berserk) released sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (berserk) Good on ya! Monster 10363 (berserk) 10208 (berserk) 10207 (berserk) 10209 (berserk) 10206 (berserk) 10087 (berserk) 10085 (berserk) 10086 (berserk) 10214 (berserk) 10092 (berserk) 10210 (berserk) 10211 (berserk) 10091 (berserk) 10212 (berserk) Override Flag } (berserk) encouragement sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (berserk) Get us out of here Monster 10092 (berserk) 10210 (berserk) 10211 (berserk) 10091 (berserk) 10212 (berserk) 10086 (berserk) 10214 (berserk) 10085 (berserk) 10087 (berserk) 10363 (berserk) 10208 (berserk) 10207 (berserk) 10209 (berserk) 10206 (berserk) Override Flag } (dwarf) encouragement sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (dwarf) We're over here! Monster 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) Override Flag } (dwarf) released sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (dwarf) Free at last! Monster 10100 (dwarf) 10101 (dwarf) 10102 (dwarf) Override Flag } (Deceiver) "Yes, yes, now complete the circle..." [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (Deciever) Yes yes, now comp Monster 10174 (20 deceiver) Override Flag } (Deceiver) "There is a sixth crystal... find it." [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (Deciever) There is a sixth Monster 10174 (20 deceiver) Override Flag Inhibitions (Deceiver) "Yes, yes, now complete the circle..." } (Deceiver) "Soulblighter shall know defeat yet! [Sound Action] deactivates_on_trigger 2.00, 3.00 { Sound Tag 20 (Deciever) Soulbighter shall Inhibitions Soulblighter's off to kick some butt Monster 10174 (20 deceiver) Override Flag } (Bowman) "Hey, I saw some wagons going north a while ago." [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (bowmen) Hey, I saw some wag Monster 10264 (bowman) Override Flag } (Heron guard) "There must be another way." [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (heron) There must be anothe Monster 10050 (heron guard) Override Flag } Choose 1 random rat warning [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate (Berserk) "Don't let it get away!" (Bowman) "If that thing gets to Soulblighter we're done for!" (Dwarf) "Kill it before it informs its master!" Random Selection Flag Prerequisites Choose 2 rat warnings } Choose 2 rat warnings [Action List] activates_only_once deactivates_on_trigger 1.00, 1.00 { Actions to Activate (Berserk) "Don't let it get away!" (Bowman) "If that thing gets to Soulblighter we're done for!" } (Berserk) "Don't let it get away!" [Sound Action] deactivates_on_trigger 1.00, 1.00 { Sound Tag 20 (berserk) Don't let it get a Inhibitions Lower the Hand Monster 10210 (berserk) 10211 (berserk) 10212 (berserk) 10091 (berserk) 10092 (berserk) 10214 (berserk) 10086 (berserk) 10085 (berserk) 10087 (berserk) 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) 10147 (bowman) 10148 (bowman) 10144 (bowman) 10146 (bowman) 10145 (bowman) Override Flag } (Bowman) "If that thing gets to Soulblighter we're done for!" [Sound Action] deactivates_on_trigger 2.00, 2.00 { Sound Tag 20 (bowmen) If that thing gets Inhibitions Lower the Hand Monster 10147 (bowman) 10148 (bowman) 10145 (bowman) 10144 (bowman) 10146 (bowman) 10212 (berserk) 10091 (berserk) 10211 (berserk) 10092 (berserk) 10210 (berserk) 10214 (berserk) 10086 (berserk) 10087 (berserk) 10085 (berserk) 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) Override Flag } (Dwarf) "Kill it before it informs its master!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (dwarf) Kill it before it in Inhibitions Lower the Hand Monster 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) 10214 (berserk) 10086 (berserk) 10085 (berserk) 10087 (berserk) 10145 (bowman) 10147 (bowman) 10148 (bowman) 10144 (bowman) 10146 (bowman) 10091 (berserk) 10212 (berserk) 10211 (berserk) 10092 (berserk) 10210 (berserk) Override Flag } (Deceiver) "Why release me now, useless beasts? You have killed us all!" [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (Deciever) Why release me no Monster 10174 (20 deceiver) Override Flag } =========== { } Are the dwarves picking up satchels? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Dwarves==== Unit Count Greater Than 0 Polygon 165.352, 107.813 167.329, 107.825 167.565, 105.149 165.450, 105.090 Closed Polygon Flag Activates on Success Roaming platoon attack satchel cave } Random roaming patrol pattern [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Roaming platoon Roaming platoon reversed normal Random Selection Flag } Roaming platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Roaming Platoon normal patrol Initial Squads Roaming Death squad Centerpoint 61.231, 169.663 Facing 0.35 } Roaming Death squad [Squad] deactivates_on_successful_execution 0.00, 0.00 { Centerpoint 60.979, 167.856 Facing 0.00 Formation 4 Link ====Roaming Death Myrkridia==== ====Roaming Death Soulless==== } Roaming Platoon normal patrol [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 61.709, 169.604 128.667, 159.395 130.870, 107.918 149.913, 105.180 153.958, 95.098 156.532, 80.905 129.391, 84.997 128.932, 93.114 112.883, 102.194 93.458, 101.528 83.043, 107.751 78.678, 119.106 56.385, 118.459 Waypoint Radii 2.001 1.000 2.001 1.000 2.001 1.000 2.001 1.000 2.001 1.000 2.001 1.000 2.001 Radii 18.000 24.000 Loop Flag } Roaming platoon reversed normal [Platoon] deactivates_never 0.00, 0.00 { Initial State Roaming Platoon reversed normal patrol Initial Squads Roaming Death squad Centerpoint 61.231, 169.663 Facing 0.35 Deactivates On Activation Roaming platoon } Roaming Platoon reversed normal patrol [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 60.747, 169.827 56.133, 118.655 78.461, 118.842 83.014, 108.129 93.317, 101.629 112.606, 102.020 128.022, 93.192 128.758, 85.192 154.879, 80.844 154.651, 94.467 149.831, 104.540 131.077, 107.333 128.823, 158.147 Waypoint Radii 2.001 1.000 2.001 1.000 2.001 1.000 2.001 1.000 2.001 1.000 1.000 1.000 1.000 Radii 18.000 24.000 Loop Flag } Roaming platoon attack satchel cave [Platoon] deactivates_never 0.00, 0.00 { Initial State Roaming Death platoon attack satchel cave Initial Squads Roaming Death squad Centerpoint 61.231, 169.663 Facing 0.35 Deactivates On Activation Roaming platoon Roaming platoon reversed normal } Roaming Death platoon attack satchel cave [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 134.745, 106.217 154.059, 106.501 Waypoint Radii 1.000 1.000 Radii 18.000 24.000 } Has the Myrkridia death patrol been lured close to Mesa? [Test Unit] initially_active deactivates_on_successful_execution 3.00, 5.00 { Unit Count Greater Than 1 Polygon 132.026, 70.071 77.030, 70.024 76.370, 74.022 131.518, 74.001 Closed Polygon Flag Activates on Success Move the Roaming Death Krids around mesa Link ====Roaming Death Myrkridia==== } Move the Roaming Death Krids around mesa [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 134.833, 61.336 Link ====Roaming Death Myrkridia==== Formation Index 5 } ====Roaming Death Myrkridia==== { (subj, monster_identifier) 10338 (myrkridia (small)) 10337 (myrkridia (small)) 10336 (myrkridia (small)) 10335 (myrkridia (small)) 10334 (myrkridia (small)) 10333 (myrkridia (small)) 10332 (myrkridia (small)) 10331 (myrkridia (small)) 10330 (myrkridia (small)) } ====Roaming Death Soulless==== { (subj, monster_identifier) 10185 (soulless) 10186 (soulless) 10184 (soulless) 10183 (soulless) } Swing camera to watch torture. [Observer Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Camera Mode 1 Activates On Activation Fly camera to First release prisoners. Destination 43.747, 95.215 Final Facing 322.03 } Fly camera to First release prisoners. [Observer Movement] deactivates_on_trigger 5.00, 5.00 { Camera Mode 1 Activates on Success Begin playing Destination 101.446, 23.305 Final Facing 85.43 Linear Interpolant Separation 1.500 Angular Interpolant Separation 16 } ====Myrkridia wave==== { Link ====Myrkridia strike team==== ====Myrkridia stay back==== } ====Myrkridia strike team==== { (subj, monster_identifier) 10321 (myrkridia (small)) 10323 (myrkridia (small)) 10322 (myrkridia (small)) 10325 (myrkridia (small)) 10324 (myrkridia (small)) } ====Myrkridia stay back==== { (subj, monster_identifier) 10319 (myrkridia (small)) 10320 (myrkridia (small)) 10326 (myrkridia (small)) 10328 (myrkridia (small)) 10327 (myrkridia (small)) } Is the Myrkridia wave getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====Myrkridia wave==== Vitality Less Than 1.00001 Activates on Success Myrkridia wave attack Freed prisoners } Are Freed Prisoners near Myrkridia wave? [Test Unit] no_initial_delay deactivates_on_successful_execution 2.00, 4.00 { Link ====Myrkridia wave==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 18.000 Activates on Success Myrkridia wave attack Freed prisoners } Myrkridia waiting movement [Action List] initially_active deactivates_on_trigger 3.00, 5.00 { Actions to Activate Myrkridia lambada Myrkridia salsa Random Selection Flag } Myrkridia lambada [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 128.446, 154.370 125.290, 139.586 133.450, 106.891 144.342, 106.620 Monsters 10328 (myrkridia (small)) Activates on Success Myrkridia lambada part 2 } Myrkridia lambada part 2 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 135.793, 107.020 125.680, 133.295 128.979, 153.936 136.776, 166.022 Monsters 10328 (myrkridia (small)) Final Facing 263.31 Activates on Success Myrkridia waiting movement } Myrkridia salsa [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 126.766, 138.639 86.432, 112.881 85.047, 126.247 Monsters 10327 (myrkridia (small)) Activates on Success Myrkridia salsa part 2 } Myrkridia salsa part 2 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 87.729, 133.219 127.100, 140.295 129.114, 155.153 135.161, 165.940 Monsters 10327 (myrkridia (small)) Final Facing 217.97 Activates on Success Myrkridia waiting movement } Myrkridia wave attack Freed prisoners [Attack] no_initial_delay deactivates_never 4.00, 5.00 { Link ====Myrkridia wave==== Freed Prisoners (obje list) Deactivates On Activation Myrkridia waiting movement Myrkridia lambada Myrkridia lambada part 2 Myrkridia salsa Myrkridia salsa part 2 Are Freed Prisoners near Myrkridia wave? Is the Myrkridia wave getting hurt? Move the Myrkridia stay back away from Mesa Activates On Activation Has the Myrkridia wave been lured close to Mesa? } Has the Myrkridia wave been lured close to Mesa? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 1 Polygon 137.911, 87.192 138.000, 66.001 75.497, 71.543 73.266, 85.731 Closed Polygon Flag Activates on Success Are Dwarves or Archers on South Mesa? Link ====Myrkridia wave==== } Are Dwarves or Archers on South Mesa? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====Dwarves==== ====First release group (Archers)==== Activates on Success Move the Myrkridia stay back away from Mesa Move the Myrkridia strike team around mesa Polygon 123.504, 69.243 128.321, 60.985 72.743, 60.153 72.788, 70.313 Closed Polygon Flag Deactivates On Success Myrkridia wave attack Freed prisoners } Move the Myrkridia stay back away from Mesa [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 129.977, 90.333 Link ====Myrkridia stay back==== Final Facing 257.34 Formation Index 1 Activates on Success Myrkridia stay back attacks! } Move the Myrkridia strike team around mesa [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 134.436, 77.838 141.333, 55.948 Link ====Myrkridia strike team==== Formation Index 5 Activates On Activation Is Myrkridia strike team dead? Activates on Success Myrkridia wave attack Freed prisoners } Is Myrkridia strike team dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====Myrkridia strike team==== Unit Count Equal To 0 Activates on Success Myrkridia stay back attacks! Deactivates On Success Move the Myrkridia stay back away from Mesa Are Dwarves or Archers on South Mesa? Has the Myrkridia wave been lured close to Mesa? Myrkridia wave attack Freed prisoners Are Freed Prisoners near Myrkridia wave? Is the Myrkridia wave getting hurt? } Myrkridia stay back attacks! [Attack] deactivates_never 2.00, 3.00 { Link ====Myrkridia stay back==== Freed Prisoners (obje list) Use Special Ability Flag } ================ { } <<<>>> { (subj, monster_identifier) 10278 (20 magic crystal (universal)) } <<<>>> { (subj, monster_identifier) 10279 (20 magic crystal (universal)) } <<<>>> { (subj, monster_identifier) 10366 (20 magic crystal (universal)) } <<<>>> { (subj, monster_identifier) 10367 (20 magic crystal (universal)) } drop crystal #1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link <<<>>> } drop crystal #2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link <<<>>> } drop crystal #3 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link <<<>>> } drop crystal #4 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Visible Flag Link <<<>>> } TIMID? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 0 Activates on Success Select TIMID magic crystal location } Select TIMID magic crystal location [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate drop crystal #4 } SIMPLE? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 1 Activates on Success Select SIMPLE magic crystal location } Select SIMPLE magic crystal location [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate drop crystal #4 drop crystal #3 Random Selection Flag } NORMAL? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 2 Activates on Success Select NORMAL magic crystal location } Select NORMAL magic crystal location [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate drop crystal #3 drop crystal #2 Random Selection Flag } HEROIC? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 3 Activates on Success Select HEROIC magic crystal location } Select HEROIC magic crystal location [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate drop crystal #2 drop crystal #1 Random Selection Flag } LEGENDARY? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 4 Activates on Success Select LEGENDARY magic crystal location } Select LEGENDARY magic crystal location [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate drop crystal #1 } ------------------------------------------------------------------- ====cave #1 posts==== { (subj, monster_identifier) 10251 (20 cave post) 10253 (20 cave post) 10255 (20 cave post) 10256 (20 cave post) } Is it time for cave #1? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Activates on Success Choice #1 KAPOW or release Polygon 24.952, 79.002 31.000, 79.001 30.969, 69.088 24.977, 69.143 Closed Polygon Flag } Choice #1 KAPOW or release [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Set up cave #1 wights Set up cave #1 archers Random Selection Flag Inhibitions drop crystal #1 } ====cave #1 wights==== { (subj, monster_identifier) 10047 (wight) 10042 (wight) 10048 (wight) 10043 (wight) 10046 (wight) 10049 (wight) 10044 (wight) 10045 (wight) } Set up cave #1 wights [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #1 wights visible cave #1 Wights don't autotarget or get autotargeted Are cave #1 posts dead (wights)? Anyone in cave #1? } Make cave #1 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 wights==== Visible Flag } cave #1 Wights don't autotarget or get autotargeted [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====cave #1 wights==== Does Not Autotarget Flag true } Are cave #1 posts dead (wights)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #1 posts==== Unit Count Less Than 4 Activates on Success Cave #1 wights attack Autotarget cave #1 wights } Cave #1 wights attack [Attack] deactivates_never 2.00, 4.00 { Link ====cave #1 wights==== Attack All Enemies Flag } Anyone in cave #1? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Activates on Success Autotarget cave #1 wights cave #1 Wight's go KAPOW! Polygon 25.518, 73.002 23.110, 73.051 22.790, 75.944 25.672, 76.292 Closed Polygon Flag Unit Count Greater Than 0 } Autotarget cave #1 wights [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 wights==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #1 Wight's go KAPOW! [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 wights==== Command Type 3 } ====cave #1 archers==== { (subj, monster_identifier) 10264 (bowman) 10265 (bowman) 10266 (bowman) } Set up cave #1 archers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #1 archers visible Are cave #1 posts dead (archers)? } Make cave #1 archers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 archers==== Visible Flag Ignores User Control Flag true Ammunition 0 Ignores User Control Flag true Does Not Autotarget Flag true Cannot Be Autotargeted Flag true } Are cave #1 posts dead (archers)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #1 posts==== Unit Count Less Than 4 Activates on Success Release the cave #1 archers } Release the cave #1 archers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate cave #1 archer release added to Freed list Autotarget cave #1 archers cave #1 archers in your control cave #1 archers step out of cave (Bowman) "Hey, I saw some wagons going north a while ago." } cave #1 archer release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====cave #1 archers==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget cave #1 archers [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 archers==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #1 archers in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #1 archers==== Ignores User Control Flag false } cave #1 archers step out of cave [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 26.258, 74.553 Link ====cave #1 archers==== } ------------------------------------------------------------------- ====cave #2 posts==== { (subj, monster_identifier) 10310 (20 cave post) 10309 (20 cave post) 10308 (20 cave post) 10307 (20 cave post) } Is it time for cave #2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Polygon 17.979, 147.040 65.973, 147.002 65.977, 87.022 22.983, 95.090 Closed Polygon Flag Activates on Success Choice #2 KAPOW or release } Choice #2 KAPOW or release [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Set up cave #2 wights Set up cave #2 dwarf Random Selection Flag Inhibitions drop crystal #2 } ====cave #2 wights==== { (subj, monster_identifier) 10317 (wight) 10311 (wight) 10312 (wight) 10313 (wight) 10316 (wight) 10315 (wight) 10318 (wight) 10314 (wight) } Set up cave #2 wights [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #2 wights visible Cave #2 Wights don't autotarget or get autotargeted Are cave #2 posts dead (wights)? Anyone in cave #2? } Make cave #2 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 wights==== Visible Flag } Cave #2 Wights don't autotarget or get autotargeted [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====cave #2 wights==== Does Not Autotarget Flag true } Are cave #2 posts dead (wights)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #2 posts==== Unit Count Less Than 4 Activates on Success Cave #2 wights attack Autotarget cave #2 wights } Cave #2 wights attack [Attack] deactivates_never 2.00, 4.00 { Link ====cave #2 wights==== Attack All Enemies Flag } Anyone in cave #2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Activates on Success Autotarget cave #2 wights cave #2 Wight's go KAPOW! Polygon 17.450, 115.069 14.258, 115.006 13.981, 117.799 17.129, 118.079 Closed Polygon Flag Unit Count Greater Than 0 } Autotarget cave #2 wights [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 wights==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #2 Wight's go KAPOW! [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 wights==== Command Type 3 } ====cave #2 dwarf==== { (subj, monster_identifier) 10306 (dwarf) } Set up cave #2 dwarf [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #2 dwarf visible Are cave #2 posts dead (dwarf)? } Make cave #2 dwarf visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 dwarf==== Visible Flag Ignores User Control Flag true Ammunition 0 Does Not Autotarget Flag true Cannot Be Autotargeted Flag true } Are cave #2 posts dead (dwarf)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #2 posts==== Unit Count Less Than 4 Activates on Success Release the cave #2 dwarf } Release the cave #2 dwarf [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate cave #2 dwarf release added to Freed list Autotarget cave #2 dwarf cave #2 dwarf in your control cave #2 dwarf step out of cave } cave #2 dwarf release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====cave #2 dwarf==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget cave #2 dwarf [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 dwarf==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #2 dwarf in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #2 dwarf==== Ignores User Control Flag false } cave #2 dwarf step out of cave [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 19.647, 116.053 Link ====cave #2 dwarf==== } ------------------------------------------------------------------- ====cave #3 posts==== { (subj, monster_identifier) 10292 (20 cave post) 10294 (20 cave post) 10295 (20 cave post) 10293 (20 cave post) } Is it time for cave #3? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Polygon 90.965, 151.000 16.040, 150.961 12.024, 171.018 95.997, 177.958 Closed Polygon Flag Activates on Success Choice #3 KAPOW or release } Choice #3 KAPOW or release [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Set up cave #3 wights Set up cave #3 archers Random Selection Flag Inhibitions drop crystal #3 } ====cave #3 wights==== { (subj, monster_identifier) 10300 (wight) 10298 (wight) 10296 (wight) 10299 (wight) 10297 (wight) 10301 (wight) } Set up cave #3 wights [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #3 wights visible cave #3 Wights don't autotarget or get autotargeted Are cave #3 posts dead (wights)? Anyone in cave #3? } Make cave #3 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 wights==== Visible Flag } cave #3 Wights don't autotarget or get autotargeted [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====cave #3 wights==== Does Not Autotarget Flag true } Are cave #3 posts dead (wights)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #3 posts==== Unit Count Less Than 4 Activates on Success Cave #3 wights attack Autotarget cave #3 wights } Cave #3 wights attack [Attack] deactivates_never 2.00, 4.00 { Link ====cave #3 wights==== Attack All Enemies Flag } Anyone in cave #3? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Activates on Success Autotarget cave #3 wights cave #3 Wight's go KAPOW! Polygon 54.233, 179.252 54.002, 181.454 56.877, 181.344 57.143, 178.932 Closed Polygon Flag Unit Count Greater Than 0 } Autotarget cave #3 wights [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 wights==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #3 Wight's go KAPOW! [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 wights==== Command Type 3 } ====cave #3 archers==== { (subj, monster_identifier) 10303 (bowman) 10302 (bowman) 10305 (bowman) } Set up cave #3 archers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #3 archers visible Are cave #3 posts dead (archers)? } Make cave #3 archers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 archers==== Visible Flag Ignores User Control Flag true Does Not Autotarget Flag true Cannot Be Autotargeted Flag true Ammunition 0 Activates on Success cave archers don't autotarget or get autotargeted } Are cave #3 posts dead (archers)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #3 posts==== Unit Count Less Than 4 Activates on Success Release the cave #3 archers } Release the cave #3 archers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate cave #3 archer release added to Freed list Autotarget cave #3 archers cave #3 archers in your control cave #3 archers step out of cave } cave #3 archer release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====cave #3 archers==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget cave #3 archers [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 archers==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #3 archers in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #3 archers==== Ignores User Control Flag false } cave #3 archers step out of cave [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 55.678, 176.583 Link ====cave #3 archers==== } ------------------------------------------------------------------- ====cave #4 posts==== { (subj, monster_identifier) 10288 (20 cave post) 10289 (20 cave post) 10290 (20 cave post) 10291 (20 cave post) } Is it time for cave #4? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Polygon 133.959, 151.014 83.001, 151.000 79.983, 179.989 135.157, 177.176 Closed Polygon Flag Activates on Success Choice #4 KAPOW or release } Choice #4 KAPOW or release [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Set up cave #4 wights Set up cave #4 berserks Random Selection Flag Inhibitions drop crystal #4 } ====cave #4 wights==== { (subj, monster_identifier) 10285 (wight) 10284 (wight) 10282 (wight) 10283 (wight) } Set up cave #4 wights [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #4 wights visible cave #4 Wights don't autotarget or get autotargeted Are cave #4 posts dead (wights)? Anyone in cave #4? } Make cave #4 wights visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 wights==== Visible Flag } cave #4 Wights don't autotarget or get autotargeted [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====cave #4 wights==== Does Not Autotarget Flag true } Are cave #4 posts dead (wights)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #4 posts==== Unit Count Less Than 4 Activates on Success Cave #4 wights attack Autotarget cave #4 wights } Cave #4 wights attack [Attack] deactivates_never 2.00, 4.00 { Link ====cave #4 wights==== Attack All Enemies Flag } Anyone in cave #4? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Activates on Success Autotarget cave #4 wights cave #4 Wight's go KAPOW! Polygon 125.235, 178.434 125.139, 180.315 127.887, 180.512 127.944, 178.239 Closed Polygon Flag Unit Count Greater Than 0 } Autotarget cave #4 wights [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 wights==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #4 Wight's go KAPOW! [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 wights==== Command Type 3 } ====cave #4 berserks==== { (subj, monster_identifier) 10286 (berserk) 10287 (berserk) } Set up cave #4 berserks [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Make cave #4 berserks visible Are cave #4 posts dead (berserks)? } Make cave #4 berserks visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 berserks==== Visible Flag Ignores User Control Flag true Does Not Autotarget Flag true Cannot Be Autotargeted Flag true } Are cave #4 posts dead (berserks)? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====cave #4 posts==== Unit Count Less Than 4 Activates on Success Release the cave #4 berserks } Release the cave #4 berserks [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate cave #4 berserks release added to Freed list Autotarget cave #4 berserks cave #4 berserks in your control cave #4 berserks step out of cave } cave #4 berserks release added to Freed list [Munger] deactivates_on_trigger 0.00, 0.00 { Insert Parameters Freed Prisoners (subj list) Link ====cave #4 berserks==== Activate Actions Copy Freed subj to Freed enem Copy Freed subj to Freed obje } Autotarget cave #4 berserks [Unit Control] no_initial_delay deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 berserks==== Cannot Be Autotargeted Flag false Does Not Autotarget Flag false } cave #4 berserks in your control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ====cave #4 berserks==== Ignores User Control Flag false } cave #4 berserks step out of cave [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 126.401, 176.459 Link ====cave #4 berserks==== } ------------------------------------------------------------------- cave archers don't autotarget or get autotargeted [Unit Control] deactivates_on_trigger 0.00, 0.00 { Cannot Be Autotargeted Flag true Link ====cave #3 archers==== ====cave #1 archers==== Does Not Autotarget Flag true Activates on Success archers STOP! } archers STOP! [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link ====cave #3 archers==== ====cave #1 archers==== } ========== { } Start crystal check [Action List] deactivates_on_trigger 1.00, 1.00 { Actions to Activate Check Magic crystal #1 } Crystal holder { } Check Magic crystal #1 [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Object Type 20mc Polygon Points 86.950, 115.969 87.959, 116.987 89.151, 115.961 88.008, 115.026 Polygon Closed Flag Activates on Success Lower the Hand Regain control of crystal holder Activates on Failure Start crystal check Results Action Identifier Crystal holder Tested items Inside Field Name obje } ========== { } ++++ Mesa threat (subj) ++++ { } ++++ Mesa threat (obje) ++++ { } Freed prisoners on mesa put into Mesa threat [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link Freed Prisoners (subj list) Polygon Points 64.001, 71.001 117.153, 71.049 117.032, 15.034 70.981, 15.045 49.001, 37.001 Polygon Closed Flag Results Action Identifier ++++ Mesa threat (subj) ++++ Tested items Inside Field Name subj Activates on Success Mesa threat subj to obje } Mesa threat subj to obje [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Link ++++ Mesa threat (subj) ++++ Results Action Identifier ++++ Mesa threat (obje) ++++ Tested items Inside Field Name obje Entire Map } ------------------------------------------------------------------- DARK FORCES STOP fighting [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link DARK FORCES } Ghols pick up pus packets [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Give Monster Artifact or Projectile 10125 (wight pus packet) 10124 (wight pus packet) 10123 (wight pus packet) 10129 (wight pus packet) 10128 (wight pus packet) 10126 (wight pus packet) 10130 (wight pus packet) 10131 (wight pus packet) 10127 (wight pus packet) Monsters 10069 (ghol) 10064 (ghol) 10065 (ghol) 10067 (ghol) 10068 (ghol) 10066 (ghol) 10056 (ghol) 10057 (ghol) 10055 (ghol) } ++++All of Soulblighter's rats++++ { Link ====#1 Soulblighter's rat==== ====#2 Soulblighter's rat==== ====#3 Soulblighter's rat==== ====#4 Soulblighter's rat==== ====#5 Soulblighter's rat==== ====#6 Soulblighter's rat==== ====#7 Soulblighter's rat==== } ====#1 Soulblighter's rat==== { (subj, monster_identifier) 10374 (ghol) } Is #1 rat getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====#1 Soulblighter's rat==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #1 Soulblighter's rat heads for Soulblighter } #1 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 155.760, 87.092 147.280, 105.098 133.547, 106.702 114.534, 97.001 Link ====#1 Soulblighter's rat==== Activates on Success #1 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings } #1 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 91.077, 101.366 68.309, 118.497 52.934, 87.467 48.475, 85.163 Link ====#1 Soulblighter's rat==== Final Facing 191.25 Activates on Success #1 Soulblighter's rat reports } #1 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#1 Soulblighter's rat==== Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#2 Soulblighter's rat==== { (subj, monster_identifier) 10373 (ghol) } Is #2 rat getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====#2 Soulblighter's rat==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #2 Soulblighter's rat heads for Soulblighter } #2 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 140.795, 106.475 122.776, 77.420 102.286, 77.063 73.573, 118.001 Link ====#2 Soulblighter's rat==== Activates on Success #2 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings } #2 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 61.327, 113.231 58.127, 96.338 52.045, 86.163 48.665, 84.536 Link ====#2 Soulblighter's rat==== Final Facing 191.25 Activates on Success #2 Soulblighter's rat reports } #2 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#2 Soulblighter's rat==== Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#3 Soulblighter's rat==== { (subj, monster_identifier) 10372 (ghol) } #3 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 135.698, 139.803 127.690, 144.333 97.065, 109.401 76.971, 117.981 Link ====#3 Soulblighter's rat==== Activates on Success #3 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings } #3 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 59.336, 118.510 51.561, 108.268 54.594, 97.114 48.950, 85.834 Link ====#3 Soulblighter's rat==== Final Facing 191.25 Activates on Success #3 Soulblighter's rat reports } #3 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link #3 Soulblighter's rat reports Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#4 Soulblighter's rat==== { (subj, monster_identifier) 10371 (ghol) } #4 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 130.879, 156.161 99.190, 172.008 75.963, 175.846 60.885, 156.137 Link ====#4 Soulblighter's rat==== Activates on Success #4 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings Prerequisites HEROIC? LEGENDARY? } #4 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 50.594, 147.524 46.831, 124.387 56.877, 106.639 48.881, 84.061 Link ====#4 Soulblighter's rat==== Final Facing 191.25 Activates on Success #4 Soulblighter's rat reports } #4 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link ====#4 Soulblighter's rat==== Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#5 Soulblighter's rat==== { (subj, monster_identifier) 10370 (ghol) } #5 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 43.864, 168.602 37.403, 155.375 39.545, 140.948 52.256, 133.866 Link ====#5 Soulblighter's rat==== Activates on Success #5 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings Prerequisites LEGENDARY? HEROIC? } #5 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 55.122, 122.071 48.473, 113.014 59.233, 102.131 49.151, 87.034 Link ====#5 Soulblighter's rat==== Final Facing 191.25 Activates on Success #5 Soulblighter's rat reports } #5 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link #5 Soulblighter's rat reports Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#6 Soulblighter's rat==== { (subj, monster_identifier) 10369 (ghol) } Is #6 rat getting hurt? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link ====#6 Soulblighter's rat==== Unit Count Greater Than 0 Vitality Less Than 1.00001 Activates on Success #6 Soulblighter's rat heads for Soulblighter } Are Freed Prisoners near #6 rat? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link ====#6 Soulblighter's rat==== Freed Prisoners (enemy list) Unit Count Greater Than 0 Enemy Closer Than Radius 6.000 Activates on Success #6 Soulblighter's rat heads for Soulblighter } #6 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 20.684, 114.844 25.907, 109.655 32.235, 113.944 43.918, 111.508 Link ====#6 Soulblighter's rat==== Activates on Success #6 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings Prerequisites LEGENDARY? HEROIC? } #6 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 54.147, 108.715 58.510, 105.135 58.502, 96.682 49.641, 85.379 Link ====#6 Soulblighter's rat==== Final Facing 191.25 Activates on Success #6 Soulblighter's rat reports } #6 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link #6 Soulblighter's rat reports Command Type 5 Activates on Success Soulblighter gets ready to fight. } ====#7 Soulblighter's rat==== { (subj, monster_identifier) 10368 (ghol) } #7 Soulblighter's rat heads for Soulblighter [Movement] activates_only_once deactivates_on_trigger 0.00, 0.00 { Waypoints 28.465, 109.293 37.002, 106.743 42.575, 107.165 45.043, 102.059 Link ====#7 Soulblighter's rat==== Activates on Success #7 Soulblighter's rat sprints for Soulblighter Activates On Execution Choose 1 random rat warning Choose 2 rat warnings Prerequisites LEGENDARY? } #7 Soulblighter's rat sprints for Soulblighter [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 40.717, 99.196 43.846, 92.014 48.030, 87.643 48.868, 86.463 Link ====#7 Soulblighter's rat==== Final Facing 191.25 Activates on Success #7 Soulblighter's rat reports } #7 Soulblighter's rat reports [General Action] deactivates_on_trigger 0.00, 0.00 { Link #7 Soulblighter's rat reports Command Type 5 Activates on Success Soulblighter gets ready to fight. } ------------------------------------------------------------------- Soulblighter (with weapon) heals [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (with weapon) Health Fraction 1.00001 } Soulblighter (mesa) heals [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Soulblighter (Mesa) Health Fraction 1.00001 } Is Soulblighter (with weapon) hurt? [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link Soulblighter (with weapon) Activates on Success Soulblighter (with weapon) heals } Is Soulblighter (Mesa) hurt? [Test Unit] initially_active deactivates_never 0.00, 0.00 { Link Soulblighter (Mesa) Activates on Success Soulblighter (mesa) heals } Make the Deceiver invulnerable [Unit Control] initially_active deactivates_never 2.00, 2.00 { Link ====The Deceiver==== Cannot Be Autotargeted Flag true Health Fraction 1.00001 } ------------------------------------------------------------------- ***********END GAME************** { } Are all of the Light Forces dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link Freed Prisoners (subj list) Activates on Success Freed prisoners all dead, endgame. } Freed prisoners all dead, endgame. [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag true } ------------------------------------------------------------------- (Dwarf) "Maybe we should rescue The Deceiver after all?" [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag 20 (dwarf) Maybe we should resc Monster 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) 10306 (dwarf) Override Flag } <<<>>> { } Is a Freed Prisoner at exit 21? [Geometry Filter] initially_active deactivates_on_successful_execution 1.00, 1.00 { Link Freed Prisoners (subj list) Polygon Points 38.860, 24.321 44.530, 0.651 12.542, 1.208 28.475, 31.465 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success Has the Deceiver been released (21)? } Has the Deceiver been released (21)? [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away control from player (21) Are all Freed Prisoners at exit 21? Prerequisites Lower the Hand Actions to Deactivate Are all of the Light Forces dead? Activates on Missing Prerequisites (Dwarf) "Maybe we should rescue The Deceiver after all?" Is a Freed Prisoner at exit 21? Inhibitions Soulblighter's off to kick some butt } Take away control from player (21) [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<>>> Ignores User Control Flag true Activates on Success Calmly move to the nearest exit 21 Deactivates On Success Is a Freed Prisoner at exit 22? Received User Control Flag false } Calmly move to the nearest exit 21 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 28.987, 0.184 Link <<<>>> Activates On Activation Is a Freed Prisoner at exit 21? } Are all Freed Prisoners at exit 21? [Test Unit] flag 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Polygon 38.860, 24.321 44.860, 0.190 12.329, 0.116 28.475, 31.465 Reversed Polygon Flag Closed Polygon Flag Activates on Failure Exit 21 reached. } Exit 21 reached. [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag true No Celebration true Failure Flag true Prerequisites Are the Deceiver and Soulblighter ready? } ------------------------------------------------------------------- Is a Freed Prisoner at exit 22? [Geometry Filter] initially_active deactivates_on_successful_execution 1.00, 1.00 { Link Freed Prisoners (subj list) Polygon Points 24.333, 165.989 15.532, 149.793 3.813, 153.561 6.395, 170.059 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name subj Activates on Success Has the Deceiver been released (22)? } Has the Deceiver been released (22)? [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Take away control from player (22) Are all Freed Prisoners at exit 22? Prerequisites Lower the Hand Actions to Deactivate Are all of the Light Forces dead? Activates on Missing Prerequisites (Dwarf) "Maybe we should rescue The Deceiver after all?" Is a Freed Prisoner at exit 22? Inhibitions Soulblighter's off to kick some butt } Take away control from player (22) [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<>>> Ignores User Control Flag true Activates on Success Calmly move to the nearest exit 22 Is the Heron Guard at exit 22? Deactivates On Success Is a Freed Prisoner at exit 21? Received User Control Flag false } Calmly move to the nearest exit 22 [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 0.108, 162.018 Link <<<>>> Activates On Activation Is a Freed Prisoner at exit 22? } Is the Heron Guard at exit 22? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Greater Than 0 Link ====Heron guard==== Polygon 24.846, 164.532 14.887, 150.502 0.161, 152.895 0.131, 171.360 Closed Polygon Flag Activates on Success (Heron guard) "There must be another way." } Are all Freed Prisoners at exit 22? [Test Unit] flag 0.00, 0.00 { Unit Count Greater Than 0 Link Freed Prisoners (subj list) Polygon 24.846, 164.532 14.887, 150.502 0.161, 152.895 0.131, 171.360 Reversed Polygon Flag Closed Polygon Flag Activates on Failure Exit 22 reached. } Exit 22 reached. [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag true No Celebration true Prerequisites Are the Deceiver and Soulblighter ready? } ------------------------------------------------------------------- ==== Mauls on Mesa (obje) ==== { (obje, monster_identifier) 10107 (maul) 10021 (maul) 10106 (maul) } ==== Phelot ==== { (subj, monster_identifier) 10364 (23 Shade (Phelot)) } ==== dead maul ==== { (subj, monster_identifier) 10365 (maul) } Phelot is not autotargetable [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ==== Phelot ==== Cannot Be Autotargeted Flag true Does Not Autotarget Flag true } kill maul [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ==== dead maul ==== Visible Flag true } Move Phelot [Movement] initially_active deactivates_on_trigger 5.00, 5.00 { Waypoints 108.936, 27.764 106.928, 17.436 103.934, 7.372 103.614, 2.389 Link ==== Phelot ==== Activates on Success Phelot disappears } (Bowman) "That was Phelo, right? What's going on here?" [Sound Action] activates_only_once, initially_active deactivates_on_trigger 7.00, 7.00 { Sound Tag 20 (bowmen) That was Phelot, ri Monster 10145 (bowman) Override Flag } Phelot disappears [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ==== Phelot ==== Invisible Flag true } ------------------------------------------------------------------- ++++ crystal maker (dwarf) ++++ { (subj, monster_identifier) 10375 (20 magic crystal (dwarf)) } ++++ crystal maker (berserk) ++++ { (subj, monster_identifier) 10376 (20 magic crystal (berserk)) } ++++ crystal maker (archer) ++++ { (subj, monster_identifier) 10377 (20 magic crystal (archer)) } ++++ crystal maker (heron guard) ++++ { (subj, monster_identifier) 10378 (20 magic crystal (Heron Guard)) } ==== All archers ==== { (subj, monster_identifier) 10147 (bowman) 10148 (bowman) 10144 (bowman) 10146 (bowman) 10145 (bowman) 10303 (bowman) 10302 (bowman) 10305 (bowman) 10266 (bowman) 10265 (bowman) 10264 (bowman) } ==== All berserks ==== { (subj, monster_identifier) 10091 (berserk) 10212 (berserk) 10211 (berserk) 10092 (berserk) 10210 (berserk) 10087 (berserk) 10085 (berserk) 10086 (berserk) 10214 (berserk) 10363 (berserk) 10206 (berserk) 10208 (berserk) 10207 (berserk) 10209 (berserk) 10286 (berserk) 10287 (berserk) } ==== All Dwarves ==== { (subj, monster_identifier) 10100 (dwarf) 10102 (dwarf) 10101 (dwarf) 10306 (dwarf) } ==== All Heron Guard ==== { (subj, monster_identifier) 10050 (heron guard) } <<<< I have the universal crystal >>>> { } <<<< needed crystal >>>> { } ------------------------------------------------------------------- Do any of the Archers have a universal crystal? [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Link ==== All archers ==== Entire Map Holding Object 20mc Activates on Success Remove universal crystal from archer Results Action Identifier <<<< I have the universal crystal >>>> Tested items Inside Field Name subj } Remove universal crystal from archer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> Remove Artifact Flag true Activates on Success Make an archer crystal } Make an archer crystal [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ++++ crystal maker (archer) ++++ Visible Flag true Activates on Success Locate archer crystal } Locate archer crystal [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Activates on Success Give archer crystal to archer Results Action Identifier <<<< needed crystal >>>> Tested items Inside Field Name proj Object Type 20me } Give archer crystal to archer [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> <<<< needed crystal >>>> } ------------------------------------------------------------------- Do any of the Dwarves have a universal crystal? [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Link ==== All Dwarves ==== Entire Map Holding Object 20mc Activates on Success Remove universal crystal from dwarf Results Action Identifier <<<< I have the universal crystal >>>> Tested items Inside Field Name subj } Remove universal crystal from dwarf [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> Remove Artifact Flag true Activates on Success Make an dwarf crystal } Make an dwarf crystal [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ++++ crystal maker (dwarf) ++++ Visible Flag true Activates on Success Locate dwarf crystal } Locate dwarf crystal [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Activates on Success Give dwarf crystal to dwarf Results Action Identifier <<<< needed crystal >>>> Tested items Inside Field Name proj Object Type 20mf } Give dwarf crystal to dwarf [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> <<<< needed crystal >>>> } ------------------------------------------------------------------- Do any of the Berserks have a universal crystal? [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Link ==== All berserks ==== Entire Map Holding Object 20mc Activates on Success Remove universal crystal from berserk Results Action Identifier <<<< I have the universal crystal >>>> Tested items Inside Field Name subj } Remove universal crystal from berserk [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> Remove Artifact Flag true Activates on Success Make an berserk crystal } Make an berserk crystal [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ++++ crystal maker (berserk) ++++ Visible Flag true Activates on Success Locate berserk crystal } Locate berserk crystal [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Activates on Success Give berserk crystal to berserk Results Action Identifier <<<< needed crystal >>>> Tested items Inside Field Name proj Object Type 20mg } Give berserk crystal to berserk [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> <<<< needed crystal >>>> } ------------------------------------------------------------------- Does the Heron Guard have a universal crystal? [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Link ==== All Heron Guard ==== Entire Map Holding Object 20mc Activates on Success Remove universal crystal from heron guard Results Action Identifier <<<< I have the universal crystal >>>> Tested items Inside Field Name subj } Remove universal crystal from heron guard [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> Remove Artifact Flag true Activates on Success Make an heron guard crystal } Make an heron guard crystal [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link ++++ crystal maker (heron guard) ++++ Visible Flag true Activates on Success Locate Heron Guard crystal } Locate Heron Guard crystal [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Activates on Success Give Heron Guard crystal to Heron Guard Results Action Identifier <<<< needed crystal >>>> Tested items Inside Field Name proj Object Type 20mh } Give Heron Guard crystal to Heron Guard [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I have the universal crystal >>>> <<<< needed crystal >>>> } ------------------------------------------------------------------- Lose control of crystal holder [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I've got the crystal >>>> Received User Control Flag false Ignores User Control Flag true Does Not Autotarget Flag true Activates on Success Start crystal check Crystal holder moves to spot Is Dwarf with crystal near Deceiver? } Crystal holder moves to spot [Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 88.475, 115.721 Link <<<< I've got the crystal >>>> Activates on Success Crystal holder places crystal } Crystal holder places crystal [General Action] deactivates_on_trigger 0.00, 0.00 { Link <<<< I've got the crystal >>>> Command Type 3 } Regain control of crystal holder [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link <<<< I've got the crystal >>>> Received User Control Flag false Ignores User Control Flag false Does Not Autotarget Flag false } ------------------------------------------------------------------- Really, I mean make the Deceiver STOP!!! [General Action] deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link ====The Deceiver==== }