Start Intro/End Music [Sound Action] initially_active deactivates_on_trigger 2.00, 2.00 { Sound Tag 01 (Villager) The town is under } Lock Camera [Observer Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Camera Mode 0 } Move Camera [Observer Movement] deactivates_on_trigger 6.00, 6.00 { Camera Mode 1 Destination 102.963, 238.721 Final Facing 78.96 Linear Interpolant Separation 1.000 Activates On Activation Delete Square Observer Don't Return User Control Flag } f_l_a_g_<>_actions___________BEGIN { (_o3_, string_list) } WORLD_DISTANCE # for flag RADIUS { (clos, world_distance) 6.000 } <>f_l_a_g______________________1 { } FLag1_Neutral { (subj, monster_identifier) 11104 (#Nuetral flag-scen-mon) } FLag1_Dark { (subj, monster_identifier) 11099 (#Dark flag-scen-mon) } FLag1_Light { (subj, monster_identifier) 11098 (#Light flag -scen-mon) } FLag1 team_1 enemy finder { (subj, monster_identifier) 11111 (#Observer Dark-scen-mon) } FLag1 team_0 enemy finder { (subj, monster_identifier) 11110 (#Observer-scen-mon) } MAKE_FLag1 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag1_Dark FLag1_Light FLag1_Neutral } MAKE_FLag1 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag1_Dark Activates on Success CHECK FLag1 for_team_0 enemy } MAKE_FLag1 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag1_Light Activates on Success CHECK FLag1 for_team_0 enemy } MAKE_FLag1 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag1_Neutral Visible Flag Activates on Success CHECK FLag1 for_team_0 enemy } CHECK FLag1 for_team_0 enemy [Test Unit] initially_active, only_initial_delay deactivates_on_execution 1.00, 1.00 { Activates on Success CHECK FLag1 for_team_1 as well Link FLag1 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag1 for_team_1 enemy } CHECK FLag1 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag1 all invis MAKE_FLag1 into TEAM_1 _Dark Link FLag1 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag1 for_team_0 enemy } CHECK FLag1 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag1 all invis MAKE_FLag1 all visible_Neutral Link FLag1 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag1 all invis MAKE_FLag1 into TEAM_0 _Light } FLag1 Light _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag1_Light Unit Count Greater Than 0 Activates on Success flag_captured team_0 flag_lost team_1 FLag1 DaRK _on deck FLag1 NEU _on deck } FLag1 DaRK _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag1_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag1 Light _on deck FLag1 NEU _on deck } FLag1 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag1_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag1 Light _on deck FLag1 DaRK _on deck } <>f_l_a_g______________________2 { } FLag2_Neutral { (subj, monster_identifier) 11107 (#Nuetral flag-scen-mon) } FLag2_Dark { (subj, monster_identifier) 11102 (#Dark flag-scen-mon) } FLag2_Light { (subj, monster_identifier) 11103 (#Light flag -scen-mon) } FLag2 team_0 enemy finder { (subj, monster_identifier) 11106 (#Observer-scen-mon) } FLag2 team_1 enemy finder { (subj, monster_identifier) 11105 (#Observer Dark-scen-mon) } MAKE_FLag2 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag2_Dark FLag2_Light FLag2_Neutral } MAKE_FLag2 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag2_Dark Activates on Success CHECK FLag2 for_team_0 enemy } MAKE_FLag2 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag2_Light Activates on Success CHECK FLag2 for_team_0 enemy } MAKE_FLag2 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag2_Neutral Visible Flag Activates on Success CHECK FLag2 for_team_0 enemy } CHECK FLag2 for_team_0 enemy [Test Unit] initially_active, only_initial_delay deactivates_on_execution 1.00, 1.00 { Activates on Success CHECK FLag2 for_team_1 as well Link FLag2 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag2 for_team_1 enemy } CHECK FLag2 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag2 all invis MAKE_FLag2 into TEAM_1 _Dark Link FLag2 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag2 for_team_0 enemy } CHECK FLag2 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag2 all invis MAKE_FLag2 all visible_Neutral Link FLag2 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag2 all invis MAKE_FLag2 into TEAM_0 _Light } FLag2 Light _on deck [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link FLag2_Light Unit Count Greater Than 0 Activates on Success flag_captured team_0 flag_lost team_1 FLag2 DaRK _on deck FLag2 NEU _on deck } FLag2 DaRK _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag2_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag2 Light _on deck FLag2 NEU _on deck } FLag2 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag2_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag2 Light _on deck FLag2 DaRK _on deck } <>f_l_a_g______________________3 { } FLag3_Neutral { (subj, monster_identifier) 11114 (#Nuetral flag-scen-mon) } FLag3_Dark { (subj, monster_identifier) 11096 (#Dark flag-scen-mon) } FLag3_Light { (subj, monster_identifier) 11097 (#Light flag -scen-mon) } FLag3 team_1 enemy finder { (subj, monster_identifier) 11108 (#Observer Dark-scen-mon) } FLag3 team_0 enemy finder { (subj, monster_identifier) 11109 (#Observer-scen-mon) } MAKE_FLag3 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag3_Dark FLag3_Light FLag3_Neutral } MAKE_FLag3 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag3_Dark Activates on Success CHECK FLag3 for_team_0 enemy } MAKE_FLag3 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag3_Light Activates on Success CHECK FLag3 for_team_0 enemy } MAKE_FLag3 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag3_Neutral Visible Flag Activates on Success CHECK FLag3 for_team_0 enemy } CHECK FLag3 for_team_0 enemy [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Activates on Success CHECK FLag3 for_team_1 as well Link FLag3 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag3 for_team_1 enemy } CHECK FLag3 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag3 all invis MAKE_FLag3 into TEAM_1 _Dark Link FLag3 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag3 for_team_0 enemy } CHECK FLag3 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag3 all invis MAKE_FLag3 all visible_Neutral Link FLag3 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag3 all invis MAKE_FLag3 into TEAM_0 _Light } FLag3 Light _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag3_Light Unit Count Greater Than 0 Activates on Success flag_captured team_0 flag_lost team_1 FLag3 DaRK _on deck FLag3 NEU _on deck } FLag3 DaRK _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag3_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag3 Light _on deck FLag3 NEU _on deck } FLag3 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag3_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag3 Light _on deck FLag3 DaRK _on deck } <>f_l_a_g______________________4 { } FLag4_Neutral { (subj, monster_identifier) 11115 (#Nuetral flag-scen-mon) } FLag4_Dark { (subj, monster_identifier) 11101 (#Dark flag-scen-mon) } FLag4_Light { (subj, monster_identifier) 11100 (#Light flag -scen-mon) } FLag4 team_0 enemy finder { (subj, monster_identifier) 11113 (#Observer-scen-mon) } FLag4 team_1 enemy finder { (subj, monster_identifier) 11112 (#Observer Dark-scen-mon) } MAKE_FLag4 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag4_Dark FLag4_Light FLag4_Neutral } MAKE_FLag4 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag4_Dark Activates on Success CHECK FLag4 for_team_0 enemy } MAKE_FLag4 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag4_Light Activates on Success CHECK FLag4 for_team_0 enemy } MAKE_FLag4 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag4_Neutral Visible Flag Activates on Success CHECK FLag4 for_team_0 enemy } CHECK FLag4 for_team_0 enemy [Test Unit] initially_active deactivates_on_execution 0.00, 0.00 { Activates on Success CHECK FLag4 for_team_1 as well Link FLag4 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag4 for_team_1 enemy } CHECK FLag4 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag4 all invis MAKE_FLag4 into TEAM_1 _Dark Link FLag4 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag4 for_team_0 enemy } CHECK FLag4 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag4 all invis MAKE_FLag4 all visible_Neutral Link FLag4 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag4 all invis MAKE_FLag4 into TEAM_0 _Light } FLag4 Light _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag4_Light Unit Count Greater Than 0 Activates on Success flag_captured team_0 flag_lost team_1 FLag4 DaRK _on deck FLag4 NEU _on deck } FLag4 DaRK _on deck [Test Unit] initially_active, only_initial_delay deactivates_on_successful_execution 1.00, 1.00 { Link FLag4_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag4 Light _on deck FLag4 NEU _on deck } FLag4 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag4_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag4 Light _on deck FLag4 DaRK _on deck } <>f_l_a_g______________________5 { } FLag5_Neutral { (subj, monster_identifier) 11120 (#Nuetral flag-scen-mon) } FLag5_Dark { (subj, monster_identifier) 11119 (#Dark flag-scen-mon) } FLag5_Light { (subj, monster_identifier) 11116 (#Light flag -scen-mon) } FLag5 team_1 enemy finder { (subj, monster_identifier) 11117 (#Observer Dark-scen-mon) } FLag5 team_0 enemy finder { (subj, monster_identifier) 11118 (#Observer-scen-mon) } MAKE_FLag5 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag5_Dark FLag5_Light FLag5_Neutral } MAKE_FLag5 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag5_Dark Activates on Success CHECK FLag5 for_team_0 enemy } MAKE_FLag5 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag5_Light Activates on Success CHECK FLag5 for_team_0 enemy } MAKE_FLag5 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag5_Neutral Visible Flag Activates on Success CHECK FLag5 for_team_0 enemy } CHECK FLag5 for_team_0 enemy [Test Unit] initially_active, only_initial_delay deactivates_on_execution 1.00, 1.00 { Activates on Success CHECK FLag5 for_team_1 as well Link FLag5 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag5 for_team_1 enemy } CHECK FLag5 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag5 all invis MAKE_FLag5 into TEAM_1 _Dark Link FLag5 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag5 for_team_0 enemy } CHECK FLag5 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag5 all invis MAKE_FLag5 all visible_Neutral Link FLag5 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag5 all invis MAKE_FLag5 into TEAM_0 _Light } FLag5 Light _on deck [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link FLag5_Light Unit Count Greater Than 0 Activates on Success flag_captured team_0 flag_lost team_1 FLag5 DaRK _on deck FLag5 NEU _on deck } FLag5 DaRK _on deck [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link FLag5_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag5 Light _on deck FLag5 NEU _on deck } FLag5 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag5_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag5 Light _on deck FLag5 DaRK _on deck } f_l_a_g_r_u_l_e_s________BEGIN { } TEAM_1 owns 5 flags [Netgame Type] initially_active deactivates_never 0.00, 0.00 { Winning Team Index 1 Winning Team Minimum Score 5 Activates on Success Dark(team_1)_wins } TEAM_0 owns 5 flags [Netgame Type] initially_active deactivates_never 0.00, 0.00 { Winning Team Index 0 Winning Team Minimum Score 5 Activates on Success Light(team_0)_wins } Dark(team_1)_wins [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { } Light(team_0)_wins [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag } SouND<>_actions_________________ { } flag_captured team_0 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag internal flag captured Only Team Flag Monster 11110 (#Observer-scen-mon) } flag_captured team_1 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag internal flag captured Only Team Flag Monster 11111 (#Observer Dark-scen-mon) } flag_lost team_0 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag internal flag lost Only Team Flag Monster 11110 (#Observer-scen-mon) } flag_lost team_1 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag internal flag lost Only Team Flag Monster 11111 (#Observer Dark-scen-mon) } flag_contested [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag internal flag contested } CHECK FLag1 for_nobody [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success CHECK FLag1 for_team_1 as well Link FLag1 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag1 for_team_1 enemy } FIND ALL TEAM_zero [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Tests for Monsters on a Given Team Index 0 Results Action Identifier ALL TEAM_zero Tested items Inside Field Name subj Activates on Success FIND ALL TEAM_zero minus observer Monsters (subj) 11110 (#Observer-scen-mon) } FIND ALL TEAM_zero minus observer [Geometry Filter] deactivates_never 1.00, 1.00 { Results Action Identifier Team_0 marked as subj Team_0 marked as obje Team_0 marked as enem Tested items Inside Field Name subj obje enem Subtract Monster Lists Link ALL TEAM_zero #ods container #osm container Entire Map } Team_0 marked as subj { } Team_0 marked as obje { } Team_0 marked as enem { } FIND ALL TEAM_one [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Tests for Monsters on a Given Team Index 1 Results Action Identifier ALL TEAM_one Tested items Inside Field Name subj Activates on Success FIND ALL TEAM_one minus observers Monsters (subj) 11111 (#Observer Dark-scen-mon) } FIND ALL TEAM_one minus observers [Geometry Filter] deactivates_never 1.00, 1.00 { Results Action Identifier Team_1 marked as subj Team_1 marked as obje Team_1 marked as enem Tested items Inside Field Name subj obje enem Subtract Monster Lists Link ALL TEAM_one #ods container #osm container Entire Map } Team_1 marked as subj { } Team_1 marked as obje { } Team_1 marked as enem { } FIND ALL OBSERVERS_#ods [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Results Action Identifier #ods container Tested items Inside Field Name obje Tests for Monsters of Type #osm Link ALL TEAM_zero Entire Map } FIND ALL OBSERVERS_#osm [Geometry Filter] initially_active deactivates_never 0.00, 0.00 { Results Action Identifier #osm container Tested items Inside Field Name obje Tests for Monsters of Type #ods Entire Map Link ALL TEAM_one } #ods container { } #osm container { } ALL TEAM_zero { } ALL TEAM_one { } ----Defeat Path------------- { } --surviving officers heros leaders--- { (subj, monster_identifier) 10814 (_z union inf Mofficer-mon) } Any surviving leaders? [Test Unit] deactivates_on_execution 0.00, 0.00 { Unit Count Greater Than 1 Link --surviving officers heros leaders--- Activates on Success Surviving Leaders Regroup } Surviving Leaders Regroup [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag Failure Flag true Prerequisites Any surviving leaders? No Celebration } ----Retreat Path----------- { } are retreating forces to safety? [Geometry Filter] initially_active deactivates_on_successful_execution 1.00, 1.00 { Link ALL TEAM_zero Polygon Points 17.483, 182.417 21.245, 183.620 23.604, 179.688 18.000, 178.256 Polygon Closed Flag Results Action Identifier ----Retreat Path----------- Tests for Monsters on a Given Team Index 0 Activates on Success Tested Items Inside Location Field Name } have light forces retreated [Test Unit] flag 0.00, 0.00 { Unit Count Greater Than 5 Link ALL TEAM_zero Polygon 17.438, 181.227 21.417, 182.807 22.950, 175.518 18.756, 174.389 Reversed Polygon Flag Closed Polygon Flag Activates on Failure Force has Retreated } Force has Retreated [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag true No Celebration true Failure Flag true Prerequisites have light forces retreated } Light forces { Link center Soldiers center artillery center Troops center support left archers left mortars left soldiers left support right archers right mortars right Soldiers right support } heroGENERAL#1 { (subj, monster_identifier) 10220 (_z union general-mon) } center Soldiers { (subj, monster_identifier) 10219 (_z union Vetran-mon) 10213 (_z union Vetran-mon) 10212 (_z union Vetran-mon) 10211 (_z union Vetran-mon) 10210 (_z union Vetran-mon) 10209 (_z union Vetran-mon) 10208 (_z union Vetran-mon) 10207 (_z union Vetran-mon) 10206 (_z union Vetran-mon) 10218 (_z union Vetran-mon) 10216 (_z union Vetran-mon) 10217 (_z union Vetran-mon) 10236 (_z union Vetran-mon) 10235 (_z union Vetran-mon) 10234 (_z union Vetran-mon) 10233 (_z union Vetran-mon) 10799 (_z union Vetran-mon) 10798 (_z union Vetran-mon) 10797 (_z union Vetran-mon) 10796 (_z union Vetran-mon) 10972 (_z union Vetran-mon) 10973 (_z union Vetran-mon) 10974 (_z union Vetran-mon) 10975 (_z union Vetran-mon) 10976 (_z union Vetran-mon) 10977 (_z union Vetran-mon) 10978 (_z union Vetran-mon) 10979 (_z union Vetran-mon) } center artillery { (subj, monster_identifier) 10222 (_CwR- U-Canon P-Mon) 10221 (_CwR- U-Canon P-Mon) 10223 (_CwR- U-Canon P-Mon) 10224 (_CwR- U-Canon P-Mon) 10853 (_CwR- U-Canon F-Mon) 10809 (_CwR- U-SoldierCan-Mon) 10808 (_CwR- U-SoldierCan-Mon) 10810 (_CwR- U-SoldierCan-Mon) } center Troops { (subj, monster_identifier) 10248 (_CwR- U-SoldierSkirm-Mon) 10247 (_CwR- U-SoldierSkirm-Mon) 10249 (_CwR- U-SoldierSkirm-Mon) 10240 (_CwR- U-SoldierSkirm-Mon) 10238 (_CwR- U-SoldierSkirm-Mon) 10239 (_CwR- U-SoldierSkirm-Mon) 10246 (_CwR- U-SoldierSkirm-Mon) 10237 (_CwR- U-SoldierSkirm-Mon) 10245 (_CwR- U-SoldierSkirm-Mon) 10241 (_CwR- U-SoldierSkirm-Mon) 10255 (_CwR- U-SoldierSkirm-Mon) 10254 (_CwR- U-SoldierSkirm-Mon) 10244 (_CwR- U-SoldierSkirm-Mon) 10256 (_CwR- U-SoldierSkirm-Mon) 10253 (_CwR- U-SoldierSkirm-Mon) 10243 (_CwR- U-SoldierSkirm-Mon) 10242 (_CwR- U-SoldierSkirm-Mon) 10250 (_CwR- U-SoldierSkirm-Mon) 10251 (_CwR- U-SoldierSkirm-Mon) 10252 (_CwR- U-SoldierSkirm-Mon) 10835 (_CwR- Union-SoldierFlag-Mon) 10832 (_CwR- U-Soldier1st-Mon) 10833 (_CwR- U-Soldier1st-Mon) 10834 (_CwR- U-Soldier1st-Mon) } center support { (subj, monster_identifier) 10258 (_WW-Outlaw-mon) 10257 (_WW-Outlaw-mon) 10813 (_civi-mounted calvary-mon) 10850 (_WW_Doctor-Mon) 10857 (_CwR- Build Wagon-Mon) 10844 (_z union sharpshooter-mon) 10845 (_z union sharpshooter-mon) 10846 (_z union sharpshooter-mon) 10803 (_z union medic-mon) 10814 (_z union inf Mofficer-mon) 10819 (_z union inf officer-mon) 10820 (_z union inf officer-mon) 10825 (_186-union sgt-mon) 10826 (_186-union sgt-mon) } left archers { (subj, monster_identifier) 10279 (_z union Vetran-mon) 10278 (_z union Vetran-mon) 10277 (_z union Vetran-mon) 10276 (_z union Vetran-mon) 10275 (_z union Vetran-mon) 10274 (_z union Vetran-mon) 10270 (_z union Vetran-mon) 10269 (_z union Vetran-mon) 10268 (_z union Vetran-mon) 10267 (_z union Vetran-mon) 10266 (_z union Vetran-mon) 10265 (_z union Vetran-mon) 10264 (_z union Vetran-mon) 10263 (_z union Vetran-mon) 10262 (_z union Vetran-mon) 10261 (_z union Vetran-mon) 10260 (_z union Vetran-mon) 10259 (_z union Vetran-mon) 10980 (_z union Vetran-mon) 10981 (_z union Vetran-mon) 10982 (_z union Vetran-mon) 10983 (_z union Vetran-mon) 10984 (_z union Vetran-mon) 10985 (_z union Vetran-mon) } left mortars { (subj, monster_identifier) 10272 (_CwR- U-Canon P-Mon) 10280 (_CwR- U-Canon P-Mon) 10800 (_CwR- U-Canon P-Mon) 10852 (_CwR- U-Canon F-Mon) 10812 (_CwR- U-SoldierCan-Mon) 10805 (_CwR- U-SoldierCan-Mon) 10804 (_CwR- U-SoldierCan-Mon) 10851 (_CwR- U-Canon F-Mon) 10858 (_CwR- U-Canon R-Mon) } left soldiers { (subj, monster_identifier) 10281 (_CwR- U-SoldierSkirm-Mon) 10284 (_CwR- U-SoldierSkirm-Mon) 10282 (_CwR- U-SoldierSkirm-Mon) 10291 (_CwR- U-SoldierSkirm-Mon) 10287 (_CwR- U-SoldierSkirm-Mon) 10292 (_CwR- U-SoldierSkirm-Mon) 10283 (_CwR- U-SoldierSkirm-Mon) 10285 (_CwR- U-SoldierSkirm-Mon) 10286 (_CwR- U-SoldierSkirm-Mon) 10290 (_CwR- U-SoldierSkirm-Mon) 10839 (_CwR- U-Soldier1st-Mon) 10838 (_CwR- U-Soldier1st-Mon) 10837 (_CwR- U-Soldier1st-Mon) 10836 (_CwR- Union-SoldierFlag-Mon) } left support { (subj, monster_identifier) 10293 (_WW-Outlaw-mon) 10801 (_z union medic-mon) 10815 (_z union inf Mofficer-mon) 10821 (_z union inf officer-mon) 10822 (_z union inf officer-mon) 10823 (_186-union sgt-mon) 10824 (_186-union sgt-mon) 10847 (_z union sharpshooter-mon) 10848 (_z union sharpshooter-mon) 10849 (_z union sharpshooter-mon) 10855 (_CwR- U-Wagon NCan -Mon) } right archers { (subj, monster_identifier) 10300 (_z union Vetran-mon) 10301 (_z union Vetran-mon) 10302 (_z union Vetran-mon) 10303 (_z union Vetran-mon) 10304 (_z union Vetran-mon) 10305 (_z union Vetran-mon) 10306 (_z union Vetran-mon) 10307 (_z union Vetran-mon) 10960 (_z union Vetran-mon) 10961 (_z union Vetran-mon) 10962 (_z union Vetran-mon) 10963 (_z union Vetran-mon) 10964 (_z union Vetran-mon) 10965 (_z union Vetran-mon) 10966 (_z union Vetran-mon) 10967 (_z union Vetran-mon) 10968 (_z union Vetran-mon) 10969 (_z union Vetran-mon) 10970 (_z union Vetran-mon) 10971 (_z union Vetran-mon) 11068 (_z union soldier-mon) 11067 (_z union soldier-mon) 11057 (_z union soldier-mon) 11058 (_z union soldier-mon) 11059 (_z union soldier-mon) 11060 (_z union soldier-mon) 11061 (_z union soldier-mon) 11062 (_z union soldier-mon) 11063 (_z union soldier-mon) 11064 (_z union soldier-mon) 11065 (_z union soldier-mon) 11066 (_z union soldier-mon) 11055 (_z union soldier-mon) 11056 (_z union soldier-mon) 11069 (_z union soldier-mon) } right mortars { (subj, monster_identifier) 10294 (_CwR- U-Canon P-Mon) 10295 (_CwR- U-Canon P-Mon) 10296 (_CwR- U-Canon P-Mon) 10297 (_CwR- U-Canon P-Mon) 10298 (_CwR- U-Canon P-Mon) 10299 (_CwR- U-Canon P-Mon) 10854 (_CwR- U-Canon F-Mon) 10809 (_CwR- U-SoldierCan-Mon) 10808 (_CwR- U-SoldierCan-Mon) 10810 (_CwR- U-SoldierCan-Mon) } right Soldiers { (subj, monster_identifier) 10315 (_CwR- U-SoldierSkirm-Mon) 10311 (_CwR- U-SoldierSkirm-Mon) 10309 (_CwR- U-SoldierSkirm-Mon) 10314 (_CwR- U-SoldierSkirm-Mon) 10310 (_CwR- U-SoldierSkirm-Mon) 10313 (_CwR- U-SoldierSkirm-Mon) 10308 (_CwR- U-SoldierSkirm-Mon) 10312 (_CwR- U-SoldierSkirm-Mon) 10840 (_CwR- Union-SoldierFlag-Mon) 10831 (_CwR- U-Soldier1st-Mon) 10830 (_CwR- U-Soldier1st-Mon) 10829 (_CwR- U-Soldier1st-Mon) } right support { (subj, monster_identifier) 10316 (_WW-Outlaw-mon) 10843 (_z union sharpshooter-mon) 10842 (_z union sharpshooter-mon) 10841 (_z union sharpshooter-mon) 10840 (_CwR- Union-SoldierFlag-Mon) 10831 (_CwR- U-Soldier1st-Mon) 10830 (_CwR- U-Soldier1st-Mon) 10829 (_CwR- U-Soldier1st-Mon) 10828 (_186-union sgt-mon) 10827 (_186-union sgt-mon) 10818 (_z union inf officer-mon) 10817 (_z union inf officer-mon) 10816 (_z union inf Mofficer-mon) 10802 (_z union medic-mon) 11070 (_z artilleryman-mon) 11071 (_z artilleryman-mon) } ------------------------------------------------------------------- light archers { Link center Soldiers left archers right archers } light melee { Link hero final (unused) center Troops left soldiers right Soldiers } light support { Link center support left support right support } light mortars { Link center artillery left mortars right mortars } hero final (unused) { } ------------------------------------------------------------------- ------------------------------------------------------------------- dark forces { Link messenger Dark Leader left wave 1 center wave 1 right wave 1 Dark Leader bodyguards left cavalry 2 left samurai 2 center cavalry 2 center samurai 2 right cavalry 2 right samurai 2 left spears 3a left archers 3a left spears 3b center spears 3a center archers 3a center spears 3b right spears 3a right archers 3a right spears 3b left mortars 4a left samurai 4a left samurai#1 4b left samurai#2 4b center mortars 4a center samurai 4a center samurai#1 4b center samurai#2 4b right mortars 4a right samurai 4a right samurai#1 4b right samurai#2 4b left mortars 5a left spears 5a left cavalry 5b center mortars 5a center spears 5a center cavalry 5b right mortars 5a right spears 5a right cavalry 5b left archers 6a left samurai 6a left samurai 6b center archers 6a center samurai 6a center samurai 6b right archers 6a right samurai 6a right samurai 6b } messenger { (subj, monster_identifier) 10534 (_z rebel mounted rifle-mon) } Dark Leader { (subj, monster_identifier) 10754 (_z confed officer-mon) } left wave 1 { (subj, monster_identifier) 10755 (_z confed soldier-mon) 10757 (_z confed soldier-mon) 10756 (_z confed soldier-mon) 10758 (_z confed soldier-mon) 10759 (_z confed soldier-mon) 10760 (_z confed soldier-mon) 10761 (_z confed soldier-mon) 10762 (_z confed soldier-mon) 10765 (_z confed soldier-mon) 10764 (_z confed soldier-mon) 10988 (_186-confed sgt-mon) 10987 (_186-confed sgt-mon) 10986 (_civi-infintry union-mon) 10989 (_CwR- U-SoldierFlag-Mon) 10990 (_z confed conscript-mon) 10991 (_z confed conscript-mon) 10992 (_z confed conscript-mon) 10993 (_z confed conscript-mon) 10994 (_z confed skirmisher-mon) 10995 (_z confed skirmisher-mon) 10996 (_z confed skirmisher-mon) 10997 (_z confed skirmisher-mon) 11086 (_z confed soldier-mon) 11085 (_z confed soldier-mon) 11084 (_z confed soldier-mon) 11072 (_z confed skirmisher-mon) 11073 (_z confed skirmisher-mon) 11074 (_z confed skirmisher-mon) 11075 (_z confed skirmisher-mon) 11076 (_z confed conscript-mon) 11077 (_z confed conscript-mon) 11078 (_z confed conscript-mon) 11079 (_z confed conscript-mon) 11080 (_z confed conscript-mon) 11081 (_z confed conscript-mon) 11082 (_z confed conscript-mon) 11083 (_z confed conscript-mon) } center wave 1 { (subj, monster_identifier) 10766 (_z confed soldier-mon) 10767 (_z confed soldier-mon) 10768 (_z confed soldier-mon) 10769 (_z confed soldier-mon) 10770 (_z confed soldier-mon) 10771 (_z confed soldier-mon) 10772 (_z confed soldier-mon) 10773 (_z confed soldier-mon) 10774 (_z confed soldier-mon) 10775 (_z confed soldier-mon) 10776 (_z confed soldier-mon) 10777 (_z confed soldier-mon) 10778 (_z confed soldier-mon) 10779 (_z confed soldier-mon) 10780 (_z confed soldier-mon) 10781 (_z confed soldier-mon) 10782 (_z confed soldier-mon) 10783 (_z confed soldier-mon) 10784 (_z confed soldier-mon) 10785 (_z confed soldier-mon) 10876 (_CwR- Rebel-SoldierFlag-Mon) 10875 (_civi-infintry union-mon) 10874 (_civi-infintry union-mon) 10891 (_186-confed sgt-mon) 10892 (_186-confed sgt-mon) 10877 (_WW-Outlaw-mon) 11094 (_CwR- U-Soldier Mort-Mon) 11088 (_CwR- U-Soldier Mort-Mon) } right wave 1 { (subj, monster_identifier) 10790 (_z confed soldier-mon) 10789 (_z confed soldier-mon) 10788 (_z confed soldier-mon) 10791 (_z confed soldier-mon) 10795 (_z confed soldier-mon) 10787 (_z confed soldier-mon) 10792 (_z confed soldier-mon) 10794 (_z confed soldier-mon) 10786 (_z confed soldier-mon) 10793 (_z confed soldier-mon) 10917 (_186-confed sgt-mon) 10918 (_civi-infintry union-mon) 10906 (_CwR- U-SoldierFlag-Mon) } Dark Leader bodyguards { (subj, monster_identifier) 10737 (_z confed conscript-mon) 10736 (_z confed conscript-mon) 10950 (_z confed CAV-mon) 10951 (_z confed CAV-mon) 10952 (_z confed CAV-mon) 10953 (_z confed CAV-mon) 11000 (_z confed CAV-mon) 11001 (_z confed CAV-mon) 11093 (_CwR- U-CavilryFlag-Mon) 11089 (_CwR- U-CavilryFlag-Mon) } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- { { } 2 flags captured? [Netgame Type] initially_active deactivates_never 5.00, 5.00 { Winning Team Index 1 Winning Team Minimum Score 4 Activates on Success dark victory } dark victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Dark Victory Flag } name #1 hero as Ijo...err, nevermind [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link heroGENERAL#1 } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- look at troops [Observer Movement] activates_only_once deactivates_on_successful_execution 5.00, 5.00 { Camera Mode 1 Destination 95.325, 103.413 77.200, 99.047 Final Facing 90.35 } light guard [General Action] deactivates_on_trigger 5.00, 5.00 { Command Type 4 Link Light forces } ------------------------------------------------------------------- { { } all light units uncontrollable [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link Light forces heroGENERAL#1 Received User Control Flag false Ignores User Control Flag true } all light units stopped [General Action] initially_active deactivates_on_trigger 0.00, 0.00 { Command Type 0 Link Light forces } messenger moves up [Movement] initially_active deactivates_on_trigger 0.00, 0.00 { Link messenger Waypoints 112.122, 142.229 189.086, 43.751 Final Facing 164.88 } stop messenger [General Action] initially_active deactivates_on_trigger 4.00, 4.00 { Command Type 0 Link messenger Activates on Success "my lord --- doesn't wish to dirty his..." "blade on you dishonorable scum" "so he gives you this chance to flee" retort control at least two standards at all... yoshitsune must not die } "my lord --- doesn't wish to dirty his..." [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag _B32 TDTH -21 } "blade on you dishonorable scum" [Sound Action] activates_only_once deactivates_on_trigger 3.00, 3.00 { Sound Tag bushido22 } "so he gives you this chance to flee" [Sound Action] activates_only_once deactivates_on_trigger 6.00, 6.00 { Sound Tag bushido23 Activates on Success look at hero } retort [Sound Action] activates_only_once deactivates_on_trigger 9.00, 9.00 { Sound Tag bushido24 } control at least two standards at all... [Sound Action] activates_only_once deactivates_on_trigger 12.00, 12.00 { Sound Tag bushido25 } yoshitsune must not die [Sound Action] activates_only_once deactivates_on_trigger 15.00, 15.00 { Sound Tag bushido26 Activates on Success move hero#1 away ronin hero #1 hurt? return light control move messenger away } move hero#1 away [Movement] deactivates_on_trigger 0.00, 0.00 { Link heroGENERAL#1 Waypoints 112.813, 147.077 141.469, 149.588 111.772, 171.604 96.786, 178.151 Final Facing 95.27 Activates on Success delete ronin hero #1 } delete ronin hero #1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Delete Monsters Link heroGENERAL#1 Deactivates On Success ronin hero #1 hurt? } ronin hero #1 hurt? [Test Unit] deactivates_never 0.00, 0.00 { Link heroGENERAL#1 Vitality Less Than 0.95000 Activates on Success ronin hero #1 has constant health } ronin hero #1 has constant health [Unit Control] deactivates_on_trigger 0.00, 0.00 { Health Fraction 0.95000 Link heroGENERAL#1 } return light control [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Light forces Received User Control Flag true Ignores User Control Flag false Activates on Success all light dead? first waves attack (triggers others) light guard } move messenger away [Movement] deactivates_on_trigger 0.00, 0.00 { Link messenger Waypoints 130.944, 102.594 108.762, 64.024 110.333, 12.909 Final Facing 104.06 } all light dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link Light forces Activates on Success dark victory } ------------------------------------------------------------------- look at hero [Observer Movement] activates_only_once deactivates_on_successful_execution 0.00, 0.00 { Camera Mode 1 Destination 111.772, 122.321 Final Facing 25.31 Don't Return User Control Flag Activates on Success look at troops } ------------------------------------------------------------------- { { } first waves attack (triggers others) [Attack] deactivates_never 0.00, 0.00 { Link left wave 1 center wave 1 right wave 1 Attack All Enemies Flag Activates On Execution wave 2 wave 3 wave 4 wave 5 wave 6 wave 7 (wave 2) wave 8 (wave 3) wave 9 (flag holders, retreated cavalry) } ------------------------------------------------------------------- left cavalry 2 { (subj, monster_identifier) 10376 (_z rebel mounted rifle-mon) 10375 (_z rebel mounted rifle-mon) 10374 (_z rebel mounted rifle-mon) 10373 (_z rebel mounted rifle-mon) 10372 (_z rebel mounted rifle-mon) 10865 (_z confed CAV-mon) 11004 (_z confed CAV-mon) } left samurai 2 { (subj, monster_identifier) 10384 (_z confed conscript-mon) 10377 (_z confed conscript-mon) 10378 (_z confed conscript-mon) 10379 (_z confed conscript-mon) 10380 (_z confed conscript-mon) 10381 (_z confed conscript-mon) 10870 (_civi-infintry union-mon) } center cavalry 2 { (subj, monster_identifier) 10358 (_z rebel mounted rifle-mon) 10359 (_z rebel mounted rifle-mon) 10360 (_z rebel mounted rifle-mon) 10361 (_z rebel mounted rifle-mon) 10362 (_z rebel mounted rifle-mon) 10363 (_z rebel mounted rifle-mon) 10998 (_z confed CAV-mon) 11002 (_z confed CAV-mon) 10999 (_z confed CAV-mon) 11003 (_z confed CAV-mon) 11092 (_CwR- U-Cavilry1st-Mon) 11087 (_CwR- U-Cavilry1st-Mon) 11090 (_CwR- U-Cavilry1st-Mon) 11091 (_CwR- U-Cavilry1st-Mon) } center samurai 2 { (subj, monster_identifier) 10366 (_z confed conscript-mon) 10367 (_z confed conscript-mon) 10368 (_z confed conscript-mon) 10369 (_z confed conscript-mon) 10370 (_z confed conscript-mon) 10371 (_z confed conscript-mon) 10947 (_civi-infintry union-mon) } right cavalry 2 { (subj, monster_identifier) 10388 (_z rebel mounted rifle-mon) 10390 (_z rebel mounted rifle-mon) 10389 (_z rebel mounted rifle-mon) 10385 (_z rebel mounted rifle-mon) 10386 (_z rebel mounted rifle-mon) 10387 (_z rebel mounted rifle-mon) 10923 (_z confed CAV-mon) 10924 (_z confed CAV-mon) } right samurai 2 { (subj, monster_identifier) 10393 (_z confed conscript-mon) 10392 (_z confed conscript-mon) 10391 (_z confed conscript-mon) 10395 (_z confed conscript-mon) 10396 (_z confed conscript-mon) 10397 (_z confed conscript-mon) 10904 (_civi-infintry union-mon) } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- wave 2 [Action List] activates_only_once deactivates_on_trigger 120.00, 120.00 { Actions to Activate wave 2 left wave 2 center wave 2 right } wave 2 left [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 2 cavalry visible left wave 2 samurai visible Random Selection Flag } left wave 2 cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left cavalry 2 Visible Flag Activates on Success left wave 2 cavalry fire attack left wave 2 cavalry getting trounced? left wave to cavalry getting hurt more? } left wave 2 cavalry fire attack [Attack] deactivates_on_trigger 0.00, 0.00 { Link left cavalry 2 Attack All Enemies Flag Use Special Ability Flag true } left wave 2 cavalry getting trounced? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link left cavalry 2 Activates on Success left wave 2 cavalry retreat Unit Count Less Than 3 } left wave 2 cavalry retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Link left cavalry 2 Waypoints 177.950, 57.028 Final Facing 80.86 Formation Index 2 } left wave to cavalry getting hurt more? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Vitality Less Than 0.60000 Link left cavalry 2 Activates on Success left wave 2 cavalry attack final } left wave 2 cavalry attack final [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link left cavalry 2 } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- left wave 2 samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left samurai 2 Visible Flag Activates on Success left wave 2 samurai attack } left wave 2 samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link left samurai 2 } ------------------------------------------------------------------- wave 2 center [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate center wave 2 cavalry visible center wave 2 samurai visible Random Selection Flag } center wave 2 cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center cavalry 2 Visible Flag Activates on Success center wave 2 cavalry fire attack center wave 2 cavalry getting trounced? center wave to cavalry getting hurt more? } center wave 2 cavalry fire attack [Attack] deactivates_on_trigger 0.00, 0.00 { Link center cavalry 2 Attack All Enemies Flag Use Special Ability Flag true } center wave 2 cavalry getting trounced? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link center cavalry 2 Activates on Success center wave 2 cavalry retreat Unit Count Less Than 3 } center wave 2 cavalry retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Link center cavalry 2 Waypoints 107.862, 20.469 Final Facing 80.86 Formation Index 2 } center wave to cavalry getting hurt more? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Vitality Less Than 0.60000 Link center cavalry 2 Activates on Success center wave 2 cavalry attack final } center wave 2 cavalry attack final [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link center cavalry 2 messenger } ------------------------------------------------------------------- center wave 2 samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center samurai 2 Visible Flag Activates on Success center wave 2 samurai attack } center wave 2 samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link center samurai 2 } ------------------------------------------------------------------- wave 2 right [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate right wave 2 cavalry visible right wave 2 samurai visible Random Selection Flag } right wave 2 cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right cavalry 2 Visible Flag Activates on Success right wave 2 cavalry fire attack right wave 2 cavalry getting trounced? right wave to cavalry getting hurt more? } right wave 2 cavalry fire attack [Attack] deactivates_on_trigger 0.00, 0.00 { Link right cavalry 2 Attack All Enemies Flag Use Special Ability Flag true } right wave 2 cavalry getting trounced? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link right cavalry 2 Activates on Success right wave 2 cavalry retreat Unit Count Less Than 3 } right wave 2 cavalry retreat [Movement] deactivates_on_trigger 0.00, 0.00 { Link right cavalry 2 Waypoints 17.042, 53.637 Final Facing 80.86 Formation Index 2 } right wave to cavalry getting hurt more? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Vitality Less Than 0.60000 Link right cavalry 2 Activates on Success right wave 2 cavalry attack final } right wave 2 cavalry attack final [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link right cavalry 2 } ------------------------------------------------------------------- right wave 2 samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right samurai 2 Visible Flag Activates on Success right wave 2 samurai attack } right wave 2 samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link right samurai 2 } ------------------------------------------------------------------- left spears 3a { (subj, monster_identifier) 10407 (_z confed soldier-mon) 10406 (_z confed soldier-mon) 10405 (_z confed soldier-mon) 10404 (_z confed soldier-mon) 10403 (_z confed soldier-mon) 10402 (_z confed soldier-mon) 10401 (_z confed soldier-mon) 10400 (_z confed soldier-mon) 10399 (_z confed soldier-mon) 10408 (_z confed soldier-mon) 10872 (_civi-infintry union-mon) 10862 (_CwR- Rebel-SoldierFlag-Mon) 10873 (_civi-infintry union-mon) } left archers 3a { (subj, monster_identifier) 10409 (_z confed skirmisher-mon) 10410 (_z confed skirmisher-mon) 10411 (_z confed skirmisher-mon) 10412 (_z confed skirmisher-mon) 10413 (_z confed skirmisher-mon) 10414 (_z confed skirmisher-mon) 10415 (_z confed skirmisher-mon) 10416 (_z confed skirmisher-mon) 10417 (_z confed skirmisher-mon) 10418 (_z confed skirmisher-mon) } left spears 3b { (subj, monster_identifier) 10429 (_z confed soldier-mon) 10428 (_z confed soldier-mon) 10427 (_z confed soldier-mon) 10426 (_z confed soldier-mon) 10440 (_z confed soldier-mon) 10425 (_z confed soldier-mon) 10436 (_z confed soldier-mon) 10437 (_z confed soldier-mon) 10424 (_z confed soldier-mon) 10439 (_z confed soldier-mon) 10435 (_z confed soldier-mon) 10438 (_z confed soldier-mon) 10434 (_z confed soldier-mon) 10433 (_z confed soldier-mon) 10432 (_z confed soldier-mon) 10441 (_z confed soldier-mon) 10431 (_z confed soldier-mon) 10430 (_z confed soldier-mon) 10442 (_z confed soldier-mon) 10443 (_z confed soldier-mon) 10419 (_z confed soldier-mon) 10420 (_z confed soldier-mon) 10421 (_z confed soldier-mon) 10422 (_z confed soldier-mon) 10423 (_z confed soldier-mon) 10859 (_CwR- U-SoldierFlag-Mon) 10863 (_z confed medic-mon) 10866 (_civi-infintry union-mon) 10867 (_civi-infintry union-mon) 10885 (_z rebel sharpshooter-mon) 10886 (_z rebel sharpshooter-mon) 10887 (_186-confed sgt-mon) 10888 (_186-confed sgt-mon) } center spears 3a { (subj, monster_identifier) 10469 (_z confed soldier-mon) 10470 (_z confed soldier-mon) 10471 (_z confed soldier-mon) 10472 (_z confed soldier-mon) 10473 (_z confed soldier-mon) 10474 (_z confed soldier-mon) 10475 (_z confed soldier-mon) 10476 (_z confed soldier-mon) 10477 (_z confed soldier-mon) 10478 (_z confed soldier-mon) 10895 (_civi-infintry union-mon) 10896 (_civi-infintry union-mon) 10897 (_z confed medic-mon) 10900 (_CwR- Rebel-SoldierFlag-Mon) } center archers 3a { (subj, monster_identifier) 10479 (_z confed skirmisher-mon) 10480 (_z confed skirmisher-mon) 10481 (_z confed skirmisher-mon) 10482 (_z confed skirmisher-mon) 10483 (_z confed skirmisher-mon) 10484 (_z confed skirmisher-mon) 10485 (_z confed skirmisher-mon) 10486 (_z confed skirmisher-mon) 10487 (_z confed skirmisher-mon) 10488 (_z confed skirmisher-mon) 10899 (_z rebel sharpshooter-mon) 10893 (_186-confed sgt-mon) 10898 (_z rebel sharpshooter-mon) 10894 (_186-confed sgt-mon) } center spears 3b { (subj, monster_identifier) 10466 (_z confed soldier-mon) 10465 (_z confed soldier-mon) 10444 (_z confed soldier-mon) 10467 (_z confed soldier-mon) 10468 (_z confed soldier-mon) 10464 (_z confed soldier-mon) 10445 (_z confed soldier-mon) 10463 (_z confed soldier-mon) 10446 (_z confed soldier-mon) 10462 (_z confed soldier-mon) 10447 (_z confed soldier-mon) 10461 (_z confed soldier-mon) 10448 (_z confed soldier-mon) 10460 (_z confed soldier-mon) 10449 (_z confed soldier-mon) 10459 (_z confed soldier-mon) 10450 (_z confed soldier-mon) 10458 (_z confed soldier-mon) 10451 (_z confed soldier-mon) 10457 (_z confed soldier-mon) 10452 (_z confed soldier-mon) 10456 (_z confed soldier-mon) 10453 (_z confed soldier-mon) 10455 (_z confed soldier-mon) 10454 (_z confed soldier-mon) 10956 (_CwR- U-SoldierFlag-Mon) 10957 (_CwR- Rebel-SoldierFlag-Mon) 10958 (_WW-Outlaw-mon) 10954 (_186-confed sgt-mon) 10944 (_z rebel sharpshooter-mon) 10943 (_z rebel sharpshooter-mon) 10955 (_186-confed sgt-mon) 10945 (_z rebel sharpshooter-mon) 10946 (_z rebel sharpshooter-mon) 10948 (_civi-infintry union-mon) 10949 (_civi-infintry union-mon) } right spears 3a { (subj, monster_identifier) 10498 (_z confed soldier-mon) 10489 (_z confed soldier-mon) 10490 (_z confed soldier-mon) 10491 (_z confed soldier-mon) 10492 (_z confed soldier-mon) 10493 (_z confed soldier-mon) 10494 (_z confed soldier-mon) 10495 (_z confed soldier-mon) 10496 (_z confed soldier-mon) 10497 (_z confed soldier-mon) 10930 (_CwR- U-SoldierFlag-Mon) 10921 (_civi-infintry union-mon) 10927 (_z confed medic-mon) 10922 (_civi-infintry union-mon) 10929 (_CwR- Rebel-SoldierFlag-Mon) 10931 (_CwR- U-SoldierFlag-Mon) } right archers 3a { (subj, monster_identifier) 10499 (_z confed skirmisher-mon) 10500 (_z confed skirmisher-mon) 10501 (_z confed skirmisher-mon) 10502 (_z confed skirmisher-mon) 10503 (_z confed skirmisher-mon) 10504 (_z confed skirmisher-mon) 10505 (_z confed skirmisher-mon) 10506 (_z confed skirmisher-mon) 10508 (_z confed skirmisher-mon) 10507 (_z confed skirmisher-mon) 10933 (_z rebel sharpshooter-mon) 10935 (_186-confed sgt-mon) 10934 (_186-confed sgt-mon) 10932 (_z rebel sharpshooter-mon) } right spears 3b { (subj, monster_identifier) 10516 (_z confed soldier-mon) 10510 (_z confed soldier-mon) 10509 (_z confed soldier-mon) 10511 (_z confed soldier-mon) 10515 (_z confed soldier-mon) 10514 (_z confed soldier-mon) 10513 (_z confed soldier-mon) 10512 (_z confed soldier-mon) 10523 (_z confed soldier-mon) 10524 (_z confed soldier-mon) 10522 (_z confed soldier-mon) 10517 (_z confed soldier-mon) 10521 (_z confed soldier-mon) 10525 (_z confed soldier-mon) 10530 (_z confed soldier-mon) 10526 (_z confed soldier-mon) 10529 (_z confed soldier-mon) 10527 (_z confed soldier-mon) 10531 (_z confed soldier-mon) 10518 (_z confed soldier-mon) 10528 (_z confed soldier-mon) 10533 (_z confed soldier-mon) 10519 (_z confed soldier-mon) 10532 (_z confed soldier-mon) 10520 (_z confed soldier-mon) 10910 (_z rebel sharpshooter-mon) 10911 (_z rebel sharpshooter-mon) 10908 (_186-confed sgt-mon) 10909 (_186-confed sgt-mon) 10907 (_CwR- Rebel-SoldierFlag-Mon) 10912 (_civi-infintry union-mon) 10913 (_civi-infintry union-mon) 11016 (_z confed conscript-mon) 11017 (_z confed conscript-mon) 11018 (_z confed conscript-mon) 11021 (_z confed conscript-mon) 11020 (_z confed conscript-mon) 11022 (_z confed conscript-mon) 11023 (_z confed conscript-mon) 11019 (_z confed conscript-mon) 11011 (_z confed skirmisher-mon) 11010 (_z confed skirmisher-mon) 11009 (_z confed skirmisher-mon) 11008 (_z confed skirmisher-mon) 11015 (_z confed skirmisher-mon) 11014 (_z confed skirmisher-mon) 11013 (_z confed skirmisher-mon) 11012 (_z confed skirmisher-mon) } ------------------------------------------------------------------- wave 3 [Action List] activates_only_once deactivates_on_trigger 240.00, 240.00 { Actions to Activate wave 3 left wave 3 center wave 3 right } wave 3 left [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 3a spears/archers visible left wave 3b spears visible Random Selection Flag } left wave 3a spears/archers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left spears 3a left archers 3a Visible Flag Activates on Success left spears/archers 3 platoon } left spear 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 197.641, 17.208 Facing 0.00 Formation 7 Link left spears 3a } left archer 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 198.235, 15.833 Facing 0.00 Formation 7 Link left archers 3a } left spears/archers 3 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State left spears/archers 3 move Initial Squads left spear 3a squad left archer 3a squad Centerpoint 198.448, 16.250 Facing 116.02 } left spears/archers 3 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 187.463, 64.256 172.600, 95.032 158.950, 116.131 163.852, 139.958 174.616, 154.561 184.381, 153.934 189.881, 155.229 191.680, 158.706 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- left wave 3b spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left spears 3b Visible Flag Activates on Success left wave 3b spears attack } left wave 3b spears attack [Attack] deactivates_never 0.00, 0.00 { Link left spears 3b Attack All Enemies Flag } ------------------------------------------------------------------- wave 3 center [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate center wave 3a spears/archers visible center wave 3b spears visible Random Selection Flag } center wave 3a spears/archers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center spears 3a center archers 3a Visible Flag Activates on Success center spears/archers 3 platoon } center spear 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 118.866, 20.731 Facing 0.00 Formation 7 Link center spears 3a } center archer 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 119.159, 19.084 Facing 0.00 Formation 7 Link center archers 3a } center spears/archers 3 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State center spears/archers 3 move Initial Squads center spear 3a squad center archer 3a squad Centerpoint 118.514, 19.411 Facing 116.02 } center spears/archers 3 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 109.700, 39.334 109.098, 54.672 108.809, 72.963 110.047, 89.821 115.618, 101.098 111.889, 104.596 107.038, 110.239 104.442, 119.100 105.350, 126.176 115.834, 129.700 114.319, 141.909 106.272, 147.372 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- center wave 3b spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center spears 3b Visible Flag Activates on Success center wave 3b spears attack } center wave 3b spears attack [Attack] deactivates_never 0.00, 0.00 { Link center spears 3b Attack All Enemies Flag } ------------------------------------------------------------------- wave 3 right [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate right wave 3a spears/archers visible right wave 3b spears visible Random Selection Flag } right wave 3a spears/archers visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right spears 3a right archers 3a Visible Flag Activates on Success right spears/archers 3 platoon } right spear 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 44.709, 25.208 Facing 0.00 Formation 7 Link right spears 3a } right archer 3a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 45.194, 23.502 Facing 0.00 Formation 7 Link right archers 3a } right spears/archers 3 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State right spears/archers 3 move Initial Squads right spear 3a squad right archer 3a squad Centerpoint 45.377, 32.252 Facing 116.02 } right spears/archers 3 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 15.694, 42.196 16.694, 58.584 18.989, 82.526 25.409, 104.147 33.172, 112.887 36.987, 122.126 36.538, 128.417 30.813, 133.702 31.301, 140.536 32.211, 147.153 35.352, 152.909 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- right wave 3b spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right spears 3b Visible Flag Activates on Success right wave 3b spears attack } right wave 3b spears attack [Attack] deactivates_never 0.00, 0.00 { Link right spears 3b Attack All Enemies Flag } ------------------------------------------------------------------- left mortars 4a { (subj, monster_identifier) 10535 (_CwR- U-Canon P ai-Mon) 10536 (_CwR- U-Canon P ai-Mon) 10537 (_CwR- U-Canon P ai-Mon) 10538 (_CwR- U-Canon P ai-Mon) } left samurai 4a { (subj, monster_identifier) 10540 (_z confed conscript-mon) 10541 (_z confed conscript-mon) 10542 (_z confed conscript-mon) 10543 (_z confed conscript-mon) } left samurai#1 4b { (subj, monster_identifier) 10549 (_z confed conscript-mon) 10548 (_z confed conscript-mon) 10546 (_z confed conscript-mon) 10545 (_z confed conscript-mon) 11005 (_civi-infintry union-mon) } left samurai#2 4b { (subj, monster_identifier) 10556 (_z confed conscript-mon) 10555 (_z confed conscript-mon) 10553 (_z confed conscript-mon) 10552 (_z confed conscript-mon) } center mortars 4a { (subj, monster_identifier) 10557 (_CwR- U-Canon P ai-Mon) 10558 (_CwR- U-Canon P ai-Mon) 10559 (_CwR- U-Canon P ai-Mon) 10560 (_CwR- U-Canon P ai-Mon) } center samurai 4a { (subj, monster_identifier) 10562 (_z confed conscript-mon) 10563 (_z confed conscript-mon) 10564 (_z confed conscript-mon) 10565 (_z confed conscript-mon) } center samurai#1 4b { (subj, monster_identifier) 10573 (_z confed conscript-mon) 10574 (_z confed conscript-mon) 10576 (_z confed conscript-mon) 10577 (_z confed conscript-mon) } center samurai#2 4b { (subj, monster_identifier) 10570 (_z confed conscript-mon) 10571 (_z confed conscript-mon) 10567 (_z confed conscript-mon) 10568 (_z confed conscript-mon) 10941 (_z rebel sharpshooter-mon) 10942 (_z rebel sharpshooter-mon) } right mortars 4a { (subj, monster_identifier) 10579 (_CwR- U-Canon P ai-Mon) 10580 (_CwR- U-Canon P ai-Mon) 10581 (_CwR- U-Canon P ai-Mon) 10582 (_CwR- U-Canon P ai-Mon) } right samurai 4a { (subj, monster_identifier) 10584 (_z confed conscript-mon) 10585 (_z confed conscript-mon) 10586 (_z confed conscript-mon) 10587 (_z confed conscript-mon) } right samurai#1 4b { (subj, monster_identifier) 10590 (_z confed conscript-mon) 10591 (_z confed conscript-mon) 10593 (_z confed conscript-mon) 10594 (_z confed conscript-mon) } right samurai#2 4b { (subj, monster_identifier) 10596 (_z confed conscript-mon) 10597 (_z confed conscript-mon) 10599 (_z confed conscript-mon) 10600 (_z confed conscript-mon) 10914 (_civi-infintry union-mon) 10916 (_186-confed sgt-mon) 10915 (_186-confed sgt-mon) } ------------------------------------------------------------------- wave 4 [Action List] activates_only_once deactivates_on_trigger 360.00, 360.00 { Actions to Activate wave 4 left wave 4 center wave 4 right } wave 4 left [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 4a mortars/samurai visible left wave 4b 2-way samurai visible Random Selection Flag } left wave 4a mortars/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left mortars 4a left samurai 4a Visible Flag Activates on Success left mortars/samurai 4 platoon } left mortar 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 193.456, 22.002 Facing 0.00 Formation 2 Link left mortars 4a } left samurai 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 180.594, 24.922 Facing 0.00 Formation 2 Link left samurai 4a } left mortars/samurai 4 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State left mortars/samurai 4 move Initial Squads left mortar 4a squad left samurai 4a squad Centerpoint 181.170, 23.395 Facing 112.85 } left mortars/samurai 4 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 187.844, 41.186 186.690, 83.092 176.741, 112.249 177.723, 132.303 173.965, 141.209 179.729, 149.114 177.333, 156.026 185.788, 154.547 191.268, 157.965 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- left wave 4b 2-way samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left samurai#1 4b left samurai#2 4b Visible Flag Activates on Success left wave 4b 2-way samurai attack } left wave 4b 2-way samurai attack [Attack] deactivates_never 0.00, 0.00 { Link left samurai#1 4b left samurai#2 4b Attack All Enemies Flag } ------------------------------------------------------------------- wave 4 center [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate center wave 4a mortars/samurai visible center wave 4b 2-way samurai visible Random Selection Flag } center wave 4a mortars/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center mortars 4a center samurai 4a Visible Flag Activates on Success center mortars/samurai 4 platoon } center mortar 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 85.858, 14.276 Facing 0.00 Formation 2 Link center mortars 4a } center samurai 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 85.934, 12.354 Facing 0.00 Formation 2 Link center samurai 4a } center mortars/samurai 4 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State center mortars/samurai 4 move Initial Squads center mortar 4a squad center samurai 4a squad Centerpoint 85.930, 13.508 Facing 112.85 } center mortars/samurai 4 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 91.985, 25.077 108.338, 46.350 109.079, 73.639 103.192, 90.682 103.305, 97.114 104.067, 103.864 103.590, 112.208 116.350, 124.827 122.819, 135.891 118.110, 142.555 113.413, 144.977 106.042, 147.303 Waypoint Radii 10.001 Radii 12.001 32.001 } ------------------------------------------------------------------- center wave 4b 2-way samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center samurai#1 4b center samurai#2 4b Visible Flag Activates on Success center wave 4b 2-way samurai attack } center wave 4b 2-way samurai attack [Attack] deactivates_never 0.00, 0.00 { Link center samurai#1 4b center samurai#2 4b Attack All Enemies Flag } ------------------------------------------------------------------- wave 4 right [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate right wave 4a mortars/samurai visible right wave 4b 2-way samurai visible Random Selection Flag } right wave 4a mortars/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right mortars 4a right samurai 4a Visible Flag Activates on Success right mortars/samurai 4 platoon } right mortar 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 45.506, 32.616 Facing 0.00 Formation 2 Link right mortars 4a } right samurai 4a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 52.334, 19.985 Facing 0.00 Formation 2 Link right samurai 4a } right mortars/samurai 4 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State right mortars/samurai 4 move Initial Squads right mortar 4a squad right samurai 4a squad Centerpoint 52.534, 20.784 Facing 112.85 } right mortars/samurai 4 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 55.977, 44.215 51.204, 58.305 19.924, 53.221 20.399, 83.282 30.495, 95.098 36.309, 114.514 38.430, 121.137 36.954, 124.446 35.985, 130.344 29.340, 137.760 30.459, 143.610 33.135, 152.219 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- right wave 4b 2-way samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right samurai#1 4b right samurai#2 4b Visible Flag Activates on Success right wave 4b 2-way samurai attack } right wave 4b 2-way samurai attack [Attack] deactivates_never 0.00, 0.00 { Link right samurai#1 4b right samurai#2 4b Attack All Enemies Flag } ------------------------------------------------------------------- left mortars 5a { (subj, monster_identifier) 10604 (_CwR- U-Canon P ai-Mon) 10603 (_CwR- U-Canon P ai-Mon) 10602 (_CwR- U-Canon P ai-Mon) 10601 (_CwR- U-Canon P ai-Mon) } left spears 5a { (subj, monster_identifier) 10607 (_z confed soldier-mon) 10606 (_z confed soldier-mon) 10612 (_z confed soldier-mon) 10611 (_z confed soldier-mon) 10610 (_z confed soldier-mon) 10609 (_z confed soldier-mon) 10620 (_z confed soldier-mon) 10619 (_z confed soldier-mon) 10618 (_z confed soldier-mon) 10617 (_z confed soldier-mon) 10868 (_civi-infintry union-mon) 10869 (_civi-infintry union-mon) 10860 (_CwR- U-SoldierFlag-Mon) 10889 (_186-confed sgt-mon) 10890 (_186-confed sgt-mon) } left cavalry 5b { (subj, monster_identifier) 10621 (_z rebel mounted rifle-mon) 10622 (_z rebel mounted rifle-mon) 10623 (_z rebel mounted rifle-mon) 10624 (_z rebel mounted rifle-mon) 10864 (_z confed CAV-mon) } center mortars 5a { (subj, monster_identifier) 10628 (_CwR- U-Canon P ai-Mon) 10627 (_CwR- U-Canon P ai-Mon) 10626 (_CwR- U-Canon P ai-Mon) 10625 (_CwR- U-Canon P ai-Mon) } center spears 5a { (subj, monster_identifier) 10633 (_z confed soldier-mon) 10634 (_z confed soldier-mon) 10635 (_z confed soldier-mon) 10636 (_z confed soldier-mon) 10637 (_z confed soldier-mon) 10638 (_z confed soldier-mon) 10639 (_z confed soldier-mon) 10640 (_z confed soldier-mon) 10641 (_z confed soldier-mon) 10642 (_z confed soldier-mon) 10643 (_z confed soldier-mon) 10644 (_z confed soldier-mon) 11029 (_z confed soldier-mon) 11028 (_z confed soldier-mon) 11024 (_z confed soldier-mon) 11025 (_z confed soldier-mon) 11026 (_z confed soldier-mon) 11027 (_z confed soldier-mon) 11030 (_z confed skirmisher-mon) 11035 (_z confed skirmisher-mon) 11031 (_z confed skirmisher-mon) 11032 (_z confed skirmisher-mon) 11033 (_z confed skirmisher-mon) 11034 (_z confed skirmisher-mon) 11036 (_civi-infintry union-mon) 11037 (_civi-infintry union-mon) 11038 (_CwR- Rebel-SoldierFlag-Mon) } center cavalry 5b { (subj, monster_identifier) 10648 (_z rebel mounted rifle-mon) 10647 (_z rebel mounted rifle-mon) 10645 (_z rebel mounted rifle-mon) 10646 (_z rebel mounted rifle-mon) } right mortars 5a { (subj, monster_identifier) 10649 (_CwR- U-Canon P ai-Mon) 10650 (_CwR- U-Canon P ai-Mon) 10651 (_CwR- U-Canon P ai-Mon) 10652 (_CwR- U-Canon P ai-Mon) } right spears 5a { (subj, monster_identifier) 10659 (_z confed soldier-mon) 10658 (_z confed soldier-mon) 10664 (_z confed soldier-mon) 10663 (_z confed soldier-mon) 10662 (_z confed soldier-mon) 10661 (_z confed soldier-mon) 10668 (_z confed soldier-mon) 10667 (_z confed soldier-mon) 10666 (_z confed soldier-mon) 10665 (_z confed soldier-mon) 10937 (_186-confed sgt-mon) 10928 (_WW-Outlaw-mon) 10936 (_186-confed sgt-mon) 10938 (_CwR- Rebel-SoldierFlag-Mon) 10939 (_civi-infintry union-mon) 10940 (_civi-infintry union-mon) } right cavalry 5b { (subj, monster_identifier) 10672 (_z rebel mounted rifle-mon) 10671 (_z rebel mounted rifle-mon) 10670 (_z rebel mounted rifle-mon) 10669 (_z rebel mounted rifle-mon) 10925 (_z confed CAV-mon) 10926 (_z confed CAV-mon) } ------------------------------------------------------------------- wave 5 [Action List] activates_only_once deactivates_on_trigger 480.00, 480.00 { Actions to Activate wave 5 left wave 5 center wave 5 right } wave 5 left [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 5a mortars/spears visible left wave 5b sneaky cavalry visible Random Selection Flag } left wave 5a mortars/spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left mortars 5a left spears 5a Visible Flag Activates on Success left mortars/spears 5 platoon } left mortar 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 165.944, 27.452 Facing 0.00 Formation 2 Link left mortars 5a } left spear 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 165.333, 26.936 Facing 0.00 Formation 3 Link left spears 5a } left mortars/spears 5 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State left mortars/spears 5 move Initial Squads left mortar 5a squad left spear 5a squad Centerpoint 163.524, 26.913 Facing 112.85 } left mortars/spears 5 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 165.686, 35.635 175.760, 54.217 186.241, 82.290 163.274, 95.415 157.622, 109.198 160.733, 121.758 163.739, 135.139 175.112, 141.717 178.913, 147.208 191.180, 152.270 191.108, 158.500 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- left wave 5b sneaky cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left cavalry 5b Visible Flag Activates on Success left wave 5b sneaky cavalry attack } left wave 5b sneaky cavalry attack [Attack] deactivates_never 0.00, 0.00 { Link left cavalry 5b Attack All Enemies Flag } ------------------------------------------------------------------- wave 5 center [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate center wave 5a mortars/spears visible center wave 5b sneaky cavalry visible Random Selection Flag } center wave 5a mortars/spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center mortars 5a center spears 5a Visible Flag Activates on Success center mortars/spears 5 platoon } center mortar 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 109.374, 22.715 Facing 0.00 Formation 2 Link center mortars 5a } center spear 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 108.297, 23.418 Facing 0.00 Formation 3 Link center spears 5a } center mortars/spears 5 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State center mortars/spears 5 move Initial Squads center mortar 5a squad center spear 5a squad Centerpoint 108.583, 23.092 Facing 112.85 } center mortars/spears 5 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 107.348, 31.817 108.670, 53.778 108.833, 76.868 79.747, 102.051 80.116, 113.108 86.051, 114.825 92.458, 114.588 100.969, 113.102 108.452, 120.217 112.977, 130.395 102.524, 135.151 106.667, 147.286 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- center wave 5b sneaky cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center cavalry 5b Visible Flag Activates on Success center wave 5b sneaky cavalry attack } center wave 5b sneaky cavalry attack [Attack] deactivates_never 0.00, 0.00 { Link center cavalry 5b Attack All Enemies Flag } ------------------------------------------------------------------- wave 5 right [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate right wave 5a mortars/spears visible right wave 5b sneaky cavalry visible Random Selection Flag } right wave 5a mortars/spears visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right mortars 5a right spears 5a Visible Flag Activates on Success right mortars/spears 5 platoon } right mortar 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 64.411, 18.530 Facing 0.00 Formation 2 Link right mortars 5a } right spear 5a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 64.417, 19.417 Facing 0.00 Formation 3 Link right spears 5a } right mortars/spears 5 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State right mortars/spears 5 move Initial Squads right mortar 5a squad right spear 5a squad Centerpoint 61.952, 19.963 Facing 112.85 } right mortars/spears 5 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 57.348, 45.051 39.141, 66.819 41.364, 77.469 40.596, 100.549 37.805, 116.502 38.280, 127.645 37.057, 133.026 29.709, 140.917 32.934, 151.317 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- right wave 5b sneaky cavalry visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right cavalry 5b Visible Flag Activates on Success right wave 5b sneaky cavalry attack } right wave 5b sneaky cavalry attack [Attack] deactivates_never 0.00, 0.00 { Link right cavalry 5b Attack All Enemies Flag } ------------------------------------------------------------------- left archers 6a { (subj, monster_identifier) 10680 (_z confed skirmisher-mon) 10679 (_z confed skirmisher-mon) 10678 (_z confed skirmisher-mon) 10677 (_z confed skirmisher-mon) 10676 (_z confed skirmisher-mon) 10675 (_z confed skirmisher-mon) 10674 (_z confed skirmisher-mon) 10673 (_z confed skirmisher-mon) 11039 (_z rebel sharpshooter-mon) 11040 (_z rebel sharpshooter-mon) } left samurai 6a { (subj, monster_identifier) 10686 (_z confed conscript-mon) 10685 (_z confed conscript-mon) 10683 (_z confed conscript-mon) 10684 (_z confed conscript-mon) 11041 (_civi-infintry union-mon) 10871 (_civi-infintry union-mon) 10861 (_CwR- Rebel-SoldierFlag-Mon) } left samurai 6b { (subj, monster_identifier) 10694 (_z confed conscript-mon) 10693 (_z confed conscript-mon) 10692 (_z confed conscript-mon) 10691 (_z confed conscript-mon) 10690 (_z confed conscript-mon) 10689 (_z confed conscript-mon) 10688 (_z confed conscript-mon) 10687 (_z confed conscript-mon) 11006 (_civi-infintry union-mon) 11007 (_civi-infintry union-mon) } center archers 6a { (subj, monster_identifier) 10702 (_z confed skirmisher-mon) 10701 (_z confed skirmisher-mon) 10700 (_z confed skirmisher-mon) 10699 (_z confed skirmisher-mon) 10698 (_z confed skirmisher-mon) 10697 (_z confed skirmisher-mon) 10696 (_z confed skirmisher-mon) 10695 (_z confed skirmisher-mon) 10883 (_z rebel sharpshooter-mon) 10884 (_z rebel sharpshooter-mon) 11053 (_186-confed sgt-mon) 11054 (_186-confed sgt-mon) } center samurai 6a { (subj, monster_identifier) 10706 (_z confed conscript-mon) 10705 (_z confed conscript-mon) 10704 (_z confed conscript-mon) 10703 (_z confed conscript-mon) 10880 (_civi-infintry union-mon) 10881 (_civi-infintry union-mon) 10882 (_CwR- U-SoldierFlag-Mon) 11042 (_z confed soldier-mon) 11043 (_z confed soldier-mon) 11044 (_z confed soldier-mon) 11045 (_z confed soldier-mon) 11046 (_z confed soldier-mon) 11047 (_z confed soldier-mon) 11048 (_z confed conscript-mon) 11049 (_z confed conscript-mon) 11050 (_z confed conscript-mon) 11051 (_z confed skirmisher-mon) 11052 (_z confed skirmisher-mon) } center samurai 6b { (subj, monster_identifier) 10707 (_z confed conscript-mon) 10708 (_z confed conscript-mon) 10709 (_z confed conscript-mon) 10710 (_z confed conscript-mon) 10711 (_z confed conscript-mon) 10712 (_z confed conscript-mon) 10713 (_z confed conscript-mon) 10714 (_z confed conscript-mon) 10878 (_civi-infintry union-mon) 10879 (_civi-infintry union-mon) } right archers 6a { (subj, monster_identifier) 10715 (_z confed skirmisher-mon) 10716 (_z confed skirmisher-mon) 10717 (_z confed skirmisher-mon) 10718 (_z confed skirmisher-mon) 10719 (_z confed skirmisher-mon) 10720 (_z confed skirmisher-mon) 10721 (_z confed skirmisher-mon) 10722 (_z confed skirmisher-mon) 10905 (_WW-Outlaw-mon) } right samurai 6a { (subj, monster_identifier) 10723 (_z confed conscript-mon) 10724 (_z confed conscript-mon) 10725 (_z confed conscript-mon) 10726 (_z confed conscript-mon) 10901 (_CwR- U-SoldierFlag-Mon) 10902 (_civi-infintry union-mon) 10903 (_civi-infintry union-mon) } right samurai 6b { (subj, monster_identifier) 10734 (_z confed conscript-mon) 10733 (_z confed conscript-mon) 10732 (_z confed conscript-mon) 10731 (_z confed conscript-mon) 10730 (_z confed conscript-mon) 10727 (_z confed conscript-mon) 10728 (_z confed conscript-mon) 10729 (_z confed conscript-mon) 10919 (_186-confed sgt-mon) 10920 (_civi-infintry union-mon) } ------------------------------------------------------------------- wave 6 [Action List] activates_only_once deactivates_on_trigger 600.00, 600.00 { Actions to Activate wave 6 left wave 6 center wave 6 right } wave 6 left [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 6a archers/samurai visible left wave 6b samurai visible Random Selection Flag } left wave 6a archers/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left archers 6a left samurai 6a Visible Flag Activates on Success left archers/samurai 6 platoon } left archer 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 191.825, 20.840 Facing 0.00 Formation 1 Link left archers 6a } left samurai 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 191.395, 19.409 Facing 0.00 Formation 2 Link left samurai 6a } left archers/samurai 6 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State left archers/samurai 6 move Initial Squads left archer 6a squad left samurai 6a squad Centerpoint 191.706, 20.000 Facing 112.85 } left archers/samurai 6 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 199.202, 45.920 187.860, 67.924 188.499, 94.758 163.612, 117.614 163.018, 133.084 171.374, 142.612 177.641, 144.887 183.934, 151.616 188.053, 154.698 191.739, 158.456 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- left wave 6b samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left samurai 6b Visible Flag Activates on Success left wave 6b samurai attack } left wave 6b samurai attack [Attack] deactivates_never 0.00, 0.00 { Link left samurai 6b Attack All Enemies Flag } ------------------------------------------------------------------- wave 6 center [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate center wave 6a archers/samurai visible center wave 6b samurai visible Random Selection Flag } center wave 6a archers/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center archers 6a center samurai 6a Visible Flag Activates on Success center archers/samurai 6 platoon } center archer 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 133.086, 30.786 Facing 0.00 Formation 1 Link center archers 6a } center samurai 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 132.405, 32.583 Facing 0.00 Formation 2 Link center samurai 6a } center archers/samurai 6 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State center archers/samurai 6 move Initial Squads center archer 6a squad center samurai 6a squad Centerpoint 129.172, 32.430 Facing 112.85 } center archers/samurai 6 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 131.965, 32.188 109.333, 44.333 109.448, 76.174 125.954, 100.958 126.514, 105.624 124.213, 109.678 120.311, 112.209 113.190, 113.678 103.770, 115.407 102.598, 122.354 118.137, 132.260 106.483, 147.307 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- center wave 6b samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link center samurai 6b Visible Flag Activates on Success center wave 6b samurai attack } center wave 6b samurai attack [Attack] deactivates_never 0.00, 0.00 { Link center samurai 6b Attack All Enemies Flag } ------------------------------------------------------------------- wave 6 right [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate right wave 6a archers/samurai visible right wave 6b samurai visible Random Selection Flag } right wave 6a archers/samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right archers 6a right samurai 6a Visible Flag Activates on Success right archers/samurai 6 platoon } right archer 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 15.571, 35.743 Facing 0.00 Formation 1 Link right archers 6a } right samurai 6a squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 15.284, 37.110 Facing 0.00 Formation 2 Link right samurai 6a } right archers/samurai 6 platoon [Platoon] deactivates_never 0.00, 0.00 { Initial State right archers/samurai 6 move Initial Squads right archer 6a squad right samurai 6a squad Centerpoint 13.551, 27.403 Facing 112.85 } right archers/samurai 6 move [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 19.508, 57.286 19.889, 86.596 23.413, 111.112 24.995, 117.112 26.292, 122.770 26.756, 128.836 26.815, 133.254 27.083, 138.520 29.442, 144.112 33.225, 151.307 Waypoint Radii 10.001 Radii 16.000 24.000 } ------------------------------------------------------------------- right wave 6b samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right samurai 6b Visible Flag Activates on Success right wave 6b samurai attack } right wave 6b samurai attack [Attack] deactivates_never 0.00, 0.00 { Link right samurai 6b Attack All Enemies Flag } ------------------------------------------------------------------- ------------------------------------------------------------------- { { } wave 7 (wave 2) [Action List] activates_only_once deactivates_on_trigger 720.00, 720.00 { Actions to Activate left wave 2 cavalry visible left wave 2 samurai visible center wave 2 cavalry visible center wave 2 samurai visible right wave 2 cavalry visible right wave 2 samurai visible } wave 8 (wave 3) [Action List] activates_only_once deactivates_on_trigger 840.00, 840.00 { Actions to Activate left wave 3a spears/archers visible left wave 3b spears visible center wave 3a spears/archers visible center wave 3b spears visible right wave 3a spears/archers visible right wave 3b spears visible } wave 9 (flag holders, retreated cavalry) [Action List] activates_only_once deactivates_on_trigger 960.00, 960.00 { Actions to Activate left wave 2 cavalry attack final center wave 2 cavalry attack final right wave 2 cavalry attack final left flag samurai attack upper center flag samurai attack lower center flag samurai attack right flag samurai attack Activates on Success liege lord visible } (wave 9 triggers part 3) { } ------------------------------------------------------------------- { { } liege lord visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Dark Leader Dark Leader bodyguards Visible Flag Activates on Success liege moves liege dead? trigger wave 10 (wave 4) liege hurt? Leader bodyguards tough liege talks } liege talks [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag bushido27 } liege moves [Movement] deactivates_on_successful_execution 0.00, 0.00 { Waypoints 106.690, 147.321 Final Facing 97.03 Activates On Execution Leader bodyguards move Link Dark Leader } liege dead? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Unit Count Equal To 0 Link Dark Leader Activates on Success light victory you win sound } light victory [Endgame Condition] deactivates_on_trigger 0.00, 0.00 { Light Victory Flag } trigger wave 10 (wave 4) [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate left wave 4a mortars/samurai visible left wave 4b 2-way samurai visible center wave 4a mortars/samurai visible center wave 4b 2-way samurai visible right wave 4a mortars/samurai visible right wave 4b 2-way samurai visible } liege hurt? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Vitality Less Than 0.90000 Link Dark Leader Activates on Success liege bodyguards attack } liege bodyguards attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link Dark Leader bodyguards } ------------------------------------------------------------------- Leader bodyguards tough [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Dark Leader bodyguards Experience 5 } you win sound [Sound Action] activates_only_once deactivates_on_trigger 0.00, 0.00 { Sound Tag bushido28 } ------------------------------------------------------------------- { { } left flag samurai { (subj, monster_identifier) 10740 (_z confed conscript-mon) 10738 (_z confed conscript-mon) 10741 (_z confed conscript-mon) 10739 (_z confed conscript-mon) } upper center flag samurai { (subj, monster_identifier) 10748 (_z confed conscript-mon) 10749 (_z confed conscript-mon) 10747 (_z confed conscript-mon) 10746 (_z confed conscript-mon) } lower center flag samurai { (subj, monster_identifier) 10744 (_z confed conscript-mon) 10745 (_z confed conscript-mon) 10743 (_z confed conscript-mon) 10742 (_z confed conscript-mon) } right flag samurai { (subj, monster_identifier) 10752 (_z confed conscript-mon) 10753 (_z confed conscript-mon) 10751 (_z confed conscript-mon) 10750 (_z confed conscript-mon) } ------------------------------------------------------------------- left flag unguarded? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 3 Polygon 199.370, 149.469 177.780, 149.276 182.356, 164.424 194.186, 163.125 Closed Polygon Flag Link Light forces Activates on Success left flag samurai visible } left flag taken [Movement] deactivates_on_trigger 0.00, 0.00 { Link left flag samurai Waypoints 191.991, 158.463 Formation Index 9 Final Facing 188.09 } left flag samurai hurt? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link left flag samurai Vitality Less Than 0.95000 Activates on Success left flag samurai attack } left flag samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link left flag samurai } left flag samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link left flag samurai Visible Flag Activates on Success left flag taken left flag samurai hurt? } ------------------------------------------------------------------- upper center flag unguarded? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 2 Polygon 111.450, 105.407 92.670, 105.606 97.415, 117.188 109.821, 118.422 Closed Polygon Flag Link Light forces Activates on Success upper center flag samurai visible } upper centerflag taken [Movement] deactivates_on_trigger 0.00, 0.00 { Link upper center flag samurai Waypoints 103.297, 114.969 Formation Index 9 Final Facing 188.09 } upper center flag samurai hurt? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link upper center flag samurai Vitality Less Than 0.95000 Activates on Success upper center flag samurai attack } upper center flag samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link upper center flag samurai } upper center flag samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link upper center flag samurai Visible Flag Activates on Success upper centerflag taken upper center flag samurai hurt? } ------------------------------------------------------------------- lower center flag unguarded? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 3 Polygon 108.776, 138.063 97.874, 138.663 101.049, 148.327 107.838, 148.883 Closed Polygon Flag Link Light forces Activates on Success lower center flag samurai visible } lower center flag taken [Movement] deactivates_on_trigger 0.00, 0.00 { Link lower center flag samurai Waypoints 104.446, 147.405 Formation Index 9 Final Facing 188.09 } lower center flag samurai hurt? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link lower center flag samurai Vitality Less Than 0.95000 Activates on Success lower center flag samurai attack } lower center flag samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link lower center flag samurai } lower center flag samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link lower center flag samurai Visible Flag Activates on Success lower center flag taken lower center flag samurai hurt? } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- right flag unguarded? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Unit Count Less Than 3 Polygon 40.149, 144.682 25.813, 143.430 25.764, 153.764 37.325, 154.864 Closed Polygon Flag Link Light forces Activates on Success right flag samurai visible } right flag taken [Movement] deactivates_on_trigger 0.00, 0.00 { Link right flag samurai Waypoints 33.131, 152.768 Formation Index 9 Final Facing 188.09 } right flag samurai hurt? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link right flag samurai Vitality Less Than 0.95000 Activates on Success right flag samurai attack } right flag samurai attack [Attack] deactivates_never 0.00, 0.00 { Attack All Enemies Flag Link right flag samurai } right flag samurai visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link right flag samurai Visible Flag Activates on Success right flag taken right flag samurai hurt? } ------------------------------------------------------------------- Leader bodyguards move [Movement] deactivates_on_successful_execution 1.00, 1.00 { Waypoints 106.913, 143.844 Formation Index 2 Final Facing 97.03 Link Dark Leader bodyguards } Reinforcements ! Fleeing Troops 4 Appear [Unit Control] activates_only_once deactivates_on_trigger 15.00, 20.00 { Link Fleeing Warriors 4 Visible Flag Activates on Success Fleeing Warriors 4 Find Alric Fleeing Troops 4 Near Light Forces? Add Fleeing Troops 4 To Escort Troops Reinforcements Alert Received User Control Flag false } Fleeing Troops 4 Near Light Forces? [Test Unit] deactivates_on_successful_execution 0.00, 1.00 { Link Alric Enemy Fleeing Warriors 4 Activates on Success Fleeing Troops 4 Quote Fleeing Warriors 4 Face Alric Enemy Closer Than Radius 10.001 Deactivates On Success Fleeing Warriors 4 Find Alric } Add Fleeing Troops 4 To Escort Troops [Geometry Filter] deactivates_on_execution 0.00, 0.00 { Link Escort Troops Fleeing Warriors 4 Entire Map Results Action Identifier Escort Troops Tested items Inside Field Name subj Activates On Execution Light Forces subj to obje } ------------------------------------------------------------------- Fleeing Warriors 4 { (subj, monster_identifier) 10507 (_z union inf Mofficer-mon) 10508 (_z union inf Mofficer-mon) 10509 (_z union inf Mofficer-mon) } Fleeing Warriors 4 Find Alric [Movement] no_initial_delay deactivates_never 1.00, 2.00 { Link Fleeing Warriors 4 Alric's Position Formation Index 2 } } Fleeing Troops 4 Appear? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Light Forces Unit Count Greater Than 0 Object Test Radius 6.077, 112.331 Radius About Centerpoint 50.001 Activates on Success Fleeing Troops 4 Appear 2? } Fleeing Troops 4 Appear 2? [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Myrkridia 1-11 Myrkridia 12-15 Berserk Myrkridia Unit Count Equal To 0 Object Test Radius 6.077, 112.331 Radius About Centerpoint 25.000 Activates on Success Fleeing Troops 4 Appear } Fleeing Warriors 4 Face Alric [Movement] deactivates_on_trigger 2.00, 3.00 { Link Fleeing Warriors 4 Waypoints Object to Point At 10000 (z union officer (galloping)) REINFORCMENTS? [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Polygon 26.331, 112.706 32.338, 112.137 32.450, 106.501 26.420, 106.331 Closed Polygon Flag true Link Team 0 Activates on Success make reinforcements visible reinforce sound 1 Unit Count Greater Than 0 } make reinforcements visible [Unit Control] activates_only_once deactivates_on_trigger 2.00, 2.00 { Monsters 10486 (_z union Vetran-mon) 10474 (_z union Vetran-mon) 10468 (_z union Vetran-mon) 10487 (_z union Vetran-mon) 10473 (_z union Vetran-mon) 10469 (_z union Vetran-mon) 10470 (_z union Vetran-mon) 10477 (_z union Vetran-mon) 10475 (_z union Vetran-mon) 10476 (_z union Vetran-mon) 10471 (_z union Vetran-mon) 10472 (_z union Vetran-mon) 10478 (_z union Vetran-mon) 10479 (_z union Vetran-mon) 10481 (_z union Vetran-mon) 10488 (_z union Vetran-mon) 10489 (_z union Vetran-mon) 10492 (_z union Vetran-mon) 10490 (_z union Vetran-mon) 10491 (_z union Vetran-mon) 10509 (_CwR- Union-SoldierFlag-Mon) 10548 (_z union inf Mofficer-mon) 10546 (_z union inf officer-mon) 10566 (_civi-mounted calvary-mon) 10523 (_z union Vetran-mon) 10524 (_z union Vetran-mon) 10583 (_z union Vetran-mon) 10582 (_z union Vetran-mon) 10519 (_z union soldier-mon) 10520 (_z union soldier-mon) 10575 (_z union soldier-mon) 10574 (_z union soldier-mon) 10606 (_CwR- U-Wagon NCan -Mon) 10615 (_CwR- Union-SoldierFlag-Mon) 10616 (_z union inf Mofficer-mon) Visible Flag } reinforce sound [Sound Action] activates_only_once deactivates_on_trigger 4.00, 4.00 { Sound Tag internal new units recieved >------Relief-Reinforce---------- { } Union Reins 1 { (subj, monster_identifier) 10593 (_z Union conscript-mon) } Union Reins 2 { (subj, monster_identifier) Union Reins 1 [Unit Control] deactivates_on_trigger 5.00, 5.00 { Link Union Reins 1 Visible Flag Reinforcements Alert } Union Reins 2 [Unit Control] deactivates_on_trigger 5.00, 5.00 { Link Union Reins 2 Visible Flag Reinforcements Alert } Union unit count? [Test Unit] deactivates_on_successful_execution 5.00, 5.00 { Unit Count Less Than 110 Link Union Forces Activates on Success Union Reins 1 Union unit count 2? } Union unit count 2? [Test Unit] deactivates_on_successful_execution 5.00, 5.00 { Unit Count Less Than 110 Link Union Forces Activates on Success Union Reins 2 } { } ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- Group Proximity Test [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Enemy Closer Than Radius 18.000 Activates on Success Begin Attacks } Begin Attacks [Action List] deactivates_on_trigger 2.00, 2.00 { Actions to Activate } rebeldiv1 Atta [Attack] no_initial_delay deactivates_never 2.00, 2.00 { Link Attack All Enemies Flag ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- Full Force Here? [Test Unit] deactivates_on_successful_execution 30.00, 30.00 { Unit Count Greater Than 50 Link !!!Wave 2!!! Polygon 34.881, 67.180 34.354, 95.758 121.235, 95.610 121.364, 65.944 Closed Polygon Flag Activates on Success Wave 2 grp#6 Pos. Distance To Union Proximity } Station Deployment Lines 1 [Movement] deactivates_on_trigger 1.00, 1.00 { ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- ------------------------------------------------------------------- Any Survivors? [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Polygon Points 34.372, 68.104 34.510, 136.458 119.815, 136.083 119.872, 68.219 Polygon Closed Flag Link Tested items Inside Field Name subj Results Action Identifier Activates on Success March Em Fwd. Deactivates On Success RETREAT Player Dead? [Test Unit] initially_active deactivates_on_successful_execution 5.00, 5.00 { Unit Count Less Than 1 Link Activates on Success Confederates March Through Gather Dark Gather Dark [Geometry Filter] deactivates_on_successful_execution 0.00, 0.00 { Entire Map Link Tested items Inside Field Name subj Results Action Identifier Activates on Success Use Evil Rout Action Here } { } Use Evil Rout Action Here [Rout] deactivates_never 0.00, 0.00 { Destinations 115.407, 194.202 91.993, 194.667 71.239, 194.149 43.874, 194.395 Link ------------------------------------------------------------------- can i use mungers ? to replace ATTA Monsters A Attack Attackers: (monsters A go here) Link: Light Forces as Targets MUNG Change Attackers to Monsters B (Name) Replace Parameters: Monsters A Attack subj mons_identifier: (monsters B go here) ------------------------------------------------------------------- set Confed medic as shaman [Shaman] initially_active deactivates_never 0.00, 0.00 { Shaman 10206 (_z confed medic-mon) 10555 (_z confed medic-mon) Allies 10202 (_z confed skirmisher-mon) 10201 (_z confed skirmisher-mon) 10203 (_z confed skirmisher-mon) 10199 (_z confed skirmisher-mon) 10261 (_z confed skirmisher-mon) 10200 (_z confed skirmisher-mon) 10260 (_z confed skirmisher-mon) 10259 (_z confed skirmisher-mon) 10191 (_z confed skirmisher-mon) 10190 (_z confed skirmisher-mon) 10189 (_z confed skirmisher-mon) 10194 (_z confed skirmisher-mon) 10193 (_z confed skirmisher-mon) 10192 (_z confed skirmisher-mon) 10196 (_z confed skirmisher-mon) 10195 (_z confed skirmisher-mon) 10262 (_z confed skirmisher-mon) 10198 (_z confed skirmisher-mon) 10197 (_z confed skirmisher-mon) Vitality Threshold 0.50001 } ------------------------------------------------------------------- move inital wave [Movement] initially_active, only_initial_delay deactivates_on_trigger 0.50, 0.50 { Waypoints 203.174, 56.424 Formation Index 1 Final Facing 233.09 Triggers Simultaneously rebels move sound Activates on Success initial wave attack cannon Link scout wave (initial) } rebels move sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag zconsoldier multimove } ------------------------------------------------------------------- initial wave attack cannon [Attack] activates_only_once deactivates_on_trigger 0.00, 0.00 { Targets 10086 (_CwR- U-Canon P-Mon) 10042 (_z union officer-mon) 10099 (_z union officer-mon) Triggers Simultaneously rebels attack sound Link scout wave (initial) } rebels attack sound [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag zconsoldier multiattack } { } ------------------------------------------------------------------- Are Union Troops in Sight of the Depot [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link PLAYER FORCES Polygon 99.376, 20.639 98.600, 61.792 122.973, 73.452 149.336, 58.215 143.997, 37.407 139.870, 17.442 Closed Polygon Flag Unit Count Greater Than 0 Activates on Success Confederate troops form up Are Initial Depot Guys Dead Deactivates On Success are depot troops being snipered } are depot troops being snipered [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link Depot defenders (all) Change in vitality 0.04999 Activates on Success Confederate troops form up Are Initial Depot Guys Dead Deactivates On Success Are Union Troops in Sight of the Depot } Confederate troops form up [Legion (defensive)] deactivates_never 0.00, 0.00 { Group Count 2 Line 118.260, 42.358 118.534, 43.436 Group Centerpoint Array 118.274, 42.870 118.014, 42.959 Group Unit Container Array Depot officers Depot defenders Visibility Radius 26.000 Outer Attack Radius 34.001 Inner Attack Radius 8.001 Group Formation Array 0 9 } Are Initial Depot Guys Dead [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Depot defenders (all) Unit Count Less Than 3 Activates on Success wave 1 depot reinforcments visable } wave 1 depot reinforcments visable [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10215 (_z confed skirmisher-mon) 10210 (_z confed skirmisher-mon) 10211 (_z confed skirmisher-mon) 10251 (_z confed skirmisher-mon) Visible Flag Activates on Success wave 1 moves towards depot } wave 1 moves towards depot [Movement] deactivates_on_trigger 0.00, 0.00 { Monsters 10215 (_z confed skirmisher-mon) 10210 (_z confed skirmisher-mon) 10211 (_z confed skirmisher-mon) 10251 (_z confed skirmisher-mon) Waypoints 116.161, 46.286 Formation Index 0 Activates on Trigger wave 2 depot reinforcments visable } wave 2 depot reinforcments visable [Unit Control] deactivates_on_trigger 1.00, 1.00 { Monsters 10212 (_z confed skirmisher-mon) 10213 (_z confed skirmisher-mon) 10214 (_z confed skirmisher-mon) 10250 (_z confed skirmisher-mon) Visible Flag Activates on Success wave 2 moves towards depot } wave 2 moves towards depot [Movement] deactivates_on_trigger 0.00, 0.00 { Monsters 10212 (_z confed skirmisher-mon) 10213 (_z confed skirmisher-mon) 10214 (_z confed skirmisher-mon) 10250 (_z confed skirmisher-mon) Waypoints 116.161, 46.286 Formation Index 0 Activates on Trigger wave 3 depot reinforcments visable } either river patrol or bridge guards hurt yet [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link west river patrol east river patrol north bridge forces right south bridge forces left Change in vitality 0.01000 Activates on Success make sharpshooter platoon visable } make sharpshooter platoon visable [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10301 (_186-confed sgt-mon) 10302 (_186-confed sgt-mon) 10300 (_186-confed sgt-mon) 10299 (_186-confed sgt-mon) Visible Flag Activates on Success sharpshooter paltoon } sharpshooter paltoon [Platoon] deactivates_never 0.00, 0.00 { Initial State Sharp Shooter path Initial Squads Sharp shooter squad Centerpoint 8.286, 211.856 Facing 266.13 } Sharp Shooter path [Platoon Movement] deactivates_on_trigger 0.00, 0.00 { Waypoints 28.924, 188.147 41.538, 173.786 34.360, 158.489 40.762, 139.518 38.704, 125.372 43.766, 117.243 41.334, 103.129 20.129, 90.008 22.667, 75.700 19.530, 62.493 30.217, 41.629 40.645, 26.364 70.272, 23.481 79.586, 36.518 108.364, 28.829 129.026, 44.122 177.639, 46.247 Waypoint Radii 2.001 Radii 22.000 26.000 Congregate Flag } Sharp shooter squad [Squad] deactivates_on_trigger 0.00, 0.00 { Centerpoint 8.319, 209.520 Facing Formation 5 Monsters 10301 (_186-confed sgt-mon) 10302 (_186-confed sgt-mon) 10300 (_186-confed sgt-mon) 10299 (_186-confed sgt-mon) } { } ------------------------------------------------------------------- side confed hill legion [Legion (defensive)] initially_active deactivates_never 0.00, 0.00 { Group Count 1 Line 13.487, 130.465 13.446, 130.225 Group Centerpoint Array 13.682, 130.067 Group Unit Container Array Hill side guard Visibility Radius 28.000 Outer Attack Radius 32.001 Allied Legions top confed hill legion middle confed hill legion Hill bottom front Group Facing Array 259.10 } ------------------------------------------------------------------- >==>>-*** Random Weather ******** { } Rain at 100% [Particle System Control] initially_active deactivates_on_trigger 5.00, 5.00 { Switch Particle System State true Target Multiplier 1.00001 Activates on Success 100% - 90% switch } 100% - 90% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 100% Rain at 90% Random Selection Flag } Rain at 90% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.90000 Activates on Success 90% - 80% switch } 90% - 80% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 80% Rain at 90% Random Selection Flag } Rain at 80% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.79999 Activates on Success 80% - 70% switch } 80% - 70% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 80% Rain at 70% Random Selection Flag } Rain at 70% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.70000 Activates on Success 70% - 60% switch } 70% - 60% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 60% Rain at 70% Random Selection Flag } Rain at 60% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.60000 Activates on Success 60% - 50% switch } 60% - 50% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 60% Rain at 50% Random Selection Flag } Rain at 50% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.50001 Activates on Success 50% - 40% switch } 50% - 40% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 40% Rain at 50% Random Selection Flag } Rain at 40% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.40000 Activates on Success 40% - 30% switch } 40% - 30% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 40% Rain at 30% Random Selection Flag } Rain at 30% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.29999 Activates on Success 30% - 20% switch } 30% - 20% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 20% Rain at 30% Random Selection Flag } Rain at 20% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.20000 Activates on Success 20% - 10% switch } 20% - 10% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 20% Rain at 10% Random Selection Flag } Rain at 10% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.10000 Activates on Success 10% - 0% switch } 10% - 0% switch [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Rain at 0% Rain at 10% Random Selection Flag } Rain at 0% [Particle System Control] deactivates_on_trigger 30.00, 60.00 { Switch Particle System State true Target Multiplier 0.00001 Activates on Success 10% - 0% switch } ************************************** ------------------------------------------------------------------- +><--- Counter Artillery fire -- { } <<<>>> { } Artillery Near Dark [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Object Type _cap Polygon Points 112.876, 30.557 110.711, 38.739 111.446, 51.678 113.086, 58.526 121.038, 59.887 127.668, 58.321 129.637, 47.450 129.938, 29.778 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name proj Activates on Success cannon L Strikers visable } L Strikers visable [Unit Control] deactivates_on_trigger 0.00, 0.00 { Monsters 10406 (_z confed skirmisher-mon) 10404 (_z confed skirmisher-mon) Visible Flag Activates on Success Wave 2 L visable Attack Light Artillery } Wave 2 L visable [Unit Control] deactivates_on_trigger 2.00, 2.00 { Monsters 10403 (_z confed skirmisher-mon) 10402 (_z confed skirmisher-mon) Visible Flag Activates on Success Wave 2 K visable Attack Light Artillery } Wave 2 K visable [Unit Control] deactivates_on_trigger 2.00, 2.00 { Monsters 10401 (_186-confed sgt-mon) 10405 (_186-confed sgt-mon) Visible Flag Activates on Success Attack Light Artillery } Attack Light Artillery [Attack] deactivates_never 0.00, 0.00 { Attackers 10406 (_z confed skirmisher-mon) 10404 (_z confed skirmisher-mon) 10403 (_z confed skirmisher-mon) 10402 (_z confed skirmisher-mon) 10405 (_186-confed sgt-mon) 10401 (_186-confed sgt-mon) Targets 10086 (_CwR- U-Canon P-Mon) } cannon ball near confed-hill legion [Geometry Filter] initially_active deactivates_on_successful_execution 0.00, 0.00 { Object Type #afs Polygon Points 13.331, 120.288 6.842, 131.331 8.167, 154.274 22.737, 158.135 33.530, 154.346 43.108, 135.020 35.159, 120.790 Polygon Closed Flag Results Action Identifier <<<>>> Tested items Inside Field Name proj Activates on Success Artillery retaliation } Artillery retaliation [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 10174 (_CwR- U-Canon P ai-Mon) Targets 10086 (_CwR- U-Canon P-Mon) } *************************** NOTE MAKE ALL ARTILLERY TRIGGER PRJ THE SAME OBJECT IN THE FUTURE -so can use this script to target *************************** hill troops almost gone [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Hill defenders Unit Count Less Than 10 Activates on Success make final legion visable } make final legion visable [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Confederate final charge Visible Flag Activates on Success confederate final charge } confederate final charge [Legion (defensive)] deactivates_never 0.00, 0.00 { Group Count 1 Line 26.569, 136.983 26.362, 137.131 Group Centerpoint Array 40.918, 215.776 Group Unit Container Array Confederate final charge Visibility Radius 28.000 Outer Attack Radius 32.001 Group Formation Array 5 }