Start Intro/End Music [Sound Action] initially_active deactivates_on_trigger 2.00, 2.00 { Sound Tag 01 (Villager) The town is under } ==== { } ==== { } ==== { } >== Sector Control Flags_______oz { } 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 } ------------------------------------------------------------------- >------Territory Raise and Lower Flags { } 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______________________6 { } FLag6_Neutral { (subj, monster_identifier) 11120 (#Nuetral flag-scen-mon) } FLag56_Dark { (subj, monster_identifier) 11119 (#Dark flag-scen-mon) } FLag6_Light { (subj, monster_identifier) 11116 (#Light flag -scen-mon) } FLag6 team_1 enemy finder { (subj, monster_identifier) 11117 (#Observer Dark-scen-mon) } FLag6 team_0 enemy finder { (subj, monster_identifier) 11118 (#Observer-scen-mon) } MAKE_FLag6 all invis [Unit Control] deactivates_on_trigger 0.00, 0.00 { Invisible Flag Link FLag6_Dark FLag6_Light FLag6_Neutral } MAKE_FLag6 into TEAM_0 _Light [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag6_Dark Activates on Success CHECK FLag6 for_team_0 enemy } MAKE_FLag6 into TEAM_1 _Dark [Unit Control] deactivates_on_trigger 1.00, 1.00 { Visible Flag Link FLag6_Light Activates on Success CHECK FLag6 for_team_0 enemy } MAKE_FLag6 all visible_Neutral [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link FLag6_Neutral Visible Flag Activates on Success CHECK FLag6 for_team_0 enemy } CHECK FLag6 for_team_0 enemy [Test Unit] initially_active, only_initial_delay deactivates_on_execution 1.00, 1.00 { Activates on Success CHECK FLag6 for_team_1 as well Link FLag6 team_0 enemy finder WORLD_DISTANCE # for flag RADIUS Team_1 marked as enem Activates on Failure CHECK FLag6 for_team_1 enemy } CHECK FLag6 for_team_1 enemy [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag6 all invis MAKE_FLag6 into TEAM_1 _Dark Link FLag6 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure CHECK FLag6 for_team_0 enemy } CHECK FLag6 for_team_1 as well [Test Unit] deactivates_on_execution 0.00, 0.00 { Activates on Success MAKE_FLag6 all invis MAKE_FLag6 all visible_Neutral Link FLag6 team_1 enemy finder WORLD_DISTANCE # for flag RADIUS Team_0 marked as enem Activates on Failure MAKE_FLag6 all invis MAKE_FLag6 into TEAM_0 _Light } FLag6 Light _on deck [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link FLag6_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 } FLag6 DaRK _on deck [Test Unit] initially_active deactivates_on_successful_execution 0.00, 0.00 { Link FLag6_Dark Unit Count Greater Than 0 Activates on Success flag_lost team_0 flag_captured team_1 FLag6 Light _on deck FLag6 NEU _on deck } FLag6 NEU _on deck [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link FLag6_Neutral Unit Count Greater Than 0 Activates on Success flag_contested FLag6 Light _on deck FLag6 DaRK _on deck } >------------------------------------------------- { } 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 { } ------------------------------------------------------------------- >==>>------Victory Tests-----<< { } >------End Game Flags Captured { } TEAM_1 owns 6 flags [Netgame Type] initially_active deactivates_never 0.00, 0.00 { Winning Team Index 1 Winning Team Minimum Score 6 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 6 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 } >------End Game players dead { } players all dead? [Test Unit] initially_active deactivates_never 0.00, 0.00 { Unit Count Equal To 0 Link Activates on Success players lose } players lose [Endgame Condition] deactivates_never 1.00, 1.00 { Dark Victory Flag } >------Defeat Path------------- { } ------------------------------------------------------------ { } ------------------------------------------------------------ { } ------------------------------------------------------------ { } ==== Script----- { } >>>>>>-----Dark defends town and bridge-----> { } >>------Armies of Light{team 0) and Dark (team 1)---- { } Light Forces { Link Light 1J1 Light 2J6 Light 3D6 } Light 1 { Link 0 Commander 1 Officers 1 Infantry 1 Infantry medium 1 Infantry Heavy 1 Artillery 1 Support } 1 Officers { (subj, monster_identifier) } 1 Infantry { (subj, monster_identifier) } 1 Infantry medium { (subj, monster_identifier) } 1 Infantry Heavy { (subj, monster_identifier) } 1 Artillery { (subj, monster_identifier) } 1 Support { (subj, monster_identifier) } Light 2 { Link 2 Officers 2 Infantry 2 Infantry medium 2 Infantry Heavy 2 Artillery 2 Support } 2 Officers { (subj, monster_identifier) } 2 Infantry { (subj, monster_identifier) } 2 Infantry medium { (subj, monster_identifier) } 2 Infantry Heavy { (subj, monster_identifier) } 2 Artillery { (subj, monster_identifier) } 2 Support { (subj, monster_identifier) } Light 3 { Link 3 Officers 3 Infantry 3 Infantry medium 3 Infantry Heavy 3 Artillery 3 Support 3 Scouts } 3 Officers { (subj, monster_identifier) } 3 Infantry { (subj, monster_identifier) } 3 Infantry medium { (subj, monster_identifier) } 3 Infantry Heavy { (subj, monster_identifier) } 3 Artillery { (subj, monster_identifier) } 3 Support { (subj, monster_identifier) } 3 Scouts { (subj, monster_identifier) } ------------------------------------------------------------ { } ==== Script----- { } Light 0 Vets { Link 0 Heros 0 Veterans 0 Hardened 0 Specialists } 0 Heros { (subj, monster_identifier) } 0 Veterans { (subj, monster_identifier) } 0 Hardened { (subj, monster_identifier) } 0 Specialists { (subj, monster_identifier) >>>>>>-----Light defends town and bridge-----> { } Light Defenders almost gone [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Link Light Defenders Unit Count Less Than 10 Activates on Success make final D0 visable } make D0 visable [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link Dark Final Attack Visible Flag Activates on Success Dark Final Attack } Dark Final Attack [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 Dark Final Attack Visibility Radius 28.000 Outer Attack Radius 32.001 Group Formation Array 5 }