UtBS S1: general code cleanup

This commit is contained in:
Charles Dang 2015-07-11 12:49:53 +11:00
parent 6c97b05f84
commit 1790c9102c

View File

@ -22,6 +22,13 @@
# Set sides - elves, monsters and necromancer
[side]
side=1
controller=human
# Kaleh's start villages will support his initial recruits.
{GOLD 0 0 0}
{INCOME 4 2 0}
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
id=Kaleh
name= _ "Kaleh"
type=Kaleh
@ -37,26 +44,25 @@
#endif
[/modifications]
# Kaleh's start villages will support his initial recruits.
{GOLD 0 0 0}
{INCOME 4 2 0}
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
# Start with Nym
[unit]
# wmllint: who NYM is Nym
{NYM}
x,y=27,22
[/unit]
[/side]
# Monster side : mudcrawlers and cuttlefish
[side]
no_leader=yes
side=2
controller=ai
shroud=no
fog=no
team_name=monsters
user_team_name=_"Monsters"
user_team_name= _ "Monsters"
no_leader=yes
#
# AI config
#
@ -69,21 +75,20 @@
# Undead side, doesn't start with a leader
[side]
no_leader=yes
side=3
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
# Gold and income set when Necromancer appears
{FLAG_VARIANT undead}
#ifndef HARD
recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept
#endif
#ifdef HARD
recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade
#endif
team_name=evil
user_team_name= _ "Evil"
{FLAG_VARIANT undead}
no_leader=yes
#
# AI config
#
@ -101,15 +106,9 @@
[/ai]
[/side]
# Set required variables and initial dialogue
# Variables set:
# $seen_mudcrawler{'yes','no'}, $rescued_elves{0-5}, $elf_pool[]
# prestart events:
# set starting scenario objectives
# set starting variables
[event]
name=prestart
#ifdef HARD
# Remove one village on HARD
[terrain]
@ -118,7 +117,7 @@
[/terrain]
#endif
# set starting scenario objectives
# Can't end scenario until all elves have been rescued (5 events)
[objectives]
summary= _ "Starting Objectives:"
[objective]
@ -163,106 +162,101 @@
[/gold_carryover]
[/objectives]
# Start with Nym
[unit]
# wmllint: who NYM is Nym
{NYM}
x=27
y=22
[/unit]
# There are 3 mudcrawler encounter spots, in the NW and SW corner
# and in the barracks. Depending on which way you circle around
# the village, you will encounter the NW or barracks first.
# Can't end scenario until all elves have been rescued (5 events)
# setting up the village occupants
# Setting up the village occupants
# 2 fighters, 2 archers, 2 hunters (if not HARD), 2 scouts
[set_variables]
name=elf_pool
[value]
type="Desert Fighter"
name=_"Lrea"
name= _ "Lrea"
gender=female
[/value]
[value]
type="Desert Fighter"
name=_"Piyru"
name= _ "Piyru"
gender=male
[/value]
[value]
type="Desert Archer"
name=_"Frea"
name= _ "Frea"
gender=female
[/value]
[value]
type="Desert Archer"
name=_"Danu"
name= _ "Danu"
gender=male
[/value]
#ifndef HARD
[value]
type="Desert Hunter"
name=_"Hamuil"
name= _ "Hamuil"
gender=male
[/value]
[value]
type="Desert Hunter"
name=_"Anioh"
name= _ "Anioh"
gender=male
[/value]
#endif
[value]
type="Desert Scout"
name=_"Vemuil"
name= _ "Vemuil"
gender=male
[/value]
[value]
type="Desert Scout"
name=_"Taliu"
name= _ "Taliu"
gender=male
[/value]
[/set_variables]
[/event]
# Dialogue at start of scenario
# Dialog at start of scenario
[event]
name=start
[message]
speaker=Nym
message= _ "Hey Kaleh, are you in there?"
[/message]
[message]
speaker=Kaleh
message= _ "Nym, is that you?"
[/message]
[message]
speaker=Nym
message= _ "Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night."
[/message]
[message]
speaker=Kaleh
message= _ "Has the sky really stopped falling?"
[/message]
[message]
speaker=Nym
message= _ "I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help."
[/message]
[message]
speaker=Kaleh
message= _ "Whats happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didnt think it could be this bad."
[/message]
[message]
speaker=Nym
message= _ "Come on, Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer to the call of duty. Perhaps in the light of day things wont be as bad as you think. Lets explore the village and see who else has survived the night."
[/message]
[message]
speaker=Kaleh
message= _ "Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village."
[/message]
[/event]
# Dialogue when Nym and Kaleh see the ruined keep
# Dialog when Nym and Kaleh see the ruined keep
[event]
name=moveto
[filter]
@ -270,38 +264,46 @@
y=19-26
side=1
[/filter]
[allow_undo]
[/allow_undo]
[allow_undo][/allow_undo]
[message]
speaker=Kaleh
message= _ "Tanuils keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?"
[/message]
[message]
speaker=Nym
message= _ "We must rally those survivors we can find amidst the rubble. It doesnt look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we cant dwell on the dead, we must help the living."
[/message]
[message]
speaker=Kaleh
message= _ "But if Tanuil is dead, who will lead us?"
[/message]
[message]
speaker=Nym
message= _ "Thats a question for another time. Lets keep exploring the wreckage."
[/message]
[/event]
# There are 3 mudcrawler encounter spots, in the NW and SW corner
# and in the barracks. Depending on which way you circle around
# the village, you will encounter the NW or barracks first.
# Survivors - two mudcrawler events, Garak event, Zhul event, scout events
# Handle all events within the oasis
# boundary. This includes finding all the elves that we have to
# rescue, dealing with mudcrawlers and lake monster.
#! -- Depends on
# Handle all events within the oasis boundary.
# This includes finding all the elves that we have to rescue, dealing with
# mudcrawlers and lake monster.
# ! -- Depends on
# $rescued_elves, $seen_mudcrawler
# North-West mudcrawler/villager encounter
# Elvish fighter and 2 archers fighting
# Easy: 1 giant mudcrawler, 3 small mudcrawlers
# Easy: 1 giant mudcrawler, 3 small mudcrawlers
# Medium: 2 giant mudcrawlers, 2 small mudcrawlers
# Hard: 3 giant mudcrawlers, 1 small mudcrawler
# Hard: 3 giant mudcrawlers, 1 small mudcrawler
# wmllint: local spelling Yasi
@ -320,7 +322,6 @@
[/fire_event]
[/event]
# First mudcrawler encounter event
[event]
name=first_mudcrawler_encounter
@ -360,23 +361,23 @@
[then]
# Haven't seen a mudcrawler yet, set the flag and perform
# what-the-hell-is-that routine.
[set_variable]
name=seen_mudcrawler
value=yes
[/set_variable]
{VARIABLE seen_mudcrawler yes}
[message]
speaker=Vecnu
message= _ "Kaleh, Nym, help us!"
[/message]
[message]
speaker=Nym
message= _ "What in Urias name is that?"
[/message]
[message]
speaker=Vecnu
message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we dont stop them there will be nothing left of our village or our people."
[/message]
[message]
speaker=Kaleh
message= _ "To battle, my friends! There are still those left who can fight."
@ -388,6 +389,7 @@
speaker=Kaleh
message= _ "There are more of our people fighting the mud monsters!"
[/message]
[message]
speaker=Nym
message= _ "Then lets join the battle!"
@ -398,9 +400,9 @@
# South-West mudcrawler/villager encounter
# Elvish archer and 2 hunters fighting
# Easy: 1 giant mudcrawler, 3 small mudcrawlers
# Easy: 1 giant mudcrawler, 3 small mudcrawlers
# Medium: 2 giant mudcrawlers, 2 small mudcrawlers
# Hard: 3 giant mudcrawlers, 1 small mudcrawler
# Hard: 3 giant mudcrawlers, 1 small mudcrawler
# Second mudcrawler encounter event trigger
[event]
@ -455,9 +457,9 @@
[/event]
# Training ground encounter
# Easy: 2 giant mudcrawler, 3 small mudcrawlers
# Easy: 2 giant mudcrawler, 3 small mudcrawlers
# Medium: 3 giant mudcrawlers, 2 small mudcrawlers
# Hard: 4 giant mudcrawlers, 1 small mudcrawlers
# Hard: 4 giant mudcrawlers, 1 small mudcrawlers
# Third mudcrawler encounter event trigger
[event]
@ -530,8 +532,7 @@
[unit]
# wmllint: who GARAK is Garak
{GARAK}
x=35
y=34
x,y=35,34
[/unit]
{NAMED_GENERIC_UNIT 1 "Desert Fighter" 36 33 "Jorazan" ( _ "Jorazan")}
@ -544,6 +545,7 @@
speaker=unit
message= _ "This is our training ground. And look, there is Garak, the captain of the guard. He and his fighters have survived the night!"
[/message]
[if]
[variable]
name=seen_mudcrawler
@ -552,18 +554,22 @@
[then]
# Again, haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine.
{VARIABLE seen_mudcrawler yes}
[message]
speaker=Garak
message= _ "Kaleh, Nym, help us!"
[/message]
[message]
speaker=Nym
message= _ "What in Urias name is that?"
[/message]
[message]
speaker=Garak
message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we dont stop them there will be nothing left of our village or our people."
[/message]
[message]
speaker=Kaleh
message= _ "To battle, my friends! There are still those left who can fight."
@ -579,21 +585,18 @@
{VARIABLE found_garak yes}
[show_objectives]
[/show_objectives]
[show_objectives][/show_objectives]
[/event]
# Garak's speech when they kill the last of training grounds
# mudcrawlers. For this we use die event that on each
# occurence checks if there are any more training ground
# occurrence checks if there are any more training ground
# mudcrawlers alive.
[event]
name=die
[filter]
role="Rocky Horror"
[/filter]
[filter_condition]
[have_unit]
role="Rocky Horror"
@ -605,6 +608,7 @@
speaker=second_unit
message= _ "Ha! Theyre destroyed at last."
[/message]
[message]
speaker=Garak
message= _ "Thanks for the help. I am glad to see that so many have survived the night. But theres no time to talk, we must save the rest of our people and crush any other of these earthen abominations back into the earth."
@ -616,7 +620,7 @@
# Thanks to this only one of them is loaded in memory at any given
# time before resolution.
# Approaching bridge dialogue
# Approaching bridge dialog
[event]
name=moveto
[filter]
@ -626,17 +630,18 @@
[/filter]
# Allow to undo the move before the event is triggered
[allow_undo]
[/allow_undo]
[allow_undo][/allow_undo]
[message]
speaker=Kaleh
message= _ "This bridge leads to the holy island at the center of our lake."
[/message]
[message]
speaker=Nym
message= _ "Hmmmm. Some of the druids that worship on the island may still be alive. We should go check."
[/message]
[message]
speaker=Kaleh
message= _ "Be careful. The bridge is broken, so well have to wade through the shallow water."
@ -660,36 +665,42 @@
speaker=Kaleh
message= _ "The great tree! It has been buried under the rocks. Our most holy sanctuary, defiled. Oh, Eloh, what shall we do?"
[/message]
[message]
speaker=Nym
message= _ "Is anyone still alive?"
[/message]
[unit]
# wmllint: who ZHUL is Zhul
{ZHUL}
x=31
y=27
x,y=31,27
[/unit]
#ifndef HARD
{NAMED_GENERIC_UNIT 1 "Desert Shaman" 30 27 "Ryoko" ( _ "Ryoko")}
#endif
{NAMED_GENERIC_UNIT 1 "Desert Shaman" 32 27 "Yuni" ( _ "Yuni")}
[message]
speaker=Zhul
message= _ "Finally! We were worried that no one else had survived."
[/message]
[message]
speaker=Nym
message= _ "Mother priestess, are you all right?"
[/message]
[message]
speaker=Zhul
message= _ "Theres no time to stand on ceremony. Im fine. Im afraid only a few of us survived, but we will lend you what skills we have. Show me to those who need healing."
[/message]
[message]
speaker=Kaleh
message= _ "But the great tree, it has been destroyed!"
[/message]
[message]
speaker=Zhul
message= _ "All things of this world come to an end, but the power of Eloh endures. A new one shall grow in its place. Come now, let us see to the needs of our people."
@ -697,11 +708,9 @@
{VARIABLE found_zhul yes}
[show_objectives]
[/show_objectives]
[show_objectives][/show_objectives]
# Lake monster event
[event]
name=moveto
[filter]
@ -711,10 +720,12 @@
[/filter]
[unit]
x,y=32,30
side=2
type=Cuttle Fish
name=_"Deep One"
name= _ "Deep One"
description= _ "The Deep Ones are gigantic aquatic monsters that lurk in the dark places of the world. Rarely do they come to the surface, and when they do the best way to survive an encounter with these monsters is to remain ashore. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance."
# Deep one is basicaly a weakened Cuttlefish, it
# Deep one is basically a weakened Cuttlefish, it
# would be pretty much unbeatable if left without change
[modifications]
[trait]
@ -739,23 +750,24 @@
#endif
[/trait]
[/modifications]
x=32
y=30
side=2
[/unit]
[message]
speaker=narrator
message= _ "The water of the lake suddenly goes dark and unsettled, only to erupt in a swarm of tentacles the moment the first elf set foot off the island."
image=wesnoth-icon.png
[/message]
[message]
speaker=Nym
message= _ "What in Urias name is that?"
[/message]
[message]
speaker=Zhul
message= _ "I felt a great darkness in this lake, but I knew not what it was. The falling rocks must have woken it from its sleep."
[/message]
[message]
speaker=Kaleh
message= _ "Protect the priestesses, we shall send this monstrosity back to the depths it came from!"
@ -764,9 +776,8 @@
[/event]
[/event]
# Grasslands dialogue, when Kaleh and Nym approach the eastern fields,
# Grasslands dialog, when Kaleh and Nym approach the eastern fields,
# this will show only the first time player enters the stables area
[event]
name=moveto
[filter]
@ -779,6 +790,7 @@
speaker=Kaleh
message= _ "These fields seem strangely vacant. Where are the horses?"
[/message]
[message]
speaker=Nym
message= _ "Maybe theyre hiding in the stables. Lets go check."
@ -799,6 +811,7 @@
[/filter_location]
side=1
[/filter]
[fire_event]
name=stable found
[primary_unit]
@ -814,35 +827,42 @@
#undef STABLE
# Moved to stables and found a scout. We have none, spawn Naru
[event]
name=stable found
# Moved to stables and found a scout. We have none, spawn Naru
{NAMED_GENERIC_UNIT 1 "Desert Scout" $x1 $y1 "Naru" (_"Naru")}
[message]
speaker=Naru
message= _ "Is it safe to come out? I was so scared."
[/message]
[message]
speaker=Kaleh
message= _ "Where are all the other horses?"
[/message]
[message]
speaker=Naru
message= _ "A hunting party left just yesterday, so unless the rocks fell all over the land, many of the horses have probably survived. The few that remained here were scared by the falling rocks and fled into the night. It took all my skill to calm Yasi and keep him from running."
[/message]
[message]
speaker=Kaleh
message= _ "Well need your help in checking to see if the outer settlements survived. Who knows what kinds of damage they suffered in the night? And perhaps some of the people out in the desert have been able to round up some of the loose horses."
[/message]
[message]
speaker=Nym
message= _ "We can only hope that hunting party returns soon."
[/message]
# We have Naru, spawn Nisa
# This event replaces containing event to ensure units are found in order
[event]
name=stable found
# We have Naru, spawn Nisa
# This event replaces containing event to ensure units are found in order
[message]
speaker=unit
message= _ "Hey, Nisa, the rocks have stopped falling. You can come out now!"
@ -873,6 +893,7 @@
# village location, set when someone steps on the village for the first
# time. For example if the undead capture the village at 30,8 first, the
# following container would be set:
#
# [village_at_30_8]
# captured_by=undead
# [/village_at_30_8]
@ -906,15 +927,12 @@
[event]
name=capture
first_time_only=no
[filter]
side=1
[filter_location]
find_in=outer_villages
[/filter_location]
[/filter]
[filter_condition]
[variable]
name=village_at_$x1|_$y1|.visited_by_player
@ -934,10 +952,11 @@
# player has a chance of finding a random elf
[then]
{VARIABLE_OP fate rand "1..100"}
# And check if it's lower than a threshold of
# finding an unit that's dependent on diffficulty
# finding an unit that's dependent on difficulty
# level: 60% on easy, 50% on normal, 40% on
# hard. We use preprocesor to choose apropriate
# hard. We use preprocesor to choose appropriate
# chance
[if]
[variable]
@ -959,10 +978,10 @@
gender=$elf_pool[$random_elf_pool_index].gender
random_traits=yes
#ifdef EASY
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
#endif
[/unit]
@ -988,7 +1007,7 @@
{CLEAR_VARIABLE fate}
[/then]
# if this village was captured by undead first, the player
# If this village was captured by undead first, the player
# can't find any elves there anymore
[else]
[message]
@ -1017,9 +1036,22 @@
# Necromancer - spawning the bad guy both on time and prematurely
# and victory event.
# Normal necromancer placement, happens around turn 10 depending on
# difficulty level
[event]
name="turn {ON_DIFFICULTY 11 10 9}"
# If Xanthos does not exist, create him
# No need for test as event will do nothing if it already ran
[fire_event]
name=xanthos_appearance
[/fire_event]
[/event]
# Xanthos appearance event
[event]
name=xanthos_appearance
# Place the bad guy, give him proper gold and income
[unit]
#ifdef HARD
@ -1030,45 +1062,53 @@
id=Xanthos
name= _ "Xanthos"
canrecruit=yes
x=46
y=3
x,y=46,3
side=3
[/unit]
[modify_side]
side=3
{GOLD 150 175 200}
{INCOME 12 15 20}
[/modify_side]
[remove_shroud]
side=1
x=44-48
y=1-5
[/remove_shroud]
[message]
speaker=Xanthos
message= _ "This place reeks of death, I could smell it from miles away. Oh, how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!"
[/message]
[message]
speaker=Nym
message= _ "His timing couldnt be worse. I know that undead cultists often prey on small targets, but they havent had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?"
[/message]
[message]
speaker=Zhul
message= _ "Have some more faith, girl, the goddess does not send us more than we can handle. With Elohs grace we shall yet triumph over this pretender."
[/message]
[message]
speaker=Garak
message= _ "Bah, Ive fought these dark cultists before. They can be killed just like anyone else, and our elvish hunters can easily defeat their skeleton armies."
[/message]
[message]
speaker=Kaleh
message= _ "I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth elves!"
[/message]
[place_shroud]
side=1
x=44-48
y=1-5
[/place_shroud]
[objectives]
summary= _ "New Objectives:"
show=yes
@ -1104,16 +1144,27 @@
[/objectives]
[/event]
# Normal necromancer placement, happens around turn 10 depending on
# difficulty level
# This event prevents player from running to the dark sorcerer's base
# before he shows up on turn 11. If the player approaches his base
# before turn 11 he appears and attacks. Either way the unit moving
# into the area also comments on the plight of those elves who lived
# out in the open sands.
[event]
name="turn {ON_DIFFICULTY 11 10 9}"
name=moveto
[filter]
x=37-60
y=1-12
side=1
[/filter]
# If Xanthos does not exist, create him
# No need for test as event will do nothing if it already ran
[fire_event]
name=xanthos_appearance
[/fire_event]
[message]
speaker=unit
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them."
[/message]
[/event]
# When the dark sorcerer dies, check to make sure elves have been rescued
@ -1126,9 +1177,11 @@
[filter]
id=Xanthos
[/filter]
[sound]
name=wail-long.wav
[/sound]
[kill]
side=3
animate=yes
@ -1136,14 +1189,17 @@
id=Xanthos
[/not]
[/kill]
[message]
speaker=Kaleh
message= _ "The necromancer is finally vanquished."
[/message]
[message]
speaker=Zhul
message= _ "And at last the dead shall have their rest."
[/message]
[if]
[variable]
name=rescued_elves
@ -1154,6 +1210,7 @@
speaker=Kaleh
message= _ "The necromancer is dead, but I dont think weve explored the entire village. There may still be elves that need rescuing. We should go back and check."
[/message]
[event]
name=moveto
[filter]
@ -1165,10 +1222,12 @@
equals=5
[/variable]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "Weve explored the village, and I think weve rescued the last of the survivors."
[/message]
[endlevel]
result=victory
bonus=yes
@ -1186,28 +1245,6 @@
[/if]
[/event]
# This event prevents player from running to the dark sorcerer's base
# before he shows up on turn 11. If the player approaches his base
# before turn 11 he appears and attacks. Either way the unit moving
# into the area also comments on the plight of those elves who lived
# out in the open sands.
[event]
name=moveto
[filter]
x=37-60
y=1-12
side=1
[/filter]
[fire_event]
name=xanthos_appearance
[/fire_event]
[message]
speaker=unit
message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them."
[/message]
[/event]
# Elvish hunting party shows up on turn 16
[event]
name=turn 16
@ -1218,11 +1255,13 @@
[event]
name=hunting party
[remove_shroud]
side=1
x=24-32
y=1-6
[/remove_shroud]
{NAMED_GENERIC_UNIT 1 "Desert Hunter" 29 2 "Pythos" ( _ "Pythos")}
#ifndef HARD
{NAMED_GENERIC_UNIT 1 "Desert Fighter" 28 2 "Shea" ( _ "Shea")}
@ -1235,18 +1274,22 @@
[+unit]
gender=female
[/unit]
[message]
speaker=Pythos
message= _ "Hail, is anyone still alive?"
[/message]
[message]
speaker=Kaleh
message= _ "Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?"
[/message]
[message]
speaker=Pythos
message= _ "We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner."
[/message]
[message]
speaker=Nym
message= _ "No use crying over spilt water. But were sure glad youre here now."
@ -1265,66 +1308,82 @@
speaker=Nym
message= _ "It seems that we finally have some peace. But what do we do now?"
[/message]
[message]
speaker=Garak
message= _ "Where is Tanuil and his family?"
[/message]
[message]
speaker=Kaleh
message= _ "The keep has been crushed by the rocks. We could find no survivors."
[/message]
[message]
speaker=Zhul
message= _ "Too many have died this night."
[/message]
[message]
speaker=Nym
message= _ "Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here."
[/message]
[message]
speaker=Garak
message= _ "You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again."
[/message]
[message]
speaker=Nym
message= _ "Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness."
[/message]
[message]
speaker=Garak
message= _ "Impudent girl, you should not speak so to your elders, or to your betters."
[/message]
[message]
speaker=Nym
message= _ "I have a right to speak my mind!"
[/message]
[message]
speaker=Zhul
message= _ "Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?"
[/message]
[message]
speaker=Kaleh
message= _ "Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: <i>“You must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.”</i> Im not sure why Im the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there."
[/message]
[message]
speaker=Garak
message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow where you go."
[/message]
[message]
speaker=Zhul
message= _ "Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people."
[/message]
[message]
speaker=Nym
message= _ "What about the bodies of the dead? We cant leave them to be torn by crows or desecrated by other dark mages."
[/message]
[message]
speaker=Kaleh
message= _ "I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm."
[/message]
[message]
speaker=Zhul
message= _ "Kaleh, I dont want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre."
[/message]
[message]
speaker=narrator
message= _ "And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last."
@ -1358,17 +1417,20 @@
{CLEAR_VARIABLE rescued_elves}
{CLEAR_VARIABLE found_garak}
{CLEAR_VARIABLE found_zhul}
# This clears all those village-specific containers that were holding
# information about who had visited the village
{FOREACH outer_villages i}
{CLEAR_VARIABLE village_at_$outer_villages[$i].x|_$outer_villages[$i].y|}
{NEXT i}
{CLEAR_VARIABLE elf_pool}
{CLEAR_VARIABLE outer_villages}
[/event]
[event]
name=time over
[message]
speaker=Kaleh
message= _ "Whats that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. Theres no way we can defeat them all. Weve run out of time. Theres no escape. Eloh save us!"