# Level 11: The Battle for Zocthanol Isle
# (previous called Nemsoth Isle)

# change Saurian Tribalist to Saurian Augur and Saurian Icecaster to
# Saurian Oracle

[scenario]
#textdomain wesnoth-utbs

id="11_BattleforNemsothIsle"
name= _ "The Battle for Zocthanol Isle"
label= _ "The Battle for Zocthanol Isle"

next_scenario=12_FinalConfrontation

map_data="{campaigns/Under_the_Burning_Suns/maps/11Island5.map}"

[music]
name=wanderer.ogg
[/music]

#don't display snapshot of map in saved games
snapshot="no"
victory_when_enemies_defeated=no

#max turns in scenario varies depending on difficulty
#ifdef EASY
turns="44"
#endif
#ifdef MEDIUM
turns="40"
#endif
#ifdef HARD
turns="36"
#endif

{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
{DUSK2}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}

#Side 1: elves
[side]
	side=1
	description=Kaleh
	type=Desert Fighter
	canrecruit=1
	{INCOME 0 0 0}
	controller=human
	shroud=yes
	fog=yes
	team_name=elf_ally

[/side]

#Side 2: Saurians (blue)
[side]
	side=2
	type=Saurian Oracle
	description=Boyicht
	user_description= _ "Boyicht"
	upkeep=full
	canrecruit=1
	[modifications]
		{TRAIT_INTELLIGENT}
		{TRAIT_RESILIENT}
	[/modifications]
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally

	#ifdef EASY
	recruit=Saurian Skirmisher, Saurian Augur
	#endif

	#ifdef MEDIUM
	recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher
	#endif

	#ifdef HARD
	recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher, Saurian Shoothsayer, Saurian Oracle
	#endif

	[ai]
		recruitment_pattern=scout, archer, scout, archer

		aggression=0.75
		caution=0.1

		# AI will attack a weak unit with a max of 3,4,5 units
		# depending on the difficulty (default=5)
		{ATTACK_DEPTH 3 4 5}

		passive_leader=yes
	[/ai]
[/side]


#Side 3: Undead (green)
[side]
	side=3
	type=Draug
	description=Kelur
	user_description= _ "Kelur"
	upkeep=full
	canrecruit=1
	{GOLD 125 150 150}
	{INCOME 15 17 19}
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally

	#ifdef EASY
	recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Soul Shooter
	#endif

	#ifdef MEDIUM
	recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Soul Shooter, Spectre
	#endif

	#ifdef HARD
	recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Soul Shooter, Spectre, Draug
	#endif

	[ai]
		recruitment_pattern=scout, scout, fighter, archer, fighter

		# AI will attack a weak unit with a max of 3,4,5 units
		# depending on the difficulty (default=5)
		{ATTACK_DEPTH 3 4 5}

		recruitment_pattern=scout,fighter,archer,fighter
		aggression=0.8
		caution=0.1
	[/ai]

[/side]

#Side 4: Orcs (yellow)
[side]
	side=4
	type=Orcish Sovereign
	description=Graghht
	user_description= _ "Graghht"
	upkeep=full
	canrecruit=1
	[modifications]
		{TRAIT_STRONG}
		{TRAIT_RESILIENT}
	[/modifications]
	{GOLD 125 150 150}
	{INCOME 15 17 19}
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally

	#ifdef EASY
	recruit=Orcish Warrior, Orcish Crossbow, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord
	#endif

	#ifdef MEDIUM
	recruit=Orcish Warrior, Orcish Crossbow, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
	#endif

	#ifdef HARD
	recruit=Orcish Warrior, Orcish Crossbow, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
	#endif

	[ai]
		recruitment_pattern=scout, fighter, archer, fighter

		# AI will attack a weak unit with a max of 3,4,5 units
		# depending on the difficulty (default=5)
		{ATTACK_DEPTH 2 3 4}

		aggression=0.8
		caution=0.1
	[/ai]
[/side]

#Side 5: Eloh
[side]
	side=5
	no_leader=yes
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally
[/side]

#Side 6: Vampire bats
[side]
	side=6
	no_leader=yes
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally
[/side]

#Side 7: Western Naga
[side]
	side=7
	no_leader=yes
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally

	#ifdef EASY
	recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
	#endif

	#ifdef MEDIUM
	recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden
	#endif

	#ifdef HARD
	recruit=Naga Fighter, Naga Warrior, Naga Guardian Naga Hunter, Naga Warden, Naga Myrmidon
	#endif

	[ai]
		aggression=0.75
		caution=0.1

		recruitment_pattern=fighter, archer, fighter, fighter

		# AI will attack a weak unit with a max of 3,4,5 units
		# depending on the difficulty (default=5)
		{ATTACK_DEPTH 3 4 5}

		#ifdef EASY
		passive_leader=yes
		#endif
	[/ai]
[/side]

#Side 8: Eastern Naga
[side]
	side=8
	no_leader=yes
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=eloh_ally

	#ifdef EASY
	recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
	#endif

	#ifdef MEDIUM
	recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Warden, Naga Hunter
	#endif

	#ifdef HARD
	recruit=Naga Fighter, Naga Warrior, Naga Myrmidon, Naga Warden, Naga Guardian, Naga Hunter
	#endif

	[ai]
		aggression=0.75
		caution=0.1

		recruitment_pattern=fighter, archer, fighter, fighter

		# AI will attack a weak unit with a max of 3,4,5 units
		# depending on the difficulty (default=5)
		{ATTACK_DEPTH 3 4 5}

		#ifdef EASY
		passive_leader=yes
		#endif
	[/ai]
[/side]

#Side 9: trapped merfolk
[side]
	side=9
	no_leader=yes
	gold=0
	income=0
	controller=ai
	shroud=no
	fog=no
	team_name=elf_ally
[/side]


[story]
	[part]
	story= _ "Chapter 11: Our boats slipped softly through the water, shrouded in the predawn darkness. At this moment the merfolk would be launching their diversionary attack, but the fact that we had not encountered any resistance was still eerily disturbing. Ahead of us, the large island loomed, dark and menacing."
	[/part]

	[part]
	story= _ "In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no one to blame but myself."
	[/part]

	[part]
	story= _ "But Zhul is right, if we came all this way just for a chance to help the merfolk defeat Yechnagoth then our journey was not in vain. We were searching for a new home, safe from all the horrors and death of the desert, but now this struggle seems more important. Could these islands possibly become a home for my people? It is a prospect too wonderful to dare to hope for. But in the end that is not what is driving me. All I care about is vengeance upon her that did this to us. Garak, Keratur, Tanstafaal, all those poor souls we left behind in our village and the many who have marked our path with their blood, they all shall be avenged."
	[/part]

	[part]
	story= _ "This conflict is greater than just us. These lands were once places of beauty and hope. The great empires may be gone, but still people struggle to survive. As bad as it all seems, there is still some beauty and light left, hidden away. I will not let it all be swallowed by a second darkness. I do not care what happens to me, but I pray to Eloh (if she is even listening) that if I die, then I die making these lands a better place. Please may this not all be in vain..."
	[/part]
[/story]

# Prestart functions:
# increase cost of all units by 2
# insert items onto map
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# set starting scenario objectives
# capture elves' starting villages

[event]
name=prestart

	# scenario testing units

	# increase cost of all units by 2

	[if]

		[variable]
		name=scen3
		numerical_equals=2
		[/variable]

		[then]

		#go from 8 to 10

		[disallow_recruit]
			type=Desert Fighter, Desert Archer, Desert Hunter, Desert Shaman, Desert Scout
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter2, Desert Archer2, Desert Hunter2, Desert Shaman2, Desert Scout2
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter3, Desert Archer3, Desert Hunter3, Desert Shaman3, Desert Scout3
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter4, Desert Archer4, Desert Hunter4, Desert Shaman4, Desert Scout4
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter5, Desert Archer5, Desert Hunter5, Desert Shaman5, Desert Scout5
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter6, Desert Archer6, Desert Hunter6, Desert Shaman6, Desert Scout6
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter7, Desert Archer7, Desert Hunter7, Desert Shaman7, Desert Scout7
			side=1
		[/disallow_recruit]

		[disallow_recruit]
			type=Desert Fighter9, Desert Archer9, Desert Hunter9, Desert Shaman9, Desert Scout9
			side=1
		[/disallow_recruit]

		[allow_recruit]
			type=Desert Fighter10, Desert Archer10, Desert Hunter10, Desert Shaman10, Desert Scout10
			side=1
		[/allow_recruit]

		[/then]

		[else]

		[if]
			[variable]
			name=scen3
			numerical_equals=1
			[/variable]

			[then]

			#go from 7 to 9

			[disallow_recruit]
				type=Desert Fighter, Desert Archer, Desert Hunter, Desert Shaman, Desert Scout
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter2, Desert Archer2, Desert Hunter2, Desert Shaman2, Desert Scout2
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter3, Desert Archer3, Desert Hunter3, Desert Shaman3, Desert Scout3
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter4, Desert Archer4, Desert Hunter4, Desert Shaman4, Desert Scout4
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter5, Desert Archer5, Desert Hunter5, Desert Shaman5, Desert Scout5
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter6, Desert Archer6, Desert Hunter6, Desert Shaman6, Desert Scout6
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter7, Desert Archer7, Desert Hunter7, Desert Shaman7, Desert Scout7
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter8, Desert Archer8, Desert Hunter8, Desert Shaman8, Desert Scout8
				side=1
			[/disallow_recruit]

			[allow_recruit]
				type=Desert Fighter9, Desert Archer9, Desert Hunter9, Desert Shaman9, Desert Scout9
				side=1
			[/allow_recruit]

			[/then]

		[/if]

		[if]
			[variable]
			name=scen3
			numerical_equals=3
			[/variable]

			[then]

			#go from 9 to 11

			[disallow_recruit]
				type=Desert Fighter, Desert Archer, Desert Hunter, Desert Shaman, Desert Scout
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter2, Desert Archer2, Desert Hunter2, Desert Shaman2, Desert Scout2
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter3, Desert Archer3, Desert Hunter3, Desert Shaman3, Desert Scout3
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter4, Desert Archer4, Desert Hunter4, Desert Shaman4, Desert Scout4
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter5, Desert Archer5, Desert Hunter5, Desert Shaman5, Desert Scout5
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter6, Desert Archer6, Desert Hunter6, Desert Shaman6, Desert Scout6
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter7, Desert Archer7, Desert Hunter7, Desert Shaman7, Desert Scout7
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter8, Desert Archer8, Desert Hunter8, Desert Shaman8, Desert Scout8
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter9, Desert Archer9, Desert Hunter9, Desert Shaman9, Desert Scout9
				side=1
			[/disallow_recruit]

			[disallow_recruit]
				type=Desert Fighter10, Desert Archer10, Desert Hunter10, Desert Shaman10, Desert Scout10
				side=1
			[/disallow_recruit]

			[allow_recruit]
				type=Desert Fighter11, Desert Archer11, Desert Hunter11, Desert Shaman11, Desert Scout11
				side=1
			[/allow_recruit]

			[/then]

		[/if]

		[/else]
	[/if]

	# add items to map

	# Eloh's temple

	#{PLACE_IMAGE scenery/temple1.png 26 18}

	# add elven ship to landing point

	{PLACE_IMAGE items/galleon-elf.png 39 44}

	# wrecked ship was 13,14

	{PLACE_IMAGE scenery/wreck.png 13 9}

	[unit]
	type=Blank
	description="Hidden Serpent"
	# user description not needed, unit never seen
	x,y=13,9
	side=2
	ai_special=guardian
	[/unit]

	# trapped merman in cage

	{PLACE_IMAGE units/merfolk/triton.png 10 5}
	{PLACE_IMAGE items/cage.png 10 5}

	[unit]
	type=Blank
	description="Trapped Merman"
	user_description= _ "Trapped Merman"
	x,y=10,5
	side=2
	ai_special=guardian
	[/unit]


	# recall heroes

	[recall]
	description=Zhul
	[/recall]
	[recall]
	description=Nym
	[/recall]
	# recall dwarf/troll
	[recall]
	description=$ally_name
	[/recall]

	#recall merfolk

	[recall]
	description=Esanoo
	[/recall]
	[recall]
	description=Urruga
	[/recall]
	[recall]
	description=Nuvassa
	[/recall]
	[recall]
	description=Yantili
	[/recall]
	[recall]
	description=Il-tian
	[/recall]
	[recall]
	description=We-jial
	[/recall]

	#teleport merfolk to nearby water

	[teleport]
	[filter]
		description=Esanoo
	[/filter]
	x,y=42,42
	[/teleport]

	[teleport]
	[filter]
		description=Urruga
	[/filter]
	x,y=42,42
	[/teleport]

	[teleport]
	[filter]
		description=Nuvassa
	[/filter]
	x,y=42,42
	[/teleport]

	[teleport]
	[filter]
		description=Yantili
	[/filter]
	x,y=42,42
	[/teleport]

	[teleport]
	[filter]
		description=Il-tian
	[/filter]
	x,y=42,42
	[/teleport]

	[teleport]
	[filter]
		description=We-jial
	[/filter]
	x,y=42,42
	[/teleport]

	#initialize starting variables

	[set_variable]
	name=encountered_saurians
	value=0
	[/set_variable]

	[set_variable]
	name=captured_fort
	value=0
	[/set_variable]

	[set_variable]
	name=found_door
	value=0
	[/set_variable]

	[set_variable]
	name=num_keys_found
	value=0
	[/set_variable]

	# clock variable, starts at 1
	[set_variable]
	name=time_of_day
	value=1
	[/set_variable]

	# flag to store if first night has happened or not, starts at false
	[set_variable]
	name=first_night
	value=0
	[/set_variable]

	# flag to store if second_dawn has happened or not, starts at false
	[set_variable]
	name=second_dawn
	value=0
	[/set_variable]

	# number of bats to appear each night

	#ifdef EASY
	[set_variable]
	name=number_vamp_bats
	value=5
	[/set_variable]

	[set_variable]
	name=number_blood_bats
	value=0
	[/set_variable]
	#endif

	#ifdef MEDIUM
	[set_variable]
	name=number_vamp_bats
	value=3
	[/set_variable]

	[set_variable]
	name=number_blood_bats
	value=3
	[/set_variable]
	#endif

	#ifdef HARD
	[set_variable]
	name=number_vamp_bats
	value=3
	[/set_variable]

	[set_variable]
	name=number_blood_bats
	value=4
	[/set_variable]
	#endif

	[set_variable]
	name=immortal_hero
	value=0
	[/set_variable]

	# set starting scenario objectives

	[objectives]
		summary= _ "Starting Objectives:"
		[objective]
			description= _ "Kaleh must capture a keep"
			condition=win
		[/objective]
		[objective]
			description= _ "Death of Kaleh, Nym, Zhul"
			condition=lose
		[/objective]
	[/objectives]

	#create starting elves

	[unit]
	type=Desert Hunter
	description=Eagath
	user_description= _ "Eagath"
	upkeep=full
	x=37
	y=42
	side=1
	[modifications]
		{TRAIT_QUICK}
		{TRAIT_STRONG}
	[/modifications]
	[/unit]

	[unit]
	type=Desert Archer
	description=Alusan
	user_description= _ "Alusan"
	upkeep=full
	x=35
	y=43
	side=1
	[modifications]
		{TRAIT_DEXTROUS}
		{TRAIT_RESILIENT}
	[/modifications]
	[/unit]

	#create starting undead and orc guards

	[unit]
		description=Undead High Guard
		type=Revenant
		side=3
		x,y=25,20
		ai_special=guardian
	[/unit]

	[unit]
		description=Orcish High Guard
		type=Orcish Warrior
		side=4
		x,y=27,20
		[modifications]
			{TRAIT_LOYAL}
			{TRAIT_RESILIENT}
		[/modifications]
		ai_special=guardian
	[/unit]

[/event]

# Event 1: Starting dialogue

[event]
name=start

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "Where did this fog come from? I can't see a thing!"
[/message]

[message]
	race=merman
	message= _ "Fog and darkness cloud this place, but we can use it to our advantage. The other ships will be safe hidden out in the deep water."
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "We should find a fort before we land the rest of our people. I do not like the idea of landing everyone without a fort to protect us. Shrouded by the fog, they will be safe for the moment. Once we find a place to rally our people, we can bring the rest of them in and start fighting in earnest."
[/message]

[message]
	race=merman
	message= _ "I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find."
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "That is a good plan. First find a fort, then we can explore the rest of the island."
[/message]

# remove merfolk from map
[store_unit]
	[filter]
	race=merman
	[/filter]
kill=yes
variable=merfolk_units
[/store_unit]

# capture villages for saurians

[capture_village]
x=8-29
y=38-45
side=2
[/capture_village]

# merfolk testing units

#{UNIT_T (Merman Triton) (test) ( _ "test") 1 3 15}
#{UNIT_T (Merman Entangler) (test) ( _ "test") 1 3 15}
#{UNIT_T (Mermaid Siren) (test) ( _ "test") 1 3 15}

[/event]

# Event 2: Jungle Warning

# keep player from entering jungle too early

[event]
name=moveto

[filter]
x=31-36
y=32-37
side=1
[/filter]

[if]
	[variable]
	name=captured_fort
	numerical_equals=0
	[/variable]

	[then]

	[message]
		description=Zhul
		image=portraits/zhul.png
		message= _ "Ugh. That jungle seems dark and foreboding. Do you see those eyes? There are things staring at us from the depths of the jungle, but I can't tell what they are. As much as I love plants and trees, I don't like the look of it."
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don't think I want to hack through the jungle until we have more elves at our side."
	[/message]

	[/then]
[/if]

[/event]

# Event 3: Silence and Suspense

[event]
name=moveto

[filter]
x=1-27
y=37-41
side=1
[/filter]

[if]
	[variable]
	name=captured_fort
	numerical_equals=0
	[/variable]

	[then]

	[message]
		description=Nym
		image=portraits/nym.png
		message= _ "I don't get it. All we see are ruins, bones, some sand and patches of grass. I thought we would be attacked the moment we set foot on this island. Where is everybody?"
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "That's what worries me. I keep thinking that something is going to jump out from behind the next rock or stone wall and attack, but everything is silent. Too silent."
	[/message]

	[/then]
[/if]

[/event]

# Event 3.5 Reset Saurians Gold to 0

# Until player meets Saurians, keep their gold at 0

[event]
name=new turn
first_time_only=no

[if]
	[variable]
	name=encountered_saurians
	numerical_equals=0
	[/variable]

	[then]

	[modify_side]
	side=2
	gold=0
	[/modify_side]

	[/then]
[/if]

[/event]


# Event 4: Encountering the Saurians

[event]
name=sighted

[filter]
	description=Boyicht
[/filter]

[filter_second]
	side=1
[/filter_second]

[message]
	description=Boyicht
	message= _ "You trespass on holy ground, The One says you must die!"
[/message]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "Paugh! Little one, you are not worth our time. We are the Quenoth Elves! Flee and trouble us no longer or we will squash you like a bug."
[/message]

[message]
	description=Boyicht
	message= _ "No, you are not The One. You no command Boyicht. Attack!"
[/message]

# Saurians ambush

#ifdef EASY
{UNIT_T (Saurian Skirmisher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 17 39}
{UNIT_T (Saurian Skirmisher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 16 43}

{UNIT_T (Saurian Augur) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 20 42}
#endif

#ifdef MEDIUM
#{UNIT_T (Saurian Ambusher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 17 39}
#{UNIT_T (Saurian Skirmisher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 16 43}

#{UNIT_T (Saurian Augur) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 20 42}
#endif

#ifdef HARD
#{UNIT_T (Saurian Ambusher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 17 39}
#{UNIT_T (Saurian Skirmisher) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 16 43}

#{UNIT_T (Saurian Oracle) (Fanatical Saurian) ( _ "Fanatical Saurian") 2 20 42}
#endif

[set_variable]
	name=encountered_saurians
	value=1
[/set_variable]

[modify_side]
	side=2

	#ifdef EASY
		income=3
		gold=20
	#endif

	#ifdef MEDIUM
		income=4
		gold=30
	#endif

	#ifdef HARD
		income=5
		gold=40
	#endif
[/modify_side]

[/event]

# Death of Boyicht

[event]
name=die

[filter]
	description=Boyicht
[/filter]

[message]
	description=Boyicht
	message= _ "My death matters not. The One will kill you all. None can resist her."
[/message]

[kill]
description=Boyicht
animate=yes
fire_event=no
[/kill]

[message]
	speaker=second_unit
	message= _ "I say good riddance. He creeped me out."
[/message]

[/event]

# Event 4.5 Naga leaders appear, activate sides 7 + 8

# side 8 naga on eastern side of island are a bit stronger
# than side 7 than those on western side

[event]
name=turn 4

[unit]
type=Naga Myrmidon
description=Naga Leader
user_description= _ "Naga Leader"
canrecruit=1
side=7
x,y=3,23
[modifications]
	{TRAIT_INTELLIGENT}
	{TRAIT_STRONG}
[/modifications]
[/unit]

[modify_side]
	side=7

	#ifdef EASY
		income=7
		gold=75
	#endif
	#ifdef MEDIUM
		income=9
		gold=95
	#endif
	#ifdef HARD
		income=11
		gold=115
	#endif
[/modify_side]

[unit]
type=Naga Myrmidon
description=Naga Leader
user_description= _ "Naga Leader"
canrecruit=1
side=8
x,y=46,28
[modifications]
	{TRAIT_INTELLIGENT}
	{TRAIT_RESILIENT}
[/modifications]
[/unit]

[modify_side]
	side=8

	#ifdef EASY
		income=9
		gold=75
	#endif
	#ifdef MEDIUM
		income=11
		gold=95
	#endif
	#ifdef HARD
		income=13
		gold=115
	#endif
[/modify_side]

[/event]

# Event 5: Capture the castle, merfolk and elves return

[event]
name=moveto

[filter]
description=Kaleh
x,y=13,41
[/filter]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "I have captured the keep. This castle is somewhat ruined, but it will serve our purposes. Now, I wonder where the merfolk are?"
[/message]

[set_variable]
	name=array_length
	value=$merfolk_units.length
[/set_variable]

[set_variable]
	name=counter
	value=0
[/set_variable]

[while]

[variable]
	name=counter
	less_than=$array_length
[/variable]

[do]

[unstore_unit]
	variable=merfolk_units[$counter]
	find_vacant=yes
[/unstore_unit]

[set_variable]
	name=counter
	add=1
[/set_variable]

[/do]

[/while]

{CLEAR_VARIABLE array_length}

#teleport merfolk to nearby water

[teleport]
	[filter]
		description=Esanoo
	[/filter]
	x,y=6,42
[/teleport]

[teleport]
	[filter]
		description=Urruga
	[/filter]
	x,y=6,42
[/teleport]

[teleport]
	[filter]
		description=Nuvassa
	[/filter]
	x,y=6,42
[/teleport]

[teleport]
	[filter]
		description=Yantili
	[/filter]
	x,y=6,42
[/teleport]

[teleport]
	[filter]
		description=Il-tian
	[/filter]
	x,y=6,42
[/teleport]

[teleport]
	[filter]
		description=We-jial
	[/filter]
	x,y=6,42
[/teleport]


[message]
race=merman
message= _ "Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops."
[/message]

[capture_village]
x=8-29
y=42-45
side=1
[/capture_village]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "Thanks, I think we're going to need all the support we can get."
[/message]

[remove_shroud]
x=1-50
y=37-52
side=1
[/remove_shroud]

[message]
race=merman
message= _ "Now that you have found a fortress to protect your people, we can bring in the other ships."
[/message]

# animations of ships landing

[move_unit_fake]
	type=Galleon
	x=1,2,3,4,5,6,7,8,9,10
	y=41,40,40,39,39,38,38,37,38,38
[/move_unit_fake]

{PLACE_IMAGE items/galleon-elf.png 10 38}

[move_unit_fake]
	type=Galleon
	x=1,2,3,4,5,6,7,8,9
	y=42,41,41,40,40,39,40,39,39
[/move_unit_fake]

{PLACE_IMAGE items/galleon-elf.png 9 39}

[move_unit_fake]
	type=Galleon
	x=1,2,3,4,5,6,7,8,9
	y=43,42,42,41,41,40,40,39,40
[/move_unit_fake]

{PLACE_IMAGE items/galleon-elf.png 9 40}


[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?"
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "Now that we've set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it's somewhere in the middle of that dark jungle."
[/message]

[message]
race=merman
message= _ "In our exploration we found a group of reinforcements, who were sent to help you, compliments of Melusand. You can recruit them into service at your base, if you wish. We may not be much use to you on land, but we will protect you against any threats from the water."
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "Thank you. I'm sure the reinforcements will be very useful."
[/message]

[allow_recruit]
	type=Mermaid Initiate, Merman Fighter, Merman Hunter
	side=1
[/allow_recruit]

[set_variable]
	name=captured_fort
	value=1
[/set_variable]

[objectives]
	summary= _ "New Objectives:"
	[objective]
		description= _ "Reach the black citadel in the center of the island."
		condition=win
	[/objective]
	[objective]
		description= _ "Death of Kaleh, Nym, Zhul"
		condition=lose
	[/objective]
[/objectives]

# change the music playing
[music]
name=battle.ogg
immediate=yes
[/music]

[/event]

# Event 6: Encounter the undead leader

[event]
name=sighted

[filter]
	description=Kelur
[/filter]

[filter_second]
	side=1
[/filter_second]

[message]
	description=Kelur
	message= _ "Feel the cold touch of death!"
[/message]

[/event]

# Event 7: Encounter the orc leader

[event]
name=sighted

[filter]
	description=Graghht
[/filter]

[filter_second]
	side=1
[/filter_second]

[message]
	description=Graghht
	message= _ "I will slaughter you all and bathe in your blood!"
[/message]

[/event]


# Event 8: Encounter stone citadel

# this event is used if the unit triggering the event is not Kaleh

[event]
name=moveto

[filter]
x=25-27
y=19-20
side=1
[not]
	description=Kaleh
[/not]
[/filter]

[if]

[variable]
	name=found_door
	numerical_equals=0
[/variable]

[then]

[if]
	[variable]
	name=num_keys_found
	numerical_equals=2
	[/variable]

	[then]

	[message]
		speaker=unit
		message= _ "We've reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can't find any way to get in."
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance."
	[/message]

	[message]
		speaker=unit
		message= _ "Wait a minute. There's a tiny outline of a door in the stone. But there's no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "Hey, what about the two keys that we found on the bodies of the undead and orc leaders?"
	[/message]

	[endlevel]
		name=victory
		bonus=yes
	[/endlevel]

	[/then]

	[else]

	[message]
		speaker=unit
		message= _ "We've reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can't find any way to get in."
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance."
	[/message]

	[message]
		speaker=unit
		message= _ "Wait a minute. There's a tiny outline of a door in the stone. But there's no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects."
	[/message]

	[set_variable]
		name=found_door
		value=1
	[/set_variable]

	[objectives]
		summary= _ "New Objectives:"
		[objective]
			description= _ "Defeat enemy leaders, find both keys"
			condition=win
		[/objective]
		[objective]
			description= _ "Death of Kaleh, Nym, Zhul"
			condition=lose
		[/objective]
	[/objectives]

	[/else]
[/if]

[/then]

[/if]

[/event]

# Event 8: alternate dialogue, if unit is Kaleh

[event]
name=moveto

[filter]
x=25-27
y=19-20
description=Kaleh
[/filter]

[if]

[variable]
	name=found_door
	numerical_equals=0
[/variable]

[then]

[if]
	[variable]
	name=num_keys_found
	numerical_equals=2
	[/variable]

	[then]

	[message]
		speaker=unit
		message= _ "We've reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can't find any entrances or exits."
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "There's got to be something here. The orc and skeleton must have been guarding some sort of entrance."
	[/message]

	[message]
		speaker=unit
		message= _ "Wait a minute. There's a tiny outline of a door in the stone. But there's no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "Hey, what about the two keys that we found on the bodies of the undead and orc leaders?"
	[/message]

	[endlevel]
		name=victory
		bonus=yes
	[/endlevel]

	[/then]

	[else]

	[message]
		speaker=unit
		message= _ "We've reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can't find any entrances or exits."
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "There's got to be something here. The orc and skeleton must have been guarding some sort of entrance."
	[/message]

	[message]
		speaker=unit
		message= _ "Wait a minute. There's a tiny outline of a door in the stone. But there's no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
	[/message]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects."
	[/message]

	[set_variable]
		name=found_door
		value=1
	[/set_variable]

	[objectives]
		summary= _ "New Objectives:"
		[objective]
			description= _ "Defeat enemy leaders, find both keys"
			condition=win
		[/objective]
		[objective]
			description= _ "Death of Kaleh, Nym, Zhul"
			condition=lose
		[/objective]
	[/objectives]

	[/else]
[/if]

[/then]

[/if]

[/event]

# Macro: defeat both leaders, now have to take keys back to citadel door

#define ELOH_MACRO

[if]
	[variable]
	name=found_door
	numerical_equals=1
	[/variable]

	[then]

	[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "We've found both keys. Now we just have to take them and open the door to the black citadel. I tire of all this bloodshed. Wherever Yechnagoth hides, we will find her and make her pay for all she has done."
	[/message]

	[objectives]
		summary= _ "New Objectives:"
		[objective]
			description= _ "Any unit must reach the black citadel"
			condition=win
		[/objective]
		[objective]
			description= _ "Death of Kaleh, Nym, Zhul"
			condition=lose
		[/objective]
	[/objectives]

	[/then]
[/if]

#enddef

# Event 9: Defeat the undead leader

[event]
name=die

[filter]
	description=Kelur
[/filter]

[message]
	description=Kelur
	message= _ "Aaaargh!"
[/message]

[kill]
	description=Kelur
	animate=yes
	fire_event=no
[/kill]

[if]
	[variable]
		name=found_door
		numerical_equals=1
	[/variable]

	[then]

	[message]
		speaker=second_unit
		message= _ "Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
	[/message]

	[/then]

	[else]

	[message]
		speaker=second_unit
		message= _ "Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I'll keep it just in case."
	[/message]

	[/else]
[/if]

[set_variable]
	name=num_keys_found
	add=1
[/set_variable]

[if]
	[variable]
		name=num_keys_found
		numerical_equals=2
	[/variable]

	[variable]
		name=found_door
		numerical_equals=1
	[/variable]

	[then]
		{ELOH_MACRO}
	[/then]
[/if]

[/event]


# Event 10: Defeat the orc leader

[event]
name=die

[filter]
	description=Graghht
[/filter]

[message]
	description=Graghht
	message= _ "Nooooo!!!"
[/message]

[kill]
	description=Graghht
	animate=yes
	fire_event=no
[/kill]

[if]
	[variable]
		name=found_door
		numerical_equals=1
	[/variable]

	[then]

	[message]
		speaker=second_unit
		message= _ "Look, I found an iron key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
	[/message]

	[/then]

	[else]

	[message]
		speaker=second_unit
		message= _ "Look, I found an iron key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I'll keep it just in case."
	[/message]

	[/else]
[/if]

[set_variable]
	name=num_keys_found
	add=1
[/set_variable]

[if]
	[variable]
		name=num_keys_found
		numerical_equals=2
	[/variable]

	[variable]
		name=found_door
		numerical_equals=1
	[/variable]

	[then]
		{ELOH_MACRO}
	[/then]
[/if]

[/event]

# Event 11: An elf goes to open the doors

[event]
name=moveto
first_time_only=no

[filter]
side=1
x=25-27
y=19-21
[/filter]

[if]
	[variable]
	name=num_keys_found
	numerical_equals=2
	[/variable]

	[then]

	[endlevel]
		name=victory
		bonus=yes
	[/endlevel]

	[/then]
[/if]

[/event]

# Event 12: Player gets close to trapped merman

[event]
name=sighted

[filter]
	description=Trapped Merman
[/filter]

[filter_second]
	side=1
[/filter_second]

[message]
	description=Trapped Merman
	# FIXME: This wants to be a portrait, not just a unit icon
	image="units/merfolk/triton.png"
	message= _ "Help me..."
[/message]

[message]
	speaker=second_unit
	message= _ "A merman! He looks like he's in bad shape."
[/message]

[kill]
	description=Trapped Merman
	animate=no
	fire_event=no
[/kill]

[/event]

# Event 13: Player gets close to wrecked ship

[event]
name=sighted

[filter]
	description=Hidden Serpent
[/filter]

[filter_second]
	side=1
[/filter_second]

[kill]
	description=Hidden Serpent
	animate=no
	fire_event=no
[/kill]

{UNIT_T (Sea Serpent) (Sea Serpent) ( _ "Sea Serpent") 2 13 9}

[message]
	description=Sea Serpent
	message= _ "Raurrgghhh!!"
[/message]

[message]
	speaker=second_unit
	message= _ "A sea serpent! That thing must be 20 cubits long! It must have been living among the wreckage of that ship. I shudder to think what it was feasting on."
[/message]

[/event]

# Event 14: Player rescues trapped merman

[event]
name=moveto

[filter]
x,y=10,5
side=1
[/filter]

[removeitem]
	x,y=10,5
[/removeitem]

[unit]
	type=Merman Triton
	description=Grateful Merman
	user_description= _ "Grateful Merman"
	x,y=10,5
	side=1
	upkeep=free
	hitpoints=12
	[modifications]
		{TRAIT_QUICK}
		{TRAIT_RESILIENT}
	[/modifications]
[/unit]

[message]
	description=Grateful Merman
	message= _ "Thank you. I got captured by the naga and have been trapped here for ages, I don't know how long. So close to the water, but so far. I don't think I could have lasted much longer. It was horrible."
[/message]

[message]
	speaker=unit
	message= _ "Well, help us get revenge on the naga. We are here to destroy Yechnagoth."
[/message]

[message]
	description=Grateful Merman
	message= _ "Gladly. Just let me recover my strength first."
[/message]

[/event]

# player find gold in wrecked ship

[event]
name=moveto

[filter]
x,y=13,10
side=1
[/filter]

[sound]
name=gold.ogg
[/sound]

[message]
speaker=unit
message= _ "I found a chest in the hold of this wrecked ship. It looks like sunken treasure!"
[/message]

[gold]
	amount=150
	side=1
[/gold]

[/event]

# Event 15: time over event

[event]
	name=time over

	[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "We've run out of time! The forces that the merfolk helped distract have returned and will surely kill us all."
	[/message]

	[endlevel]
		result=defeat
	[/endlevel]
[/event]

# Event 16: VICTORY!

[event]
name=victory

[terrain]
	x,y=26,19
	letter=Uu
[/terrain]

[unit]
	type=Divine Avatar
	description=Eloh
	user_description= _ "Eloh"
	side=5
	x,y=26,19
	ai_special=guardian
[/unit]

[redraw]
[/redraw]

[delay]
time=500
[/delay]

[message]
	description=Eloh
	message= _ "So I see that you have finally slain both of my lieutenants. I wondered how long it would take you."
[/message]


[message]
	description=Nym
	image=portraits/nym.png
	message= _ "We have your keys. You cannot hide from us now."
[/message]

[message]
	description=Eloh
	message= _ "Did you really think something as simple as a pair of keys was needed to enter and leave my sanctum? The entire thing was just a charade to see how much trouble you would go through on your pathetic little quest."
[/message]

[message]
	description=Eloh
	message= _ "Sigh, you elves are so predictable."
[/message]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Talk all you want, we will have our vengeance!"
[/message]

[message]
	description=Eloh
	message= _ "Is that what you want? I suppose I do owe Kaleh a personal audience, after all I have put him through. Well here's your chance. Come to me boy, and prove that you have what it takes. All you others, stay away unless you want a slow and painful death. I will deal with you later."
[/message]

[kill]
	description=Eloh
	animate=no
[/kill]

[redraw]
[/redraw]

[delay]
time=300
[/delay]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "I must go and end this. But first I want to thank you all for your faith in me throughout this long journey. If I do not prevail than please flee this place with the merfolk and find somewhere where you can have peace and safety. My last wish is that no matter what happens you all live long and fruitful lives. Don't let our sacrifices be forgotten..."
[/message]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "Kaleh, you can't just go in there alone. She'll kill you!"
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "I must. Too many others have died because of my actions. I couldn't face losing you, Nym. Now it is time for me to finish it, alone."
[/message]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "May Eloh protect you."
[/message]

[message]
	description=Kaleh
	image=portraits/kaleh.png
	message= _ "Her will be done. "
[/message]

# Kaleh disappears

[store_unit]
[filter]
	description=Kaleh
[/filter]
kill=yes
variable=Kaleh_var
[/store_unit]

[redraw]
[/redraw]

[delay]
time=500
[/delay]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Well, now we just have to wait... "
[/message]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "You aren't actually going to let him face her alone!?!"
[/message]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Yes I am. In the end it is his decision."
[/message]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "I've saved his sorry ass all this way, I'm not going to let him go and let himself get killed now."
[/message]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Nymphtessa, my darling, you have always been a rebel. But eventually you must learn to respect your leaders' decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too."
[/message]

[message]
	description=Nym
	image=portraits/nym.png
	message= _ "I don't care! Do you think I'm going to let him go in there and fight alone? He'll be slaughtered! He needs our help. Without us he never would have even made it out of the desert. The rest of you can just sit on your hands and pray, but I'm going in there!"
[/message]

# Nym disappears

[store_unit]
[filter]
	description=Nym
[/filter]
kill=yes
variable=Nym_var
[/store_unit]

[redraw]
[/redraw]

[delay]
time=500
[/delay]

[message]
	description=Zhul
	image=portraits/zhul.png
	message= _ "Curse that girl! She'll be the death of me. But still she doesn't stand a chance without me. Kaleh is one thing, but Nym needs my protection. All right, I'm going in. The rest of you stand guard, if we don't come out in half a hour then flee the island with the merfolk."
[/message]

# Zhul disappears

[store_unit]
[filter]
	description=Zhul
[/filter]
kill=yes
variable=Zhul_var
[/store_unit]

[if]
	[variable]
	name=ally_race
	equals=Dwarf
	[/variable]

	[then]

	[message]
	description=$ally_name
	image=portraits/rogrimir.png
	message= _ "I've followed that boy this far, I'm not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me."
	[/message]

	[/then]

	[else]

	[message]
	description=$ally_name
	image=portraits/grog.png
	message= _ " $ally_name not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like $ally_name. Other elves may be scared, but $ally_name fear no dark place. $ally_name just hope there still something to smash when he gets there."
	[/message]

	[/else]
[/if]


[unstore_unit]
variable=Kaleh_var
[/unstore_unit]

[unstore_unit]
variable=Nym_var
[/unstore_unit]

[unstore_unit]
variable=Zhul_var
[/unstore_unit]

{CLEAR_VARIABLE captured_fort}
{CLEAR_VARIABLE found_door}
{CLEAR_VARIABLE num_keys_found}
{CLEAR_VARIABLE encountered_saurians}
{CLEAR_VARIABLE first_night}

{CLEAR_VARIABLE Kaleh_var}
{CLEAR_VARIABLE Nym_var}
{CLEAR_VARIABLE Zhul_var}

{CLEAR_VARIABLE temp_x}
{CLEAR_VARIABLE temp_y}

{CLEAR_VARIABLE locs}
{CLEAR_VARIABLE counter}
{CLEAR_VARIABLE number_vamp_bats}
{CLEAR_VARIABLE number_blood_bats}

[/event]

# I NEED THE CLOCK FUNCTION TO GO FIRST BECAUSE LATER EVENTS CHECK TO SEE
# WHAT TIME IT IS

#clock function
#Step 0: if blackhand sign hasn't appeared, make sure leader has no gold
#Step 1: if we are going into night or day, flip daytime boolean
#Step 2: advance clock

#first day
#dawn		1
#morning	2
#mid-day	3
#afternoon	4
#dusk		5
#shortdark	6

#second day
#dawn		-1
#morning	-2
#mid-day	-3
#afternoon	-4
#dusk		-5
#longdark 1	-6
#longdark 2	-7
#longdark 3	-8
#longdark 4	-9

[event]
name=new turn
first_time_only=no

[if]
	[variable]
		name=time_of_day
		numerical_equals=-9
	[/variable]

[then]
	[set_variable]
		name=time_of_day
		value=1
	[/set_variable]

[/then]

[else]

	[if]

		[variable]
			name=time_of_day
			numerical_equals=6
		[/variable]

	[then]
		[set_variable]
			name=time_of_day
			value=-1
		[/set_variable]
	[/then]

	[else]
		[if]
			[variable]
				name=time_of_day
				greater_than=0
			[/variable]

		[then]
			[set_variable]
				name=time_of_day
				add=1
			[/set_variable]

		[/then]

		[else]
			[set_variable]
				name=time_of_day
				add=-1
			[/set_variable]

		[/else]
		[/if]

	[/else]
	[/if]

[/else]
[/if]

[/event]

# create bats at dusk function

# at first dusk, Kaleh comments strange noises in jungle

# pick random hex
# of hex is a jungle, create a bat, increment counter
# else pick new random hex

# keep going until counter = number of bats to create

[event]
name=new turn
first_time_only=no

[if]
	#time of day is 5 or -5

	[or]
	[variable]
	name=time_of_day
	numerical_equals=5
	[/variable]
	[/or]

	[or]
	[variable]
	name=time_of_day
	numerical_equals=-5
	[/variable]
	[/or]

	[then]

	[if]
		[variable]
		name=first_night
		numerical_equals=0
		[/variable]

		[then]

		[set_variable]
		name=first_night
		value=1
		[/set_variable]

		[message]
		description=Kaleh
		image=portraits/kaleh.png
		message= _ "What's that strange screeching sound coming from the jungle?"
		[/message]

		[/then]
	[/if]

	# create vampire bats and blood bats based on numbers defined in prestart

	# create vampire bats

	[set_variable]
	name=counter
	value=0
	[/set_variable]

	[while]

	[variable]
	name=counter
	less_than=$number_vamp_bats
	[/variable]

	[do]

	[store_locations]
		terrain=Gs^Ft
		variable=locs
	[/store_locations]

	[set_variable]
		name=array_length
		value=$locs.length
	[/set_variable]

	# array is indexed to 1 less than it's length
	[set_variable]
		name=array_length
		add=-1
	[/set_variable]

	[set_variable]
		name=random_string
		format=0..$array_length
	[/set_variable]

	[set_variable]
		name=index
		random=$random_string
	[/set_variable]

	[set_variable]
		name=temp_x
		to_variable=locs[$index].x
	[/set_variable]

	[set_variable]
		name=temp_y
		to_variable=locs[$index].y
	[/set_variable]

	{CLEAR_VARIABLE array_length}
	{CLEAR_VARIABLE random_string}

	{FREE_UNIT (Vampire Bat) (Nocturnal Pest) ( _ "Nocturnal Pest") 6 $temp_x $temp_y}

	[set_variable]
	name=counter
	add=1
	[/set_variable]

	[/do]

	[/while]

	# create blood bats on medium and hard difficulties

	#ifdef EASY
	#else

	[set_variable]
	name=counter
	value=0
	[/set_variable]

	[while]

	[variable]
	name=counter
	less_than=$number_blood_bats
	[/variable]

	[do]

	[store_locations]
		terrain=Gs^Ft
		variable=locs
	[/store_locations]

	[set_variable]
		name=array_length
		value=$locs.length
	[/set_variable]

	# array is indexed to 1 less than it's length
	[set_variable]
		name=array_length
		add=-1
	[/set_variable]

	[set_variable]
		name=random_string
		format=0..$array_length
	[/set_variable]

	[set_variable]
		name=index
		random=$random_string
	[/set_variable]

	[set_variable]
		name=temp_x
		to_variable=locs[$index].x
	[/set_variable]

	[set_variable]
		name=temp_y
		to_variable=locs[$index].y
	[/set_variable]

	{CLEAR_VARIABLE array_length}
	{CLEAR_VARIABLE random_string}

	{FREE_UNIT (Blood Bat) (Nocturnal Pest) ( _ "Nocturnal Pest") 6 $temp_x $temp_y}

	[set_variable]
	name=counter
	add=1
	[/set_variable]

	[/do]

	[/while]

	#endif

	[/then]

[/if]

[/event]


# destroy all bats at morning

# at first morning, Nym comments on bats fleeing

[event]
name=new turn
first_time_only=no

[if]
	#time of day is 2 or -2

	[or]
	[variable]
	name=time_of_day
	numerical_equals=-2
	[/variable]
	[/or]

	[or]
	[variable]
	name=time_of_day
	numerical_equals=2
	[/variable]
	[/or]

	[then]

	[kill]
	side=6
	animate=no
	fire_event=no
	[/kill]

	[if]
		[variable]
		name=first_night
		numerical_equals=1
		[/variable]

		[variable]
		name=second_dawn
		numerical_equals=0
		[/variable]

		[then]

		[set_variable]
		name=second_dawn
		value=1
		[/set_variable]

		[message]
		description=Nym
		image=portraits/nym.png
		message= _ "That's odd. Why did those bats suddenly fly off?"
		[/message]

		[message]
		description=Zhul
		image=portraits/zhul.png
		message= _ "They must be nocturnal."
		[/message]

		[/then]
	[/if]

	[/then]

	[/if]

[/event]

# deaths2.cfg differs from deaths.cfg becuase the former contains the
# death event for the troll/dwarf ally

{@campaigns/Under_the_Burning_Suns/utils/deaths2.cfg}

{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
[/scenario]
