1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110
|
<?xml version="1.0" standalone="yes" ?>
<scenario>
<difficulty value="1"/>
<players>
<player control="cpu" faction="tech" team="1"/>
<player control="human" faction="magic" team="2"/>
<player control="closed"/>
<player control="closed"/>
</players>
<map value="valley_of_death"/>
<tileset value="spring"/>
<tech-tree value="megapack"/>
<default-resources value="false"/>
<default-units value="false"/>
<default-victory-conditions value="false"/>
<scripts>
<startup>
disableAi(0)
createUnit('mage_tower', 1, startLocation(1))
setCameraPosition(unitPosition(lastCreatedUnit()))
createUnit('energy_source', 1, startLocation(1))
createUnit('initiate', 1, startLocation(1))
createUnit('initiate', 1, startLocation(1))
giveResource('gold', 1, 500)
giveResource('stone', 1, 500)
giveResource('wood', 1, 500)
showMessage('Welcome', 'GlestAdvancedTutorial')
showMessage('MagicBrief', 'GlestAdvancedTutorial')
showMessage('InitiateBrief', 'GlestAdvancedTutorial')
showMessage('InitiatePromotion', 'Promoting')
setDisplayText('PromoteInitiate')
objective= 'produce_battlemage'
combatUnitCount= 0
</startup>
<unitCreated>
</unitCreated>
<unitCreatedOfType type="battlemage">
if objective=='produce_battlemage' then
showMessage('BattlemageBrief', 'WellDone')
showMessage('EnergyBrief', 'Energy')
setDisplayText('BuildEnergySource')
objective= 'build_energy_source'
end
</unitCreatedOfType>
<unitCreatedOfType type="energy_source">
if objective=='build_energy_source' then
showMessage('EnergyBrief2', 'WellDone')
showMessage('SummonedUnitsBrief', 'Summoning')
setDisplayText('ProduceSummoner')
objective= 'produce_summoner'
end
</unitCreatedOfType>
<unitCreatedOfType type="summoner">
if objective=='produce_summoner' then
showMessage('SummonerBrief', 'WellDone')
setDisplayText('ProduceDaemon')
objective= 'produce_daemon'
end
</unitCreatedOfType>
<unitCreatedOfType type="daemon">
if objective=='produce_daemon' then
showMessage('DaemonBrief', 'WellDone')
showMessage('OtherSummonedCreatures', 'Summoning')
showMessage('GhostArmorRequirements', 'Summoning')
setDisplayText('ProduceGhostArmor')
objective= 'produce_ghost_armor'
end
</unitCreatedOfType>
<unitCreatedOfType type="ghost_armor">
if objective=='produce_ghost_armor' then
showMessage('GhostArmorBrief', 'WellDone')
showMessage('RitualBrief', 'Ritual')
setDisplayText('ProduceGolem')
objective= 'produce_golem'
end
</unitCreatedOfType>
<unitCreatedOfType type="golem">
if objective=='produce_golem' then
showMessage('GolemBrief', 'WellDone')
showMessage('ArmyManagement', 'Armies')
showMessage('DoubleClickBrief', 'Armies')
showMessage('GroupSelectBrief', 'Armies')
showMessage('FinalMission', 'Armies')
objective= 'defeat_enemy'
setDisplayText('DefeatEnemy')
createUnit('farm', 0, startLocation(0))
createUnit('barracks', 0, startLocation(0))
createUnit('swordman', 0, startLocation(0))
createUnit('swordman', 0, startLocation(0))
createUnit('archer', 0, startLocation(0))
end
</unitCreatedOfType>
<unitDied>
if objective=='defeat_enemy' and unitCount(0)==0 then
setDisplayText('WellDoneNextScenarios')
setPlayerAsWinner(1)
timer_event1 = startTimerEvent()
objective= 'end'
end
</unitDied>
<timerTriggerEvent>
if triggeredTimerEventId() == timer_event1 then
if timerEventSecondsElapsed(triggeredTimerEventId()) >= 5 then
endGame()
stopTimerEvent(triggeredTimerEventId())
end
end
</timerTriggerEvent>
</scripts>
</scenario>
|