File: 3_advanced_tutorial.xml

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<?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>