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- <?xml version="1.0" encoding="utf-8" ?>
- <Scene>
- <model>ch_havindr_arena</model>
- <fog start="260" end="400" color="0.75,0.75,1"/>
- <reverb roomType="10" mix="40" />
- <Indoor>false</Indoor>
- <Clouds Intensity="0.5" Texture="../Textures/Sky/Clouds" scale="0.8" movement="-0.03,-0.005" />
- <trigger id="Start" repeat="false">
- <if />
- <then>
- <cameramagnify magnification="0.75"/>
- <playMusic cue="music_encounter" delay="3"/>
- <!-- <playSound id="ch_arena_bars01" volume="0" area="ch_arena_bars01" radius="150" apply3d="true" cue="Misc/misc_arena_gate01" />
- <addCameraEffect effect="weather_sparks"/>-->
- <counter name="wavecheck_started" action="set" value="0"/> <!-- Set the counter responsible for proper wave starting. Only used by nextwave-trigger -->
- <counter name="wavecheck_wavenumber" action="set" value="1"/> <!-- Set the second counter responsible for proper wave starting -->
- <executeTrigger trigger="wave1" delay="2"/> <!-- Call the first wave -->
- <executeTrigger trigger="weather" delay="35"/> <!-- Start weather loop -->
- <!--
- <executeTrigger trigger="reinforcements" delay="4"/>-->
- <counter name="grease" action="set" value="0"/> <!-- Each magick counter starts at 0 -->
- <!--<counter name="haste" action="set" value="0"/>--> <unlockMagick magicktype="haste"/>
- <counter name="invisibility" action="set" value="0"/> <magick id="player1" magicktype="invisibility"/>
- <counter name="rain" action="set" value="0"/> <unlockMagick magicktype="invisibility"/>
- <counter name="timewarp" action="set" value="0"/>
- <counter name="sphoenix" action="set" value="0"/>
- <counter name="nullify" action="set" value="0"/>
- <counter name="judgementspray" action="set" value="0"/>
- <counter name="wave" action="set" value="0"/>
- <counter name="levitate" action="set" value="0"/>
- <counter name="chainlightning" action="set" value="0"/>
- <counter name="portal" action="set" value="0"/>
- <counter name="teleport" action="set" value="0"/>
- <counter name="charm" action="set" value="0"/>
- <counter name="meteors" action="set" value="0"/>
- <counter name="confuse" action="set" value="0"/>
- <counter name="fear" action="set" value="0"/>
- <counter name="tornado" action="set" value="0"/>
- <counter name="blizzard" action="set" value="0"/>
- <counter name="conflagration" action="set" value="0"/>
- <counter name="tractorpull" action="set" value="0"/> <unlockMagick magicktype="tractorpull"/>
- <counter name="performanceenchantment" action="set" value="0"/>
- <counter name="proppmagick" action="set" value="0"/>
- <counter name="thunderb" action="set" value="0"/>
- <counter name="ctd" action="set" value="0"/>
- <counter name="sdeath" action="set" value="0"/>
- <counter name="sundead" action="set" value="0"/>
- <counter name="selemental" action="set" value="0"/>
- <counter name="vortex" action="set" value="0"/>
- <counter name="thunders" action="set" value="0"/>
- <counter name="napalm" action="set" value="0"/>
- <executeTrigger trigger="randomMagicks_tierselector" delay="1"/>
- <!--
- <spawn type="Goblin_miner" id="disable_qwrf" area="north" order="wander" reactto="none" ondeath="disableElement_check_qwrf"/> <!- It's the players' choice to disable elements ->
- <spawn type="Spider_forest" id="disable_asde" area="south" order="wander" reactto="none" ondeath="disableElement_check_asde"/>
- <spawn type="Skeleton_noob" id="disable_all" area="east" order="wander" reactto="none" ondeath="disableElement_check_all"/>
- <remove id="disable_qwrf" delay="29.5"/> <counter name="disableElement_check_qwrf" action="set" value="0"/>
- <remove id="disable_asde" delay="29.5"/> <counter name="disableElement_check_asde" action="set" value="0"/>
- <remove id="disable_all" delay="29.5"/> <counter name="disableElement_check_all" action="set" value="0"/>
- <setHint id="#DisableElements" position="center"/>
- <removeHint delay="29.5"/>
- <executeTrigger trigger="disableElements_qwrf" delay="30"/>
- <executeTrigger trigger="disableElements_asde" delay="30"/>
- <executeTrigger trigger="disableElements_all" delay="30"/>-->
- </then>
- </trigger>
- <!-- ############## RANDOM ELEMENT DISABLING ############## -->
- <trigger id="disableElement_check_qwrf" autorun="false" repeat="false">
- <then><counter name="disableElement_check_qwrf" action="set" value="1"/></then>
- </trigger>
- <trigger id="disableElement_check_asde" autorun="false" repeat="false">
- <then><counter name="disableElement_check_asde" action="set" value="1"/></then>
- </trigger>
- <trigger id="disableElement_check_all" autorun="false" repeat="false">
- <then><counter name="disableElement_check_all" action="set" value="1"/></then>
- </trigger>
- <trigger id="disableElements_qwrf" autorun="false" repeat="true">
- <if>
- <counter name="disableElement_check_qwrf" compareMethod="equal" value="1"/>
- <counter name="disableElement_check_all" compareMethod="equal" value="0"/>
- </if>
- <then>
- <random>
- <disableElement element="water"/>
- <enableElement element="water" delay="5"/>
- <executeTrigger trigger="disableElements_qwrf" delay="5.1"/>
- </random>
- <random>
- <disableElement element="life"/>
- <enableElement element="life" delay="5"/>
- <executeTrigger trigger="disableElements_qwrf" delay="5.1"/>
- </random>
- <random>
- <disableElement element="cold"/>
- <enableElement element="cold" delay="5"/>
- <executeTrigger trigger="disableElements_qwrf" delay="5.1"/>
- </random>
- <random>
- <disableElement element="fire"/>
- <enableElement element="fire" delay="5"/>
- <executeTrigger trigger="disableElements_qwrf" delay="5.1"/>
- </random>
- </then>
- </trigger>
- <trigger id="disableElements_asde" autorun="false" repeat="true">
- <if>
- <counter name="disableElement_check_asde" compareMethod="equal" value="1"/>
- <counter name="disableElement_check_all" compareMethod="equal" value="0"/>
- </if>
- <then>
- <random>
- <disableElement element="lightning"/>
- <enableElement element="lightning" delay="5"/>
- <executeTrigger trigger="disableElements_asde" delay="5.1"/>
- </random>
- <random>
- <disableElement element="arcane"/>
- <enableElement element="arcane" delay="5"/>
- <executeTrigger trigger="disableElements_asde" delay="5.1"/>
- </random>
- <random>
- <disableElement element="earth"/>
- <enableElement element="earth" delay="5"/>
- <executeTrigger trigger="disableElements_asde" delay="5.1"/>
- </random>
- <random>
- <disableElement element="shield"/>
- <enableElement element="shield" delay="5"/>
- <executeTrigger trigger="disableElements_asde" delay="5.1"/>
- </random>
- </then>
- </trigger>
- <trigger id="disableElements_all" autorun="false" repeat="true">
- <if>
- <counter name="disableElement_check_all" compareMethod="equal" value="1"/>
- </if>
- <then>
- <random>
- <disableElement element="water"/>
- <enableElement element="water" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="life"/>
- <enableElement element="life" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="cold"/>
- <enableElement element="cold" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="fire"/>
- <enableElement element="fire" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="lightning"/>
- <enableElement element="lightning" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="arcane"/>
- <enableElement element="arcane" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="earth"/>
- <enableElement element="earth" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- <random>
- <disableElement element="shield"/>
- <enableElement element="shield" delay="5"/>
- <executeTrigger trigger="disableElements_all" delay="5.1"/>
- </random>
- </then>
- </trigger>
- <!-- ############## RANDOM MAGICKS ############## -->
- <trigger id="RemoveMagicks" repeat="true" autorun="true"> <!-- Remove magicks because, obviously, they are ranomised -->
- <then>
- <remove area="any" type="Luggage_magick"/>
- </then>
- </trigger>
- <trigger id="randomMagicks_tierselector" autorun="false" repeat="true"> <!-- add basics and strong multiple times to reduce the chance of OP magick unlocks -->
- <then> <!-- dirty, but it works -->
- <random> <executetrigger trigger="randomMagicks_basic"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_basic"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_basic"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_strong"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_strong"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_op"/> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- <random> <executetrigger trigger="randomMagicks_loop_no" delay="1"/> </random>
- </then>
- </trigger>
- <trigger id="randomMagicks_basic" repeat="true" autorun="false"> <!-- Magicks are unlocked when their timer equals 1 -->
- <then> <!-- If the triggers select the same magick twice, it won't unlock again -->
- <random> <counter name="grease" action="inc" value="1"/> </random> <!-- because the counter would be 2 -->
- <!-- <random> <counter name="haste" action="inc" value="1"/> </random>-->
- <random> <counter name="invisibility" action="inc" value="1"/> </random>
- <random> <counter name="rain" action="inc" value="1"/> </random>
- <random> <counter name="timewarp" action="inc" value="1"/> </random>
- <random> <counter name="sphoenix" action="inc" value="1"/> </random>
- <random> <counter name="nullify" action="inc" value="1"/> </random>
- <random> <counter name="judgementspray" action="inc" value="1"/> </random>
- <random> <counter name="wave" action="inc" value="1"/> </random>
- <random> <counter name="levitate" action="inc" value="1"/> </random>
- <random> <counter name="chainlightning" action="inc" value="1"/> </random>
- <random> <counter name="portal" action="inc" value="1"/> </random>
- </then>
- </trigger>
- <trigger id="randomMagicks_strong" repeat="true" autorun="false">
- <then>
- <random> <counter name="teleport" action="inc" value="1"/> </random>
- <random> <counter name="charm" action="inc" value="1"/> </random>
- <random> <counter name="meteors" action="inc" value="1"/> </random>
- <random> <counter name="confuse" action="inc" value="1"/> </random>
- <random> <counter name="fear" action="inc" value="1"/> </random>
- <random> <counter name="tornado" action="inc" value="1"/> </random>
- <random> <counter name="blizzard" action="inc" value="1"/> </random>
- <random> <counter name="conflagration" action="inc" value="1"/> </random>
- <random> <counter name="tractorpull" action="inc" value="1"/> </random>
- <random> <counter name="performanceenchantment" action="inc" value="1"/> </random>
- </then>
- </trigger>
- <trigger id="randomMagicks_op" repeat="true" autorun="false">
- <then>
- <random> <counter name="proppmagick" action="inc" value="1"/> </random>
- <random> <counter name="thunderb" action="inc" value="1"/> </random>
- <random> <counter name="ctd" action="inc" value="1"/> </random>
- <random> <counter name="sdeath" action="inc" value="1"/> </random>
- <random> <counter name="sundead" action="inc" value="1"/> </random>
- <random> <counter name="selemental" action="inc" value="1"/> </random>
- <random> <counter name="vortex" action="inc" value="1"/> </random>
- <random> <counter name="thunders" action="inc" value="1"/> </random>
- <random> <counter name="napalm" action="inc" value="1"/> </random>
- </then>
- </trigger>
- <trigger id="randomMagicks_loop_yes" autorun="true" repeat="true"> <!-- runs if the counter has been set from within one of the magick-unlock triggers -->
- <if><counter name="magickunlocked" compareMethod="equal" value="1"/></if>
- <then>
- <counter name="magickunlocked" action="set" value="0" delay="2"/> <!-- needs a slight delay so that loop_no doesn't falsely execute the tierselector because of unfortunate timing -->
- <executetrigger trigger="randomMagicks_tierselector" delay="60"/> <!-- the more magicks have been unlocked, the higher the average delay before the next unlock -->
- </then>
- </trigger>
- <trigger id="randomMagicks_loop_no" autorun="false" repeat="true"> <!-- called by the tierselector a second after unlocking a magick -->
- <if><counter name="magickunlocked" compareMethod="equal" value="0"/></if>
- <then> <!-- if the counter is still 0 after a magick should have been unlocked -->
- <executetrigger trigger="randomMagicks_tierselector" delay="10"/> <!-- then execute the tierselector again -->
- </then>
- </trigger>
- <trigger id="grease" autorun="true" repeat="true">
- <if> <counter name="grease" compareMethod="equal" value="1"/> </if> <!-- if the tierselector increased this counter by 1 for the first time, the trigger runs -->
- <then>
- <unlockMagick magicktype="grease"/> <!-- unlock the magick, obviously -->
- <counter name="magickunlocked" action="set" value="1"/> <!-- this counter is needed for the loop -->
- <counter name="grease" action="inc" value="1"/> <!-- this counter is needed so that the magick doesn't get unlocked infinitely -->
- </then>
- </trigger>
- <!--<trigger id="haste" autorun="true" repeat="true">
- <if> <counter name="haste" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="haste"/> <counter name="magickunlocked" action="set" value="1"/> <counter name="haste" action="inc" value="1"/></then>
- </trigger>-->
- <trigger id="invisibility" autorun="true" repeat="true">
- <if> <counter name="invisibility" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="invisibility"/> <counter name="magickunlocked" action="set" value="1"/><counter name="invisibility" action="inc" value="1"/></then>
- </trigger>
- <trigger id="rain" autorun="true" repeat="true">
- <if> <counter name="rain" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="rain"/> <counter name="magickunlocked" action="set" value="1"/><counter name="rain" action="inc" value="1"/></then>
- </trigger>
- <trigger id="timewarp" autorun="true" repeat="true">
- <if> <counter name="timewarp" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="timewarp"/> <counter name="magickunlocked" action="set" value="1"/><counter name="timewarp" action="inc" value="1"/></then>
- </trigger>
- <trigger id="sphoenix" autorun="true" repeat="true">
- <if> <counter name="sphoenix" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="sphoenix"/> <counter name="magickunlocked" action="set" value="1"/><counter name="sphoenix" action="inc" value="1"/></then>
- </trigger>
- <trigger id="nullify" autorun="true" repeat="true">
- <if> <counter name="nullify" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="nullify"/> <counter name="magickunlocked" action="set" value="1"/><counter name="nullify" action="inc" value="1"/></then>
- </trigger>
- <trigger id="judgementspray" autorun="true" repeat="true">
- <if> <counter name="judgementspray" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="judgementspray"/> <counter name="magickunlocked" action="set" value="1"/><counter name="judgementspray" action="inc" value="1"/></then>
- </trigger>
- <trigger id="wave" autorun="true" repeat="true">
- <if> <counter name="wave" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="wave"/> <counter name="magickunlocked" action="set" value="1"/><counter name="wave" action="inc" value="1"/></then>
- </trigger>
- <trigger id="levitate" autorun="true" repeat="true">
- <if> <counter name="levitate" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="levitate"/> <counter name="magickunlocked" action="set" value="1"/><counter name="levitate" action="inc" value="1"/></then>
- </trigger>
- <trigger id="chainlightning" autorun="true" repeat="true">
- <if> <counter name="chainlightning" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="chainlightning"/> <counter name="magickunlocked" action="set" value="1"/><counter name="chainlightning" action="inc" value="1"/></then>
- </trigger>
- <trigger id="portal" autorun="true" repeat="true">
- <if> <counter name="portal" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="portal"/> <counter name="magickunlocked" action="set" value="1"/><counter name="portal" action="inc" value="1"/></then>
- </trigger>
- <trigger id="teleport" autorun="true" repeat="true">
- <if> <counter name="teleport" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="teleport"/> <counter name="magickunlocked" action="set" value="1"/><counter name="teleport" action="inc" value="1"/></then>
- </trigger>
- <trigger id="charm" autorun="true" repeat="true">
- <if> <counter name="charm" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="charm"/> <counter name="magickunlocked" action="set" value="1"/><counter name="charm" action="inc" value="1"/></then>
- </trigger>
- <trigger id="meteors" autorun="true" repeat="true">
- <if> <counter name="meteors" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="meteors"/> <counter name="magickunlocked" action="set" value="1"/><counter name="meteors" action="inc" value="1"/></then>
- </trigger>
- <trigger id="confuse" autorun="true" repeat="true">
- <if> <counter name="confuse" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="confuse"/> <counter name="magickunlocked" action="set" value="1"/><counter name="confuse" action="inc" value="1"/></then>
- </trigger>
- <trigger id="fear" autorun="true" repeat="true">
- <if> <counter name="fear" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="fear"/> <counter name="magickunlocked" action="set" value="1"/><counter name="fear" action="inc" value="1"/></then>
- </trigger>
- <trigger id="tornado" autorun="true" repeat="true">
- <if> <counter name="tornado" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="tornado"/> <counter name="magickunlocked" action="set" value="1"/><counter name="tornado" action="inc" value="1"/></then>
- </trigger>
- <trigger id="blizzard" autorun="true" repeat="true">
- <if> <counter name="blizzard" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="blizzard"/> <counter name="magickunlocked" action="set" value="1"/><counter name="blizzard" action="inc" value="1"/></then>
- </trigger>
- <trigger id="conflagration" autorun="true" repeat="true">
- <if> <counter name="conflagration" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="conflagration"/> <counter name="magickunlocked" action="set" value="1"/><counter name="conflagration" action="inc" value="1"/></then>
- </trigger>
- <trigger id="tractorpull" autorun="true" repeat="true">
- <if> <counter name="tractorpull" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="tractorpull"/> <counter name="magickunlocked" action="set" value="1"/><counter name="tractorpull" action="inc" value="1"/></then>
- </trigger>
- <trigger id="performanceenchantment" autorun="true" repeat="true">
- <if> <counter name="performanceenchantment" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="performanceenchantment"/> <counter name="magickunlocked" action="set" value="1"/><counter name="performanceenchantment" action="inc" value="1"/></then>
- </trigger>
- <trigger id="proppmagick" autorun="true" repeat="true">
- <if> <counter name="proppmagick" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="proppmagick"/> <counter name="magickunlocked" action="set" value="1"/><counter name="proppmagick" action="inc" value="1"/></then>
- </trigger>
- <trigger id="thunderb" autorun="true" repeat="true">
- <if> <counter name="thunderb" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="thunderb"/> <counter name="magickunlocked" action="set" value="1"/><counter name="thunderb" action="inc" value="1"/></then>
- </trigger>
- <trigger id="ctd" autorun="true" repeat="true">
- <if> <counter name="ctd" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="ctd"/> <counter name="magickunlocked" action="set" value="1"/><counter name="ctd" action="inc" value="1"/></then>
- </trigger>
- <trigger id="sdeath" autorun="true" repeat="true">
- <if> <counter name="sdeath" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="sdeath"/> <counter name="magickunlocked" action="set" value="1"/><counter name="sdeath" action="inc" value="1"/></then>
- </trigger>
- <trigger id="sundead" autorun="true" repeat="true">
- <if> <counter name="sundead" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="sundead"/> <counter name="magickunlocked" action="set" value="1"/><counter name="sundead" action="inc" value="1"/></then>
- </trigger>
- <trigger id="selemental" autorun="true" repeat="true">
- <if> <counter name="selemental" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="selemental"/> <counter name="magickunlocked" action="set" value="1"/><counter name="selemental" action="inc" value="1"/></then>
- </trigger>
- <trigger id="vortex" autorun="true" repeat="true">
- <if> <counter name="vortex" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="vortex"/> <counter name="magickunlocked" action="set" value="1"/><counter name="vortex" action="inc" value="1"/></then>
- </trigger>
- <trigger id="thunders" autorun="true" repeat="true">
- <if> <counter name="thunders" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="thunders"/> <counter name="magickunlocked" action="set" value="1"/><counter name="thunders" action="inc" value="1"/></then>
- </trigger>
- <trigger id="napalm" autorun="true" repeat="true">
- <if> <counter name="napalm" compareMethod="equal" value="1"/> </if>
- <then> <unlockMagick magicktype="napalm"/> <counter name="magickunlocked" action="set" value="1"/><counter name="napalm" action="inc" value="1"/></then>
- </trigger>
- <!-- ############## WEATHER ############## -->
- <trigger id="weather" autorun="false">
- <then>
- <random>
- <magick magicktype="Rain"/>
- <executeTrigger trigger="weather" delay="20"/>
- </random>
- <random>
- <magick magicktype="Blizzard"/>
- <executeTrigger trigger="weather" delay="15"/>
- </random>
- <random>
- <magick magicktype="ThunderS"/>
- <executeTrigger trigger="weather" delay="25"/>
- </random>
- <random><executeTrigger trigger="weather" delay="15"/></random>
- <random><executeTrigger trigger="weather" delay="30"/></random>
- </then>
- </trigger>
- <!-- ############## WIZARD REINFORCEMENTS ############## -->
- <trigger id="reinforcements" autorun="false">
- <then>
- <random>
- <spawn type="wizard_hat_evil" nr="1" area="northeast" spawnAnimation="revive"/>
- <spawn type="wizard_evil" nr="1" area="southeast" spawnAnimation="revive"/>
- <spawn type="wizard_hat_evil" nr="1" area="southwest" spawnAnimation="revive"/>
- <spawn type="wizard_evil" nr="1" area="northwest" spawnAnimation="revive"/>
- <executeTrigger trigger="reinforcements" delay="240"/>
- <executeTrigger trigger="reinforcements_faction" delay="0.5"/>
- </random>
- <random>
- <spawn type="wizard_hat" nr="1" area="northeast" spawnAnimation="revive"/>
- <spawn type="Wizard_Alucart" nr="1" area="southeast" spawnAnimation="revive"/>
- <spawn type="wizard_hat" nr="1" area="southwest" spawnAnimation="revive"/>
- <spawn type="Wizard_Alucart" nr="1" area="northwest" spawnAnimation="revive"/>
- <executeTrigger trigger="reinforcements" delay="540"/>
- <executeTrigger trigger="reinforcements_faction" delay="0.5"/>
- </random>
- <random>
- <executeTrigger trigger="reinforcements" delay="120"/>
- </random>
- </then>
- </trigger>
- <trigger id="reinforcements_faction" autorun="false">
- <then>
- <random>
- <setFaction area="any" type="wizard_hat_evil" action="set" faction="friendly"/>
- <setFaction area="any" type="wizard_evil" action="set" faction="friendly"/>
- <setHint id="#friendlywizards"/>
- <removeHint delay="5"/>
- </random>
- <random>
- <setFaction area="any" type="wizard_hat" action="set" faction="evil"/>
- <setFaction area="any" type="wizard_Alucart" action="set" faction="evil"/>
- <setHint id="#evilwizards"/>
- <removeHint delay="5"/>
- </random>
- </then>
- </trigger>
- <!-- ############## CALL NEXT WAVE ############## -->
- <trigger id="nextwave" autorun="true" repeat="true"> <!-- Trigger responsible for calling the next wave -->
- <if>
- <factionPresent factions="evil" compareMethod="less" nr="1" area="any" /> <!-- If there are no evil units anymore and -->
- <counter name="wavecheck_started" compareMethod="equal" value="1"/> <!-- if the counter has been set to 1 (from inside the wave trigger) -->
- </if>
- <then>
- <counter name="wavecheck_started" action="set" value="0"/> <!-- reset counter -->
- <counter name="wavecheck_wavenumber" action="inc" value="1" delay="4"/> <!-- call the next wave by increasing the counter -->
- <!--<executeTrigger trigger="reinforcements" delay="2"/> --> <!-- Random wizard reinforcements every round -->
- </then>
- </trigger>
- <!-- ############## WAVES ############## -->
- <!--
- Wave components don't have any significant delay in unit spawning.
- In a few cases the same units spawn again a few seconds later (max. 6 seconds), so if you want to have units spawned with a great delay, you have to call components with delay.
- THESE COMPONENTS CAN BE USED
- minibosses_ easy / hard / extreme Vlad, Kahn, etc. Beware, extreme is ridiculously hard (note to self: add a normal difficulty)
- ranged_ easy / hard / extreme Easy is pretty easy. Hard and extreme are deadly. Harder difficulties increase quantity and quality.
- annoying_ easy / hard Spawns units that confuse, throw bombs or cast nullify.
- cannonfodder_ few / many Low damage, low health, cannonfodder. Varying speed. Includes all sorts of unit types.
- wizards_ easy / hard / extreme These are quite hard, even on easy because of elemental damage. Not recommended in early waves.
- spellcasters_ easy / hard An easy component because the units are not very good. Low damage and range and mostly low health. Doesn't include wizards.
- Easy: 4 units. Hard: 6 units. Hard units are also slightly stronger than in easy.
- immunity_support_ easy / hard / extreme Not too hard alone, but with other units they're a strong addition to the wave.
- Harder difficulties increase quantity and mix the immunities (Fire, Physical, Cold, Ice, Water, Lightning).
- trolls_ easy / hard / extreme easy: 2 easy trolls, hard: 3 easy and medium trolls, extreme: 4 mostly strong trolls
- elementals_ easy / hard / extreme easy: 2 same elementals, hard: 3 slightly mixed elementals, extreme: 4 completely mixed elementals
- elementals_OneOfEach spawns one of each elemental at each spawn area. Not random. Very hard/annoying. (Spawns 8)
- undead_ easy / hard Includes units that take damage from life. Melee and some ranged. Mostly skeletons. Easy if players know WE or QWER.
- Easy: spawn 6 units (1 Necromancer). Hard: 8 units which are also stronger (2 Necro.). The Necromancers spawn a lot of zombies. Keep that in mind.
- dwarfs_ easy / hard / extreme Mostly melee units. Much stronger than humans and goblins. High HP and some damage resistance (but also weakness).
- High damage. Slow, but cast teleport. Easy: 3 units. Hard: 5 units. Extreme: 7 units.
- orcs easy / hard / extreme Mostly melee units. Orcs are somewhat better than humans and goblins. Harder difficulties spawn stronger orcs.
- Easy: 4 units. Hard: 6 units. Extreme: 8 units.
- goblins_ hard / extreme Mostly melee units. Goblin units are not very strong. There is no easy difficulty because that would just be another cannonfodder_few.
- Hard: 5 units. Extreme: 9 units.
- TO ADD:
- melee_weak_ easy / hard / extreme Spawn weak melee units. Use this if you want units slightly better than cannonfodder.
- Basically a mix of humans, goblins and other melee units. Mostly slow movement. Low HP. Low to medium damage.
- melee_strong_ easy / hard / extreme Spawn strong melee units. Basically a mix of orcs, dwarfs and other melee units. Mostly quick movement. High HP. Medium to high damage.
- humans_ easy / hard / extreme Melee units. Human units are not very strong. Harder difficulties increase quantity rather than quality.
- CC_ easy / hard / extreme These units force player to change their protection and/or inflict status effects. Similar to annoying_
- These units: knock down, set on fire, chill down, poison, throw bombs.
- Many of these units appear in other components as well. If they can do anything of the things listed above, they're in here too.
- NOTES:
- TEMPLATES:
- <spawn type="template" nr="1" area="north" delay="0"/> If you want to spawn certain units separately
- <executeTrigger trigger="component_" delay="0"/> Calling wave components
- -->
- <!-- WAVE 1 -->
- <trigger id="wave1" autorun="false" repeat="false">
- <if>
- <counter name="wavecheck_wavenumber" compareMethod="equal" value="1"/>
- </if>
- <then>
- <executeTrigger trigger="goblins_hard" delay="0"/>
- <executeTrigger trigger="goblins_extreme" delay="10"/>
- <counter name="wavecheck_started" action="set" value="1" delay="5656"/>
- <!-- set wavecheck to 1 after spawning the units so that nextwave-trigger can call the next wave
- if units spawn with a great delay, delay the counter, otherwise the next wave might start before the current one is over -->
- <setDialogHint id="#wave1" delay="0" />
- </then>
- </trigger>
- <!-- WAVE 2 -->
- <trigger id="wave2" autorun="true" repeat="false">
- <if>
- <counter name="wavecheck_wavenumber" compareMethod="equal" value="2"/>
- </if>
- <then>
- <executeTrigger trigger="minibosses_easy"/>
- <executeTrigger trigger="cannonfodder_many" delay="5"/>
- <executeTrigger trigger="spellcasters_easy" delay="15"/>
- <executeTrigger trigger="cannonfodder_few" delay="28"/>
- <executeTrigger trigger="ranged_easy" delay="30"/>
- <counter name="wavecheck_started" action="set" value="1" delay="2"/>
- <setDialogHint id="#wave2" delay="0" />
- </then>
- </trigger>
- <!--
- <!- WAVE 3 ->
- <trigger id="wave3" autorun="true" repeat="false">
- <if>
- <counter name="wavecheck_wavenumber" compareMethod="equal" value="3"/>
- </if>
- <then>
- <executeTrigger trigger="ranged_extreme"/>
- <counter name="wavecheck_started" action="set" value="1" delay="2"/>
- <displayTitleInLevel title="#empty" fadeIn="0.5" displayTime="3" fadeOut="0.5" subtitle="#wave3" />
- </then>
- </trigger>
- <!- WAVE 4 ->
- <trigger id="wave4" autorun="true" repeat="false">
- <if>
- <counter name="wavecheck_wavenumber" compareMethod="equal" value="4"/>
- </if>
- <then>
- <counter name="wavecheck_started" action="set" value="1" delay="2"/>
- <displayTitleInLevel title="#empty" fadeIn="0.5" displayTime="3" fadeOut="0.5" subtitle="#wave4" />
- </then>
- </trigger>-->
- <!-- ############## SPAWNS ############## -->
- <!-- ########################################################### CANNONFODDER UNITS -->
- <trigger id="cannonfodder_few" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Daemon_lesser" area="north" nr="2" /> <spawn type="Daemon_lesser" area="east" nr="2" />
- <spawn type="Daemon_lesser" area="south" nr="2" /> <spawn type="Daemon_lesser" area="west" nr="2" />
- <setFaction type="Daemon_lesser" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Goblin_miner" area="north" nr="2" /> <spawn type="Goblin_miner" area="east" nr="2" />
- <spawn type="Goblin_miner" area="south" nr="2" /> <spawn type="Goblin_miner" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Goblin_pirate" area="north" nr="2" /> <spawn type="Goblin_pirate" area="east" nr="2" />
- <spawn type="Goblin_pirate" area="south" nr="2" /> <spawn type="Goblin_pirate" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Imp" area="north" nr="3" /> <spawn type="Imp" area="east" nr="3" />
- <spawn type="Imp" area="south" nr="3" /> <spawn type="Imp" area="west" nr="3" />
- </random>
- <random>
- <spawn type="Villager_female02_pitchfork" area="north" nr="3" />
- <spawn type="Villager_female02_pitchfork" area="south" nr="3" />
- <spawn type="Villager_male07_hammer" area="east" nr="3" />
- <spawn type="Villager_male07_hammer" area="west" nr="3" />
- <setFaction type="Villager_female02_pitchfork" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Villager_male07_hammer" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Spider_forest" area="north" nr="3" /> <spawn type="Spider_forest" area="east" nr="3" />
- <spawn type="Spider_forest" area="south" nr="3" /> <spawn type="Spider_forest" area="west" nr="3" />
- <setFaction type="Spider_forest" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Zombie" area="north" nr="3" /> <spawn type="Zombie" area="east" nr="3" />
- <spawn type="Zombie" area="south" nr="3" /> <spawn type="Zombie" area="west" nr="3" />
- <setFaction type="Zombie" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Patchwork" area="north" nr="2" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="east" nr="3" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="south" nr="2" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="west" nr="3" order="wander" reactto="attack, proximity" reaction="attack"/>
- <setFaction type="Wizard_Patchwork" action="set" faction="evil" delay="0.1" area="any"/>
- <giveOrder type="Wizard_Patchwork" area="any" order="attack" delay="3"/>
- </random>
- </then>
- </trigger>
- <trigger id="cannonfodder_many" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Daemon_lesser" area="north" nr="4" /> <spawn type="Daemon_lesser" area="east" nr="4" />
- <spawn type="Daemon_lesser" area="south" nr="4" /> <spawn type="Daemon_lesser" area="west" nr="4" />
- <setFaction type="Daemon_lesser" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Goblin_miner" area="north" nr="4" /> <spawn type="Goblin_miner" area="east" nr="4" />
- <spawn type="Goblin_miner" area="south" nr="4" /> <spawn type="Goblin_miner" area="west" nr="4" />
- </random>
- <random>
- <spawn type="Imp" area="north" nr="6" /> <spawn type="Imp" area="east" nr="6" />
- <spawn type="Imp" area="south" nr="6" /> <spawn type="Imp" area="west" nr="6" />
- </random>
- <random>
- <spawn type="Villager_female02_pitchfork" area="north" nr="6" />
- <spawn type="Villager_female02_pitchfork" area="south" nr="6" />
- <spawn type="Villager_male07_hammer" area="east" nr="6" />
- <spawn type="Villager_male07_hammer" area="west" nr="6" />
- <setFaction type="Villager_female02_pitchfork" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Villager_male07_hammer" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Spider_forest" area="north" nr="6" /> <spawn type="Spider_forest" area="east" nr="6" />
- <spawn type="Spider_forest" area="south" nr="6" /> <spawn type="Spider_forest" area="west" nr="6" />
- <setFaction type="Spider_forest" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Zombie" area="north" nr="6" /> <spawn type="Zombie" area="east" nr="6" />
- <spawn type="Zombie" area="south" nr="6" /> <spawn type="Zombie" area="west" nr="6" />
- <setFaction type="Zombie" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Patchwork" area="north" nr="4" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="east" nr="5" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="south" nr="4" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Wizard_Patchwork" area="west" nr="5" order="wander" reactto="attack, proximity" reaction="attack"/>
- <setFaction type="Wizard_Patchwork" action="set" faction="evil" delay="0.1" area="any"/>
- <giveOrder type="Wizard_Patchwork" area="any" order="attack" delay="3"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### WIZARD UNITS -->
- <trigger id="wizards_easy" autorun="false" repeat="true">
- <then> <!-- type="wizard" messes stuff up, do not use this wizard type. Alucart is a good substitude -->
- <random>
- <spawn type="Wizard_Alucart" area="north" nr="1" />
- <spawn type="Wizard_Alucart" area="south" nr="1" />
- <setFaction type="Wizard_Alucart" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Hat" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- <setFaction type="Wizard_Rogue" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Wizard_Hat" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Rogue" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- <spawn type="Wizard_Rogue" area="west" nr="1" />
- <setFaction type="Wizard_Rogue" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- </then>
- </trigger>
- <trigger id="wizards_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Wizard_Alucart" area="north" nr="1" />
- <spawn type="Wizard_Evil" area="south" nr="1" />
- <setFaction type="Wizard_Alucart" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Hat_Evil" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- <setFaction type="Wizard_Rogue" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Rogue" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="east" nr="2" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- <spawn type="Wizard_Rogue" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="wizards_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Wizard_Alucart" area="north" nr="1" order="attack"/>
- <spawn type="Wizard_Evil" area="east" nr="1" order="attack"/>
- <spawn type="Wizard_Hat" area="west" nr="1" order="attack"/>
- <spawn type="Wizard_Support" area="east" nr="1" order="attack"/>
- <setFaction type="Wizard_Alucart" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Wizard_Hat" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Wizard_Evil" action="set" faction="evil" delay="0.1" area="any"/>
- <setFaction type="Wizard_Support" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="Wizard_Hat_Evil" area="north" nr="1" order="attack"/>
- <spawn type="Wizard_Hat_Evil" area="south" nr="1" order="attack"/>
- <spawn type="Wizard_Evil" area="east" nr="1" order="attack"/>
- <spawn type="Wizard_Support" area="south" nr="1" order="attack"/>
- <setFaction type="Wizard_Support" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### SPELLCASTER UNITS
- spellcasters_easy/hard (units like warlocks, goblin mages, goblin aristocrats, ...; no wizards) -->
- <!-- Boss_Cult_Cold/Fire/Lightning/Nature
- Dwarf_mage Warlock Dwarf_smith
- Goblin_shaman Warlock_Ice
- Goblin_warlock woot_Enraged_Goblin_warlock
- Necromancer Boss_Machine_Warlock -->
- <trigger id="spellcasters_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Boss_Cult_Cold" area="north" nr="1" />
- <spawn type="Boss_Cult_Fire" area="east" nr="1" />
- <spawn type="Boss_Cult_Nature" area="south" nr="1" />
- <spawn type="Boss_Cult_Lightning" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Boss_Machine_Warlock" area="north" nr="1" />
- <spawn type="Warlock" area="south" nr="1" />
- <spawn type="Dwarf_smith" area="south" nr="1" />
- <spawn type="Boss_Cult_Lightning" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_smith" area="north" nr="1" />
- <spawn type="Warlock_Ice" area="north" nr="1" />
- <spawn type="Goblin_warlock" area="south" nr="1" />
- <spawn type="Boss_Cult_Lightning" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="spellcasters_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Boss_Cult_Cold" area="north" nr="2" />
- <spawn type="Boss_Cult_Fire" area="east" nr="2" />
- <spawn type="Boss_Cult_Nature" area="south" nr="2" />
- </random>
- <random>
- <spawn type="Boss_Machine_Warlock" area="north" nr="1" />
- <spawn type="Boss_Cult_Cold" area="north" nr="1" />
- <spawn type="Warlock" area="south" nr="1" />
- <spawn type="Warlock_Ice" area="east" nr="1" />
- <spawn type="Goblin_shaman" area="east" nr="1" />
- <spawn type="Dwarf_smith" area="west" nr="1" />
- </random><!-- The next one is certainly the hardest -->
- <random>
- <spawn type="Druid" area="north" nr="1" />
- <spawn type="woot_Enraged_Goblin_warlock" area="north" nr="1" health="0.7"/>
- <spawn type="Necromancer" area="south" nr="1" />
- <spawn type="Dwarf_smith" area="south" nr="1" />
- <spawn type="Boss_Machine_Warlock" area="west" nr="1" />
- <spawn type="Dwarf_mage" area="west" nr="1" health="0.7"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### ELEMENTAL UNITS -->
- <trigger id="elementals_easy" autorun="false" repeat="true">
- <then>
- <random> <spawn type="Elemental_Arcane" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Cold" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Fire" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Life" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Lightning" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Poison" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Steam" area="north" nr="2" /> </random>
- <random> <spawn type="Elemental_Water" area="north" nr="2" /> </random>
- </then>
- </trigger>
- <trigger id="elementals_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Elemental_Arcane" area="north" nr="2" />
- <spawn type="Elemental_Poison" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Cold" area="south" nr="1" />
- <spawn type="Elemental_Water" area="north" nr="2" />
- </random>
- <random>
- <spawn type="Elemental_Fire" area="north" nr="2" />
- <spawn type="Elemental_Steam" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Life" area="north" nr="2" />
- <spawn type="Elemental_Lightning" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Lightning" area="north" nr="1" />
- <spawn type="Elemental_Fire" area="south" nr="2" />
- </random>
- <random>
- <spawn type="Elemental_Poison" area="north" nr="1" />
- <spawn type="Elemental_Cold" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Elemental_Steam" area="southeast" nr="1" />
- <spawn type="Elemental_Life" area="north" nr="2" />
- </random>
- <random>
- <spawn type="Elemental_Water" area="north" nr="2" />
- <spawn type="Elemental_Arcane" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="elementals_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Elemental_Arcane" area="north" nr="1" />
- <spawn type="Elemental_Cold" area="east" nr="1" />
- <spawn type="Elemental_Fire" area="south" nr="1" />
- <spawn type="Elemental_Life" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Lightning" area="north" nr="1" />
- <spawn type="Elemental_Water" area="east" nr="1" />
- <spawn type="Elemental_Fire" area="south" nr="1" />
- <spawn type="Elemental_Poison" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Poison" area="north" nr="1" />
- <spawn type="Elemental_Steam" area="east" nr="1" />
- <spawn type="Elemental_Cold" area="south" nr="1" />
- <spawn type="Elemental_Life" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Water" area="north" nr="1" />
- <spawn type="Elemental_Arcane" area="east" nr="1" />
- <spawn type="Elemental_Cold" area="south" nr="1" />
- <spawn type="Elemental_Lightning" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Elemental_Life" area="north" nr="1" />
- <spawn type="Elemental_Fire" area="east" nr="1" />
- <spawn type="Elemental_Steam" area="south" nr="1" />
- <spawn type="Elemental_Lightning" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="elementals_OneOfEach" autorun="false" repeat="true">
- <then>
- <spawn type="Elemental_Arcane" area="north" nr="1" />
- <spawn type="Elemental_Cold" area="east" nr="1" />
- <spawn type="Elemental_Fire" area="south" nr="1" />
- <spawn type="Elemental_Life" area="west" nr="1" />
- <spawn type="Elemental_Lightning" area="northeast" nr="1" />
- <spawn type="Elemental_Poison" area="southeast" nr="1" />
- <spawn type="Elemental_Steam" area="southwest" nr="1" />
- <spawn type="Elemental_Water" area="northwest" nr="1" />
- </then>
- </trigger>
- <!-- ########################################################### UNDEAD UNITS -->
- <!-- Necromancer, Skeleton_... -->
- <trigger id="undead_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="skeleton_swordsman" area="north" nr="2"/>
- <spawn type="skeleton_noob" area="north" nr="2"/>
- <spawn type="Necromancer" area="north" nr="1" delay="4"/>
- <spawn type="Skeleton_darksoul_lightning" area="south" nr="1" delay="5"/>
- </random>
- <random>
- <spawn type="skeleton_swordsman" area="south" nr="2"/>
- <spawn type="skeleton_archer" area="south" nr="2"/>
- <spawn type="Necromancer" area="south" nr="1" delay="4"/>
- <spawn type="Skeleton_darksoul_arcane" area="north" nr="1" delay="5"/>
- </random>
- <random>
- <spawn type="skeleton_swordsman" area="east" nr="1"/>
- <spawn type="skeleton_archer" area="east" nr="1"/>
- <spawn type="skeleton_noob" area="east" nr="1"/>
- <spawn type="skeleton_elite" area="east" nr="1"/>
- <spawn type="Necromancer" area="east" nr="1" delay="4"/>
- <spawn type="Skeleton_darksoul_arcane" area="west" nr="1" delay="5"/>
- </random><!-- The next one only spawns 4 units, but they're stronger than the others -->
- <random>
- <spawn type="skeleton_wight" area="west" nr="1"/>
- <spawn type="skeleton_elite" area="west" nr="1"/>
- <spawn type="Necromancer" area="west" nr="1" delay="4"/>
- <spawn type="Skeleton_darksoul_poison" area="east" nr="1" delay="5"/>
- </random>
- </then>
- </trigger>
- <trigger id="undead_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="skeleton_swordsman" area="north" nr="2"/>
- <spawn type="skeleton_elite" area="north" nr="2"/>
- <spawn type="Necromancer" area="north" nr="2" delay="4"/>
- <spawn type="Skeleton_darksoul_lightning" area="south" nr="2" delay="5"/>
- </random>
- <random>
- <spawn type="skeleton_wight" area="south" nr="2"/>
- <spawn type="skeleton_darksoul_elite" area="south" nr="2"/>
- <spawn type="Necromancer" area="south" nr="2" delay="4"/>
- <spawn type="Skeleton_darksoul_frost" area="north" nr="2" delay="5"/>
- </random><!-- The next one spawns 10 units, but they're weaker than the others -->
- <random>
- <spawn type="skeleton_swordsman" area="east" nr="1"/>
- <spawn type="skeleton_archer" area="east" nr="2"/>
- <spawn type="skeleton_noob" area="east" nr="1"/>
- <spawn type="skeleton_elite" area="east" nr="2"/>
- <spawn type="Necromancer" area="east" nr="2" delay="4"/>
- <spawn type="Skeleton_darksoul_arcane" area="west" nr="1" delay="5"/>
- <spawn type="Skeleton_darksoul_poison" area="west" nr="1" delay="5"/>
- </random>
- <random>
- <spawn type="skeleton_wight" area="west" nr="2"/>
- <spawn type="skeleton_elite" area="west" nr="2"/>
- <spawn type="Necromancer" area="west" nr="2" delay="4"/>
- <spawn type="Skeleton_darksoul_frost" area="east" nr="2" delay="5"/>
- <spawn type="Skeleton_darksoul_elite" area="northeast" nr="1" delay="5"/>
- <spawn type="Skeleton_darksoul_lightning" area="southeast" nr="1" delay="5"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### DWARF UNITS -->
- <trigger id="dwarfs_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Dwarf_Diplomat" area="north" nr="1" />
- <spawn type="Dwarf_warrior" area="northwest" nr="1" />
- <spawn type="Dwarf_warrior" area="northeast" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_captain_noshield" area="south" nr="1" />
- <spawn type="Dwarf_warrior" area="southwest" nr="1" />
- <spawn type="Dwarf_warrior_noshield" area="southeast" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_Engineer" area="east" nr="1" />
- <spawn type="Dwarf_warrior" area="northeast" nr="1" />
- <spawn type="Dwarf_warrior" area="southeast" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_Smith" area="east" nr="1" />
- <spawn type="Dwarf_Rifleman" area="northeast" nr="1" />
- <spawn type="Dwarf_warrior" area="southeast" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="dwarfs_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Dwarf_Diplomat" area="north" nr="1" />
- <spawn type="Dwarf_Engineer" area="north" nr="1" />
- <spawn type="Dwarf_warrior" area="northwest" nr="1" />
- <spawn type="Dwarf_warrior" area="northeast" nr="1" />
- <spawn type="Dwarf_Rifleman" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_Diplomat" area="west" nr="1" />
- <spawn type="Dwarf_Engineer" area="west" nr="1" />
- <spawn type="Dwarf_Rifleman" area="northwest" nr="1" />
- <spawn type="Dwarf_Rifleman" area="southwest" nr="1" />
- <spawn type="Dwarf_captain" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_warrior" area="south" nr="2" />
- <spawn type="Dwarf_smith" area="southeast" nr="1" />
- <spawn type="Dwarf_smith" area="southwest" nr="1" />
- <spawn type="Dwarf_captain" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="dwarfs_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Dwarf_Diplomat" area="north" nr="1" />
- <spawn type="Dwarf_Engineer" area="north" nr="1" />
- <spawn type="Dwarf_warrior" area="northwest" nr="1" />
- <spawn type="Dwarf_warrior" area="northeast" nr="1" />
- <spawn type="Dwarf_Rifleman" area="south" nr="2" />
- <spawn type="Dwarf_captain_noshield" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_Diplomat" area="west" nr="1" />
- <spawn type="Dwarf_Engineer" area="west" nr="1" />
- <spawn type="Dwarf_Rifleman" area="northwest" nr="1" order="wander"/>
- <spawn type="Dwarf_Rifleman" area="southwest" nr="1" order="wander"/>
- <spawn type="Dwarf_captain" area="south" nr="2" />
- <spawn type="Dwarf_smith" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_warrior" area="south" nr="3" />
- <spawn type="Dwarf_captain" area="north" nr="2" />
- <spawn type="Dwarf_Rifleman" area="northeast" nr="1" order="wander"/>
- <spawn type="Dwarf_Rifleman" area="northwest" nr="1" order="wander"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### ORC UNITS -->
- <trigger id="orcs_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="orc_regular" area="north" nr="2" />
- <spawn type="orc_regular" area="south" nr="2" />
- </random>
- <random>
- <spawn type="orc_warrior_noarmour" area="east" nr="1" />
- <spawn type="orc_regular" area="west" nr="3" />
- </random>
- <random>
- <spawn type="Orc_captain_noarmour" area="west" nr="1" />
- <spawn type="orc_regular" area="east" nr="2" />
- <spawn type="orc_light_armored" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="orcs_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="orc_warrior_noarmour" area="north" nr="2" />
- <spawn type="orc_berserk" area="north" nr="1" />
- <spawn type="orc_regular" area="south" nr="2" />
- <spawn type="orc_light_armored" area="south" nr="1" />
- </random>
- <random>
- <spawn type="orc_warrior_noshield" area="east" nr="1" />
- <spawn type="orc_regular" area="east" nr="2" delay="3" />
- <spawn type="orc_warrior_noshield" area="west" nr="1" />
- <spawn type="orc_regular" area="west" nr="2" delay="3" />
- </random>
- <random>
- <spawn type="orc_light_armored" area="east" nr="1" />
- <spawn type="orc_regular_axe" area="east" nr="2" />
- <spawn type="Orc_captain_noshield" area="west" nr="1" />
- <spawn type="orc_regular" area="west" nr="2" delay="3"/>
- </random>
- </then>
- </trigger>
- <trigger id="orcs_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="orc_light_armored" area="north" nr="1" />
- <spawn type="orc_berserk" area="north" nr="1" />
- <spawn type="orc_captain" area="east" nr="1" />
- <spawn type="orc_warrior" area="east" nr="3" delay="3"/>
- <spawn type="orc_infested" area="south" nr="1" />
- <spawn type="Orc_vietcong_rpd" area="south" nr="1" />
- </random>
- <random>
- <spawn type="orc_captain" area="north" nr="1" />
- <spawn type="orc_warrior" area="north" nr="2" delay="3" />
- <spawn type="orc_captain" area="south" nr="1" />
- <spawn type="orc_warrior" area="south" nr="2" delay="3" />
- <spawn type="orc_infested" area="east" nr="1" delay="1" />
- <spawn type="orc_infested" area="west" nr="1" delay="1" />
- </random>
- <random>
- <spawn type="Orc_vietcong_rpd" area="north" nr="1" />
- <spawn type="orc_captain" area="east" nr="2" />
- <spawn type="orc_warrior" area="east" nr="3" delay="3" />
- <spawn type="orc_infested" area="west" nr="1" delay="3" />
- <spawn type="orc_light_armored" area="south" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### GOBLIN UNITS -->
- <!-- no goblins_easy because goblins are very weak and this would just be another cannonfodder_few. -->
- <trigger id="goblins_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="goblin_warrior_captain" area="north" nr="1" />
- <spawn type="goblin_warrior" area="north" nr="3" delay="2" />
- <spawn type="goblin_warrior_archer" area="north" nr="1" delay="4" />
- </random><!-- The next one is not very well thought through as captains freeze and fallen goblins set on fire. -->
- <random>
- <spawn type="goblin_warrior_captain" area="east" nr="1" />
- <spawn type="goblin_fallen" area="east" nr="2" />
- <spawn type="goblin_warrior_captain" area="west" nr="1" />
- <spawn type="goblin_fallen" area="west" nr="2" />
- </random>
- <random>
- <spawn type="goblin_warrior_captain" area="north" nr="1" />
- <spawn type="goblin_fallen" area="east" nr="2" />
- <spawn type="goblin_warrior" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Goblin_shaman" area="south" nr="1" />
- <spawn type="goblin_bomber" area="south" nr="3" delay="3"/>
- <spawn type="goblin_warrior" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="goblins_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="goblin_warrior_captain" area="north" nr="1" />
- <spawn type="goblin_warrior" area="north" nr="3" delay="2" />
- <spawn type="goblin_commando" area="southeast" nr="1" delay="3" />
- <spawn type="goblin_commando" area="southwest" nr="1" delay="3" />
- </random>
- <random>
- <spawn type="goblin_warrior_captain" area="north" nr="1" />
- <spawn type="goblin_warrior" area="north" nr="2"/>
- <spawn type="goblin_warrior_captain" area="east" nr="1" />
- <spawn type="goblin_warrior" area="east" nr="2" />
- <spawn type="goblin_warrior_captain" area="west" nr="1" />
- <spawn type="goblin_warrior" area="west" nr="2" />
- </random>
- <random>
- <spawn type="goblin_fallen" area="north" nr="1" />
- <spawn type="goblin_warrior" area="north" nr="1" />
- <spawn type="goblin_warrior_archer" area="north" nr="1" delay="1" />
- <spawn type="goblin_fallen" area="east" nr="1" />
- <spawn type="goblin_warrior" area="east" nr="1" />
- <spawn type="goblin_fallen" area="south" nr="1" />
- <spawn type="goblin_warrior" area="south" nr="1" />
- <spawn type="goblin_fallen" area="west" nr="1" />
- <spawn type="goblin_warrior" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_shaman" area="south" nr="1" />
- <spawn type="goblin_bomber" area="south" nr="3" delay="2"/>
- <spawn type="goblin_bomber" area="south" nr="2" delay="4"/>
- <spawn type="goblin_warrior" area="north" nr="1" />
- <spawn type="goblin_warrior_archer" area="southeast" nr="1" delay="3" />
- <spawn type="goblin_warrior_archer" area="southwest" nr="1" delay="3" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### ???? UNITS
- <trigger id="spiders" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="InsertUnitType" area="north" nr="1" />
- </random>
- </then>
- </trigger> -->
- <!-- ########################################################### TROLL UNITS -->
- <trigger id="trolls_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="troll_forest" area="north" nr="1"/>
- <spawn type="troll_forest_unarmed" area="east" nr="1"/>
- </random>
- <random>
- <spawn type="troll_forest_hook" area="north" nr="1"/>
- <spawn type="troll_forest" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="troll_war_hook" area="north" nr="1"/>
- <spawn type="Troll_stone_unarmed" area="south" nr="1"/>
- </random>
- <random>
- <spawn type="troll_war" area="north" nr="1"/>
- <spawn type="troll_war_hook" area="east" nr="1"/>
- </random>
- </then>
- </trigger>
- <trigger id="trolls_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="troll_forest" area="north" nr="1"/>
- <spawn type="troll_forest_unarmed" area="south" nr="1"/>
- <spawn type="Troll_stone_unarmed" area="east" nr="1"/>
- </random>
- <random>
- <spawn type="troll_forest_hook" area="north" nr="1"/>
- <spawn type="troll_forest" area="south" nr="1"/>
- <spawn type="Troll_stone" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="troll_war_hook" area="north" nr="1"/>
- <spawn type="Troll_stone_unarmed" area="east" nr="1"/>
- <spawn type="Troll_zombie" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="troll_war" area="north" nr="1"/>
- <spawn type="troll_war_hook" area="south" nr="1"/>
- <spawn type="Troll_stone" area="west" nr="1"/>
- </random>
- </then>
- </trigger>
- <trigger id="trolls_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="troll_forest" area="north" nr="1"/>
- <spawn type="Troll_stone" area="east" nr="1"/>
- <spawn type="Troll_snow" area="south" nr="1"/>
- <spawn type="Troll_zombie" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="troll_snow" area="north" nr="1"/>
- <spawn type="Troll_war" area="east" nr="1"/>
- <spawn type="Troll_stone" area="south" nr="1"/>
- <spawn type="Troll_zombie" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="Troll_zombie_snow" area="north" nr="1"/>
- <spawn type="Troll_war" area="east" nr="1"/>
- <spawn type="Troll_stone" area="south" nr="1"/>
- <spawn type="Troll_snow" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="Troll_zombie_snow" area="north" nr="1"/>
- <spawn type="Troll_zombie_club" area="east" nr="1"/>
- <spawn type="Troll_stone" area="south" nr="1"/>
- <spawn type="Troll_snow" area="west" nr="1"/>
- </random>
- <random>
- <spawn type="Troll_zombie_snow" area="north" nr="1"/>
- <spawn type="Troll_zombie_club" area="east" nr="1"/>
- <spawn type="Troll_stone" area="south" nr="1"/>
- <spawn type="Troll_snow" area="west" nr="1"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### IMMUNITY AURA SUPPORT UNITS -->
- <!-- Beastman_brute_earth Physical Beastman_brute_fire Fire
- Beastman_chieftain Lightning Beastman_raider_lightning Lightning
- Beastman_raider_water Water Wizard_Support Fire, sometimes Arcane
- Warlock_Ice Cold, Ice-->
- <trigger id="immunity_support_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_brute_earth" area="east" nr="1" />
- <spawn type="Beastman_raider_lightning" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_brute_fire" area="northeast" nr="1" />
- <spawn type="Beastman_raider_water" area="southeast" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_raider_lightning" area="southeast" nr="1" />
- <spawn type="Beastman_raider_water" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_brute_fire" area="north" nr="1" />
- <spawn type="Beastman_raider_lightning" area="south" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="immunity_support_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_brute_earth" area="east" nr="1" />
- <spawn type="Beastman_raider_lightning" area="northeast" nr="1" />
- <spawn type="Beastman_brute_fire" area="north" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_brute_fire" area="west" nr="1" />
- <spawn type="Beastman_raider_water" area="southwest" nr="1" />
- <spawn type="Beastman_chieftain" area="south" nr="1" health="0.7"/>
- </random>
- <random>
- <spawn type="Beastman_brute_fire" area="east" nr="1" />
- <spawn type="Beastman_brute_earth" area="north" nr="1" />
- <spawn type="Beastman_raider_water" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Warlock_Ice" area="east" nr="1" />
- <spawn type="Beastman_raider_lightning" area="northeast" nr="1" />
- <spawn type="Beastman_brute_earth" area="north" nr="1" />
- <spawn type="Beastman_raider_water" area="northwest" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="immunity_support_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_brute_fire" area="west" nr="1" />
- <spawn type="Beastman_brute_earth" area="west" nr="1" />
- <spawn type="Beastman_raider_lightning" area="northwest" nr="2" />
- <spawn type="Beastman_raider_water" area="northwest" nr="2" />
- <spawn type="Beastman_chieftain" area="north" nr="1" />
- <spawn type="Warlock_Ice" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_raider_water" area="south" nr="2" />
- <spawn type="Beastman_raider_lightning" area="south" nr="2" />
- <spawn type="Beastman_brute_fire" area="west" nr="2" />
- <spawn type="Beastman_brute_earth" area="west" nr="2" />
- <spawn type="Warlock_Ice" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_chieftain" area="west" nr="1" health="0.8"/>
- <spawn type="Beastman_chieftain" area="east" nr="1" health="0.8"/>
- <spawn type="Beastman_brute_fire" area="south" nr="1" />
- <spawn type="Beastman_brute_earth" area="south" nr="1" />
- <spawn type="Beastman_raider_lightning" area="northeast" nr="1" />
- <spawn type="Beastman_raider_lightning" area="southwest" nr="1" />
- <spawn type="Beastman_raider_water" area="northwest" nr="1" />
- <spawn type="Beastman_raider_water" area="southeast" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_raider_water" area="south" nr="1" />
- <spawn type="Beastman_raider_lightning" area="south" nr="1" />
- <spawn type="Beastman_brute_fire" area="west" nr="1" />
- <spawn type="Beastman_brute_earth" area="west" nr="1" />
- <spawn type="Warlock_Ice" area="east" nr="1" />
- <spawn type="Warlock_Ice" area="north" nr="1" />
- <spawn type="Warlock_Ice" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### RANGED UNITS -->
- <trigger id="ranged_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Skeleton_archer" area="north" nr="1" />
- <spawn type="Orc_vietcong_rpd" area="east" nr="1" />
- <spawn type="Goblin_warrior_archer" area="south" nr="1" />
- <spawn type="orc_light_armored" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Daemon_greater" area="northeast" nr="1" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Daemon_greater" area="southeast" nr="1" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Daemon_greater" area="southwest" nr="1" order="wander" reactto="attack, proximity" reaction="attack"/>
- <spawn type="Daemon_greater" area="northwest" nr="1" order="wander" reactto="attack, proximity" reaction="attack"/>
- <giveOrder type="Daemon_greater" area="any" order="attack" delay="5"/>
- </random>
- <random>
- <spawn type="Goblin_commando" area="northeast" nr="1" />
- <spawn type="Goblin_commando" area="southeast" nr="1" />
- <spawn type="Goblin_commando" area="southwest" nr="1" />
- <spawn type="Goblin_commando" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Cultist" area="northeast" nr="1" />
- <spawn type="Skeleton_archer" area="southeast" nr="1" />
- <spawn type="Cultist" area="southwest" nr="1" />
- <spawn type="Cultist" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Beholder_benign" area="north" nr="1" />
- <spawn type="Beholder_benign" area="south" nr="1" />
- <spawn type="Goblin_warrior_archer" area="east" nr="1" />
- <spawn type="Goblin_warrior_archer" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="ranged_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Troll_war_arbalest" area="west" nr="1" />
- <spawn type="orc_light_armored" area="north" nr="1" />
- <spawn type="orc_light_armored" area="south" nr="1" />
- <spawn type="Goblin_ranger" area="northeast" nr="1" />
- <spawn type="Goblin_ranger" area="southwest" nr="1" />
- </random>
- <random>
- <spawn type="skeleton_archer" area="northeast" nr="1" />
- <spawn type="Goblin_vietnam_soldier_rpg7" area="southeast" nr="1" />
- <spawn type="skeleton_archer" area="southwest" nr="1" />
- <spawn type="Goblin_vietnam_soldier_rpg7" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Beholder_malign" area="east" nr="1" />
- <spawn type="skeleton_elite" area="south" nr="1" />
- <spawn type="Beholder_benign" area="east" nr="1" />
- <spawn type="Beholder_benign" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_vietnam_soldier_mortar" area="north" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southeast" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="ranged_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Troll_war_arbalest" area="east" nr="1" />
- <spawn type="Troll_war_arbalest" area="west" nr="1" />
- <spawn type="Goblin_ranger" area="northeast" nr="1" /> <spawn type="Goblin_ranger" area="southeast" nr="1" />
- <spawn type="Goblin_ranger" area="southwest" nr="1" /> <spawn type="Goblin_ranger" area="northwest" nr="1" />
- <spawn type="skeleton_elite" area="north" nr="1" delay="3"/>
- <spawn type="skeleton_elite" area="south" nr="1" delay="3"/>
- </random>
- <random>
- <spawn type="Goblin_vietnam_soldier_rpg7" area="north" nr="1" />
- <spawn type="Goblin_vietnam_soldier_rpg7" area="south" nr="1" />
- <spawn type="Goblin_vietnam_soldier_rpg7" area="northeast" nr="1"/>
- <spawn type="Goblin_vietnam_soldier_rpg7" area="southeast" nr="1"/>
- <spawn type="Goblin_vietnam_soldier_rpg7" area="southwest" nr="1"/>
- <spawn type="Goblin_vietnam_soldier_rpg7" area="northwest" nr="1"/>
- </random>
- <random>
- <spawn type="Beholder_malign" area="north" nr="1" />
- <spawn type="Beholder_malign" area="east" nr="1" />
- <spawn type="Beholder_malign" area="south" nr="1" />
- <spawn type="Beholder_malign" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_mage" area="north" nr="1" />
- <spawn type="Dwarf_mage" area="east" nr="1" />
- <spawn type="Dwarf_mage" area="west" nr="1" />
- <spawn type="Dwarf_mage" area="southeast" nr="1" />
- <spawn type="Dwarf_mage" area="southwest" nr="1" />
- </random>
- <random>
- <spawn type="Troll_vietcong_machinegun" area="north" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="east" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="south" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_vietnam_soldier_mortar" area="north" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="east" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="west" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southeast" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### MINIBOSSES -->
- <trigger id="minibosses_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_chieftain" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Daemon_lord" area="east" nr="1" id="daemonboss" order="wander" reactto="attack, proximity" reaction="attack"/>
- <executeTrigger trigger="boost_daemonboss" delay="5"/>
- </random>
- <random>
- <spawn type="boss_warlord" area="east" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="minibosses_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Starspawn" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Dungeons_wurstmacher" area="east" nr="1"/>
- </random>
- <random>
- <spawn type="Daemon_lord" area="east" nr="1" />
- <spawn type="Daemon_lord" area="west" nr="1" />
- <spawn type="Beastman_chieftain" area="south" nr="1"/>
- <setFaction type="Daemon_lord" action="set" faction="evil" delay="0.1" area="any"/>
- </random>
- <random>
- <spawn type="boss_warlord" area="east" nr="1" />
- <spawn type="boss_warlord" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="minibosses_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Starspawn" area="east" nr="1" />
- <spawn type="Starspawn" area="west" nr="1" />
- </random>
- <random>
- <spawn type="grimnirs_starspawn" area="east" nr="1" />
- <spawn type="grimnirs_starspawn" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Starspawn" area="east" nr="1" />
- <spawn type="grimnirs_starspawn" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Dungeons_wurstmacher" area="north" nr="1" health="0.6"/>
- <spawn type="Dungeons_wurstmacher" area="south" nr="1" health="0.6"/>
- </random>
- <random>
- <spawn type="boss_warlord" area="north" nr="1" />
- <spawn type="boss_warlord" area="east" nr="1" />
- <spawn type="boss_warlord" area="south" nr="1" />
- <spawn type="boss_warlord" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### ANNOYING ENEMIES -->
- <trigger id="annoying_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Elder_thing" area="east" nr="1" />
- <spawn type="Elder_thing" area="east" nr="1" delay="25"/>
- </random>
- <random>
- <spawn type="woot_Enraged_Goblin_warlock" area="east" nr="1" />
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" delay="25"/>
- </random>
- <random>
- <spawn type="boss_warlord" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_bomber" area="north" nr="1" />
- <spawn type="Goblin_bomber" area="east" nr="1" />
- <spawn type="Goblin_bomber" area="south" nr="1" />
- <spawn type="Goblin_bomber" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="annoying_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Elder_thing" area="east" nr="1" />
- <spawn type="Elder_thing" area="east" nr="1" delay="10"/>
- <spawn type="Elder_thing" area="east" nr="1" delay="25"/>
- <spawn type="Elder_thing" area="east" nr="1" delay="40"/>
- </random>
- <random>
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" />
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" delay="10"/>
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" delay="25"/>
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" delay="40"/>
- </random>
- <random>
- <spawn type="boss_warlord" area="east" nr="1" />
- <spawn type="Druid" area="east" nr="1" />
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" />
- <spawn type="Elder_thing" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_bomber" area="south" nr="1" />
- <spawn type="Goblin_bomber" area="north" nr="1" />
- <spawn type="Goblin_bomber" area="northeast" nr="1" />
- <spawn type="Goblin_bomber" area="southeast" nr="1" />
- <spawn type="Goblin_bomber" area="southwest" nr="1" />
- <spawn type="Goblin_bomber" area="northwest" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### TRIGGERS TO SUPPORT SPAWNED UNITS. E.G. CAST MAGICKS OR AUTO HEAL -->
- <!-- perhaps there's a use for <magick id="someID" magicktype="etherealize"/> -->
- <trigger id="boost_daemonboss" autorun="false" repeat="true">
- <if>
- <idPresent id="daemonboss" area="any" />
- </if>
- <then>
- <magick id="daemonboss" magicktype="grow"/>
- <magick id="daemonboss" magicktype="performanceenchantment"/>
- <executeTrigger trigger="boost_daemonboss" delay="5"/>
- </then>
- </trigger>
- <trigger id="boost_daemonboss2" autorun="true" repeat="5">
- <if>
- <idPresent id="daemonboss" area="any" />
- <characterhealth id="daemonboss" compareMethod="less" health="1"/>
- </if>
- <then>
- <damage id="daemonboss" ignoreShields="false">
- <damage attackProperty="damage" element="physical" magnitude="1" amount="-151" />
- </damage>
- </then>
- </trigger>
- </Scene>
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