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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" />
- <RuleSet type="Survival" waves="3">
- <spawnAreas>
- <area>north</area>
- <area>west</area>
- <area>east</area>
- <area>south</area>
- <area>northwest</area>
- <area>northeast</area>
- <area>southeast</area>
- <area>southwest</area>
- </spawnAreas>
- </RuleSet>
- <trigger id="Start" repeat="false">
- <if />
- <then>
- <cameramagnify magnification="0.75"/>
- <playMusic cue="music_encounter" delay="3"/>
- <!--<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 -->
- <counter name="grease" action="set" value="0"/>
- <counter name="haste" action="set" value="0"/>
- <counter name="invisibility" action="set" value="0"/><!--<magick id="player1" magicktype="invisibility"/><unlockMagick magicktype="invisibility" delay="0.1" />-->
- <counter name="rain" action="set" value="0"/>
- <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"/>
- <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="5"/>
- <!-- YOU CAN EDIT THE THINGS BELOW! DO NOT EDIT ABOVE!!! -->
- <!--<executeTrigger trigger="disableElements_choiceT" counter="1"/>--> <!-- SET THE COUNTER TO 0 IF YOU DON'T WANT TO BE BOTHERED BY THE ELEMENT DISABLING THINGY. -->
- <counter name="disableElements_choice" action="set" value="0"/>
- <executeTrigger trigger="weather" delay="35"/> <!-- Found at line 2205. Start weather loop. Comment this out if you don't want random weather. -->
- <!--<executeTrigger trigger="reinforcements" delay="4"/> Found at line 2230. Comment this out if you don't want random wizard reinforcements. -->
- </then>
- </trigger>
- <!--
- FINISHED UNIT COMPOSITION
- LINE COMPONENT NAME COMPONENT DIFFICULTIES V COMPONENT DESCRIPTION
- ? minibosses_ hard / extreme Spawn Vlad, Kahn, Wurstmacher, etc. Beware, extreme is ridiculously hard.
- Hard: 1/2/1/3/2 units. Extreme: 2/2/2/4 units.
- ? ranged_ easy / normal / hard / extreme x Higher difficulties spawn tougher units. Extreme comes with a lot of CC, mostly knockdown.
- Easy: 3 units. Normal: 4 units. Hard: 5 units. Extreme: 8 units.
- ? annoying_ easy / hard x Easy: 1 Elder_thing (confuses) / 1 Enraged Goblin Warlock (spams nullify) / 4 Goblin Bombers
- Hard: 2 Elder_things / 2 Enraged Goblin Warlocks / 6 Goblin Bombers
- Suggestion: Call the component multiple times with delay for maximum annoyance throughout the whole wave.
- ? cannonfodder_ few / many x Low damage, low health, cannonfodder. Varying speed. A wild mix of all sorts of weak unit types.
- Components which are just slightly better: humans_easy/hard, melee_weak_
- Few: 12 units. Many: 24 units.
- ? spellcasters_ easy / hard x There are very good spellcasters and very bad ones. Easy is very easy. Extreme should not be underestimated!
- Easy: 4 units. Hard: 6 units. Extreme: 8 units. Harder difficulties spawn stronger units.
- ? immunity_support_ easy / hard / extreme x 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, Poison).
- Easy: 2 units. Hard: 3 units. Extreme: 8/9/8/7 units.
- ? melee_weak_ easy / hard / extreme x Spawn weak melee units. Use this if you want units slightly better than cannonfodder. Mostly slow movement. Low HP. Low to medium damage.
- A wild mix of humans, goblins and other weak melee units. If you want themed waves, this is not what you want to use.
- Easy: 4 units. Hard: 6 units. Extreme: 8 units.
- ? melee_strong_ easy / hard / extreme x Spawn strong melee units. Mostly quick movement. High HP. Medium to high damage.
- Similar to melee_weak, this is a wild mix of orcs, dwarfs and other strong melee units.
- Easy: 4 units. Hard: 6 units. Extreme: 8 units.
- ? elementals_ easy / hard / extreme x Easy: 2 same elementals. Hard: 3 slightly mixed elementals. Extreme: 4 completely mixed elementals.
- elementals_OneOfEach x Spawns one of each elemental (8) at each spawn area. Not random. Very hard/annoying.
- ? undead_ easy / hard x Includes units that take damage from life. Melee and some ranged. Mostly skeletons.
- 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 x 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 x Mostly melee units. Orcs are better than humans and goblins. Harder difficulties spawn stronger orcs.
- Easy: 4 units. Hard: 6 units. Extreme: 8 units.
- ? goblins_ hard / extreme x 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: 8 units.
- ? humans_ easy / hard / extreme x Mostly melee units. Humans are slightly better than goblins. There are a few strong ranged humans, but those are used in ranged_.
- Easy: 4 units. Hard: 6 units. Extreme: 8 units.
- ? trolls_ easy / hard / extreme x Easy: 2 easy trolls. Hard: 3 easy and medium trolls. Extreme: 4 mostly strong trolls.
- ? wizards_ easy / hard / extreme x These are quite hard, even on easy because of elemental damage and CC. Not recommended in early waves.
- Easy: 2/2/3 units. Hard: 2/2/5 units. Extreme: 4 units.
- ? vietnam_ easy / hard / extreme x Ranged units only from the Vietnam DLC.
- All difficulties spawn 3 units, but harder difficulties spawn tougher units.
- ? TSAL_ easy / hard Easy: Deep_one, Cultist, Enderman. Spawns 4 units from 1 direction.
- Hard: All of above + Shoggoth, elder_thing (rare). Spawns 6 units from opposite directions.
- Use <spawn type="Starspawn" nr="1" area="?" delay="?"/> to spawn the miniboss
- ~~~~~~~~~~~~~~~~~~~~~ TO ADD:
- 1019 CC_ easy / hard / extreme These units force player to change their protection and/or inflict status effects. Similar to annoying_
- These units: knock down or back, 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.
- ~~~~~~~~~~~~~~~~~~~~~ TODO:
- * Need to test the factions of melee_weak and strong. Other components should work fine.
- * Add an option to make immunity_support_ and cannonfodder_ units wander around instead of outright attacking the player.
- * Add more themed components so it's possibly to mimick other challenges and levels from the adventure(s). For example Vietnam_
- There could be ranged_mixed_ ranged_humans, ranged_goblins, etc.
- * Some components might do good with a _normal difficulty.
- * Add wizard_trekkie to wizards_ .
- ~~~~~~~~~~~~~~~~~~~~~ UNUSED UNIT TYPES:
- Does not include unfinished units, i.e. units without animation or purpose.
- Bugswarm Dungeons_gargoyle(_flesh)
- Rat Dungeons_slimecube_arcane(_small)
- Elf_Diplomat/_noble Swampthing
- Elf_Pathfindermelee
- ~~~~~~~~~~~~~~~~~~~~~ NOTES:
- * There is no beastmen_ component because immunity_support_ is pretty much that.
- * Wave components don't have any significant delay in unit spawning (max. 6 seconds).
- If you want to have units spawned with a great delay, you have to call components with delay.
- * CC refers to knock down, knock back, status effects and generally things that force players to change their defense and/or play more passively.
- * In this challenge units spawn from all directions, making it a tad harder.
- * If you want to compose your own waves, you should have an idea of what units the components you want to use include.
- * "Easy: 3 units." means that this difficulty always spawns 3 units no matter which random option is selected.
- "Hard: 4/4/5 units." means that this difficulty has 3 different options. 2 of them spawn 4 units, one of them spawns 5 units.
- "Many: 16-19-24 units" means that this difficulty has multiple different options. It either spawns 16, 19 or 24 units.
- * To prevent overflooding of the spawnareas with units, I suggest not calling more than 3 components at the same time.
- It depends on the component though. Definitely slightly delay other components when using cannonfodder_.
- ~~~~~~~~~~~~~~~~~~~~~ TEMPLATES:
- <spawn type="template" nr="1" area="north" delay="0"/> <~ If you want to spawn certain units separately or test them
- <executeTrigger trigger="component_" delay="0"/> <~ Call a wave component
- <setFaction type="template" action="set" faction="evil" delay="0.1" area="any"/>
- ^ For units whose default faction is not evil. Important because otherwise they would attack other factions too.
- <spawn type="template" nr="1" area="north" delay="0" />
- ^ For units who would normally stand around where they spawn. E.g. some ranged units.
- <giveOrder type="Daemon_greater" area="any" order="attack" delay="5"/> <~ Combine with code above. Make the units stop wander and focus on attacking.
- <!- WAVE 1 ->
- <trigger id="wave?" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="component" />
- <executeTrigger trigger="component delay="?"/>
- </then>
- </trigger>
- <wave value="?">
- <waveActions area="any">
- <executeTrigger trigger="wave1" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="?+5"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="?+5.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- ^ Template for new waves. Make sure to change the IDs of the trigger.
- IF YOU CALL COMPONENTS WITH DELAY: set the delay of the counter and of the spider spawn to the delay of the last component and add 5 and 5.1 respectively!
- Otherwise the next wave might start before the current one is over.
- -->
- <!-- WAVE 1 -->
- <trigger id="wave1" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="cannonfodder_few" />
- <executeTrigger trigger="cannonfodder_many" delay="5"/>
- </then>
- </trigger>
- <wave value="1">
- <waveActions area="any">
- <executeTrigger trigger="wave1" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="10"/> <!-- delay = delay of the last component +5 -->
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="10.1" order="idle" reactto="none"/> <!-- delay = delay of the last component +5.1 -->
- </waveActions>
- </wave>
- <!-- WAVE 2 -->
- <trigger id="wave2" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="ranged_easy" />
- <executeTrigger trigger="annoying_easy" delay="10"/>
- </then>
- </trigger>
- <wave value="2">
- <waveActions area="any">
- <executeTrigger trigger="wave2" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="15"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="15.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 3 -->
- <trigger id="wave3" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="immunity_support_easy" />
- <executeTrigger trigger="elementals_easy" delay="5"/>
- <executeTrigger trigger="elementals_easy" delay="10"/>
- </then>
- </trigger>
- <wave value="3">
- <waveActions area="any">
- <executeTrigger trigger="wave3" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="15"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="15.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 4 -->
- <trigger id="wave4" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="spellcasters_easy" />
- <executeTrigger trigger="spellcasters_easy" delay="10"/>
- </then>
- </trigger>
- <wave value="4">
- <waveActions area="any">
- <executeTrigger trigger="wave4" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="15"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="15.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 5 -->
- <trigger id="wave5" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="melee_weak_extreme" />
- <executeTrigger trigger="ranged_normal" delay="10"/>
- </then>
- </trigger>
- <wave value="5">
- <waveActions area="any">
- <executeTrigger trigger="wave5" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="15"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="15.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 6 -->
- <trigger id="wave6" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="spellcasters_hard" />
- </then>
- </trigger>
- <wave value="6">
- <waveActions area="any">
- <executeTrigger trigger="wave6" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="5"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="5.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 7 -->
- <trigger id="wave7" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="wizards_hard" />
- </then>
- </trigger>
- <wave value="7">
- <waveActions area="any">
- <executeTrigger trigger="wave7" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="5"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="5.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 8 -->
- <trigger id="wave8" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="spellcasters_easy" />
- <executeTrigger trigger="ranged_normal" delay="10"/>
- <executeTrigger trigger="ranged_easy" delay="15"/>
- </then>
- </trigger>
- <wave value="8">
- <waveActions area="any">
- <executeTrigger trigger="wave8" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="20"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="20.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- WAVE 9 -->
- <trigger id="wave9" autorun="false" repeat="false">
- <then>
- <executeTrigger trigger="orcs_hard" />
- <executeTrigger trigger="goblin_easy" delay="6"/>
- <executeTrigger trigger="ranged_easy" delay="9"/>
- <executeTrigger trigger="goblin_easy" delay="12"/>
- </then>
- </trigger>
- <wave value="7">
- <waveActions area="any">
- <executeTrigger trigger="wave9" delay="0"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="1" delay="17"/>
- <spawn type="spider_baby" id="WaveSwitchUnit" delay="17.1" order="idle" reactto="none"/>
- </waveActions>
- </wave>
- <!-- ########################################################### 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" />
- <spawn type="Imp" area="north" nr="1" delay="2"/> <spawn type="Imp" area="east" nr="1" delay="2" />
- <spawn type="Imp" area="south" nr="1" delay="2"/> <spawn type="Imp" area="west" nr="1" delay="2" />
- </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" />
- <spawn type="Imp" area="north" nr="1" delay="2"/> <spawn type="Imp" area="east" nr="1" delay="2" />
- <spawn type="Imp" area="south" nr="1" delay="2"/> <spawn type="Imp" area="west" nr="1" delay="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" />
- <spawn type="Imp" area="north" nr="1" delay="2"/> <spawn type="Imp" area="east" nr="1" delay="2" />
- <spawn type="Imp" area="south" nr="1" delay="2"/> <spawn type="Imp" area="west" nr="1" delay="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_female03_unarmed" area="north" nr="3" />
- <spawn type="Villager_female03_unarmed" area="south" nr="3" />
- <spawn type="Villager_male07_hammer" area="east" nr="3" />
- <spawn type="Villager_male07_hammer" area="west" nr="3" />
- </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" />
- </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" />
- </random>
- <random>
- <spawn type="Wizard_Patchwork" area="north" nr="2"/>
- <spawn type="Wizard_Patchwork" area="east" nr="2"/>
- <spawn type="Wizard_Patchwork" area="south" nr="2"/>
- <spawn type="Wizard_Patchwork" area="west" nr="2"/>
- <spawn type="Imp" area="north" nr="1" delay="2"/> <spawn type="Imp" area="east" nr="1" delay="2" />
- <spawn type="Imp" area="south" nr="1" delay="2"/> <spawn type="Imp" area="west" nr="1" delay="2" />
- <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" />
- <spawn type="Imp" area="north" nr="2" delay="2"/> <spawn type="Imp" area="east" nr="2" delay="2" />
- <spawn type="Imp" area="south" nr="2" delay="2"/> <spawn type="Imp" area="west" nr="2" delay="2" />
- </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" />
- <spawn type="Imp" area="north" nr="2" delay="2"/> <spawn type="Imp" area="east" nr="2" delay="2" />
- <spawn type="Imp" area="south" nr="2" delay="2"/> <spawn type="Imp" area="west" nr="2" delay="2" />
- </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" />
- </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" />
- </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" />
- </random>
- <random>
- <spawn type="Wizard_Patchwork" area="north" nr="4"/>
- <spawn type="Wizard_Patchwork" area="east" nr="4"/>
- <spawn type="Wizard_Patchwork" area="south" nr="4"/>
- <spawn type="Wizard_Patchwork" area="west" nr="4"/>
- <spawn type="Imp" area="north" nr="2" delay="2"/> <spawn type="Imp" area="east" nr="2" delay="2" />
- <spawn type="Imp" area="south" nr="2" delay="2"/> <spawn type="Imp" area="west" nr="2" delay="2" />
- </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" />
- </random>
- <random>
- <spawn type="Wizard_Hat" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- </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" />
- </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" />
- </random>
- <random>
- <spawn type="Wizard_Hat_Evil" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Wizard_Rogue" area="north" nr="1" />
- <spawn type="Wizard_Rogue" area="east" nr="2" delay="3"/>
- <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"/>
- </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"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### SPELLCASTER UNITS -->
- <!--
- Boss_Cult_Cold/Fire/Lightning/Nature
- Dwarf_mage Warlock Dwarf_smith
- Goblin_shaman Warlock_Ice dungeons_acolyte_a
- Goblin_warlock woot_Enraged_Goblin_warlock dungeons_acolyte_b
- Necromancer Boss_Machine_Warlock dungeons_acolyte_c
- Druid Dungeons_human_adventurer dungeons_Druid
- Elf_mage
- -->
- <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="Elf_mage" 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="1" />
- <spawn type="Dungeons_human_adventurer" area="west" nr="1" health="0.7"/>
- </random>
- <random>
- <spawn type="Boss_Machine_Warlock" area="north" nr="1" />
- <spawn type="Boss_Cult_Cold" area="north" nr="1" />
- <spawn type="dungeons_acolyte_a" 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>
- <random>
- <spawn type="Druid" area="north" nr="1" />
- <spawn type="Elf_mage" area="north" nr="1" health="0.7"/>
- <spawn type="Necromancer" area="south" nr="1" />
- <spawn type="dungeons_acolyte_c" area="south" nr="1" />
- <spawn type="Boss_Machine_Warlock" area="west" nr="1" />
- <spawn type="Dwarf_Smith" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="spellcasters_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Dungeons_human_adventurer" area="west" nr="1" />
- <spawn type="Dwarf_Mage" area="west" nr="1" />
- <spawn type="Goblin_shaman" area="west" nr="1" />
- <spawn type="Frost_goblin_shaman" area="west" nr="1" />
- <spawn type="Goblin_warlock" area="east" nr="2" />
- <spawn type="Dungeons_Druid" area="east" nr="1" />
- <spawn type="Dwarf_Smith" area="north" nr="1" />
- </random>
- <random>
- <spawn type="dungeons_acolyte_c" area="south" nr="1" />
- <spawn type="dungeons_acolyte_c" area="west" nr="1" />
- <spawn type="Warlock_Ice" area="north" nr="1" />
- <spawn type="Goblin_shaman" area="north" nr="1" />
- <spawn type="Dwarf_smith" area="north" nr="1" />
- <spawn type="Warlock_Ice" area="south" nr="1" />
- <spawn type="Goblin_shaman" area="south" nr="1" />
- <spawn type="Dwarf_smith" area="south" nr="1" />
- </random><!-- The next one doesn't spawn 8 because the adventurers spawns a lot of clones -->
- <random>
- <spawn type="dungeons_acolyte_a" area="north" nr="1" />
- <spawn type="dungeons_acolyte_b" area="east" nr="1" />
- <spawn type="dungeons_acolyte_c" area="south" nr="1" />
- <spawn type="Dungeons_human_adventurer" area="west" nr="2" />
- <spawn type="Dwarf_Smith" area="north" nr="1" delay="3"/>
- </random>
- <random>
- <spawn type="dungeons_acolyte_a" area="north" nr="1" />
- <spawn type="dungeons_acolyte_b" area="east" nr="1" />
- <spawn type="dungeons_acolyte_c" area="south" nr="1" />
- <spawn type="dungeons_acolyte_a" area="south" nr="1" delay="4" />
- <spawn type="dungeons_acolyte_b" area="north" nr="1" delay="4" />
- <spawn type="dungeons_acolyte_c" area="east" nr="1" delay="4" />
- <spawn type="Dungeons_Druid" area="northeast" nr="1" />
- <spawn type="Dungeons_Druid" area="southeast" nr="1" delay="4"/>
- </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_warrior_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_commando" 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_ranger" area="east" nr="1" />
- <spawn type="goblin_rogue_archer" area="east" nr="1" />
- <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="2"/>
- <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_warrior" area="north" nr="3" delay="4" />
- <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="east" nr="1" />
- <spawn type="goblin_warrior" area="east" nr="2" delay="2" />
- <spawn type="goblin_warrior_captain" area="west" nr="1" />
- <spawn type="goblin_warrior" area="west" nr="2" delay="2" />
- <spawn type="goblin_commando" area="northeast" nr="1" delay="3" />
- <spawn type="goblin_commando" area="southwest" nr="1" delay="3" />
- </random>
- <random>
- <spawn type="goblin_fallen" area="north" nr="1" />
- <spawn type="goblin_warrior" area="north" nr="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>
- <!-- ########################################################### HUMAN UNITS -->
- <!-- Unlike wizard_evil and wizard_hat_evil, evil humans don't have different behaviour or damage. Only their faction is evil by default. -->
- <trigger id="humans_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Soldier_captain_evil" area="north" nr="1" />
- <spawn type="Soldier_spearman_evil" area="north" nr="3" delay="2"/>
- </random>
- <random>
- <spawn type="Soldier_captain_evil" area="north" nr="1" />
- <spawn type="Soldier_swordsman_evil" area="north" nr="3" delay="2"/>
- </random>
- <random>
- <spawn type="Soldier_captain_evil" area="north" nr="1" />
- <spawn type="Soldier_spearman_evil" area="north" nr="1" delay="2"/>
- <spawn type="Soldier_archer_evil" area="north" nr="1" delay="3.5"/>
- <spawn type="Soldier_swordsman_evil" area="north" nr="1" delay="2"/>
- </random>
- </then>
- </trigger>
- <trigger id="humans_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Soldier_captain_evil" area="south" nr="1" />
- <spawn type="Soldier_spearman_evil" area="south" nr="3" delay="2"/>
- <spawn type="Soldier_archer_evil" area="east" nr="1" delay="1"/>
- <spawn type="Soldier_archer_evil" area="west" nr="1" delay="1"/>
- </random>
- <random>
- <spawn type="Soldier_captain_evil" area="east" nr="2" />
- <spawn type="Soldier_swordsman_evil" area="southeast" nr="2" delay="2"/>
- <spawn type="Soldier_spearman_evil" area="northeast" nr="2" delay="2"/>
- </random>
- <random>
- <spawn type="Human_diplomat" area="south" nr="1" />
- <spawn type="Soldier_archer_evil" area="southeast" nr="1" delay="2"/>
- <spawn type="Soldier_archer_evil" area="southwest" nr="1" delay="2"/>
- <spawn type="Human_horseman" area="north" nr="2" delay="2"/>
- <spawn type="Soldier_swordsman_evil" area="north" nr="1" delay="2"/>
- </random>
- </then>
- </trigger>
- <trigger id="humans_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Human_Diplomat" area="north" nr="1" />
- <spawn type="Human_horseman" area="north" nr="2" delay="2"/>
- <spawn type="Human_Paladin" area="south" nr="2" />
- <spawn type="Soldier_Archer_evil" area="south" nr="2" delay="2"/>
- <spawn type="Human_onhorseman" area="east" nr="1" delay="1"/>
- <spawn type="Human_onhorseman" area="west" nr="1" delay="1"/>
- </random>
- <random>
- <spawn type="Human_diplomat" area="north" nr="1" />
- <spawn type="Human_diplomat" area="south" nr="1" />
- <spawn type="Human_Paladin" area="west" nr="1" />
- <spawn type="Human_Paladin" area="east" nr="1" />
- <spawn type="Soldier_captain_evil" area="southeast" nr="2" delay="2"/>
- <spawn type="Soldier_captain_evil" area="northeast" nr="2" delay="2"/>
- </random>
- <random>
- <spawn type="Human_onhorseman" area="north" nr="1" delay="1"/>
- <spawn type="Human_onhorseman" area="south" nr="1" delay="1"/>
- <spawn type="Human_diplomat" area="west" nr="2" />
- <spawn type="Human_diplomat" area="east" nr="2" />
- <spawn type="Soldier_archer_evil" area="northeast" nr="1" delay="2"/>
- <spawn type="Soldier_archer_evil" area="northwest" nr="1" delay="2"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### CC UNITS -->
- <!--
- MELEE: ~~~~~~~~~~~~~~~~~~~~~~~~~~
- Wizard_Detective Punches always knock down. Get surrounded and you'll never get up again.
- _Jazz Throws vinyl disk at melee range. Inflicts bleeding and knocks unarmoured units back. Small AOE, hits self.
- _Necromancer Slashes with dagger and poisons.
- _Reddit Sword inflicts random status effects.
- Daemon_cold_lesser Behaves like Daemon_Lessser, but instead of pushing around, it chills.
- Dungeons_dwarf_adventurer (should reduce HP to 0.5) Moves frantically. Shoots poison bolts. Melee does 185 damage. About 5000 HP.
- Dungeons_slimecube_poison/_large/_small Poison, poison, poison.
- Ghoul_flamer Sets on fire. Explodes when killed.
- Ghoul_poison ?
- Goblin_fallen Sets on fire.
- Goblin_warrior_captain Freezes (or chills if target water protected). Quite a bit of damage.
- Orc_infested Poisons and kicks which knocks back. Low base damage though. Quick movement.
- Elementals (already used in other component. use sparsely) Inflict status effects depending on element.
- Rat Poisons. Weird hitbox, doesn't always hit. Ultra easy to kill.
- RANGED: ~~~~~~~~~~~~~~~~~~~~~~~~~
- Concious_Flame Small range. Lotsa burning damage.
- Conscious_blaze (can't be frozen. Concious_Flame can be) ^
- Firedrake Long range. Sets on fire. Lots of collateral damage.
- Goblin_warrior_archer Long range. Sets on fire. Arrows are inaccurate.
- Frost_goblin_soldier_crowdcooler Long range. Has a rocket launcher which shoots DRR like missiles. Only chills, no damage.
- Slimedrake Med range. Knocks down with AOE water splash. Wets.
- Spider_poison Small range. Spits poison AOEs.
- Soldier_vietnam_rambo Long range. Hefty damage and knockback.
- Troll_war_arbalest Huge range. Projectiles knock down or back depening on armour, do about 300 damage.
- Goblin_bomber Med range. Throws bombs. Lots of collateral damage.
- Goblin_vietnam_soldier_mortar Huge range. Mortar shells knock down.
- Skeleton_darksoul (already used in undead_. Use sparsely) Med range. Inflict various status effects. Sometimes walk up to player and strongly knock them back if unarmoured.
- Dwarf_cannon Don't use this (yet). How to move it out of spawnpoint?
- -->
- <trigger id="cc_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Troll_war_arbalest" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="cc_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Troll_war_arbalest" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="cc_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Troll_war_arbalest" area="north" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### WEAK MELEE UNITS -->
- <!-- 11 randoms, 4 units -->
- <trigger id="melee_weak_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Goblin_pirate" area="north" nr="2" />
- <spawn type="Goblin_pirate" area="northeast" nr="1" />
- <spawn type="Goblin_pirate" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Orc_regular" area="east" nr="1" />
- <spawn type="Skeleton_swordsman" area="east" nr="2" delay="2"/>
- <spawn type="Soldier_skifree" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_spearman_evil" area="west" nr="2" />
- <spawn type="Spider_forest" area="north" nr="1" />
- <spawn type="Spider_forest" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Treespirit" area="north" nr="2" />
- <spawn type="Beastman_raider" area="east" nr="1" />
- <spawn type="Beastman_raider" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Villager_female02_pitchfork" area="north" nr="1" />
- <spawn type="Villager_male07_hammer" area="east" nr="1" />
- <spawn type="Villager_female02_pitchfork" area="south" nr="1" />
- <spawn type="Villager_male07_hammer" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Deep_one" area="north" nr="2" />
- <spawn type="Ghoul" area="east" nr="2" />
- </random>
- <random>
- <spawn type="Frost_goblin_miner" area="west" nr="1" />
- <spawn type="Orc_regular_axe" area="west" nr="1" />
- <spawn type="Ghoul" area="east" nr="1" />
- <spawn type="Soldier_captain_evil" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_swordsman_evil" area="northeast" nr="1" />
- <spawn type="Villager_male01_scythe" area="southeast" nr="1" />
- <spawn type="Soldier_swordsman_evil" area="southwest" nr="1" />
- <spawn type="Villager_male01_scythe" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Villager_male01_scythe" area="northeast" nr="1" />
- <spawn type="Treespirit" area="southeast" nr="1" />
- <spawn type="Spider_forest" area="southwest" nr="1" />
- <spawn type="Ghoul" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Wizard_Necromancer" area="north" nr="1" />
- <spawn type="Wizard_Purple" area="east" nr="1" />
- <spawn type="Soldier_captain_evil" area="northeast" nr="1" />
- <spawn type="Soldier_spearman_evil" area="northeast" nr="1" delay="3"/>
- </random>
- <random>
- <spawn type="Wizard_Bathrobe" area="west" nr="1" />
- <spawn type="Wizard_Patchwork" area="south" nr="1" />
- <spawn type="Spider_baby" area="southeast" nr="1" />
- <spawn type="Spider_baby" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- 8 randoms, 6 units -->
- <trigger id="melee_weak_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Orc_regular" area="east" nr="2" />
- <spawn type="Beastman_torcher" area="west" nr="2"/>
- <spawn type="Goblin_warrior_noshield" area="north" nr="1" />
- <spawn type="goblin_rogue" area="north" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_spearman_evil" area="west" nr="2" />
- <spawn type="Spider_forest" area="north" nr="1" />
- <spawn type="Spider_forest" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Treespirit" area="north" nr="2" />
- <spawn type="Treespirit" area="south" nr="2" />
- <spawn type="Beastman_raider" area="east" nr="1" />
- <spawn type="Beastman_raider" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_warrior_noshield" area="north" nr="1" />
- <spawn type="Treespirit" area="north" nr="1" />
- <spawn type="Villager_female02_pitchfork" area="south" nr="4" />
- </random>
- <random>
- <spawn type="Deep_one" area="south" nr="2" />
- <spawn type="Ghoul_flamer" area="east" nr="1" />
- <spawn type="Ghoul" area="west" nr="3" />
- </random>
- <random>
- <spawn type="Ghoul_poison" area="west" nr="1" />
- <spawn type="Orc_regular_axe" area="west" nr="2" />
- <spawn type="Skeleton_swordsman" area="east" nr="3" />
- </random>
- <random>
- <spawn type="Orc_regular" area="north" nr="1" />
- <spawn type="Wizard_Detective" area="north" nr="1" />
- <spawn type="Wizard_Tentacle" area="east" nr="1" />
- <spawn type="Ghoul_poison" area="west" nr="1" />
- <spawn type="Beastman_raider" area="northeast" nr="1" />
- <spawn type="Beastman_raider" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Treespirit" area="north" nr="2" />
- <spawn type="Wizard_Necromancer" area="north" nr="1" />
- <spawn type="Wizard_Purple" area="east" nr="1" />
- <spawn type="Wizard_Patchwork" area="south" nr="1" />
- <spawn type="Wizard_Bathrobe" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- 7 randoms, 8 units -->
- <trigger id="melee_weak_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Orc_regular" area="east" nr="1" />
- <spawn type="Orc_regular" area="west" nr="1" />
- <spawn type="Goblin_pirate" area="south" nr="2" />
- <spawn type="Goblin_rogue" area="southeast" nr="2" />
- <spawn type="Goblin_pirate" area="southwest" nr="2" />
- </random>
- <random>
- <spawn type="Orc_regular" area="east" nr="2" />
- <spawn type="Beastman_torcher" area="west" nr="2"/>
- <spawn type="Goblin_warrior_noshield" area="north" nr="1" />
- <spawn type="goblin_rogue" area="north" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_spearman_evil" area="west" nr="2" />
- <spawn type="Spider_forest" area="north" nr="1" />
- <spawn type="Spider_forest" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Treespirit" area="north" nr="2" />
- <spawn type="Treespirit" area="south" nr="2" />
- <spawn type="Beastman_raider" area="east" nr="1" />
- <spawn type="Beastman_raider" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Dwarf_warrior_noshield" area="north" nr="2" />
- <spawn type="Villager_female02_pitchfork" area="south" nr="4" />
- </random>
- <random>
- <spawn type="Deep_one" area="south" nr="2" />
- <spawn type="Ghoul_flamer" area="east" nr="1" />
- <spawn type="Ghoul" area="west" nr="3" />
- </random>
- <random>
- <spawn type="Ghoul_poison" area="west" nr="1" />
- <spawn type="Orc_regular_axe" area="west" nr="2" />
- <spawn type="Skeleton_swordsman" area="east" nr="3" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### STRONG MELEE UNITS -->
- <!-- 9 randoms, 4 units -->
- <trigger id="melee_strong_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_brute" area="north" nr="2" />
- <spawn type="Ghoul_poison" area="east" nr="1" />
- <spawn type="Ghoul_flamer" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Skeleton_Wight" area="southeast" nr="1" />
- <spawn type="Skeleton_Wight" area="southeast" nr="1" delay="3"/>
- <spawn type="orc_berserk" area="south" nr="2" />
- </random>
- <random>
- <spawn type="goblin_warrior" area="west" nr="2" />
- <spawn type="Ghoul" area="east" nr="1" />
- <spawn type="dwarf_warrior_noshield" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Warhound" area="north" nr="1" />
- <spawn type="Beastman_mutant" area="east" nr="2" />
- <spawn type="Warhound" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Orc_captain" area="north" nr="1" />
- <spawn type="goblin_warrior" area="east" nr="1" />
- <spawn type="goblin_warrior" area="south" nr="1" />
- <spawn type="Orc_captain" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Orc_berserk" area="north" nr="1" />
- <spawn type="Enderman" area="east" nr="1" />
- <spawn type="orc_captain_noarmour" area="east" nr="1" />
- <spawn type="Human_Diplomat" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Ghoul_poison" area="east" nr="1" />
- <spawn type="Ghoul_flamer" area="east" nr="1" />
- <spawn type="Beastman_mutant" area="south" nr="1" />
- <spawn type="Enderman" area="south" nr="1" />
- </random>
- <random>
- <spawn type="McLeod" area="north" nr="1" />
- <spawn type="Orc_infested" area="south" nr="1" />
- <spawn type="Wizard_Samurai" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Dungeons_elf_adventurer_ressurected" area="north" nr="1" health="0.5"/>
- <spawn type="Enderman" area="south" nr="1" />
- <spawn type="Enderman" area="northeast" nr="1" />
- <spawn type="Enderman" area="southwest" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="melee_strong_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_brute" area="north" nr="1" />
- <spawn type="Beastman_mutant" area="north" nr="1" />
- <spawn type="Ghoul_poison" area="south" nr="2" />
- <spawn type="Ghoul_flamer" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Skeleton_Wight" area="southeast" nr="1" />
- <spawn type="orc_captain" area="south" nr="2" />
- <spawn type="orc_warrior" area="south" nr="2" delay="2"/>
- </random>
- <random>
- <spawn type="Dwarf_captain" area="west" nr="2" />
- <spawn type="Dwarf_warrior" area="west" nr="3" delay="2"/>
- <spawn type="Enderman" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Beastman_mutant" area="north" nr="1" />
- <spawn type="Beastman_mutant" area="east" nr="2" />
- <spawn type="Human_Paladin" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Dungeons_elf_adventurer_ressurected" area="north" nr="1" />
- <spawn type="Dwarf_captain" area="south" nr="2" />
- <spawn type="Orc_captain" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Orc_captain_noarmour" area="north" nr="1" />
- <spawn type="Enderman" area="east" nr="2" />
- <spawn type="Human_Diplomat" area="east" nr="2" />
- </random>
- <random>
- <spawn type="Ghoul_poison" area="west" nr="2" />
- <spawn type="Ghoul_flamer" area="east" nr="2" delay="2"/>
- <spawn type="Beastman_mutant" area="south" nr="2" />
- </random>
- <random>
- <spawn type="Wizard_Samurai" area="west" nr="2" />
- <spawn type="Orc_infested" area="south" nr="2" />
- <spawn type="Wizard_Samurai" area="east" nr="2" />
- </random>
- <random>
- <spawn type="Goblin_warrior_captain" area="south" nr="2" />
- <spawn type="Orc_captain" area="west" nr="2" />
- <spawn type="Dwarf_captain" area="southwest" nr="2" />
- </random>
- </then>
- </trigger>
- <trigger id="melee_strong_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Beastman_mutant" area="north" nr="3" />
- <spawn type="Ghoul_flamer" area="south" nr="2" />
- <spawn type="Skeleton_Wight" area="west" nr="3" />
- </random>
- <random>
- <spawn type="Human_Paladin" area="northwest" nr="2" />
- <spawn type="Orc_infested" area="southeast" nr="1" />
- <spawn type="Orc_infested" area="southeast" nr="1" delay="3"/>
- <spawn type="orc_captain" area="south" nr="2" />
- <spawn type="orc_warrior" area="south" nr="2" delay="2"/>
- </random>
- <random>
- <spawn type="Dwarf_captain" area="west" nr="2" />
- <spawn type="Dwarf_warrior" area="west" nr="3" delay="2"/>
- <spawn type="Skeleton_Wight" area="northwest" nr="1" />
- <spawn type="Skeleton_Wight" area="northwest" nr="1" delay="2" />
- </random>
- <random>
- <spawn type="Beastman_mutant" area="east" nr="2" />
- <spawn type="Beastman_mutant" area="west" nr="2" />
- <spawn type="orc_infested" area="south" nr="2" />
- <spawn type="McLeod" area="south" nr="2" delay="4"/>
- </random>
- <random>
- <spawn type="Dungeons_elf_adventurer" area="west" nr="1" />
- <spawn type="orc_infested" area="south" nr="2" />
- <spawn type="Orc_captain_noarmour" area="west" nr="2" delay="3"/>
- <spawn type="Ghoul_flamer" area="east" nr="2" />
- <spawn type="Ghoul_flamer" area="north" nr="1" />
- </random><!-- The next one is supposed to freeze the players and then let the Elf adventurer shatter them -->
- <random>
- <spawn type="Goblin_warrior_captain" area="north" nr="1" />
- <spawn type="Goblin_warrior_captain" area="east" nr="1" />
- <spawn type="Goblin_warrior_captain" area="south" nr="1" />
- <spawn type="Goblin_warrior_captain" area="west" nr="1" />
- <spawn type="Goblin_warrior_captain" area="east" nr="1" delay="5"/>
- <spawn type="Goblin_warrior_captain" area="south" nr="1" delay="5"/>
- <spawn type="Goblin_warrior_captain" area="west" nr="1" delay="5"/>
- <spawn type="Dungeons_elf_adventurer" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Ghoul_poison" area="northwest" nr="2" />
- <spawn type="Ghoul_flamer" area="southwest" nr="2" delay="2"/>
- <spawn type="Beastman_mutant" area="west" nr="2" />
- <spawn type="Dwarf_captain" area="east" nr="2" />
- </random>
- <random>
- <spawn type="Wizard_Samurai" area="west" nr="2" />
- <spawn type="Wizard_Detective" area="south" nr="2" />
- <spawn type="Wizard_Samurai" area="east" nr="2" />
- <spawn type="McLeod" area="north" nr="2"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### TSAL UNITS -->
- <trigger id="TSAL_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Cultist" area="north" nr="1" />
- <spawn type="Deep_one" area="north" nr="1" />
- <spawn type="Cultist" area="north" nr="1" delay="4.5"/>
- <spawn type="Deep_one" area="north" nr="1" delay="5.5"/>
- </random>
- <random>
- <spawn type="Enderman" area="east" nr="1" />
- <spawn type="Deep_one" area="east" nr="1" />
- <spawn type="Cultist" area="east" nr="1" delay="3.5"/>
- <spawn type="Enderman" area="east" nr="1" delay="5"/>
- </random>
- <random>
- <spawn type="Cultist" area="south" nr="1" />
- <spawn type="Enderman" area="south" nr="1" />
- <spawn type="Cultist" area="south" nr="1" delay="3"/>
- <spawn type="Deep_one" area="south" nr="1" delay="5.5"/>
- </random>
- <random>
- <spawn type="Deep_one" area="west" nr="1" />
- <spawn type="Cultist" area="west" nr="1" />
- <spawn type="Enderman" area="west" nr="1" delay="2"/>
- <spawn type="Deep_one" area="west" nr="1" delay="5.5"/>
- </random>
- </then>
- </trigger>
- <trigger id="TSAL_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Shoggoth" area="south" nr="2" />
- <spawn type="Cultist" area="north" nr="1" />
- <spawn type="Deep_one" area="north" nr="1" />
- <spawn type="Cultist" area="north" nr="1" delay="4.5"/>
- <spawn type="Deep_one" area="north" nr="1" delay="5.5"/>
- </random>
- <random>
- <spawn type="Shoggoth" area="west" nr="1" />
- <spawn type="Deep_one" area="west" nr="1" />
- <spawn type="Enderman" area="east" nr="1" />
- <spawn type="Deep_one" area="east" nr="1" />
- <spawn type="Cultist" area="east" nr="1" delay="3.5"/>
- <spawn type="Enderman" area="east" nr="1" delay="5"/>
- </random>
- <random>
- <spawn type="Shoggoth" area="north" nr="1" />
- <spawn type="Deep_one" area="north" nr="1" />
- <spawn type="Cultist" area="south" nr="1" />
- <spawn type="Enderman" area="south" nr="1" />
- <spawn type="Cultist" area="south" nr="1" delay="3"/>
- <spawn type="Deep_one" area="south" nr="1" delay="5.5"/>
- </random>
- <random>
- <spawn type="Shoggoth" area="east" nr="1" />
- <spawn type="elder_thing" area="east" nr="1" />
- <spawn type="Deep_one" area="west" nr="1" />
- <spawn type="Cultist" area="west" nr="1" />
- <spawn type="Enderman" area="west" nr="1" delay="2"/>
- <spawn type="Deep_one" area="west" nr="1" delay="5.5"/>
- </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>
- </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 Frost_goblin_shaman 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="0.6"/>
- </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" />
- </random>
- <random>
- <spawn type="Frost_goblin_shaman" area="east" nr="1" />
- <spawn type="Beastman_raider_lightning" area="northeast" 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="Dungeons_Druid" area="east" nr="1" />
- <spawn type="Frost_goblin_shaman" area="east" 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="Goblin_warrior_archer" area="south" nr="1" />
- <spawn type="orc_light_armored" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Daemon_greater" area="southeast" nr="1" />
- <spawn type="Daemon_greater" area="southwest" nr="1" />
- <spawn type="Daemon_greater" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Goblin_commando" area="northeast" nr="1" />
- <spawn type="Goblin_rogue_archer" 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="Elf_pathfinder" area="southwest" nr="1" />
- </random>
- <random>
- <spawn type="Beholder_benign" area="south" nr="1" />
- <spawn type="Goblin_warrior_archer" area="east" nr="1" />
- <spawn type="Skeleton_archer" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="ranged_normal" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Goblin_ranger" 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="Goblin_vietnam_soldier_mortar" area="northeast" nr="1" />
- <spawn type="Daemon_greater" area="southeast" nr="1" />
- <spawn type="Daemon_greater" area="southwest" nr="1" />
- <spawn type="Daemon_greater" area="northwest" nr="1" />
- </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="Soldier_Archer_evil" area="southeast" nr="1" />
- <spawn type="Elf_pathfinder" area="southwest" nr="1" />
- <spawn type="Cultist" area="northwest" nr="1" />
- </random>
- <random>
- <spawn type="Beholder_benign" area="north" nr="1" />
- <spawn type="Soldier_Archer_evil" area="south" nr="1" />
- <spawn type="Goblin_warrior_archer" area="east" nr="1" />
- <spawn type="Skeleton_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="skeleton_archer" area="northeast" nr="1" delay="2"/>
- <spawn type="Goblin_vietnam_soldier_rpg7" area="southeast" nr="1" />
- <spawn type="Goblin_warrior_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="Soldier_vietnam_grunt" area="east" nr="1" />
- <spawn type="Soldier_Archer_evil" 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" />
- <spawn type="Elf_pathfinder" area="northeast" nr="1" />
- <spawn type="Elf_pathfinder" area="northwest" 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="Soldier_archer_evil" area="north" nr="2" />
- <spawn type="Dwarf_rifleman" area="south" nr="2" />
- <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="Soldier_vietnam_heavy" area="south" nr="2" />
- <spawn type="Beholder_malign" area="west" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_vietnam_heavy" area="north" nr="2" />
- <spawn type="Goblin_rogue_archer" area="north" nr="2" delay="3"/>
- <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="Soldier_vietnam_heavy" area="north" nr="2" />
- <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" />
- <spawn type="Goblin_rogue_archer" area="south" nr="3" delay="3"/>
- </random>
- <random>
- <spawn type="Goblin_vietnam_soldier_mortar" area="north" nr="2" />
- <spawn type="Soldier_vietnam_rambo" area="east" nr="1" />
- <spawn type="Soldier_vietnam_heavy" area="west" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southeast" nr="1" />
- <spawn type="Goblin_vietnam_soldier_mortar" area="southwest" nr="1" />
- <spawn type="Goblin_rogue_archer" area="south" nr="2" delay="3"/>
- </random>
- </then>
- </trigger>
- <!-- ########################################################### VIETNAM UNITS -->
- <!-- goblin_vietnam_farmer_mat49 goblin_vietnam_farmer_nagant
- goblin_vietnam_soldier_ak47 goblin_vietnam_soldier_mortar
- goblin_vietnam_soldier_rpg7 orc_vietcong_rpd
- troll_vietcong_machinegun Soldier_vietnam_grunt
- Soldier_vietnam_heavy soldier_vietnam_rambo
- -->
- <trigger id="vietnam_easy" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="goblin_vietnam_farmer_mat49" area="east" nr="2" />
- <spawn type="goblin_vietnam_farmer_nagant" area="south" nr="1" />
- </random>
- <random>
- <spawn type="goblin_vietnam_soldier_ak47" area="west" nr="2" />
- <spawn type="goblin_vietnam_farmer_nagant" area="south" nr="1" />
- </random>
- <random>
- <spawn type="goblin_vietnam_farmer_mat49" area="west" nr="2" />
- <spawn type="goblin_vietnam_soldier_ak47" area="south" nr="1" />
- </random>
- <random>
- <spawn type="goblin_vietnam_farmer_mat49" area="west" nr="2" />
- <spawn type="goblin_vietnam_soldier_ak47" area="east" nr="1" />
- </random>
- <random>
- <spawn type="orc_vietcong_rpd" area="south" nr="1" />
- <spawn type="goblin_vietnam_farmer_mat49" area="east" nr="1" />
- <spawn type="goblin_vietnam_farmer_nagant" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="vietnam_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="orc_vietcong_rpd" area="east" nr="2" />
- <spawn type="goblin_vietnam_soldier_rpg7" area="south" nr="1" />
- </random>
- <random>
- <spawn type="goblin_vietnam_soldier_ak47" area="north" nr="2" />
- <spawn type="Soldier_vietnam_grunt" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_vietnam_heavy" area="south" nr="1" />
- <spawn type="goblin_vietnam_farmer_mat49" area="west" nr="2" />
- </random>
- <random>
- <spawn type="orc_vietcong_rpd" area="west" nr="2" />
- <spawn type="Soldier_vietnam_grunt" area="east" nr="1" />
- </random>
- <random>
- <spawn type="orc_vietcong_rpd" area="north" nr="1" />
- <spawn type="goblin_vietnam_soldier_ak47" area="east" nr="1" />
- <spawn type="goblin_vietnam_soldier_rpg7" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <trigger id="vietnam_extreme" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Goblin_vietnam_soldier_mortar" area="southeast" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="east" nr="1" />
- <spawn type="goblin_vietnam_soldier_rpg7" area="south" nr="1" />
- <giveOrder type="Goblin_vietnam_soldier_mortar" area="any" order="attack" delay="5"/>
- </random>
- <random>
- <spawn type="Soldier_vietnam_heavy" area="north" nr="2" />
- <spawn type="Soldier_vietnam_grunt" area="south" nr="1" />
- </random>
- <random>
- <spawn type="Soldier_vietnam_heavy" area="south" nr="1" />
- <spawn type="goblin_vietnam_soldier_ak47" area="west" nr="2" />
- </random>
- <random>
- <spawn type="Goblin_vietnam_soldier_mortar" area="northwest" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="north" nr="1" />
- <spawn type="Soldier_vietnam_grunt" area="west" nr="1" />
- </random>
- <random>
- <spawn type="orc_vietcong_rpd" area="north" nr="1" />
- <spawn type="orc_vietcong_rpd" area="east" nr="1" />
- <spawn type="goblin_vietnam_soldier_rpg7" area="west" nr="1" />
- </random>
- <random>
- <spawn type="orc_vietcong_rpd" area="south" nr="1" />
- <spawn type="Soldier_vietnam_heavy" area="east" nr="1" />
- <spawn type="troll_vietcong_machinegun" area="west" nr="1" />
- </random>
- </then>
- </trigger>
- <!-- ########################################################### MINIBOSSES -->
- <trigger id="minibosses_hard" autorun="false" repeat="true">
- <then>
- <random>
- <spawn type="Starspawn" area="east" nr="1" />
- </random>
- <random>
- <spawn type="Boss_Vlad_Swamp" area="east" nr="1" health="0.7"/>
- <spawn type="Boss_Vlad_Diplomat" area="west" 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"/>
- </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" />
- </random>
- <random>
- <spawn type="woot_Enraged_Goblin_warlock" 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="west" nr="1" />
- </random>
- <random>
- <spawn type="woot_enraged_goblin_warlock" area="east" nr="1" health="0.6"/>
- <spawn type="woot_enraged_goblin_warlock" area="west" nr="1" health="0.6"/>
- </random>
- <random>
- <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="performanceenchantment"/>
- <executeTrigger trigger="boost_daemonboss" delay="5"/>
- </then>
- </trigger>
- <trigger id="magicks_daemonboss" autorun="false" repeat="true">
- <if><idPresent id="daemonboss" area="any" /></if>
- <then>
- <random><magick id="daemonboss" magicktype="proppmagick"/></random>
- <random><magick id="daemonboss" magicktype="judgementspray"/></random>
- <executeTrigger trigger="magicks_daemonboss" delay="13"/>
- </then>
- </trigger>
- <trigger id="heal_daemonboss" autorun="true" repeat="4">
- <if>
- <characterhealth id="daemonboss" compareMethod="less" health="1"/>
- </if>
- <then>
- <damage id="daemonboss" ignoreShields="true">
- <damage attackProperty="damage" element="physical" magnitude="1" amount="-151" />
- </damage>
- </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="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="life"/>
- <enableElement element="life" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="cold"/>
- <enableElement element="cold" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="fire"/>
- <enableElement element="fire" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="lightning"/>
- <enableElement element="lightning" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="arcane"/>
- <enableElement element="arcane" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="earth"/>
- <enableElement element="earth" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- <random>
- <disableElement element="shield"/>
- <enableElement element="shield" delay="45"/>
- <executeTrigger trigger="disableElements_all" delay="45.1"/>
- </random>
- </then>
- </trigger>
- <!-- ############## RANDOM MAGICKS ############## -->
- <trigger id="RemoveMagicks" repeat="true" autorun="true">
- <then>
- <remove area="any" type="Luggage_magick"/>
- </then>
- </trigger>
- <trigger id="randomMagicks_tierselector" autorun="false" repeat="true"> <!-- add basic 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" repeat="true">
- <then>
- <random>
- <magick magicktype="Rain"/>
- <executeTrigger trigger="weather" delay="20"/>
- </random>
- <random>
- <magick magicktype="Rain"/>
- <executeTrigger trigger="weather" delay="40"/>
- </random>
- <random>
- <magick magicktype="Blizzard"/>
- <executeTrigger trigger="weather" delay="15"/>
- </random>
- <random>
- <magick magicktype="Blizzard"/>
- <executeTrigger trigger="weather" delay="30"/>
- </random>
- <random>
- <magick magicktype="ThunderS"/>
- <executeTrigger trigger="weather" delay="50"/>
- </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="540"/>
- <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="240"/>
- <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>
- <trigger id="disableElements_choiceT" autorun="true" repeat="false">
- <if>
- <counter name="disableElements_choice" compareMethod="equal" value="1"/>
- </if>
- <then>
- <spawn type="Goblin_miner" id="disable_qwrf" area="north" order="wander" reactto="none" ondeath="disableElement_check_qwrf"/>
- <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"/>
- <kill id="disable_qwrf" delay="29.5"/> <counter name="disableElement_check_qwrf" action="set" value="0"/>
- <kill id="disable_asde" delay="29.5"/> <counter name="disableElement_check_asde" action="set" value="0"/>
- <kill 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>
- <trigger id="CheckWaveProgression" autorun="true" repeat="true">
- <if>
- <counter name="CheckWaveProgressionLoop" compareMethod="equal" value="1"/>
- <factionPresent factions="evil,wild" compareMethod="equal" nr="1" area="any" />
- <idPresent id="WaveSwitchUnit" area="any" />
- </if>
- <then>
- <kill id="WaveSwitchUnit"/>
- <counter name="CheckWaveProgressionLoop" action="set" value="0"/>
- </then>
- </trigger>
- </Scene>
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