#textdomain wesnoth-wa [unit_type] id=wafiremage name= _ "Fire Mage" race=human image="units/human-magi/red-mage.png" {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=34 movement_type=smallfoot movement=5 experience=18 level=1 alignment=lawful [advancement] id=hp description= 4 hitpoints always_display=true image=icons/heal-royal-2.png max_times=10 [effect] apply_to=hitpoints increase_total=4 increase=4 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=hp2 description= 2 hitpoints always_display=true image=icons/heal-royal-2.png max_times=100 require_amla=hp,hp,hp,hp,hp,hp,hp,hp,hp,hp [effect] apply_to=hitpoints increase_total=2 increase=2 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=rdmg description= 2 ranged damage always_display=true image=attacks/fireball.png max_times=10 [effect] apply_to=attack name=fireball increase_damage=2 [/effect] [effect] apply_to=attack name=solarbeam increase_damage=2 [/effect] [effect] apply_to=attack name=darts increase_damage=2 [/effect] [effect] apply_to=attack name=explosion increase_damage=2 [/effect] [effect] apply_to=attack name=minimeteorites increase_damage=2 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=rdmg1 description= 1 ranged damage always_display=true image=attacks/fireball.png max_times=100 require_amla=rdmg,rdmg,rdmg,rdmg,rdmg,rdmg,rdmg,rdmg,rdmg,rdmg, [effect] apply_to=attack name=fireball increase_damage=1 [/effect] [effect] apply_to=attack name=solarbeam increase_damage=1 [/effect] [effect] apply_to=attack name=darts increase_damage=1 [/effect] [effect] apply_to=attack name=explosion increase_damage=1 [/effect] [effect] apply_to=attack name=minimeteorites increase_damage=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=mdmg description= 1 melee damage always_display=true image=attacks/staff-ruby.png max_times=100 [effect] apply_to=attack name=staff increase_damage=1 [/effect] [effect] apply_to=attack name=firesword increase_damage=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=mov description= 1 movement point always_display=true image=icons/boots_elven.png max_times=5 [effect] apply_to=movement increase=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=fireshield description= Fire shield always_display=true image=icons/protect-red-2.png require_amla=hp,hp max_times=1 [effect] apply_to=resistance replace=yes [resistance] fire=70 [/resistance] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=magmashield description= Magma shield always_display=true image=icons/protect-red-3.png require_amla=hp,hp,hp,hp,fireshield max_times=1 [effect] apply_to=resistance replace=yes [resistance] fire=60 blade=80 pierce=80 impact=80 [/resistance] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=spelaeologist description= Spelaeologist always_display=true image=icons/lighting-fire-1.png require_amla=mov, max_times=1 [effect] apply_to=defense replace=yes [defense] cave=50 [/defense] [/effect] [effect] apply_to=movement_costs replace=yes [movement_costs] cave=1 [/movement_costs] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=volcanologist description= Volcanologist always_display=true image=icons/lighting-fire-3.png require_amla=mov,mov,hp,hp,spelaeologist, max_times=1 [effect] apply_to=defense replace=yes [defense] cave=40 hills=40 [/defense] [/effect] [effect] apply_to=movement_costs replace=yes [movement_costs] cave=1 hills=1 mountains=2 [/movement_costs] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=2staff description= Second staff attack always_display=true image=icons/enchant-red-2.png require_amla=mdmg,mdmg,mdmg max_times=1 [effect] apply_to=attack name=staff increase_attacks=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=3staff description= Third staff attack always_display=true image=icons/enchant-red-3.png require_amla=mdmg,mdmg,mdmg,mdmg,mdmg,2staff, max_times=1 [effect] apply_to=attack name=staff increase_attacks=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=firesword description= Flaming sword always_display=true image=attacks/sword-flaming.png require_amla=3staff, fireshield max_times=1 [effect] apply_to=new_attack name=firesword description=_"flaming sword" icon=attacks/sword-flaming.png type=fire range=melee damage=6 number=4 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=magicfocus description= Magical focus always_display=true image=icons/runes-orange-3.png require_amla=hp,rdmg,mdmg max_times=1 [effect] apply_to=hitpoints increase_total=2 increase=2 [/effect] [effect] apply_to=attack name=fireball increase_damage=2 [/effect] [effect] apply_to=attack name=staff increase_damage=2 [/effect] [effect] apply_to=attack name=firesword increase_damage=2 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=illumination description= Illumination always_display=true image=icons/light-air-fire-3.png require_amla=magicfocus max_times=1 [effect] apply_to=new_ability [abilities] {ABILITY_ILLUMINATES} [/abilities] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=4fire description= Fourth fireball attack always_display=true image=icons/fireball-red-2.png require_amla=rdmg,rdmg,rdmg,rdmg max_times=1 [effect] apply_to=attack name=fireball increase_attacks=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=5fire description= Fifth fireball attack always_display=true image=icons/fireball-red-3.png require_amla=rdmg,rdmg,rdmg,rdmg,rdmg,rdmg,4fire max_times=1 [effect] apply_to=attack name=fireball increase_attacks=1 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=precision description= Precision always_display=true image=icons/evil-eye-red-2.png require_amla=4fire,magicfocus max_times=1 [effect] apply_to=attack name=fireball [set_specials] {WEAPON_SPECIAL_PRECISION} [/set_specials] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=solarbeam description= Solarbeam always_display=true image=icons/beam-red-3.png require_amla=magicfocus,fireshield,4fire max_times=1 [effect] apply_to=new_attack name=solarbeam description=_"solarbeam" icon=icons/beam-red-3.png type=fire range=ranged damage=30 number=1 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=darts description= Darts always_display=true image=attacks/dagger-thrown-human.png require_amla=rdmg,rdmg max_times=1 [effect] apply_to=new_attack name=darts description=_"darts" icon=attacks/dagger-thrown-human.png type=pierce range=ranged damage=2 number=4 [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=minimeteorites description= Mini meteors always_display=true image=icons/fire-arrows-3.png require_amla=4fire,darts,spelaeologist max_times=1 [effect] apply_to=new_attack name=minimeteorites description=_"mini meteorites" icon=icons/fire-arrows-3.png type=fire range=ranged damage=2 number=7 [specials] {WEAPON_SPECIAL_MARKSMAN} {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] [advancement] id=explosion description= Explosion always_display=true image=icons/explosion-red-3.png require_amla=rdmg max_times=1 [effect] apply_to=new_attack name=explosion description=_"explosion" icon=icons/explosion-red-3.png type=fire range=ranged damage=30 number=1 [specials] {WEAPON_SPECIAL_NOCOUNTERATTACK } [/specials] [/effect] [effect] apply_to=max_experience increase=6 [/effect] [/advancement] {AREAHIT2_EVENT explosion 30} cost=15 usage=mixed fighter description= _ "Fire mages studied a lot to perfect fire magic."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [attack] name=staff description=_"staff" icon=attacks/staff-ruby.png type=impact range=melee damage=5 number=1 [/attack] [attack] name=fireball description=_"fireball" type=fire range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL} start_time=-575 [frame] duration=50 image="units/human-magi/red-mage.png" [/frame] [frame] duration=100 image="units/human-magi/red-mage-attack-magic-1.png" sound=fire.wav [/frame] [frame] duration=150 image="units/human-magi/red-mage-attack-magic-2.png" [/frame] [frame] duration=75 image="units/human-magi/red-mage-attack-magic-1.png" [/frame] [frame] duration=75 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] [frame] begin=-250 end=-200 image="units/human-magi/red-mage.png" [/frame] [frame] begin=-200 end=-100 image="units/human-magi/red-mage-attack-staff-1.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-magi/red-mage-attack-staff-2.png" sound=staff.wav [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-magi/red-mage-attack-staff-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=175 image="units/human-magi/red-mage-attack-magic-1.png" [/frame] [frame] begin=175 end=250 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=firesword [/filter_attack] [frame] begin=-250 end=-200 image="units/human-magi/red-mage.png" [/frame] [frame] begin=-200 end=-100 image="units/human-magi/red-mage-attack-staff-1.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-magi/red-mage-attack-staff-2.png" sound=fire.wav [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-magi/red-mage-attack-staff-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=175 image="units/human-magi/red-mage-attack-magic-1.png" [/frame] [frame] begin=175 end=250 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=solarbeam [/filter_attack] {MISSILE_FRAME_LIGHT_BEAM} [frame] begin=-300 end=-225 image="units/human-magi/red-mage.png" [/frame] [frame] begin=-225 end=-150 image="units/human-magi/red-mage.png" [/frame] [frame] begin=-150 end=-75 image="units/human-magi/red-mage.png" halo=halo/holy/halo6.png [/frame] [if] hits=yes [frame] begin=-75 end=0 image="units/human-magi/red-mage.png" sound={SOUND_LIST:HOLY} halo=halo/holy/halo1.png [/frame] [/if] [else] hits=no [frame] begin=-75 end=0 image="units/human-magi/red-mage.png" sound={SOUND_LIST:HOLY_MISS} halo=halo/holy/halo1.png [/frame] [/else] [frame] begin=0 end=75 image="units/human-magi/red-mage.png" halo=halo/holy/halo3.png [/frame] [frame] begin=75 end=150 image="units/human-magi/red-mage.png" halo=halo/holy/halo5.png [/frame] [frame] begin=150 end=200 image="units/human-magi/red-mage.png" halo=halo/holy/halo6.png [/frame] [frame] begin=200 end=250 image="units/human-magi/red-mage.png" [/frame] [frame] begin=250 end=300 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=darts [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/dagger-n.png" image_diagonal="projectiles/dagger-ne.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=-100 image="units/human-magi/red-mage.png" sound=throwing-knife.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=-100 image="units/human-magi/red-mage.png" sound=throwing-knife-miss.ogg [/frame] [/else] [frame] begin=-100 end=50 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=minimeteorites [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/misfire-spark-1.png" image_diagonal="projectiles/misfire-spark-1.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=-100 image="units/human-magi/red-mage.png" sound=torch.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=-100 image="units/human-magi/red-mage.png" sound=torch-miss.ogg [/frame] [/else] [frame] begin=-100 end=50 image="units/human-magi/red-mage.png" [/frame] [/attack_anim] [/unit_type] #define AREAHIT_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=attacker misses first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender misses first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] #enddef #define AREAHIT2_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] #enddef #define AREAHIT3_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] {NEXT i} [/event] #define AREAHIT_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=attacker misses first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender misses first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] #enddef #define AREAHIT2_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} {RANDOM 1..100} [if] [variable] name=random less_than_equal_to=70 [/variable] [then] [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] [/then] [/if] {NEXT i} [/event] #enddef #define AREAHIT3_EVENT WEAPON DMG [event] name=attacker hits first_time_only=no [filter_attack] name={WEAPON} [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] {NEXT i} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=bystander [/store_unit] [if] [variable] name=second_unit.status.slowed not_equals=yes [/variable] [then] {VARIABLE areadmg {DMG}} [/then] [else] {VARIABLE areadmg {DMG}} {VARIABLE_OP areadmg divide 2} [/else] [/if] {FOREACH bystander i} [harm_unit] [filter] x,y=$bystander[$i].x,$bystander[$i].y [/filter] [filter_second] x,y=$x2,$y2 [/filter_second] amount=$areadmg damage_type=fire fire_event=yes animate=no experience=yes [/harm_unit] {NEXT i} [/event] #enddef