Reinforcements Magic Invisible [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link - - - - Outside Units - - - - Magic Visibility Flag true Visible Flag } PT over [Netgame Time] initially_active deactivates_on_successful_execution 0.00, 0.00 { Planning Time Over true Activates on Success Reinforcements Arrive Pre Open That Elevator Door Open That Elevator Door Skip Start Check for Tauntings - Start Gates } Reinforcements Arrive [Netgame Time] deactivates_on_successful_execution 0.00, 0.00 { Time Remaining Less Than 294 Activates on Success Check if Game is Over 1 Make Outside Units Visible Deactivates On Success Do Monitor Inner Survivors } Check if Game is Over 1 [Netgame Time] deactivates_on_execution 0.00, 0.00 { Game Over } Make Outside Units Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outside Units - - - - Activates on Success Get Units From Outside SH Visible Flag true Magic Visibility Flag false Inhibitions Check if Game is Over 1 } Get Units From Outside SH [Unit Control] deactivates_on_trigger 0.00, 0.00 { Ignores User Control Flag false Link - - - - Outside Units - - - - Activates on Success Announce New Units Received } Announce New Units Received [Sound Action] deactivates_on_successful_execution 0.00, 0.00 { Sound Tag Oreinforcements received } - - - - Outside Units - - - - { (subj, monster_identifier) 12071 (dwarf) 12156 (dwarf) 12080 (dwarf) 12074 (dwarf) 12183 (dwarf) 12086 (dwarf) 12072 (dwarf) 12179 (dwarf) 12082 (dwarf) 12075 (dwarf) 12185 (dwarf) 12081 (dwarf) 12073 (dwarf) 12181 (dwarf) 12084 (dwarf) 12076 (dwarf) 12187 (dwarf) 12083 (dwarf) 12120 (dwarf) 12157 (dwarf) 12119 (dwarf) 12126 (dwarf) 12182 (dwarf) 12125 (dwarf) 12122 (dwarf) 12178 (dwarf) 12121 (dwarf) 12128 (dwarf) 12184 (dwarf) 12127 (dwarf) 12124 (dwarf) 12180 (dwarf) 12123 (dwarf) 12130 (dwarf) 12186 (dwarf) 12129 (dwarf) } Pre Open That Elevator Door [Netgame Time] deactivates_on_successful_execution 0.00, 0.00 { Time Remaining Less Than 292 Activates on Success Check if Game is Over 2 Open The Gates! Announcement } Check if Game is Over 2 [Netgame Time] deactivates_on_execution 0.00, 0.00 { Game Over } Open The Gates! Announcement [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag 03 (Rurik) Open the gates! Inhibitions Check if Game is Over 2 } Open That Elevator Door [Netgame Time] deactivates_on_successful_execution 0.00, 0.00 { Time Remaining Less Than 291 Activates on Success Check if Game is Over 3 Tear Down The Gates } Check if Game is Over 3 [Netgame Time] deactivates_on_execution 0.00, 0.00 { Game Over } Tear Down The Gates [Unit Control] deactivates_on_trigger 0.00, 3.00 { Monsters 11946 (98 cave post tough) 11945 (98 cave post tough) 11947 (98 cave post tough) 11948 (98 cave post tough) 11949 (98 cave post tough) 12010 (98 cave post tough) 12008 (98 cave post tough) 12009 (98 cave post tough) 12007 (98 cave post tough) 12006 (98 cave post tough) 11960 (98 cave post tough) 11959 (98 cave post tough) 11958 (98 cave post tough) 11957 (98 cave post tough) 11956 (98 cave post tough) 12054 (98 cave post tough) 12053 (98 cave post tough) 12052 (98 cave post tough) 12050 (98 cave post tough) 12051 (98 cave post tough) 12049 (98 cave post tough) 12048 (98 cave post tough) 12030 (98 cave post tough) 12028 (98 cave post tough) 12029 (98 cave post tough) 12027 (98 cave post tough) 12026 (98 cave post tough) 12025 (98 cave post tough) 12023 (98 cave post tough) 12024 (98 cave post tough) 12022 (98 cave post tough) 12021 (98 cave post tough) 12000 (98 cave post tough) 11998 (98 cave post tough) 11999 (98 cave post tough) 11997 (98 cave post tough) 11996 (98 cave post tough) 12005 (98 cave post tough) 12003 (98 cave post tough) 12004 (98 cave post tough) 12002 (98 cave post tough) 12001 (98 cave post tough) 11980 (98 cave post tough) 11978 (98 cave post tough) 11979 (98 cave post tough) 11977 (98 cave post tough) 11976 (98 cave post tough) 11975 (98 cave post tough) 11973 (98 cave post tough) 11974 (98 cave post tough) 11972 (98 cave post tough) 11971 (98 cave post tough) 11964 (98 cave post tough) 11963 (98 cave post tough) 11965 (98 cave post tough) 11961 (98 cave post tough) 11962 (98 cave post tough) 12016 (98 cave post tough) 12017 (98 cave post tough) 12019 (98 cave post tough) 12018 (98 cave post tough) 12020 (98 cave post tough) 11970 (98 cave post tough) 11968 (98 cave post tough) 11969 (98 cave post tough) 11967 (98 cave post tough) 11966 (98 cave post tough) 12041 (98 cave post tough) 12042 (98 cave post tough) 12044 (98 cave post tough) 12043 (98 cave post tough) 12045 (98 cave post tough) 12046 (98 cave post tough) 12047 (98 cave post tough) 12031 (98 cave post tough) 12032 (98 cave post tough) 12034 (98 cave post tough) 12033 (98 cave post tough) 12035 (98 cave post tough) 12036 (98 cave post tough) 12037 (98 cave post tough) 12039 (98 cave post tough) 12038 (98 cave post tough) 12040 (98 cave post tough) 11991 (98 cave post tough) 11992 (98 cave post tough) 11994 (98 cave post tough) 11993 (98 cave post tough) 11995 (98 cave post tough) 12011 (98 cave post tough) 12012 (98 cave post tough) 12014 (98 cave post tough) 12013 (98 cave post tough) 12015 (98 cave post tough) 11986 (98 cave post tough) 11987 (98 cave post tough) 11989 (98 cave post tough) 11988 (98 cave post tough) 11990 (98 cave post tough) 11981 (98 cave post tough) 11982 (98 cave post tough) 11984 (98 cave post tough) 11983 (98 cave post tough) 11985 (98 cave post tough) Invisible Flag true Activates on Success Gates Grinding Open Inhibitions Check if Game is Over 3 } Gates Grinding Open [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag SH gate open } ------------------------------------------------------------------- Raise Starting Gates [Unit Control] deactivates_on_trigger 1.00, 7.00 { Activates on Trigger Inner Gates Grinding Open } Inner Gates Grinding Open [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag SH inner gates open Activates on Deactivation Make Inner Gates West Invisible Make Inner Gates East Invisible Make Inner Gates Circle Invisible } Make Inner Gates West Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates West - - - - Visible Flag true Inhibitions Check if Game is Over 1 Activates on Success Gates Grinding Open } Make Inner Gates West Invisible [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link - - - - Inner Gates West - - - - Inhibitions Check if Game is Over 1 Invisible Flag true } - - - - Inner Gates West - - - - { (subj, monster_identifier) 12209 (98 cave post tough) 12210 (98 cave post tough) 12211 (98 cave post tough) 12212 (98 cave post tough) 12213 (98 cave post tough) 12214 (98 cave post tough) 12215 (98 cave post tough) 12216 (98 cave post tough) 12217 (98 cave post tough) 12218 (98 cave post tough) 12219 (98 cave post tough) 12220 (98 cave post tough) 12188 (98 cave post tough) 12189 (98 cave post tough) 12190 (98 cave post tough) 12191 (98 cave post tough) 12192 (98 cave post tough) 12193 (98 cave post tough) 12194 (98 cave post tough) 12221 (98 cave post tough) 12223 (98 cave post tough) 12224 (98 cave post tough) 12225 (98 cave post tough) 12226 (98 cave post tough) 12227 (98 cave post tough) 12228 (98 cave post tough) 12229 (98 cave post tough) 12340 (98 cave post tough) 12338 (98 cave post tough) 12341 (98 cave post tough) 12339 (98 cave post tough) 12337 (98 cave post tough) 12335 (98 cave post tough) 12336 (98 cave post tough) } Make Inner Gates East Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates East - - - - Visible Flag true Inhibitions Check if Game is Over 1 Activates on Success Gates Grinding Open } Make Inner Gates East Invisible [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link - - - - Inner Gates East - - - - Inhibitions Check if Game is Over 1 Invisible Flag true } - - - - Inner Gates East - - - - { (subj, monster_identifier) 12237 (98 cave post tough) 12238 (98 cave post tough) 12239 (98 cave post tough) 12240 (98 cave post tough) 12241 (98 cave post tough) 12242 (98 cave post tough) 12243 (98 cave post tough) 12244 (98 cave post tough) 12245 (98 cave post tough) 12246 (98 cave post tough) 12247 (98 cave post tough) 12248 (98 cave post tough) 12195 (98 cave post tough) 12196 (98 cave post tough) 12197 (98 cave post tough) 12198 (98 cave post tough) 12199 (98 cave post tough) 12200 (98 cave post tough) 12201 (98 cave post tough) 12249 (98 cave post tough) 12251 (98 cave post tough) 12252 (98 cave post tough) 12253 (98 cave post tough) 12254 (98 cave post tough) 12255 (98 cave post tough) 12256 (98 cave post tough) 12257 (98 cave post tough) 12347 (98 cave post tough) 12345 (98 cave post tough) 12348 (98 cave post tough) 12346 (98 cave post tough) 12344 (98 cave post tough) 12342 (98 cave post tough) 12343 (98 cave post tough) } Make Inner Gates Circle Visible [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates Circle - - - - Visible Flag true Inhibitions Check if Game is Over 1 Activates on Success Gates Grinding Open } Make Inner Gates Circle Invisible [Unit Control] deactivates_on_trigger 1.00, 1.00 { Link - - - - Inner Gates Circle - - - - Inhibitions Check if Game is Over 1 Invisible Flag true } - - - - Inner Gates Circle - - - - { (subj, monster_identifier) 12301 (98 cave post tough) 12302 (98 cave post tough) 12303 (98 cave post tough) 12304 (98 cave post tough) 12305 (98 cave post tough) 12306 (98 cave post tough) 12307 (98 cave post tough) 12308 (98 cave post tough) 12309 (98 cave post tough) 12310 (98 cave post tough) 12311 (98 cave post tough) 12312 (98 cave post tough) 12313 (98 cave post tough) 12314 (98 cave post tough) 12315 (98 cave post tough) 12316 (98 cave post tough) 12325 (98 cave post tough) 12326 (98 cave post tough) 12327 (98 cave post tough) 12328 (98 cave post tough) 12329 (98 cave post tough) 12330 (98 cave post tough) 12331 (98 cave post tough) 12332 (98 cave post tough) 12333 (98 cave post tough) 12334 (98 cave post tough) 12294 (98 cave post tough) 12295 (98 cave post tough) 12298 (98 cave post tough) 12300 (98 cave post tough) 12299 (98 cave post tough) 12297 (98 cave post tough) 12296 (98 cave post tough) 12293 (98 cave post tough) 12317 (98 cave post tough) 12318 (98 cave post tough) 12319 (98 cave post tough) 12320 (98 cave post tough) 12321 (98 cave post tough) 12322 (98 cave post tough) 12323 (98 cave post tough) 12324 (98 cave post tough) 12267 (98 cave post tough) 12268 (98 cave post tough) 12269 (98 cave post tough) 12270 (98 cave post tough) 12271 (98 cave post tough) 12272 (98 cave post tough) 12273 (98 cave post tough) 12274 (98 cave post tough) 12275 (98 cave post tough) 12276 (98 cave post tough) 12277 (98 cave post tough) 12278 (98 cave post tough) 12279 (98 cave post tough) 12280 (98 cave post tough) 12281 (98 cave post tough) 12282 (98 cave post tough) 12283 (98 cave post tough) 12284 (98 cave post tough) 12286 (98 cave post tough) 12287 (98 cave post tough) 12290 (98 cave post tough) 12292 (98 cave post tough) 12291 (98 cave post tough) 12289 (98 cave post tough) 12288 (98 cave post tough) 12285 (98 cave post tough) } ------------------------------------------------------------------- ------------------------------------------------------------------- ##### BEGIN MAZE SECTION ##### { } ------------------------------------------------------------------- =========== GATE CLOCKS =========== { } Inner Gate - Main Clock [Action List] deactivates_never 15.00, 15.00 { Actions to Activate Do Sound of Gate Perform Inner Gate Chaos } Outer Gate - Main Clock [Action List] deactivates_never 15.00, 15.00 { Actions to Activate Do Sound of Gate Perform Outer Gate Chaos Prerequisites Gates Grinding Open } Extra Gate - Main Clock [Action List] deactivates_never 15.00, 15.00 { Actions to Activate Perform Extra Gate Chaos } Inner Gate - Random Slam Clock [Action List] deactivates_never 33.00, 99.00 { Actions to Activate Inner Gate - Do Random Slam? } Outer Gate - Random Slam Clock [Action List] deactivates_never 42.00, 111.00 { Actions to Activate Outer Gate - Do Random Slam? Prerequisites Gates Grinding Open } Extra Gate - Random Slam Clock [Action List] deactivates_never 33.00, 99.00 { Actions to Activate Extra Gate - Do Random Slam? } =========== PERFORM THE CHAOS =========== { } Perform Inner Gate Chaos [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Roll the Dice = Inner Gates 1 Roll the Dice = Inner Gates 2 Roll the Dice = Inner Gates 3 Roll the Dice = Inner Gates 4 Roll the Dice = Inner Gates 5 Roll the Dice = Inner Gates 6 Roll the Dice = Inner Gates 7 Roll the Dice = Inner Gates 8 Roll the Dice = Mid Gate N Roll the Dice = Mid Gate S Roll the Dice = Mid Gate E Roll the Dice = Mid Gate E #2 Roll the Dice = Mid Gate W Roll the Dice = Mid Gate W #2 Roll the Dice = Angled Gate NE Roll the Dice = Angled Gate SW Roll the Dice = Broken Gate N Roll the Dice = Broken Gate S } Perform Outer Gate Chaos [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Roll the Dice = Outer Gates 01 Roll the Dice = Outer Gates 02 Roll the Dice = Outer Gates 03 Roll the Dice = Outer Gates 04 Roll the Dice = Outer Gates 05 Roll the Dice = Outer Gates 06 Roll the Dice = Outer Gates 07 Roll the Dice = Outer Gates 08 Roll the Dice = Outer Gates 09 Roll the Dice = Outer Gates 10 Roll the Dice = Outer Gates 11 Roll the Dice = Outer Gates 12 Roll the Dice = Outer Gates 13 Roll the Dice = Outer Gates 14 Roll the Dice = Outer Gates 15 Roll the Dice = Outer Gates 16 Roll the Dice = Outer Gates 17 Roll the Dice = Outer Gates 18 } Perform Extra Gate Chaos [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Roll the Dice = Extra Gate NW Roll the Dice = Extra Gate SE Roll the Dice = Extra Gate NNE Roll the Dice = Extra Gate SSW Roll the Dice = Extra Brk Gate NW Roll the Dice = Extra Brk Gate NE Roll the Dice = Extra Brk Gate SW Roll the Dice = Extra Brk Gate SE Roll the Dice = Extra Gate W Roll the Dice = Extra Gate E } Inner Gate - Do Random Slam? [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Inner - Random Slam Noise First Chance of Activating 0.55500 } Outer Gate - Do Random Slam? [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Outer - Random Slam Noise First Chance of Activating 0.55500 } Extra Gate - Do Random Slam? [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Extra - Random Slam Noise First Chance of Activating 0.55500 } Inner - Random Slam Noise First [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Do Sound of Gate - Slam Perform Inner Gate Random Slam } Outer - Random Slam Noise First [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Do Sound of Gate - Slam Perform Outer Gate Random Slam } Extra - Random Slam Noise First [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Do Sound of Gate - Slam Perform Extra Gate Random Slam } Perform Inner Gate Random Slam [Action List] deactivates_on_trigger 1.80, 2.20 { Actions to Activate Roll the Dice = Inner Gates 1 Roll the Dice = Inner Gates 2 Roll the Dice = Inner Gates 3 Roll the Dice = Inner Gates 4 Roll the Dice = Inner Gates 5 Roll the Dice = Inner Gates 6 Roll the Dice = Inner Gates 7 Roll the Dice = Inner Gates 8 Roll the Dice = Mid Gate N Roll the Dice = Mid Gate S Roll the Dice = Mid Gate E Roll the Dice = Mid Gate E #2 Roll the Dice = Mid Gate W Roll the Dice = Mid Gate W #2 Roll the Dice = Angled Gate NE Roll the Dice = Angled Gate SW Roll the Dice = Broken Gate N Roll the Dice = Broken Gate S Random Selection Flag } Perform Outer Gate Random Slam [Action List] deactivates_on_trigger 1.80, 2.20 { Actions to Activate Roll the Dice = Outer Gates 01 Roll the Dice = Outer Gates 02 Roll the Dice = Outer Gates 03 Roll the Dice = Outer Gates 04 Roll the Dice = Outer Gates 05 Roll the Dice = Outer Gates 06 Roll the Dice = Outer Gates 07 Roll the Dice = Outer Gates 08 Roll the Dice = Outer Gates 09 Roll the Dice = Outer Gates 10 Roll the Dice = Outer Gates 11 Roll the Dice = Outer Gates 12 Roll the Dice = Outer Gates 13 Roll the Dice = Outer Gates 14 Roll the Dice = Outer Gates 15 Roll the Dice = Outer Gates 16 Roll the Dice = Outer Gates 17 Roll the Dice = Outer Gates 18 Random Selection Flag } Perform Extra Gate Random Slam [Action List] deactivates_on_trigger 1.80, 2.20 { Actions to Activate Roll the Dice = Extra Gate NW Roll the Dice = Extra Gate SE Roll the Dice = Extra Gate NNE Roll the Dice = Extra Gate SSW Roll the Dice = Extra Brk Gate NW Roll the Dice = Extra Brk Gate NE Roll the Dice = Extra Brk Gate SW Roll the Dice = Extra Brk Gate SE Roll the Dice = Extra Gate W Roll the Dice = Extra Gate E Random Selection Flag } =========== DO NOTHING =========== { } Do Nothing [Unit Control] deactivates_on_trigger 0.00, 0.00 { } Do Sound of Gate [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Sound of Gate Up Sound of Gate Down Random Selection Flag } Do Sound of Gate - Slam [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Sound of Gate Up - Random Sound of Gate Down - Random Random Selection Flag } Sound of Gate Up [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag keep gate up - narr } Sound of Gate Down [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag keep gate down - narr } Sound of Gate Up - Random [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _random gate - up } Sound of Gate Down - Random [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _random gate - down } =========== INNER GATES =========== { } - - - - Inner Gates 1 - - - - { (subj, monster_identifier) 12309 (98 cave post tough) 12310 (98 cave post tough) 12311 (98 cave post tough) 12312 (98 cave post tough) 12313 (98 cave post tough) 12314 (98 cave post tough) 12315 (98 cave post tough) 12316 (98 cave post tough) } - - - - Inner Gates 2 - - - - { (subj, monster_identifier) 12325 (98 cave post tough) 12326 (98 cave post tough) 12327 (98 cave post tough) 12328 (98 cave post tough) 12329 (98 cave post tough) 12330 (98 cave post tough) 12331 (98 cave post tough) 12332 (98 cave post tough) 12333 (98 cave post tough) 12334 (98 cave post tough) } - - - - Inner Gates 3 - - - - { (subj, monster_identifier) 12294 (98 cave post tough) 12295 (98 cave post tough) 12298 (98 cave post tough) 12300 (98 cave post tough) 12299 (98 cave post tough) 12297 (98 cave post tough) 12296 (98 cave post tough) 12293 (98 cave post tough) } - - - - Inner Gates 4 - - - - { (subj, monster_identifier) 12317 (98 cave post tough) 12318 (98 cave post tough) 12319 (98 cave post tough) 12320 (98 cave post tough) 12321 (98 cave post tough) 12322 (98 cave post tough) 12323 (98 cave post tough) 12324 (98 cave post tough) } - - - - Inner Gates 5 - - - - { (subj, monster_identifier) 12267 (98 cave post tough) 12268 (98 cave post tough) 12269 (98 cave post tough) 12270 (98 cave post tough) 12271 (98 cave post tough) 12272 (98 cave post tough) 12273 (98 cave post tough) 12274 (98 cave post tough) } - - - - Inner Gates 6 - - - - { (subj, monster_identifier) 12275 (98 cave post tough) 12276 (98 cave post tough) 12277 (98 cave post tough) 12278 (98 cave post tough) 12279 (98 cave post tough) 12280 (98 cave post tough) 12281 (98 cave post tough) 12282 (98 cave post tough) 12283 (98 cave post tough) 12284 (98 cave post tough) } - - - - Inner Gates 7 - - - - { (subj, monster_identifier) 12286 (98 cave post tough) 12287 (98 cave post tough) 12290 (98 cave post tough) 12292 (98 cave post tough) 12291 (98 cave post tough) 12289 (98 cave post tough) 12288 (98 cave post tough) 12285 (98 cave post tough) } - - - - Inner Gates 8 - - - - { (subj, monster_identifier) 12301 (98 cave post tough) 12302 (98 cave post tough) 12303 (98 cave post tough) 12304 (98 cave post tough) 12305 (98 cave post tough) 12306 (98 cave post tough) 12307 (98 cave post tough) 12308 (98 cave post tough) } - - - - Mid Gate N - - - - { (subj, monster_identifier) 12229 (98 cave post tough) 12228 (98 cave post tough) 12227 (98 cave post tough) 12226 (98 cave post tough) 12225 (98 cave post tough) 12224 (98 cave post tough) 12223 (98 cave post tough) } - - - - Mid Gate S - - - - { (subj, monster_identifier) 12257 (98 cave post tough) 12256 (98 cave post tough) 12255 (98 cave post tough) 12254 (98 cave post tough) 12253 (98 cave post tough) 12252 (98 cave post tough) 12251 (98 cave post tough) } - - - - Mid Gate E - - - - { (subj, monster_identifier) 12244 (98 cave post tough) 12245 (98 cave post tough) 12246 (98 cave post tough) 12247 (98 cave post tough) 12248 (98 cave post tough) } - - - - Mid Gate E #2 - - - - { (subj, monster_identifier) 12237 (98 cave post tough) 12238 (98 cave post tough) 12239 (98 cave post tough) 12240 (98 cave post tough) 12241 (98 cave post tough) 12242 (98 cave post tough) 12243 (98 cave post tough) } - - - - Mid Gate W - - - - { (subj, monster_identifier) 12216 (98 cave post tough) 12217 (98 cave post tough) 12218 (98 cave post tough) 12219 (98 cave post tough) 12220 (98 cave post tough) } - - - - Mid Gate W #2 - - - - { (subj, monster_identifier) 12209 (98 cave post tough) 12210 (98 cave post tough) 12211 (98 cave post tough) 12212 (98 cave post tough) 12213 (98 cave post tough) 12214 (98 cave post tough) 12215 (98 cave post tough) } - - - - Angled Gate NE - - - - { (subj, monster_identifier) 12195 (98 cave post tough) 12196 (98 cave post tough) 12197 (98 cave post tough) 12198 (98 cave post tough) 12199 (98 cave post tough) 12200 (98 cave post tough) 12201 (98 cave post tough) 12249 (98 cave post tough) } - - - - Angled Gate SW - - - - { (subj, monster_identifier) 12188 (98 cave post tough) 12189 (98 cave post tough) 12190 (98 cave post tough) 12191 (98 cave post tough) 12192 (98 cave post tough) 12193 (98 cave post tough) 12194 (98 cave post tough) 12221 (98 cave post tough) } - - - - Broken Gate N - - - - { (subj, monster_identifier) 12340 (98 cave post tough) 12338 (98 cave post tough) 12341 (98 cave post tough) 12339 (98 cave post tough) 12337 (98 cave post tough) 12335 (98 cave post tough) 12336 (98 cave post tough) } - - - - Broken Gate S - - - - { (subj, monster_identifier) 12347 (98 cave post tough) 12345 (98 cave post tough) 12348 (98 cave post tough) 12346 (98 cave post tough) 12344 (98 cave post tough) 12342 (98 cave post tough) 12343 (98 cave post tough) } =========== OUTER GATES =========== { } - - - - Outer Gates 01 - - - - { (subj, monster_identifier) 11985 (98 cave post tough) 11983 (98 cave post tough) 11984 (98 cave post tough) 11982 (98 cave post tough) 11981 (98 cave post tough) } - - - - Outer Gates 02 - - - - { (subj, monster_identifier) 11990 (98 cave post tough) 11988 (98 cave post tough) 11989 (98 cave post tough) 11987 (98 cave post tough) 11986 (98 cave post tough) } - - - - Outer Gates 03 - - - - { (subj, monster_identifier) 12015 (98 cave post tough) 12013 (98 cave post tough) 12014 (98 cave post tough) 12012 (98 cave post tough) 12011 (98 cave post tough) } - - - - Outer Gates 04 - - - - { (subj, monster_identifier) 11995 (98 cave post tough) 11993 (98 cave post tough) 11994 (98 cave post tough) 11992 (98 cave post tough) 11991 (98 cave post tough) } - - - - Outer Gates 05 - - - - { (subj, monster_identifier) 12040 (98 cave post tough) 12038 (98 cave post tough) 12039 (98 cave post tough) 12037 (98 cave post tough) 12036 (98 cave post tough) 12035 (98 cave post tough) 12033 (98 cave post tough) 12034 (98 cave post tough) 12032 (98 cave post tough) 12031 (98 cave post tough) } - - - - Outer Gates 06 - - - - { (subj, monster_identifier) 12047 (98 cave post tough) 12046 (98 cave post tough) 12045 (98 cave post tough) 12043 (98 cave post tough) 12044 (98 cave post tough) 12042 (98 cave post tough) 12041 (98 cave post tough) } - - - - Outer Gates 07 - - - - { (subj, monster_identifier) 11966 (98 cave post tough) 11967 (98 cave post tough) 11969 (98 cave post tough) 11968 (98 cave post tough) 11970 (98 cave post tough) } - - - - Outer Gates 08 - - - - { (subj, monster_identifier) 12020 (98 cave post tough) 12018 (98 cave post tough) 12019 (98 cave post tough) 12017 (98 cave post tough) 12016 (98 cave post tough) } - - - - Outer Gates 09 - - - - { (subj, monster_identifier) 11962 (98 cave post tough) 11961 (98 cave post tough) 11965 (98 cave post tough) 11963 (98 cave post tough) 11964 (98 cave post tough) } - - - - Outer Gates 10 - - - - { (subj, monster_identifier) 11971 (98 cave post tough) 11972 (98 cave post tough) 11974 (98 cave post tough) 11973 (98 cave post tough) 11975 (98 cave post tough) } - - - - Outer Gates 11 - - - - { (subj, monster_identifier) 11976 (98 cave post tough) 11977 (98 cave post tough) 11979 (98 cave post tough) 11978 (98 cave post tough) 11980 (98 cave post tough) } - - - - Outer Gates 12 - - - - { (subj, monster_identifier) 12001 (98 cave post tough) 12002 (98 cave post tough) 12004 (98 cave post tough) 12003 (98 cave post tough) 12005 (98 cave post tough) } - - - - Outer Gates 13 - - - - { (subj, monster_identifier) 11996 (98 cave post tough) 11997 (98 cave post tough) 11999 (98 cave post tough) 11998 (98 cave post tough) 12000 (98 cave post tough) } - - - - Outer Gates 14 - - - - { (subj, monster_identifier) 12021 (98 cave post tough) 12022 (98 cave post tough) 12024 (98 cave post tough) 12023 (98 cave post tough) 12025 (98 cave post tough) 12026 (98 cave post tough) 12027 (98 cave post tough) 12029 (98 cave post tough) 12028 (98 cave post tough) 12030 (98 cave post tough) } - - - - Outer Gates 15 - - - - { (subj, monster_identifier) 12048 (98 cave post tough) 12049 (98 cave post tough) 12051 (98 cave post tough) 12050 (98 cave post tough) 12052 (98 cave post tough) 12053 (98 cave post tough) 12054 (98 cave post tough) } - - - - Outer Gates 16 - - - - { (subj, monster_identifier) 11960 (98 cave post tough) 11959 (98 cave post tough) 11958 (98 cave post tough) 11957 (98 cave post tough) 11956 (98 cave post tough) } - - - - Outer Gates 17 - - - - { (subj, monster_identifier) 12006 (98 cave post tough) 12007 (98 cave post tough) 12009 (98 cave post tough) 12008 (98 cave post tough) 12010 (98 cave post tough) } - - - - Outer Gates 18 - - - - { (subj, monster_identifier) 11949 (98 cave post tough) 11948 (98 cave post tough) 11947 (98 cave post tough) 11945 (98 cave post tough) 11946 (98 cave post tough) } =========== EXTRA GATES =========== { } - - - - Extra Gate W - - - - { (subj, monster_identifier) 12399 (98 cave post tough) 12402 (98 cave post tough) 12403 (98 cave post tough) 12404 (98 cave post tough) 12405 (98 cave post tough) 12401 (98 cave post tough) 12406 (98 cave post tough) 12407 (98 cave post tough) 12408 (98 cave post tough) 12409 (98 cave post tough) 12400 (98 cave post tough) } - - - - Extra Gate E - - - - { (subj, monster_identifier) 12410 (98 cave post tough) 12413 (98 cave post tough) 12414 (98 cave post tough) 12415 (98 cave post tough) 12416 (98 cave post tough) 12412 (98 cave post tough) 12417 (98 cave post tough) 12418 (98 cave post tough) 12419 (98 cave post tough) 12420 (98 cave post tough) 12411 (98 cave post tough) } - - - - Extra Gate NW - - - - { (subj, monster_identifier) 12202 (98 cave post tough) 12203 (98 cave post tough) 12204 (98 cave post tough) 12205 (98 cave post tough) 12206 (98 cave post tough) 12207 (98 cave post tough) 12208 (98 cave post tough) } - - - - Extra Gate SE - - - - { (subj, monster_identifier) 12230 (98 cave post tough) 12231 (98 cave post tough) 12232 (98 cave post tough) 12233 (98 cave post tough) 12234 (98 cave post tough) 12235 (98 cave post tough) 12236 (98 cave post tough) } - - - - Extra Gate NNE - - - - { (subj, monster_identifier) 12370 (98 cave post tough) 12358 (98 cave post tough) 12357 (98 cave post tough) 12356 (98 cave post tough) 12355 (98 cave post tough) 12354 (98 cave post tough) 12353 (98 cave post tough) 12352 (98 cave post tough) 12351 (98 cave post tough) 12350 (98 cave post tough) 12349 (98 cave post tough) } - - - - Extra Gate SSW - - - - { (subj, monster_identifier) 12359 (98 cave post tough) 12360 (98 cave post tough) 12361 (98 cave post tough) 12362 (98 cave post tough) 12363 (98 cave post tough) 12364 (98 cave post tough) 12365 (98 cave post tough) 12366 (98 cave post tough) 12367 (98 cave post tough) 12368 (98 cave post tough) 12369 (98 cave post tough) } - - - - Extra Brk Gate NW - - - - { (subj, monster_identifier) 12384 (98 cave post tough) 12383 (98 cave post tough) 12382 (98 cave post tough) 12381 (98 cave post tough) 12380 (98 cave post tough) 12379 (98 cave post tough) 12378 (98 cave post tough) } - - - - Extra Brk Gate NE - - - - { (subj, monster_identifier) 12397 (98 cave post tough) 12396 (98 cave post tough) 12395 (98 cave post tough) 12394 (98 cave post tough) 12393 (98 cave post tough) 12392 (98 cave post tough) } - - - - Extra Brk Gate SW - - - - { (subj, monster_identifier) 12391 (98 cave post tough) 12390 (98 cave post tough) 12389 (98 cave post tough) 12388 (98 cave post tough) 12387 (98 cave post tough) 12386 (98 cave post tough) 12385 (98 cave post tough) } - - - - Extra Brk Gate SE - - - - { (subj, monster_identifier) 12377 (98 cave post tough) 12376 (98 cave post tough) 12375 (98 cave post tough) 12374 (98 cave post tough) 12373 (98 cave post tough) 12372 (98 cave post tough) 12371 (98 cave post tough) } =========== { } ------------------------------------------------------------------- =========== GATE ACTIONS =========== { } =========== { } Roll the Dice = Inner Gates 1 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 1 TryToLower Inner Gates 1 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 1 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 1 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 1 } Raise Inner Gates 1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 1 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 1 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 1 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 1 } Lower Inner Gates 1 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 1 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 2 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 2 TryToLower Inner Gates 2 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 2 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 2 } Raise Inner Gates 2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 2 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 2 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 2 } Lower Inner Gates 2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 2 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 3 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 3 TryToLower Inner Gates 3 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 3 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 3 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 3 } Raise Inner Gates 3 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 3 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 3 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 3 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 3 } Lower Inner Gates 3 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 3 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 4 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 4 TryToLower Inner Gates 4 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 4 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 4 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 4 } Raise Inner Gates 4 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 4 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 4 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 4 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 4 } Lower Inner Gates 4 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 4 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 5 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 5 TryToLower Inner Gates 5 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 5 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 5 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 5 } Raise Inner Gates 5 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 5 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 5 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 5 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 5 } Lower Inner Gates 5 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 5 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 6 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 6 TryToLower Inner Gates 6 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 6 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 6 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 6 } Raise Inner Gates 6 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 6 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 6 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 6 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 6 } Lower Inner Gates 6 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 6 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 7 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 7 TryToLower Inner Gates 7 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 7 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 7 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 7 } Raise Inner Gates 7 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 7 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 7 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 7 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 7 } Lower Inner Gates 7 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 7 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Inner Gates 8 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Inner Gates 8 TryToLower Inner Gates 8 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Inner Gates 8 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 8 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Inner Gates 8 } Raise Inner Gates 8 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 8 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Inner Gates 8 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Inner Gates 8 - - - - Vitality Less Than 0.75001 Activates on Success Lower Inner Gates 8 } Lower Inner Gates 8 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Inner Gates 8 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate N [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate N TryToLower Mid Gate N Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate N [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate N - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate N } Raise Mid Gate N [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate N - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate N [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate N - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate N } Lower Mid Gate N [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate N - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate S [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate S TryToLower Mid Gate S Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate S [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate S - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate S } Raise Mid Gate S [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate S - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate S [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate S - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate S } Lower Mid Gate S [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate S - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate E [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate E TryToLower Mid Gate E Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate E [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate E - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate E } Raise Mid Gate E [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate E - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate E [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate E - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate E } Lower Mid Gate E [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate E - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate E #2 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate E #2 TryToLower Mid Gate E #2 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate E #2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate E #2 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate E #2 } Raise Mid Gate E #2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate E #2 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate E #2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate E #2 - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate E #2 } Lower Mid Gate E #2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate E #2 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate W [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate W TryToLower Mid Gate W Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate W [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate W - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate W } Raise Mid Gate W [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate W - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate W [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate W - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate W } Lower Mid Gate W [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate W - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Mid Gate W #2 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Mid Gate W #2 TryToLower Mid Gate W #2 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Mid Gate W #2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate W #2 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Mid Gate W #2 } Raise Mid Gate W #2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate W #2 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Mid Gate W #2 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Mid Gate W #2 - - - - Vitality Less Than 0.75001 Activates on Success Lower Mid Gate W #2 } Lower Mid Gate W #2 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Mid Gate W #2 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Angled Gate NE [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Angled Gate NE TryToLower Angled Gate NE Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Angled Gate NE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Angled Gate NE - - - - Vitality Greater Than 0.75001 Activates on Success Raise Angled Gate NE } Raise Angled Gate NE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Angled Gate NE - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Angled Gate NE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Angled Gate NE - - - - Vitality Less Than 0.75001 Activates on Success Lower Angled Gate NE } Lower Angled Gate NE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Angled Gate NE - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Angled Gate SW [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Angled Gate SW TryToLower Angled Gate SW Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Angled Gate SW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Angled Gate SW - - - - Vitality Greater Than 0.75001 Activates on Success Raise Angled Gate SW } Raise Angled Gate SW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Angled Gate SW - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Angled Gate SW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Angled Gate SW - - - - Vitality Less Than 0.75001 Activates on Success Lower Angled Gate SW } Lower Angled Gate SW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Angled Gate SW - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Broken Gate N [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Broken Gate N TryToLower Broken Gate N Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Broken Gate N [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Broken Gate N - - - - Vitality Greater Than 0.75001 Activates on Success Raise Broken Gate N } Raise Broken Gate N [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Broken Gate N - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Broken Gate N [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Broken Gate N - - - - Vitality Less Than 0.75001 Activates on Success Lower Broken Gate N } Lower Broken Gate N [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Broken Gate N - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Broken Gate S [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Broken Gate S TryToLower Broken Gate S Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Broken Gate S [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Broken Gate S - - - - Vitality Greater Than 0.75001 Activates on Success Raise Broken Gate S } Raise Broken Gate S [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Broken Gate S - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Broken Gate S [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Broken Gate S - - - - Vitality Less Than 0.75001 Activates on Success Lower Broken Gate S } Lower Broken Gate S [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Broken Gate S - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 01 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 01 TryToLower Outer Gates 01 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 01 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 01 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 01 } Raise Outer Gates 01 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 01 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 01 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 01 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 01 } Lower Outer Gates 01 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 01 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 02 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 02 TryToLower Outer Gates 02 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 02 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 02 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 02 } Raise Outer Gates 02 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 02 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 02 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 02 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 02 } Lower Outer Gates 02 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 02 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 03 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 03 TryToLower Outer Gates 03 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 03 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 03 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 03 } Raise Outer Gates 03 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 03 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 03 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 03 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 03 } Lower Outer Gates 03 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 03 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 04 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 04 TryToLower Outer Gates 04 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 04 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 04 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 04 } Raise Outer Gates 04 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 04 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 04 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 04 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 04 } Lower Outer Gates 04 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 04 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 05 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 05 TryToLower Outer Gates 05 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 05 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 05 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 05 } Raise Outer Gates 05 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 05 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 05 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 05 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 05 } Lower Outer Gates 05 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 05 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 06 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 06 TryToLower Outer Gates 06 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 06 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 06 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 06 } Raise Outer Gates 06 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 06 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 06 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 06 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 06 } Lower Outer Gates 06 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 06 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 07 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 07 TryToLower Outer Gates 07 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 07 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 07 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 07 } Raise Outer Gates 07 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 07 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 07 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 07 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 07 } Lower Outer Gates 07 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 07 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 08 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 08 TryToLower Outer Gates 08 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 08 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 08 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 08 } Raise Outer Gates 08 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 08 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 08 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 08 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 08 } Lower Outer Gates 08 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 08 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 09 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 09 TryToLower Outer Gates 09 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 09 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 09 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 09 } Raise Outer Gates 09 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 09 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 09 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 09 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 09 } Lower Outer Gates 09 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 09 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 10 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 10 TryToLower Outer Gates 10 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 10 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 10 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 10 } Raise Outer Gates 10 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 10 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 10 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 10 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 10 } Lower Outer Gates 10 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 10 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 11 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 11 TryToLower Outer Gates 11 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 11 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 11 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 11 } Raise Outer Gates 11 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 11 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 11 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 11 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 11 } Lower Outer Gates 11 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 11 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 12 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 12 TryToLower Outer Gates 12 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 12 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 12 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 12 } Raise Outer Gates 12 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 12 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 12 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 12 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 12 } Lower Outer Gates 12 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 12 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 13 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 13 TryToLower Outer Gates 13 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 13 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 13 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 13 } Raise Outer Gates 13 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 13 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 13 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 13 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 13 } Lower Outer Gates 13 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 13 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 14 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 14 TryToLower Outer Gates 14 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 14 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 14 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 14 } Raise Outer Gates 14 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 14 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 14 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 14 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 14 } Lower Outer Gates 14 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 14 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 15 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 15 TryToLower Outer Gates 15 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 15 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 15 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 15 } Raise Outer Gates 15 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 15 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 15 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 15 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 15 } Lower Outer Gates 15 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 15 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 16 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 16 TryToLower Outer Gates 16 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 16 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 16 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 16 } Raise Outer Gates 16 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 16 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 16 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 16 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 16 } Lower Outer Gates 16 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 16 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 17 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 17 TryToLower Outer Gates 17 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 17 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 17 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 17 } Raise Outer Gates 17 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 17 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 17 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 17 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 17 } Lower Outer Gates 17 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 17 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Outer Gates 18 [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Outer Gates 18 TryToLower Outer Gates 18 Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Outer Gates 18 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 18 - - - - Vitality Greater Than 0.75001 Activates on Success Raise Outer Gates 18 } Raise Outer Gates 18 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 18 - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Outer Gates 18 [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Outer Gates 18 - - - - Vitality Less Than 0.75001 Activates on Success Lower Outer Gates 18 } Lower Outer Gates 18 [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Outer Gates 18 - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate W [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate W TryToLower Extra Gate W Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate W [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate W - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate W } Raise Extra Gate W [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate W - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate W [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate W - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate W } Lower Extra Gate W [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate W - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate E [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate E TryToLower Extra Gate E Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate E [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate E - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate E } Raise Extra Gate E [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate E - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate E [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate E - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate E } Lower Extra Gate E [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate E - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate NW [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate NW TryToLower Extra Gate NW Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate NW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate NW - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate NW } Raise Extra Gate NW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate NW - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate NW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate NW - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate NW } Lower Extra Gate NW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate NW - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate SE [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate SE TryToLower Extra Gate SE Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate SE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate SE - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate SE } Raise Extra Gate SE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate SE - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate SE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate SE - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate SE } Lower Extra Gate SE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate SE - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate NNE [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate NNE TryToLower Extra Gate NNE Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate NNE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate NNE - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate NNE } Raise Extra Gate NNE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate NNE - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate NNE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate NNE - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate NNE } Lower Extra Gate NNE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate NNE - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Gate SSW [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Gate SSW TryToLower Extra Gate SSW Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Gate SSW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate SSW - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Gate SSW } Raise Extra Gate SSW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate SSW - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Gate SSW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Gate SSW - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Gate SSW } Lower Extra Gate SSW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Gate SSW - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Brk Gate NW [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Brk Gate NW TryToLower Extra Brk Gate NW Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Brk Gate NW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate NW - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Brk Gate NW } Raise Extra Brk Gate NW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate NW - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Brk Gate NW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate NW - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Brk Gate NW } Lower Extra Brk Gate NW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate NW - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Brk Gate NE [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Brk Gate NE TryToLower Extra Brk Gate NE Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Brk Gate NE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate NE - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Brk Gate NE } Raise Extra Brk Gate NE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate NE - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Brk Gate NE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate NE - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Brk Gate NE } Lower Extra Brk Gate NE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate NE - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Brk Gate SW [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Brk Gate SW TryToLower Extra Brk Gate SW Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Brk Gate SW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate SW - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Brk Gate SW } Raise Extra Brk Gate SW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate SW - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Brk Gate SW [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate SW - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Brk Gate SW } Lower Extra Brk Gate SW [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate SW - - - - Visible Flag true Health Fraction 1.00001 } =========== { } Roll the Dice = Extra Brk Gate SE [Action List] deactivates_on_trigger 0.40, 1.00 { Actions to Activate TryToRaise Extra Brk Gate SE TryToLower Extra Brk Gate SE Do Nothing Chance of Activating 0.65000 0.25000 0.10000 } TryToRaise Extra Brk Gate SE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate SE - - - - Vitality Greater Than 0.75001 Activates on Success Raise Extra Brk Gate SE } Raise Extra Brk Gate SE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate SE - - - - Invisible Flag true Health Fraction 0.70000 } TryToLower Extra Brk Gate SE [Test Unit] deactivates_on_execution 0.00, 0.00 { Link - - - - Extra Brk Gate SE - - - - Vitality Less Than 0.75001 Activates on Success Lower Extra Brk Gate SE } Lower Extra Brk Gate SE [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link - - - - Extra Brk Gate SE - - - - Visible Flag true Health Fraction 1.00001 } =========== { } ------------------------------------------------------------------- ==Team 0 Starting Units== { (subj, monster_identifier) 12095 (dwarf) 12087 (dwarf) 12096 (dwarf) 12055 (dwarf) 12136 (dwarf) 12135 (dwarf) 12153 (dwarf) 12152 (dwarf) 12155 (dwarf) 12154 (dwarf) 12097 (dwarf) 12056 (dwarf) } ==Team 1 Starting Units== { (subj, monster_identifier) 12057 (dwarf) 12100 (dwarf) 12160 (dwarf) 12161 (dwarf) 12158 (dwarf) 12159 (dwarf) 12140 (dwarf) 12139 (dwarf) 12058 (dwarf) 12098 (dwarf) 12089 (dwarf) 12099 (dwarf) } ==Team 2 Starting Units== { (subj, monster_identifier) 12168 (dwarf) 12169 (dwarf) 12103 (dwarf) 12059 (dwarf) 12143 (dwarf) 12144 (dwarf) 12166 (dwarf) 12167 (dwarf) 12102 (dwarf) 12091 (dwarf) 12101 (dwarf) 12060 (dwarf) } ==Team 3 Starting Units== { (subj, monster_identifier) 12062 (dwarf) 12106 (dwarf) 12177 (dwarf) 12176 (dwarf) 12175 (dwarf) 12174 (dwarf) 12147 (dwarf) 12148 (dwarf) 12061 (dwarf) 12104 (dwarf) 12093 (dwarf) 12105 (dwarf) } ==Team 4 Starting Units== { (subj, monster_identifier) 12108 (dwarf) 12088 (dwarf) 12107 (dwarf) 12064 (dwarf) 12137 (dwarf) 12138 (dwarf) 12163 (dwarf) 12162 (dwarf) 12165 (dwarf) 12164 (dwarf) 12109 (dwarf) 12063 (dwarf) } ==Team 5 Starting Units== { (subj, monster_identifier) 12066 (dwarf) 12112 (dwarf) 12172 (dwarf) 12173 (dwarf) 12170 (dwarf) 12171 (dwarf) 12142 (dwarf) 12141 (dwarf) 12065 (dwarf) 12110 (dwarf) 12090 (dwarf) 12111 (dwarf) } ------------------------------------------------------------------- ===== START TEXT ===== { } Show Start Text [Sound Action] deactivates_on_trigger 2.00, 2.00 { Sound Tag _gamestart announ Maze1 } Do Special Announce For Diff [Action List] deactivates_on_trigger 4.00, 4.00 { Actions to Activate Check If Difficulty = Timid Check If Difficulty = Simple Check If Difficulty = Normal Check If Difficulty = Heroic Check If Difficulty = Legendary } Check If Difficulty = Timid [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 0 Activates on Success Special Announcement - Timid } Check If Difficulty = Simple [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 1 Activates on Success Special Announcement - Simple } Check If Difficulty = Normal [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 2 Activates on Success Special Announcement - Normal } Check If Difficulty = Heroic [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 3 Activates on Success Special Announcement - Heroic } Check If Difficulty = Legendary [Test Unit] deactivates_on_successful_execution 0.00, 0.00 { Difficulty Equal To 4 Activates on Success Special Announcement - Legendary } Special Announcement - Timid [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _gamestart Cage1 Timid } Special Announcement - Simple [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _gamestart Cage1 Simple } Special Announcement - Normal [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _gamestart Cage1 Normal } Special Announcement - Heroic [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _gamestart Cage1 Heroic } Special Announcement - Legendary [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _gamestart Cage1 Legendary } =========== { } Start Gate Slamming Clocks [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Inner Gate - Main Clock Outer Gate - Main Clock Extra Gate - Main Clock Inner Gate - Random Slam Clock Outer Gate - Random Slam Clock Extra Gate - Random Slam Clock Inhibitions Taunting Check SUCCEEDED } =========== { } Inner Survivors > 0 - Team 0 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 0 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 0 Prerequisites Get Team 0 UNFISH Units } Inner Survivors > 0 - Team 1 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 1 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 1 Prerequisites Get Team 1 UNFISH Units } Inner Survivors > 0 - Team 2 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 2 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 2 Prerequisites Get Team 2 UNFISH Units } Inner Survivors > 0 - Team 3 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 3 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 3 Prerequisites Get Team 3 UNFISH Units } Inner Survivors > 0 - Team 4 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 4 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 4 Prerequisites Get Team 4 UNFISH Units } Inner Survivors > 0 - Team 5 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 5 UNFISH Units== Activates on Success Inner Survivors > 0 - ONLY Team 5 Prerequisites Get Team 5 UNFISH Units } Inner Survivors = 0 - ALL TEAMS DEAD [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link All Inside non-FISH units Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success No Survivors Inside! Activates on Failure Check for single team still alive } Inner Survivors > 0 - ONLY Team 0 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 1 UNFISH Units== ==Team 2 UNFISH Units== ==Team 3 UNFISH Units== ==Team 4 UNFISH Units== ==Team 5 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } Inner Survivors > 0 - ONLY Team 1 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 UNFISH Units== ==Team 2 UNFISH Units== ==Team 3 UNFISH Units== ==Team 4 UNFISH Units== ==Team 5 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } Inner Survivors > 0 - ONLY Team 2 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 UNFISH Units== ==Team 1 UNFISH Units== ==Team 3 UNFISH Units== ==Team 4 UNFISH Units== ==Team 5 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } Inner Survivors > 0 - ONLY Team 3 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 UNFISH Units== ==Team 1 UNFISH Units== ==Team 2 UNFISH Units== ==Team 4 UNFISH Units== ==Team 5 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } Inner Survivors > 0 - ONLY Team 4 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 UNFISH Units== ==Team 1 UNFISH Units== ==Team 2 UNFISH Units== ==Team 3 UNFISH Units== ==Team 5 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } Inner Survivors > 0 - ONLY Team 5 [Test Unit] deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 UNFISH Units== ==Team 1 UNFISH Units== ==Team 2 UNFISH Units== ==Team 3 UNFISH Units== ==Team 4 UNFISH Units== Unit Count Equal To 0 Inhibitions Reinforcements Arrive Activates on Success Only One Team Survived Inside } No Survivors Inside! [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Reinforcements Arrive Pre Open That Elevator Door Open That Elevator Door Do Monitor Inner Survivors Activates On Execution No Survivors Inside Siren } No Survivors Inside Siren [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag OMT siren - No Survivors Activates on Deactivation Force Reinforcements and Outer Gate Opening } Only One Team Survived Inside [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Reinforcements Arrive Pre Open That Elevator Door Open That Elevator Door Do Monitor Inner Survivors Activates On Execution Only One Team Survived Inside Siren } Only One Team Survived Inside Siren [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag OMT siren - One Survivor Activates on Deactivation Force Reinforcements and Outer Gate Opening } Force Reinforcements and Outer Gate Opening [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Do Monitor Inner Survivors Reinforcements Arrive Pre Open That Elevator Door Open That Elevator Door Activates on Deactivation Do Force Reinforcements and Outer Gate Opening Inhibitions Reinforcements Arrive } Do Force Reinforcements and Outer Gate Opening [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Reinforcements Arrive - Forced Pre Open That Elevator Door - Forced Open That Elevator Door - Forced Inhibitions Reinforcements Arrive } Reinforcements Arrive - Forced [Netgame Time] deactivates_on_trigger 0.00, 0.00 { Activates on Success Check if Game is Over 1 Make Outside Units Visible } Pre Open That Elevator Door - Forced [Netgame Time] deactivates_on_trigger 2.00, 2.00 { Activates on Success Check if Game is Over 2 Open The Gates! Announcement } Open That Elevator Door - Forced [Netgame Time] deactivates_on_trigger 3.00, 3.00 { Activates on Success Check if Game is Over 3 Tear Down The Gates } Kickoff Monitor Inner Survivors [Action List] deactivates_on_trigger 20.00, 20.00 { Actions to Activate Do Monitor Inner Survivors Inhibitions Reinforcements Arrive } Do Monitor Inner Survivors [Action List] deactivates_never 3.00, 3.30 { Actions to Activate Inner Survivors = 0 - ALL TEAMS DEAD Inhibitions Reinforcements Arrive } Check for single team still alive [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Inner Survivors > 0 - Team 0 Inner Survivors > 0 - Team 1 Inner Survivors > 0 - Team 2 Inner Survivors > 0 - Team 3 Inner Survivors > 0 - Team 4 Inner Survivors > 0 - Team 5 Inhibitions Reinforcements Arrive } =========== { } Start Cage [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Cage - RDF OMT expired Kickoff Monitor Inner Survivors } Cage - RDF OMT expired [Sound Action] deactivates_on_trigger 13.00, 18.00 { Sound Tag OMT non-RDF siren sound Activates on Success Raise Starting Gates Triggers Simultaneously Stop Check for Early Attackers Activates on Deactivation Can now Autotarget Inside } Start Maze [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Maze - RDF OMT expired Start Maze Delay Kickoff Monitor Inner Survivors } Start Maze Delay [Action List] deactivates_on_trigger 1.00, 7.00 { Actions to Activate Start Gate Slamming Clocks } Maze - RDF OMT expired [Sound Action] deactivates_on_trigger 13.00, 14.00 { Sound Tag OMT non-RDF siren sound Triggers Simultaneously Stop Check for Early Attackers Activates on Deactivation Can now Autotarget Inside } Skip Start Check for Tauntings - Start Gates [Action List] deactivates_on_trigger 10.00, 10.00 { Actions to Activate Start Maze } =========== { } Check for Early Attackers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Check for Team 0 Attacking Early Check for Team 1 Attacking Early Check for Team 2 Attacking Early Check for Team 3 Attacking Early Check for Team 4 Attacking Early Check for Team 5 Attacking Early } Check for Team 0 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 0 Starting Units== Activates on Success Team 0 Attacking Early? } Check for Team 1 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 1 Starting Units== Activates on Success Team 1 Attacking Early? } Check for Team 2 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 2 Starting Units== Activates on Success Team 2 Attacking Early? } Check for Team 3 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 3 Starting Units== Activates on Success Team 3 Attacking Early? } Check for Team 4 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 4 Starting Units== Activates on Success Team 4 Attacking Early? } Check for Team 5 Attacking Early [Test Unit] deactivates_on_trigger 0.00, 0.00 { Unit Count Greater Than 0 Link ==Team 5 Starting Units== Activates on Success Team 5 Attacking Early? } Team 0 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters Activates on Success WOB Attack 0 Link ==Team 0 Starting Units== Results Action Identifier 0 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Team 1 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters true Activates on Success WOB Attack 1 Link ==Team 1 Starting Units== Results Action Identifier 1 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Team 2 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters true Activates on Success WOB Attack 2 Link ==Team 2 Starting Units== Results Action Identifier 2 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Team 3 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters true Activates on Success WOB Attack 3 Link ==Team 3 Starting Units== Results Action Identifier 3 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Team 4 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters true Activates on Success WOB Attack 4 Link ==Team 4 Starting Units== Results Action Identifier 4 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Team 5 Attacking Early? [Geometry Filter] deactivates_never 0.00, 0.00 { Tests for Attacking Monsters true Activates on Success WOB Attack 5 Link ==Team 5 Starting Units== Results Action Identifier 5 Attacked Inhibitions Stop Check for Early Attackers Tested items Inside Field Name obje Entire Map } Stop Check for Early Attackers [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Deactivate Team 0 Attacking Early? Team 1 Attacking Early? Team 2 Attacking Early? Team 3 Attacking Early? Team 4 Attacking Early? Team 5 Attacking Early? } 0 Attacked { } 1 Attacked { } 2 Attacked { } 3 Attacked { } 4 Attacked { } 5 Attacked { } WOB Attack 0 [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 12423 (_wob fetch) 12422 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 0 Attacked } WOB Attack 1 [Attack] deactivates_on_execution 0.00, 0.00 { Attackers 12425 (_wob fetch) 12424 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 1 Attacked } WOB Attack 2 [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 12427 (_wob fetch) 12426 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 2 Attacked } WOB Attack 3 [Attack] deactivates_on_execution 0.00, 0.00 { Attackers 12428 (_wob fetch) 12429 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 3 Attacked } WOB Attack 4 [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 12431 (_wob fetch) 12430 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 4 Attacked } WOB Attack 5 [Attack] deactivates_on_trigger 0.00, 0.00 { Attackers 12433 (_wob fetch) 12432 (_wob fetch) Activates on Success Wrath of Baak (message) - roll dice Link 5 Attacked } Wrath of Baak (message) - roll dice [Action List] deactivates_on_trigger 0.00, 0.00 { Actions to Activate Wrath of Baak (message) - actual Chance of Activating 0.77778 Activates on Deactivation Wrath of Baak (message) - add some thunder } =========== { } Start of Game [Action List] initially_active deactivates_on_trigger 0.00, 0.00 { Actions to Activate Show Start Text Do Special Announce For Diff Check for Early Attackers } Cannot Autotarget Inside [Unit Control] initially_active deactivates_on_trigger 0.00, 0.00 { Link ==Team 0 Starting Units== ==Team 1 Starting Units== ==Team 2 Starting Units== ==Team 3 Starting Units== ==Team 4 Starting Units== ==Team 5 Starting Units== Cannot Be Autotargeted Flag true } Can now Autotarget Inside [Unit Control] deactivates_on_trigger 0.00, 0.00 { Link All Inside non-FISH units Cannot Be Autotargeted Flag false } =========== { } Get All Inside Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Results Action Identifier All Inside Units Tested items Inside Field Name subj Entire Map Link ==Team 0 Starting Units== ==Team 1 Starting Units== ==Team 2 Starting Units== ==Team 3 Starting Units== ==Team 4 Starting Units== ==Team 5 Starting Units== } All Inside Units { } Any FISH inside? [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Results Action Identifier Inside FISH Tested items Inside Field Name obje Entire Map Tests for Monsters of Type mapn Monsters (subj) 12421 (98 cave post tough) } Inside FISH { } Get All non-FISH Inside Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Subtract Monster Lists Link All Inside Units Inside FISH Results Action Identifier All Inside non-FISH units Tested items Inside Field Name subj Entire Map } All Inside non-FISH units { } =========== { } ==Team 0 UNFISH Units== { (subj, monster_identifier) 12095 (dwarf) 12087 (dwarf) 12096 (dwarf) 12055 (dwarf) 12136 (dwarf) 12135 (dwarf) 12153 (dwarf) 12152 (dwarf) 12155 (dwarf) 12154 (dwarf) 12097 (dwarf) 12056 (dwarf) } ==Team 1 UNFISH Units== { (subj, monster_identifier) 12057 (dwarf) 12100 (dwarf) 12160 (dwarf) 12161 (dwarf) 12158 (dwarf) 12159 (dwarf) 12140 (dwarf) 12139 (dwarf) 12058 (dwarf) 12098 (dwarf) 12089 (dwarf) 12099 (dwarf) } ==Team 2 UNFISH Units== { (subj, monster_identifier) 12168 (dwarf) 12169 (dwarf) 12103 (dwarf) 12059 (dwarf) 12143 (dwarf) 12144 (dwarf) 12166 (dwarf) 12167 (dwarf) 12102 (dwarf) 12091 (dwarf) 12101 (dwarf) 12060 (dwarf) } ==Team 3 UNFISH Units== { (subj, monster_identifier) 12062 (dwarf) 12106 (dwarf) 12177 (dwarf) 12176 (dwarf) 12175 (dwarf) 12174 (dwarf) 12147 (dwarf) 12148 (dwarf) 12061 (dwarf) 12104 (dwarf) 12093 (dwarf) 12105 (dwarf) } ==Team 4 UNFISH Units== { (subj, monster_identifier) 12108 (dwarf) 12088 (dwarf) 12107 (dwarf) 12064 (dwarf) 12137 (dwarf) 12138 (dwarf) 12163 (dwarf) 12162 (dwarf) 12165 (dwarf) 12164 (dwarf) 12109 (dwarf) 12063 (dwarf) } ==Team 5 UNFISH Units== { (subj, monster_identifier) 12066 (dwarf) 12112 (dwarf) 12172 (dwarf) 12173 (dwarf) 12170 (dwarf) 12171 (dwarf) 12142 (dwarf) 12141 (dwarf) 12065 (dwarf) 12110 (dwarf) 12090 (dwarf) 12111 (dwarf) } Get Team 0 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 0 Starting Units== Inside FISH Results Action Identifier ==Team 0 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } Get Team 1 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 1 Starting Units== Inside FISH Results Action Identifier ==Team 1 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } Get Team 2 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 2 Starting Units== Inside FISH Results Action Identifier ==Team 2 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } Get Team 3 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 3 Starting Units== Inside FISH Results Action Identifier ==Team 3 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } Get Team 4 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 4 Starting Units== Inside FISH Results Action Identifier ==Team 4 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } Get Team 5 UNFISH Units [Geometry Filter] activates_only_once, initially_active deactivates_on_execution 0.00, 0.00 { Link ==Team 5 Starting Units== Inside FISH Results Action Identifier ==Team 5 UNFISH Units== Tested items Inside Field Name subj Entire Map Subtract Monster Lists } =========== { } Wrath of Baak (message) - actual [Action List] deactivates_on_trigger 1.20, 2.10 { Actions to Activate Wrath of Baak - message 01 Wrath of Baak - message 02 Wrath of Baak - message 03 Wrath of Baak - message 04 Wrath of Baak - message 05 Wrath of Baak - message 06 Wrath of Baak - message 07 Wrath of Baak - message 08 Wrath of Baak - message 09 Wrath of Baak - message 10 Wrath of Baak - message 11 Wrath of Baak - message 12 Random Selection Flag } Wrath of Baak (message) - add some thunder [Action List] deactivates_on_trigger 3.50, 5.10 { Actions to Activate Wrath of Baak - thunder echo 1 Wrath of Baak - thunder echo 2 Wrath of Baak - thunder echo 1 Random Selection Flag } Wrath of Baak - message 01 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 01 } Wrath of Baak - message 02 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 02 } Wrath of Baak - message 03 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 03 } Wrath of Baak - message 04 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 04 } Wrath of Baak - message 05 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 05 } Wrath of Baak - message 06 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 06 } Wrath of Baak - message 07 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 07 } Wrath of Baak - message 08 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 08 } Wrath of Baak - message 09 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 09 } Wrath of Baak - message 10 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 10 } Wrath of Baak - message 11 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 11 } Wrath of Baak - message 12 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - msg 12 } Wrath of Baak - thunder echo 1 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - randomth2 } Wrath of Baak - thunder echo 2 [Sound Action] deactivates_on_trigger 0.00, 0.00 { Sound Tag _Wrath of Baak - randomth3 }