DiD S9: small fixes
Some units can be cut of in the 2nd round. That's not a problem, but with a good portion of bad luck it could happen to MKBones, making the scenario unwinnable. That's handled by map adjustments. Also increasing HP by 3 for the lich start, might even be more. Discussion in #5296
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4 changed files with 67 additions and 11 deletions
27
data/campaigns/Descent_Into_Darkness/DiD-amlas.cfg
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27
data/campaigns/Descent_Into_Darkness/DiD-amlas.cfg
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@ -0,0 +1,27 @@
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[resource]
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id=DiD-amlas
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[event]
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name=advance
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first_time_only=no
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id=TRESTE
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[filter]
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type=Necrophage
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[/filter]
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[message]
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speaker=narrator
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message= _ "Yeah $unit.type"
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[/message]
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[modify_unit]
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[filter]
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id=$unit.id
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[/filter]
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{AMLA_DEFAULT}
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[/modify_unit]
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[/event]
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[/resource]
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@ -3,16 +3,16 @@ Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Tf, Xu, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu, C
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Em, Uh^Em, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Cud, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Tf, Xu, Uu^Es, Uu^Es, Xu, Xu, Xu, Xu, Qxu, Qxu, Qxu, Qxu^Bcx/, Qxu, Qxu, Qxu, Qxu, Xu
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Xu, Xu, Xu, Xu, Uu^Em, Xu, Xu, Xu, Ur^Es, Ur^Es, Xu, Uh^Emf, Xu, Xu, Xu, Qxu, Ur^Es, Ur^Es, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
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Xu, Xu, Xu, Uh^Emf, Uh^Tf, Uh^Emf, Xu, Xu, Uu^Em, Uh^Em, Xu, Uh^Em, Ur, Uh, Ur^Es, Uu^Em, Uh^Emf, Uu^Tf, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
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Xu, Xu, Xu, Uh^Emf, Uh^Tf, Uh^Emf, Xu, Xu, Tb, Uh^Em, Xu, Uh^Em, Ur, Uh, Ur^Es, Uu^Em, Uh^Emf, Uu^Tf, Qxu, Qxu, Qxu, Qxu, Qxu, Xu
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Xu, Xu, Xu, Xu, Uh^Es, Uu^Es, Ur^Es, Uu^Es, Uu^Em, Uh^Tf, Uh^Emf, Uu, Ur, Uu, Ur^Es, Uu^Em, Uh^Em, Xu, Xu, Xu, Xu, Qxu, Qxu, Xu
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Xu, Xu, Xu, Xu, Xu, Uh^Es, Xu, Xu, Uu^Es, Uu^Em, Uu, Ur^Es, Uu^Ii, Ur^Es, Uu, Uu, Uu, Xu, Xu, Xu, Xu, Qxu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Tb^Tf, Xu, Xu, Uu^Es, Uu^Em, Uu, Ur^Es, Uu^Ii, Ur^Es, Uu, Uu, Uu, Xu, Xu, Xu, Xu, Qxu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Uu, Ur^Es, Ur^Es, Ur^Edb, Uu^Edb, Ur^Edb, Ur^Es, Ur, Uu^Em, Uu^Edb, Ur^Es, Ur^Es, Uh^Em, Uh^Em, Xu, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Uh^Em, Uh^Tf, Xu, Uu^Es, Uu^Edb, Uu^Edb, Uu^Em, Uu, Uu, Uu, Uu^Edb, Uh^Edb, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Uh^Em, Uu^Tf, Xu, Uu^Es, Uu^Edb, Uu^Edb, Uu^Em, Uu, Uu, Uu, Uu^Edb, Uh^Edb, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Uu^Em, Uh^Emf, Xu, Xu, Xu, Uh^Em, Uh^Edb, Uh^Emf, Uu^Em, Ur^Es, Uu^Edb, Uh^Edb, Ur^Edb, Ur^Edb, Uu^Em, Xu, Uh^Tf, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Edb, Uh^Em, Ur^Es, Uu, Uu^Em, Xu, Xu, Uu^Em, Uu, Xu, Xu, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Ur, Ur, Ur, Ur^Es, Xu, Uu^Em, Uh^Em, Uu^Emf, Uh^Em, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Ur, Ur, Ur, Ur^Es, Xu, Uu^Em, Tb, Uu^Emf, Uh^Em, Xu, Xu, Xu, Xu
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Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Uu, Xu, Xu, Xu, Uu, Xu, Uu^Tf, Uu^Em, Uh^Tf, Xu, Xu, Xu, Xu
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Mm, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Tf, Re^Es, Uh^Emf, Uu^Em, Uu^Edb, Uh^Em, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Tf, Xu, Xu, Xu, Xu, Xu
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Mm, Xu, Xu, Xu, Xu, Xu, Uu^Emf, Uu^Tf, Re^Es, Uh^Emf, Uu^Em, Uu, Tb, Xu, Xu, Xu, Xu, Uh^Emf, Uh^Tf, Xu, Xu, Xu, Xu, Xu
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Mm, Mm, Xu, Xu, Xu, Xu, Uu, Re^Es, Xu, Uu^Em, Uu^Es, Uu^Em, Uu^Tf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
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Hh^Fmw, Mm, Xu, Xu, Xu, Uu^Edb, Re^Es, Xu, Xu, Xu, Uh^Em, Uh^Emf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
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Mm, Mm, Mm, Xu, Xu, 1 Uu, Re^Es, Uu^Es, Xu, Xu, Xu, Uh^Tf, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu
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@ -61,6 +61,7 @@
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no_leader=yes
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hidden=yes
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team_name=monsters
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user_team_name= _ "teamname^Monsters"
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color=orange
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[ai]
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aggression=1.0
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@ -91,6 +92,7 @@
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no_leader=yes
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hidden=yes
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team_name=good
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team_name= _ "Darken Volk"
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color=black
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[/side]
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@ -100,7 +102,10 @@
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no_leader=yes
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hidden=yes
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team_name=spirits
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user_team_name= _ "teamname^Illusion"
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color=darkblue
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# Using the same flag icon and color as the next side, one can't spot it in the top bar
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flag_icon=flags/undead-flag-icon.png
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[ai]
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aggression=1.0
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caution=0.0
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@ -1,5 +1,9 @@
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#textdomain wesnoth-did
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# Attention when tweaking the first map used for this scenario:
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# Cave (Uu^* & Uh^*) and canyon (Qxu) hexes have a special meaning,
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# adding more of them can lead to units not being reachable.
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[scenario]
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id=09_Descent_into_Darkness
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name= _ "Descent into Darkness"
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@ -86,6 +90,7 @@
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gold=0
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income=-2
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team_name=monsters
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user_team_name= _ "teamname^Opposers"
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color=black
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[ai]
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aggression=1.0
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@ -107,6 +112,7 @@
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[side]
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side=3
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team_name=monsters
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user_team_name= _ "teamname^Monsters"
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gold=0
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controller=ai
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no_leader=yes
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@ -131,7 +137,10 @@
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no_leader=yes
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hidden=yes
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team_name=fake
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user_team_name= _ "teamname^Illusion"
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color=darkblue
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# Using the same flag and color as the next side, one can't spot it in the top bar
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{FLAG_VARIANT undead}
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[/side]
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[event]
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@ -222,7 +231,7 @@
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[if]
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[variable]
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name=change_terrain
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less_than=2
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numerical_equals=1
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[/variable]
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[then]
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[terrain]
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@ -254,7 +263,7 @@
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[if]
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[variable]
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name=change_terrain
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less_than=2
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numerical_equals=1
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[/variable]
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[then]
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[terrain]
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@ -584,6 +593,11 @@
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min_distance=5
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[filter_location]
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terrain=Uu^*,Uh^*
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# 3 spawn points:
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# (some hexes are on impassable, but the player gets no into vision in time to find out)
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# 1st: North-chamber 9/34 = ~26%
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# 2nd: Northeast-chamber 9/34 = ~26%
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# 3rd: south-east chamber 16/34 = ~47%
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x=7-9,3-5,16-19
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y=1-3,4-6,11-14
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[not]
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num_items=1
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variable=loc
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min_distance=3
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# Spawn chances:
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# 1st: 2/12 = ~17% (north)
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# 2nd: 2/12 = ~17% (west)
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# 3rd: 2/12 = ~17% (west)
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# 4th: 2/12 = ~17% (southeast)
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# 5th: 4/12 = ~33% (south)
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[filter_location]
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x=8-9,6,6-7,16,11-14
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y= 4,6, 8,10, 12
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x=8-9,6,5,5-6,16-17,11-14
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y= 4,6,7, 8, 11, 12
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[not]
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[filter][/filter]
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[/not]
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num_items=1
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variable=loc
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min_distance=3
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# Same spawn points as MKFlesh
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[filter_location]
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x=7-9,3-5,16-19
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y=1-3,4-6,11-14
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# Ritual completion
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[event]
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name=last breath
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name=die
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[filter]
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id=MKSpirit
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[/filter]
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side=1
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x,y=3,34
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#ifdef HARD
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hitpoints=19
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hitpoints=22
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#endif
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#ifdef NORMAL
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hitpoints=27
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name=enter hex
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[filter]
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side=1
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# just to make it not trigger with debug mode vision too early:
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x=7-27
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y=1-18
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[/filter]
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[filter_condition]
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[variable]
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