More macro argument type checking. No mismatches in mainline.
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b543bb5115
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10d109876f
5 changed files with 38 additions and 38 deletions
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@ -1292,7 +1292,7 @@
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[/else]
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#enddef
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#define MAGIC_MISSILE X_OFFSET OFFSET_Y
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#define MAGIC_MISSILE OFFSET_X OFFSET_Y
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magic_missile_start_time=-750
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magic_missile_trail_1_start_time=-350
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@ -1302,7 +1302,7 @@
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[magic_missile_frame]
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duration=400
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halo=halo/mage-halo1.png,halo/mage-halo2.png,halo/mage-halo3.png,halo/mage-halo4.png,halo/mage-halo5.png
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halo_x={X_OFFSET}~0
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halo_x={OFFSET_X}~0
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halo_y={OFFSET_Y}~-54
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offset=0.001~-0.083,-0.083~-0.25,-0.25~-0.5
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[/magic_missile_frame]
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@ -1,6 +1,6 @@
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#textdomain wesnoth
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#define CORNER_OVERLAY_PLBF TERRAIN ADJACENT1 ADJACENT2 PROB LAYER BASE FLAG IMAGE
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#define CORNER_OVERLAY_PLBF TERRAIN ADJACENT1 ADJACENT2 PROB LAYER BASE_POSITION FLAG IMAGE
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[terrain_graphics]
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map="
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2
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@ -31,7 +31,7 @@
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[image]
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layer={LAYER}
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base={BASE}
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base={BASE_POSITION}
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name={IMAGE}-@R0
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[/image]
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[/terrain_graphics]
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@ -2,7 +2,7 @@
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#-----------------------------------------------------------------
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# Forest<->Castle|Encampment special cases
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#-----------------------------------------------------------------
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#define FORESTADJCASTLEA FID ID PROB TILE
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#define FORESTADJCASTLEA FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -27,13 +27,13 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLES FID ID PROB TILE
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#define FORESTADJCASTLES FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -58,13 +58,13 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLEO FID ID PROB TILE
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#define FORESTADJCASTLEO FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -89,13 +89,13 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define FORESTADJCASTLE FID ID PROB TILE
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#define FORESTADJCASTLE FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -120,7 +120,7 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}-@R0
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name={TILE_IMAGE}-@R0
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base=90,144
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[/image]
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[/terrain_graphics]
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@ -131,7 +131,7 @@
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# Shallow and deep Water, mountain, desert hill & mountain,
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# swamp and villages
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#-----------------------------------------------------------------
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#define FORESTADJ FID ID PROB TILE
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#define FORESTADJ FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -156,13 +156,13 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}
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name={TILE_IMAGE}
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base=90,144
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[/image]
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[/terrain_graphics]
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#enddef
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#define MOUNTAINADJCASTLEA FID ID PROB TILE
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#define MOUNTAINADJCASTLEA FID ID PROB TILE_IMAGE
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[terrain_graphics]
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map="
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, 1
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@ -187,7 +187,7 @@
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rotations=n,ne,se,s,sw,nw
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[image]
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name={TILE}-@R0-@R1
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name={TILE_IMAGE}-@R0-@R1
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base=90,144
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[/image]
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[/terrain_graphics]
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@ -508,7 +508,7 @@ Note: You need to use map settings for the scenario to work right."
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[/if]
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#enddef
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#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL SPAWN_NUM BASE_GOLD GOLD_INCREMENT UNITS GOLD_PER_UNIT
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#define REGULAR_RANDOM_SPAWNS SIDE INTERVAL_NUMBER SPAWN_NUMBER BASE_GOLD_AMOUNT GOLD_INCREMENT UNITS GOLD_PER_UNIT
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{VARIABLE spawn_id 0}
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[while]
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[variable]
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@ -517,10 +517,10 @@ Note: You need to use map settings for the scenario to work right."
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[/variable]
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[do]
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{VARIABLE turns $spawn_id}
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{VARIABLE_OP turns multiply {INTERVAL}}
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{VARIABLE_OP turns multiply {INTERVAL_NUMBER}}
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{VARIABLE_OP turns add 3}
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{VARIABLE_OP spawn_id add 1}
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{VARIABLE gold {BASE_GOLD}}
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{VARIABLE gold {BASE_GOLD_AMOUNT}}
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{VARIABLE gold_turns $turns}
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{VARIABLE_OP gold_turns add -3}
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{VARIABLE_OP gold_turns multiply {GOLD_INCREMENT}}
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@ -528,7 +528,7 @@ Note: You need to use map settings for the scenario to work right."
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[if]
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[variable]
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name=spawn_id
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less_than={SPAWN_NUM}
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less_than={SPAWN_NUMBER}
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[/variable]
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[then]
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# regular spawns
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@ -540,9 +540,9 @@ Note: You need to use map settings for the scenario to work right."
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[then]
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{VARIABLE units $gold_turns}
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# add a random amount of the basic gold
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{RANDOMIZE {BASE_GOLD}}
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{RANDOMIZE {BASE_GOLD_AMOUNT}}
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{VARIABLE gold1 $random}
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{RANDOMIZE {BASE_GOLD}}
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{RANDOMIZE {BASE_GOLD_AMOUNT}}
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[if]
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[variable]
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name=gold1
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@ -599,7 +599,7 @@ Note: You need to use map settings for the scenario to work right."
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[/do]
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[/while]
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{CLEAR_VARIABLE num}
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{VARIABLE triggered_spawns {SPAWN_NUM}}
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{VARIABLE triggered_spawns {SPAWN_NUMBER}}
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{VARIABLE_OP triggered_spawns add -1}
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{VARIABLE final_turns $timed_spawn[$triggered_spawns].turn}
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{CLEAR_VARIABLE triggered_spawns}
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@ -834,24 +834,24 @@ Note: You need to use map settings for the scenario to work right."
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[/event]
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#enddef
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# XX is either an X coordinate (for fixed spawn position)
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# X_VALUE is either an X coordinate (for fixed spawn position)
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# or "random" for a random location
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# chosen from the spawn_place array
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# set in DEFINE_SPAWN_LOCATION
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# (in the latter case YY is ignored)
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#define DEFINE_MAIN_GROUP XX YY
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# (in the latter case Y_VALUE is ignored)
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#define DEFINE_MAIN_GROUP X_VALUE Y_VALUE
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{VARIABLE spawn_id 0}
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{VARIABLE_OP main_group add 1}
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{VARIABLE main_spawns[$main_group].x {XX}}
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{VARIABLE main_spawns[$main_group].y {YY}}
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{VARIABLE main_spawns[$main_group].x {X_VALUE}}
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{VARIABLE main_spawns[$main_group].y {Y_VALUE}}
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#enddef
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#define ADD_MAIN_SPAWN TYPE UP1 UP2 UP3
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#define ADD_MAIN_SPAWN TYPE UP1_VALUE UP2_VALUE UP3_VALUE
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{VARIABLE_OP spawn_id add 1}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].type {TYPE}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up1 {UP1}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up2 {UP2}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up3 {UP3}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up1 {UP1_VALUE}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up2 {UP2_VALUE}}
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{VARIABLE main_spawns[$main_group].spawn_type[$spawn_id].up3 {UP3_VALUE}}
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{VARIABLE main_spawns[$main_group].spawn_number $spawn_id}
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#enddef
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{VARIABLE fixed_spawns[$fixed_group].spawn_number $spawn_id}
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#enddef
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#define SET_TIMID_AI_AND_BOLD_AI TIMID BOLD
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{VARIABLE timid_ai_side {TIMID}}
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{VARIABLE bold_ai_side {BOLD}}
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#define SET_TIMID_AI_AND_BOLD_AI TIMID_SIDE BOLD_SIDE
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{VARIABLE timid_ai_side {TIMID_SIDE}}
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{VARIABLE bold_ai_side {BOLD_SIDE}}
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[event]
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name=side turn
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first_time_only=no
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{ADD_GOLD $side_number {TREASURE_VALUE}}
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#enddef
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#define MOVEMENT_RESTRICTION TERRAIN_1 TERRAIN_2
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#define MOVEMENT_RESTRICTION TERR1_NAME TERR2_NAME
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[object]
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silent=yes
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duration=forever
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apply_to=movement_costs
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replace=true
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[movement_costs]
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{TERRAIN_1}={UNREACHABLE}
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{TERRAIN_2}={UNREACHABLE}
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{TERR1_NAME}={UNREACHABLE}
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{TERR2_NAME}={UNREACHABLE}
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[/movement_costs]
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[/effect]
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[/object]
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