Delete attic/unused.cfg
RANDOM_SPAWN_ON_TURN will never be used becasue 2p Dark forecast was moved to lua. RANDOM_PLACEMENT will not be used, because utbs has a better way to do it any for all other cases we have the [random_placement] tag. OBJ_SCEPTER_FIRE is nearly the same as PLACE_SCEPTRE from Httt. And changing PLACE_SCEPTRE is easier than finding and using this one.
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attic/unused.cfg
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attic/unused.cfg
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# Unused general macros that we want to preserve in case they become
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# useful again.
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#
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# This macro isn't actually used in the scenario "The Scepter of Fire"
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# because of the random location issue. We're keeping it here for
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# posterity for the time being.
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#
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#define OBJ_SCEPTER_FIRE X Y ID
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{PLACE_IMAGE items/sceptre-of-fire.png ({X}) ({Y})}
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[event]
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name=moveto
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first_time_only=no
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[filter]
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side=1
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x={X}
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y={Y}
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[/filter]
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[object]
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id={ID}
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name= _ "Scepter of Fire"
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image=items/sceptre-of-fire.png
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duration=forever
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description= _ "This ancient Scepter was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Scepter has the power to shoot fireballs at enemies of the bearer!"
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cannot_use_message= _ "This is the Scepter of Fire. Only a true successor to the throne can possibly dare to take this!"
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[filter]
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type=Princess,Battle Princess,Commander,Lord
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x,y={X},{Y}
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[/filter]
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[then]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[/then]
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[effect]
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apply_to=variation
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name=scepter
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[/effect]
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[/object]
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[/event]
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#enddef
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#
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# Originally from UtBS -- it now has a random-placement macro that
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# is probably better than this.
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#
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#!***Macro to random place unit within area***
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#define RANDOM_PLACEMENT X Y RADIUS_NUMBER UNIT_WML
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[store_locations]
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x,y={X},{Y}
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radius={RADIUS_NUMBER}
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variable=random_placement_locations
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[/store_locations]
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{VARIABLE_OP random_string format "0..$random_placement_locations.length"}
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{RANDOM $random_string}
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{VARIABLE_OP random_placement_x format "$random_placement_locations[$random].x"}
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{VARIABLE_OP random_placement_y format "$random_placement_locations[$random].y"}
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{CLEAR_VARIABLE random_placement_locations}
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{UNIT_WML}
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[+unit]
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x,y=$random_placement_x,$random_placement_y
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[/unit]
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#enddef
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#
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# This was originally from Dark Forecast
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#
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#define RANDOM_SPAWN_ON_TURN TURN SIDE GOLD MAX_NUMBER
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[event]
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name=new turn
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first_time_only=no
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{VARIABLE trigger_turn $timed_spawn[$trigger_index].turn}
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[if]
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[variable]
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name=turn_number
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numerical_equals=$trigger_turn
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[/variable]
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[then]
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{VARIABLE size $main_group}
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{RANDOMIZE $size}
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{VARIABLE group_id $random}
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{VARIABLE size $main_spawns[$group_id].spawn_number}
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{VARIABLE gold $timed_spawn[$trigger_index].gold}
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{VARIABLE max_units $timed_spawn[$trigger_index].units}
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[while]
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[variable]
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name=gold
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greater_than=0
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[/variable]
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[variable]
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name=max_units
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greater_than=0
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[/variable]
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[do]
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{RANDOMIZE $size}
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[if]
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[variable]
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name=random
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greater_than=0
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[/variable]
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[then]
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{VARIABLE type $main_spawns[$group_id].spawn_type[$random].type}
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{SPAWN_UNIT {SIDE} $type $random 1 $max_units}
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[/then]
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[else]
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# fallback for invalid/cleared spawn groups
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{VARIABLE gold 0}
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[/else]
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[/if]
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[/do]
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[/while]
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{ADJUST_UNIT_LEVEL {SIDE} 1}
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{ADJUST_UNIT_LEVEL {SIDE} 2}
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{ADJUST_UNIT_LEVEL {SIDE} 3}
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# spend remaining gold
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#[while]
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# {VARIABLE spawn_x $main_spawns[$group_id].x}
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# {VARIABLE spawn_y $main_spawns[$group_id].y}
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# {PLACE_SPAWN_GROUP $spawn_x $spawn_y}
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# {REMOVE_SPAWN_GROUP $group_id}
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# {VARIABLE_OP trigger_index add 1}
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[/then]
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[/if]
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[/event]
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#enddef
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