SoF 7: no need for manual target calculation
move_unit does this by itself (in difference to move_unit_fake) And it works as well if no surrounding hex is free. [ci skip]
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1 changed files with 4 additions and 17 deletions
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@ -415,6 +415,7 @@
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[message]
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race=elf
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message= _ "You slow humans took too long, our real reinforcements are here!"
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scroll=no
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[/message]
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[delay]
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@ -470,26 +471,12 @@
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[/modifications]
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[/unit]
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[store_locations]
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variable=next_to_alanin
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include_borders=no
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[not]
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[filter]
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[/filter]
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[/not]
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[and]
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x=$alanin.x
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y=$alanin.y
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radius=1
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[/and]
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[/store_locations]
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[move_unit]
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id=ambusher
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x=$spawn_hexes[0].x
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y=$spawn_hexes[0].y
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to_x=$next_to_alanin[0].x
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to_y=$next_to_alanin[0].y
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to_x=$alanin.x
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to_y=$alanin.y
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[/move_unit]
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# to avoid scrolling between the killing animation and the [kill]
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@ -531,7 +518,7 @@
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id=Alanin
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animate=yes
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[/kill]
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{CLEAR_VARIABLE alanin,next_to_alanin,spawn,spawn_hexes}
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{CLEAR_VARIABLE alanin,spawn,spawn_hexes}
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[/event]
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[event]
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