UNDEAD_UNIT -> LOYAL_UNDEAD_UNIT. Because he old name was a bit misleading.
Also, change to the canonical order of arguments for unit generators.
This commit is contained in:
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5c42bd2fc7
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1f46aed17c
11 changed files with 54 additions and 54 deletions
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@ -210,9 +210,9 @@
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[scroll_to]
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x,y=17,8
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[/scroll_to]
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{UNDEAD_UNIT Ghoul 1 19 7}
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{UNDEAD_UNIT Ghoul 1 17 9}
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{UNDEAD_UNIT Ghoul 1 17 8}
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{LOYAL_UNDEAD_UNIT 1 Ghoul 19 7}
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{LOYAL_UNDEAD_UNIT 1 Ghoul 17 9}
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{LOYAL_UNDEAD_UNIT 1 Ghoul 17 8}
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{DIALOGUE_PV_SWAMP3}
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[/event]
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@ -318,10 +318,10 @@
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[/modifications]
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[/unit]
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{UNDEAD_UNIT (Walking Corpse) 2 ({X}) ({Y})}
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{UNDEAD_UNIT (Walking Corpse) 2 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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#ifdef HARD
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{UNDEAD_UNIT (Walking Corpse) 2 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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#endif
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[message]
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@ -665,9 +665,9 @@
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name=gunshot.wav
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[/sound]
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#ifdef EASY
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{UNDEAD_UNIT (Skeleton) 3 13 2}
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{LOYAL_UNDEAD_UNIT 3 (Skeleton) 13 2}
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#else
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{UNDEAD_UNIT (Revenant) 3 13 2}
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{LOYAL_UNDEAD_UNIT 3 (Revenant) 13 2}
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#endif
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[scroll_to_unit]
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x=13
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@ -683,9 +683,9 @@
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name=gunshot.wav
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[/sound]
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#ifdef HARD
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{UNDEAD_UNIT (Deathblade) 3 22 2}
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{LOYAL_UNDEAD_UNIT 3 (Deathblade) 22 2}
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#else
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{UNDEAD_UNIT (Skeleton) 3 22 2}
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{LOYAL_UNDEAD_UNIT 3 (Skeleton) 22 2}
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#endif
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[scroll_to_unit]
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x=22
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@ -447,7 +447,7 @@
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[/message]
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#define MORE_UNITS
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{UNDEAD_UNIT (Revenant) 4 23 28}
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{LOYAL_UNDEAD_UNIT 4 (Revenant) 23 28}
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#enddef
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{MORE_UNITS}
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@ -503,7 +503,7 @@
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{PLACE_IMAGE scenery/rubble.png 16 26}
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{UNDEAD_UNIT (Skeleton) 4 23 28}
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{LOYAL_UNDEAD_UNIT 4 (Skeleton) 23 28}
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[/event]
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[event]
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@ -273,12 +273,12 @@
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speaker=unit
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message= _ "Hey, there's somebody hidden in the temple. Ack! Hold there!"
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[/message]
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{UNDEAD_UNIT (Vampire Bat) 2 ({X}) ({Y})}
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{UNDEAD_UNIT (Walking Corpse) 3 ({X}) ({Y})}
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{UNDEAD_UNIT (Walking Corpse) 4 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Vampire Bat) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 4 (Walking Corpse) ({X}) ({Y})}
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#ifdef HARD
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{UNDEAD_UNIT (Ghost) 2 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Ghost) ({X}) ({Y})}
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#endif
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[/event]
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#enddef
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@ -470,18 +470,18 @@
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y=24,23,23,22,22
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[/move_unit_fake]
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{UNDEAD_UNIT (Revenant) 5 41 22}
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{UNDEAD_UNIT (Bone Shooter) 5 43 24}
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{LOYAL_UNDEAD_UNIT 5 (Revenant) 41 22}
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{LOYAL_UNDEAD_UNIT 5 (Bone Shooter) 43 24}
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#ifdef NORMAL
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{UNDEAD_UNIT (Chocobone) 5 42 23}
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{UNDEAD_UNIT (Chocobone) 5 43 23}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 43 23}
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#endif
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#ifdef HARD
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{UNDEAD_UNIT (Chocobone) 5 42 23}
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{UNDEAD_UNIT (Chocobone) 5 43 23}
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{UNDEAD_UNIT (Necrophage) 5 44 23}
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{UNDEAD_UNIT (Necrophage) 5 44 22}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNDEAD_UNIT 5 (Necrophage) 44 23}
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{LOYAL_UNDEAD_UNIT 5 (Necrophage) 44 22}
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#endif
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[kill]
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description=Familiar
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@ -154,12 +154,12 @@
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{UNDEAD_INTEL (Vampire Lady) (Midnight Queen) ( _ "Midnight Queen") "unit_image" 2 ({X}) ({Y})}
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# wmllint: recognize Midnight Queen
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{UNDEAD_UNIT (Blood Bat) 3 ({X}) ({Y})}
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{UNDEAD_UNIT (Blood Bat) 2 ({X}) ({Y})}
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{UNDEAD_UNIT (Blood Bat) 3 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 3 (Blood Bat) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Blood Bat) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 3 (Blood Bat) ({X}) ({Y})}
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#ifdef HARD
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{UNDEAD_UNIT (Blood Bat) 2 ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Blood Bat) ({X}) ({Y})}
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#endif
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[message]
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@ -357,10 +357,10 @@
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message= _ "You will be felled by my hand, useless fleshbags!"
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[/message]
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{UNDEAD_UNIT (Chocobone) 2 1 29}
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{UNDEAD_UNIT (Chocobone) 2 1 27}
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{LOYAL_UNDEAD_UNIT 2 (Chocobone) 1 29}
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{LOYAL_UNDEAD_UNIT 2 (Chocobone) 1 27}
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#ifdef HARD
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{UNDEAD_UNIT (Chocobone) 2 2 28}
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{LOYAL_UNDEAD_UNIT 2 (Chocobone) 2 28}
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#endif
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[/event]
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@ -384,11 +384,11 @@
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message= _ "The only job of the dead is to remain dead. Prepare to be reunited with the ground."
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[/message]
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{UNDEAD_UNIT (Chocobone) 3 35 18}
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{UNDEAD_UNIT (Chocobone) 3 35 20}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 35 18}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 35 20}
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#ifdef HARD
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{UNDEAD_UNIT (Chocobone) 3 35 17}
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{UNDEAD_UNIT (Chocobone) 3 35 21}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 35 17}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 35 21}
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#endif
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[/event]
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@ -310,17 +310,17 @@
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y=2,2,1
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[/move_unit_fake]
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{UNDEAD_UNIT (Chocobone) 2 26 4}
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{UNDEAD_UNIT (Chocobone) 2 27 4}
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{UNDEAD_UNIT (Chocobone) 2 25 4}
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 2 26}
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 2 27}
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 2 25}
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#ifdef NORMAL
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{UNDEAD_UNIT (Chocobone) 2 28 3}
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{UNDEAD_UNIT (Chocobone) 2 24 3}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 2 28}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 2 24}
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#endif
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#ifdef HARD
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{UNDEAD_UNIT (Chocobone) 2 28 3}
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{UNDEAD_UNIT (Chocobone) 2 24 3}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 2 28}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 2 24}
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#endif
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[message]
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@ -1054,15 +1054,15 @@
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[/message]
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#ifdef EASY
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{UNDEAD_UNIT (Skeleton) 2 1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Skeleton) 1 $yy1}
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#endif
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#ifdef NORMAL
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{UNDEAD_UNIT (Skeleton Archer) 2 1 $yy1}
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{UNDEAD_UNIT (Skeleton) 2 1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Skeleton Archer) 1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Skeleton) 1 $yy1}
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#endif
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#ifdef HARD
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{UNDEAD_UNIT (Revenant) 2 1 $yy1}
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{UNDEAD_UNIT (Skeleton Archer) 2 1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Revenant) 1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Skeleton Archer) 1 $yy1}
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#endif
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[scroll_to_unit]
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x=1
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@ -1082,16 +1082,16 @@
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[/message]
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#ifdef EASY
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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#endif
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#ifdef NORMAL
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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#endif
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#ifdef HARD
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{UNDEAD_UNIT (Walking Corpse) 2 $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $xx1 $yy1}
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#endif
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[scroll_to_unit]
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x=$xx1
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@ -54,7 +54,7 @@
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[/unit]
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#enddef
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#define UNDEAD_UNIT TYPE SIDE X Y
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#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
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# Create a unit with the Undead and Loyal traits.
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[unit]
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type={TYPE}
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