DiD S8: code/dialogue style fixes
This commit is contained in:
parent
64a2d56fb5
commit
21f9bcd652
1 changed files with 211 additions and 208 deletions
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@ -297,7 +297,7 @@
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[value]
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type=White Mage
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[/value]
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#endif
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#endif
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[value]
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type=Mage
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[/value]
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@ -327,7 +327,7 @@
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{GENERIC_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y}
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[/command]
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[/random_placement]
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[set_variable]
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name=S7_turns
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value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns)))
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@ -424,181 +424,181 @@
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# City guard spawns
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#define SPAWN_GUARD
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[random_placement]
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num_items=1
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variable=loc
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min_distance=1
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[filter_location]
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x=22,23,21-26
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y=18,18,19-20
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[not]
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[filter][/filter]
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[/not]
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[/filter_location]
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[command]
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[set_variable]
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name=ind
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rand=1..$guardtypetable.length
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[/set_variable]
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{VARIABLE_OP ind sub 1}
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{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
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{CLEAR_VARIABLE ind}
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[/command]
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[/random_placement]
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[random_placement]
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num_items=1
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variable=loc
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min_distance=1
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[filter_location]
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x=22,23,21-26
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y=18,18,19-20
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[not]
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[filter][/filter]
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[/not]
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[/filter_location]
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[command]
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[set_variable]
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name=ind
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rand=1..$guardtypetable.length
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[/set_variable]
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{VARIABLE_OP ind sub 1}
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{GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y}
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{CLEAR_VARIABLE ind}
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[/command]
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[/random_placement]
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#enddef
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#define SPAWN_MAGE
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[random_placement]
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num_items=1
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variable=loc
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min_distance=1
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[filter_location]
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x=22,23,21-26
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y=18,18,19-20
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[not]
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[filter][/filter]
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[/not]
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[/filter_location]
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[command]
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[set_variable]
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name=ind
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rand=1..$magetypetable.length
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[/set_variable]
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{VARIABLE_OP ind sub 1}
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{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
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{CLEAR_VARIABLE ind}
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[/command]
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[/random_placement]
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[random_placement]
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num_items=1
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variable=loc
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min_distance=1
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[filter_location]
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x=22,23,21-26
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y=18,18,19-20
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[not]
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[filter][/filter]
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[/not]
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[/filter_location]
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[command]
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[set_variable]
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name=ind
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rand=1..$magetypetable.length
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[/set_variable]
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{VARIABLE_OP ind sub 1}
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{GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y}
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{CLEAR_VARIABLE ind}
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[/command]
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[/random_placement]
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#enddef
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[event]
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name=new turn
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first_time_only=no
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[if]
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[variable]
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name=turn_number
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greater_than_equal_to=$spawn2
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[/variable]
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[then]
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{RANDOM 0..2}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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[then]
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{RANDOM 0..2}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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#ifdef HARD
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{SPAWN_GUARD}
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{SPAWN_GUARD}
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#endif
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[/case]
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[case]
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value=1
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{SPAWN_MAGE}
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[/case]
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[case]
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value=2
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{SPAWN_GUARD}
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[elseif]
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[variable]
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name=turn_number
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greater_than_equal_to=$spawn1
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[/variable]
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[then]
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[set_variable]
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name=turn_mod
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value=$("($turn_number - $spawn1) % 2")
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[/set_variable]
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[if]
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[variable]
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name=turn_mod
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numerical_equals=0
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[/variable]
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[then]
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{RANDOM 0..3}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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[/case]
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[case]
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value=1
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{SPAWN_MAGE}
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[/case]
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[case]
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value=2
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{SPAWN_GUARD}
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[elseif]
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[variable]
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name=turn_number
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greater_than_equal_to=$spawn1
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[/variable]
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[then]
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[set_variable]
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name=turn_mod
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value=$("($turn_number - $spawn1) % 2")
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[/set_variable]
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[if]
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[variable]
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name=turn_mod
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numerical_equals=0
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[/variable]
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[then]
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{RANDOM 0..3}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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#ifdef HARD
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{SPAWN_GUARD}
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{SPAWN_GUARD}
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#endif
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[/case]
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[case]
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value=1
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{SPAWN_GUARD}
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[/case]
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[case]
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value=2
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{SPAWN_MAGE}
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[/case]
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[case]
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value=3
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{SPAWN_GUARD}
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[/if]
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{CLEAR_VARIABLE turn_mod}
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[/then]
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[/elseif]
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[elseif]
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[variable]
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name=turn_number
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greater_than_equal_to=$S7_turns
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[/variable]
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[then]
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[set_variable]
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name=turn_mod
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value=$("($turn_number - $S7_turns) % 3")
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[/set_variable]
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[if]
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[variable]
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name=turn_mod
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numerical_equals=0
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[/variable]
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[then]
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{RANDOM 0..3}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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[/case]
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[case]
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value=1
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{SPAWN_GUARD}
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[/case]
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[case]
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value=2
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{SPAWN_MAGE}
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[/case]
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[case]
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value=3
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[/case]
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[case]
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value=1
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{SPAWN_GUARD}
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[/case]
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[case]
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value=2
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{SPAWN_MAGE}
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[/case]
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[case]
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value=3
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{SPAWN_GUARD}
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[/if]
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{CLEAR_VARIABLE turn_mod}
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[/then]
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[/elseif]
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[elseif]
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[variable]
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name=turn_number
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greater_than_equal_to=$S7_turns
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[/variable]
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[then]
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[set_variable]
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name=turn_mod
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value=$("($turn_number - $S7_turns) % 3")
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[/set_variable]
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[if]
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[variable]
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name=turn_mod
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numerical_equals=0
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[/variable]
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[then]
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{RANDOM 0..3}
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[switch]
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variable=random
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[case]
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value=0
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{SPAWN_GUARD}
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[/case]
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[case]
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value=1
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{SPAWN_GUARD}
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[/case]
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[case]
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value=2
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{SPAWN_MAGE}
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[/case]
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[case]
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value=3
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#ifndef EASY
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{SPAWN_GUARD}
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{SPAWN_GUARD}
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#endif
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[/if]
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{CLEAR_VARIABLE turn_mod}
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[/then]
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[/elseif]
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{SPAWN_MAGE}
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[/case]
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[/switch]
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[/then]
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[/if]
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{CLEAR_VARIABLE turn_mod}
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[/then]
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[/elseif]
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[/if]
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[fire_event]
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name=city guard dialogue
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[/fire_event]
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[fire_event]
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[fire_event]
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name=city guard dialogue2
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[/fire_event]
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[fire_event]
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[fire_event]
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name=city guard dialogue3
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[/fire_event]
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[/event]
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@ -611,7 +611,7 @@
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equals=$S7_turns
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[/variable]
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[/filter_condition]
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[message]
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side=3
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[filter_location]
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@ -633,7 +633,7 @@
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equals=$spawn1
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[/variable]
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[/filter_condition]
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[message]
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speaker=Darken Volk
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message= _ "More guards are coming. We must hasten our search!"
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@ -691,7 +691,7 @@
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[/filter]
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[message]
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speaker=narrator
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message= _ "There is nothing good or bad, but thinking makes it so."
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message= _ "<i>There is nothing good or bad, but thinking makes it so.</i>"
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image=wesnoth-icon.png
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[/message]
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[allow_undo][/allow_undo]
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@ -891,66 +891,69 @@ Leaving only bones to remain.</i>"
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[have_unit]
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id=Lord Karres
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[/have_unit]
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[then]
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[unit]
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type=Royal Guard
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side=3
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x,y=22,18
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id=RGuard
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canrecruit=yes
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animate=yes
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facing=nw
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[/unit]
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{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
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{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
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{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
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{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
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[message]
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speaker=RGuard
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message= _ "Surround those necromancers! They cannot escape us now!"
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[/message]
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[message]
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speaker=Darken Volk
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message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
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[/message]
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[then]
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[unit]
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type=Royal Guard
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side=3
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x,y=22,18
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id=RGuard
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canrecruit=yes
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animate=yes
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facing=nw
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[/unit]
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{GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw}
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{GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw}
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{GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw}
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{GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw}
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[message]
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speaker=RGuard
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message= _ "Surround those necromancers! They cannot escape us now!"
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[/message]
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[message]
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speaker=Darken Volk
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message= _ "Fool boy! You took too long to defeat Karres! Now we are at the mercy of the city guards!"
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[/message]
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[/then]
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[else]
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[remove_shroud]
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side=1
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x=0-3,3,4,5
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y=0-3,3-4,1-4,4-5
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[/remove_shroud]
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[unit]
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type=Royal Guard
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side=3
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x,y=2,3
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id=RGuard
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canrecruit=yes
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animate=yes
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facing=se
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[/unit]
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{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
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{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
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{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
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{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
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[message]
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speaker=RGuard
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message= _ "Surround those necromancers! They cannot escape us now!"
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[/message]
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[message]
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speaker=Darken Volk
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message= _ "Fool boy! You took too long to find the path to the great hall! Now we are at the mercy of the city guards!"
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[/message]
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[remove_shroud]
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side=1
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x=0-3,3,4,5
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y=0-3,3-4,1-4,4-5
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[/remove_shroud]
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[unit]
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type=Royal Guard
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side=3
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x,y=2,3
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id=RGuard
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canrecruit=yes
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animate=yes
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facing=se
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[/unit]
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{GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se}
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{GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se}
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{GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se}
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{GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se}
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[message]
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speaker=RGuard
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message= _ "Surround those necromancers! They cannot escape us now!"
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[/message]
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[message]
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speaker=Darken Volk
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message= _ "Fool boy! You took too long to find the path to the great hall! Now we are at the mercy of the city guards!"
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[/message]
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[/else]
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[/if]
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[endlevel]
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result=defeat
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[/endlevel]
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[/event]
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[/event]
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{HERODEATH_MALIN}
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{HERODEATH_VOLK_B}
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[/scenario]
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#undef SPAWN_GUARD
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#undef SPAWN_MAGE
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