More removal of redundant unit-generator macros.
This commit is contained in:
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9 changed files with 189 additions and 228 deletions
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@ -156,39 +156,39 @@
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{PLACE_IMAGE scenery/trapdoor-closed.png 3 7}
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# Place city guards
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 11 3}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 17 6}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 23 9}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 25 14}
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{GEN_GUARDIAN Pikeman (_ "Gate Guard") 2 20 22}
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{GEN_GUARDIAN Pikeman (_ "Gate Guard") 2 24 20}
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{GEN_GUARDIAN (Heavy Infantryman) (_ "Gate Guard") 2 19 22}
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{GEN_GUARDIAN (Heavy Infantryman) (_ "Gate Guard") 2 24 19}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 13 23}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 7 23}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 4 18}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 2 14}
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{GEN_GUARDIAN Spearman (_ "Night Watchman") 2 16 28}
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{NAMED_LOYAL_UNIT 2 Spearman 11 3 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 17 6 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 23 9 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 25 14 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Pikeman 20 22 () (_"Gate Guard")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Pikeman 24 20 () (_"Gate Guard")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 19 22 () (_"Gate Guard")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 19 () (_"Gate Guard")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 13 23 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 7 23 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 4 18 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 2 14 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 16 28 () (_"Night Watchman")} {GUARDIAN}
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# More guards, depending on the difficulty
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#ifdef EASY
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{GEN_GUARDIAN Mage (_ "Night Watchman") 2 7 9}
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{GEN_GUARDIAN Mage (_ "Night Watchman") 2 8 7}
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{GEN_GUARDIAN Sergeant (_ "Head Trainer") 2 21 15}
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{NAMED_LOYAL_UNIT 2 Mage 7 9 () (_"Night Watcman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Mage 8 7 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Sergeant 21 15 () (_"Head Trainer")} {GUARDIAN}
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#endif
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#ifdef NORMAL
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{GEN_GUARDIAN (Mage) (_ "Night Watchman") 2 7 9}
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{GEN_GUARDIAN (Red Mage) (_ "Night Watchman") 2 8 7}
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{GEN_GUARDIAN Spearman (_ "Townperson") 2 12 7}
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{GEN_GUARDIAN Lieutenant (_ "Head Trainer") 2 21 15}
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{NAMED_LOYAL_UNIT 2 (Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Spearman 12 7 () (_"Townperson")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 Lieutenant 21 15 () (_"Head Trainer")} {GUARDIAN}
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#endif
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#ifdef HARD
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{GEN_GUARDIAN (Silver Mage) (_ "Night Watchman") 2 7 9}
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{GEN_GUARDIAN (Red Mage) (_ "Night Watchman") 2 8 7}
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{GEN_GUARDIAN Pikeman (_ "Night Watchman") 2 12 7}
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{GEN_GUARDIAN Lieutenant (_ "Head Trainer") 2 21 15}
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{NAMED_LOYAL_UNIT 2 (Silver Mage) 7 9 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Pikeman) 12 7 () (_"Night Watchman")} {GUARDIAN}
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{NAMED_LOYAL_UNIT 2 (Lieutenant) 21 15 () (_"Head Trainer")} {GUARDIAN}
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#endif
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# Place Darken Volk
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@ -141,7 +141,7 @@
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# wmllint: recognize Lord Karres
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# Place manor guards in hallways
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{GEN_GUARDIAN (Halberdier) (_ "Guard") 2 10 4}
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{NAMED_UNIT 2 (Halberdier) 10 4 () (_"Guard") (ai_special=guardian)}
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[store_locations]
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terrain=Rr
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@ -199,7 +199,7 @@
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{RANDOM 1..$possible_guard_locations.length}
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{VARIABLE_OP random add -1}
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{GEN_GUARDIAN $guardtypetable[$guardtypetable_i].type (_ "Guard") 2 $possible_guard_locations[$random].x $possible_guard_locations[$random].y}
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{NAMED_UNIT 2 $guardtypetable[$guardtypetable_i].type $possible_guard_locations[$random].x $possible_guard_locations[$random].y () (_ "Guard") (ai_special=guardian)}
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[store_locations]
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find_in=possible_guard_locations
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@ -105,9 +105,9 @@
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{PLACE_IMAGE items/book5.png 11 7}
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# Place mages in great hall
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{GEN_GUARDIAN (Silver Mage) (_ "Guardian") 2 13 8}
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{GEN_GUARDIAN (Red Mage) (_ "Guardian") 2 14 9}
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{GEN_GUARDIAN (White Mage) (_ "Guardian") 2 16 8}
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{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 8 ("") (_"Guardian")} {GUARDIAN}
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{NAMED_NOTRAIT_UNIT 2 (Red Mage) 14 9 ("") (_"Guardian")} {GUARDIAN}
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{NAMED_NOTRAIT_UNIT 2 (White Mage) 16 8 ("") (_"Guardian")} {GUARDIAN}
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# Place manor guards
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{SCATTER_UNITS 6 Pikeman,Duelist,Pikeman,Spearman,Pikeman,Swordsman 3 (
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@ -134,12 +134,12 @@
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)}
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# Place mages in rooms
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{GEN_GUARDIAN Mage (_ "Guardian") 2 16 15}
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{GEN_GUARDIAN Mage (_ "Guardian") 2 18 15}
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{GEN_GUARDIAN Mage (_ "Guardian") 2 22 13}
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{GEN_GUARDIAN Mage (_ "Guardian") 2 24 12}
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{GEN_GUARDIAN Mage (_ "Guardian") 2 27 10}
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{GEN_GUARDIAN Mage (_ "Guardian") 2 29 10}
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{NAMED_UNIT 2 Mage 16 15 "Guardian" (_"Guardian") (ai_special=guardian)}
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{NAMED_UNIT 2 Mage 18 15 "Guardian" (_"Guardian") (ai_special=guardian)}
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{NAMED_UNIT 2 Mage 22 13 "Guardian" (_"Guardian") (ai_special=guardian)}
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{NAMED_UNIT 2 Mage 24 12 "Guardian" (_"Guardian") (ai_special=guardian)}
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{NAMED_UNIT 2 Mage 27 10 "Guardian" (_"Guardian") (ai_special=guardian)}
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{NAMED_UNIT 2 Mage 29 10 "Guardian" (_"Guardian") (ai_special=guardian)}
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# Who has the book?
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{VARIABLE hasBook none}
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@ -197,49 +197,49 @@
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{CLEAR_VARIABLE stored_Malin}
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# Castle trolls - all difficulties
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{GEN_GUARD (Troll) 2 14 7}
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{GEN_GUARD (Troll) 2 8 7}
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{GEN_GUARD (Troll) 2 16 3}
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{GEN_GUARD (Troll Rocklobber) 2 12 1}
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{GEN_GUARD (Troll Shaman) 2 7 4}
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{UNIT 2 (Troll) 14 7 (ai_special=guardian)}
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{UNIT 2 (Troll) 8 7 (ai_special=guardian)}
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{UNIT 2 (Troll) 16 3 (ai_special=guardian)}
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{UNIT 2 (Troll Rocklobber) 12 1 (ai_special=guardian)}
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{UNIT 2 (Troll Shaman) 7 4 (ai_special=guardian)}
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# Eastern village trolls - all difficulties
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{GEN_GUARD (Troll) 3 30 19}
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{GEN_GUARD (Troll) 3 31 12}
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{GEN_GUARD (Troll Shaman) 3 33 14}
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{UNIT 3 (Troll) 30 19 (ai_special=guardian)}
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{UNIT 3 (Troll) 31 12 (ai_special=guardian)}
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{UNIT 3 (Troll Shaman) 33 14 (ai_special=guardian)}
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# Western village trolls - all difficulties
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{GEN_GUARD (Troll Shaman) 4 4 21}
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{GEN_GUARD (Troll) 4 10 26}
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{GEN_GUARD (Troll Whelp) 4 2 25}
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{GEN_GUARD (Troll) 4 10 16}
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{UNIT 4 (Troll Shaman) 4 21 (ai_special=guardian)}
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{UNIT 4 (Troll) 10 26 (ai_special=guardian)}
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{UNIT 4 (Troll Whelp) 2 25 (ai_special=guardian)}
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{UNIT 4 (Troll) 10 16 (ai_special=guardian)}
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# Monsters
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{GEN_GUARD (Giant Rat) 5 14 29}
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{GEN_GUARD (Giant Rat) 5 21 28}
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{GEN_GUARD (Giant Rat) 5 24 34}
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{GEN_GUARD (Giant Rat) 5 18 18}
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{GEN_GUARD (Giant Rat) 5 22 5}
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{GEN_GUARD (Vampire Bat) 5 29 26}
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{GEN_GUARD (Vampire Bat) 5 26 31}
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{GEN_GUARD (Vampire Bat) 5 19 32}
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{GEN_GUARD (Vampire Bat) 5 19 23}
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{GEN_GUARD (Vampire Bat) 5 18 13}
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{GEN_GUARD (Vampire Bat) 5 18 34}
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{GEN_GUARD (Giant Spider) 5 7 12}
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{GEN_GUARD (Giant Spider) 5 8 13}
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{GEN_GUARD (Giant Spider) 5 6 15}
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{UNIT 5 (Giant Rat) 14 29 (ai_special=guardian)}
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{UNIT 5 (Giant Rat) 21 28 (ai_special=guardian)}
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{UNIT 5 (Giant Rat) 24 34 (ai_special=guardian)}
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{UNIT 5 (Giant Rat) 18 18 (ai_special=guardian)}
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{UNIT 5 (Giant Rat) 22 5 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 29 26 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 26 31 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 19 32 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 19 23 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 18 13 (ai_special=guardian)}
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{UNIT 5 (Vampire Bat) 18 34 (ai_special=guardian)}
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{UNIT 5 (Giant Spider) 7 12 (ai_special=guardian)}
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{UNIT 5 (Giant Spider) 8 13 (ai_special=guardian)}
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{UNIT 5 (Giant Spider) 6 15 (ai_special=guardian)}
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#ifdef NORMAL
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{GEN_GUARD (Troll) 2 7 7}
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{GEN_GUARD (Troll Whelp) 4 4 19}
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{GEN_GUARD (Troll Whelp) 3 31 16}
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{UNIT 2 (Troll) 7 7 (ai_special=guardian)}
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{UNIT 4 (Troll Whelp) 4 19 (ai_special=guardian)}
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{UNIT 3 (Troll Whelp) 31 16 (ai_special=guardian)}
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#endif
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#ifdef HARD
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{GEN_GUARD (Troll) 2 7 7}
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{GEN_GUARD (Troll Rocklobber) 4 8 18}
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{GEN_GUARD (Troll Rocklobber) 3 27 16}
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{UNIT 2 (Troll) 7 7 (ai_special=guardian)}
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{UNIT 4 (Troll Rocklobber) 8 18 (ai_special=guardian)}
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{UNIT 3 (Troll Rocklobber) 27 16 (ai_special=guardian)}
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#endif
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# The wose
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@ -39,35 +39,6 @@
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{CLEAR_VARIABLE MODIFY_UNIT_store}
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#enddef
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# Just like UNIT except use guardian ai special
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#define GEN_GUARDIAN TYPE NAME_STRING SIDE X Y
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[unit]
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type={TYPE}
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name={NAME_STRING}
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side={SIDE}
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x,y={X},{Y}
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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ai_special=guardian
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[/unit]
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#enddef
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# Generates a normal unit except with the guardian attribute
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#define GEN_GUARD TYPE SIDE X Y
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[unit]
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type={TYPE}
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side={SIDE}
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x={X}
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y={Y}
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generate_name=yes
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random_traits=yes
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upkeep=loyal
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animate=no
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ai_special=guardian
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[/unit]
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#enddef
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# Create a new ghost-type "advisor" if Malin doesn't already have one
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#define CREATE_ADVISOR
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[recall]
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@ -225,94 +225,84 @@
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# after all
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#
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#define GUARDIAN SIDE TYPE X Y
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[unit]
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side={SIDE}
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type={TYPE}
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x,y={X},{Y}
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ai_special=guardian
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generate_name=yes
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[/unit]
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#enddef
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#
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# Camp guards
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#
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{GUARDIAN 2 (Troll Warrior) 28 4}
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{GUARDIAN 2 (Troll Warrior) 34 4}
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{GUARDIAN 2 (Orcish Warrior) 30 4}
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{GUARDIAN 2 (Orcish Warrior) 32 4}
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{GUARDIAN 2 (Orcish Warrior) 29 6}
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{GUARDIAN 2 (Orcish Warrior) 31 6}
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{GUARDIAN 2 (Orcish Warrior) 33 6}
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{GUARDIAN 2 (Orcish Slurbow) 30 6}
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{GUARDIAN 2 (Orcish Slurbow) 32 6}
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{UNIT 2 (Troll Warrior) 28 4 (ai_special=guardian)}
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{UNIT 2 (Troll Warrior) 34 4 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 30 4 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 32 4 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 29 6 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 31 6 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 33 6 (ai_special=guardian)}
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{UNIT 2 (Orcish Slurbow) 30 6 (ai_special=guardian)}
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{UNIT 2 (Orcish Slurbow) 32 6 (ai_special=guardian)}
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#
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# Army members
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#
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{GUARDIAN 2 (Orcish Grunt) 31 3}
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{GUARDIAN 2 (Orcish Grunt) 32 2}
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{GUARDIAN 2 (Troll Whelp) 33 2}
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{GUARDIAN 2 (Orcish Grunt) 33 1}
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{GUARDIAN 2 (Orcish Grunt) 27 4}
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{GUARDIAN 2 (Troll Whelp) 26 3}
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{GUARDIAN 2 (Orcish Grunt) 25 3}
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{GUARDIAN 2 (Orcish Grunt) 24 1}
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{GUARDIAN 2 (Orcish Grunt) 25 1}
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{GUARDIAN 2 (Orcish Grunt) 26 1}
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{GUARDIAN 2 (Orcish Warrior) 24 3}
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{GUARDIAN 2 (Orcish Grunt) 23 4}
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{GUARDIAN 2 (Troll Whelp) 22 3}
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{GUARDIAN 2 (Orcish Grunt) 22 2}
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{GUARDIAN 2 (Orcish Warrior) 21 3}
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{GUARDIAN 2 (Orcish Grunt) 21 2}
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{GUARDIAN 2 (Orcish Grunt) 20 2}
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{GUARDIAN 2 (Orcish Grunt) 20 1}
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{GUARDIAN 2 (Orcish Warrior) 21 1}
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{UNIT 2 (Orcish Grunt) 31 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 32 2 (ai_special=guardian)}
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{UNIT 2 (Troll Whelp) 33 2 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 33 1 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 27 4 (ai_special=guardian)}
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{UNIT 2 (Troll Whelp) 26 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 25 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 24 1 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 25 1 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 26 1 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 24 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 23 4 (ai_special=guardian)}
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{UNIT 2 (Troll Whelp) 22 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 22 2 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 21 3 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 21 2 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 20 2 (ai_special=guardian)}
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{UNIT 2 (Orcish Grunt) 20 1 (ai_special=guardian)}
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{UNIT 2 (Orcish Warrior) 21 1 (ai_special=guardian)}
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#
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# Camp guards
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#
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{GUARDIAN 3 (Lieutenant) 68 34}
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{GUARDIAN 3 (Lieutenant) 67 35}
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{GUARDIAN 3 (Lieutenant) 69 35}
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{GUARDIAN 3 (Great Mage) 67 36}
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{GUARDIAN 3 (Great Mage) 69 36}
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{GUARDIAN 3 (Iron Mauler) 68 33}
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{GUARDIAN 3 (Iron Mauler) 66 34}
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{GUARDIAN 3 (Iron Mauler) 70 34}
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{GUARDIAN 3 (Iron Mauler) 66 36}
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{GUARDIAN 3 (Iron Mauler) 70 36}
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{UNIT 3 (Lieutenant) 68 34 (ai_special=guardian)}
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{UNIT 3 (Lieutenant) 67 35 (ai_special=guardian)}
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{UNIT 3 (Lieutenant) 69 35 (ai_special=guardian)}
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{UNIT 3 (Great Mage) 67 36 (ai_special=guardian)}
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{UNIT 3 (Great Mage) 69 36 (ai_special=guardian)}
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{UNIT 3 (Iron Mauler) 68 33 (ai_special=guardian)}
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{UNIT 3 (Iron Mauler) 66 34 (ai_special=guardian)}
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{UNIT 3 (Iron Mauler) 70 34 (ai_special=guardian)}
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{UNIT 3 (Iron Mauler) 66 36 (ai_special=guardian)}
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{UNIT 3 (Iron Mauler) 70 36 (ai_special=guardian)}
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#
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# Army members
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#
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{GUARDIAN 3 (Swordsman) 72 35}
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{GUARDIAN 3 (Swordsman) 72 36}
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{GUARDIAN 3 (Swordsman) 72 37}
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{GUARDIAN 3 (Swordsman) 72 38}
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{GUARDIAN 3 (Swordsman) 73 35}
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{GUARDIAN 3 (Swordsman) 73 36}
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{GUARDIAN 3 (Swordsman) 73 37}
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{GUARDIAN 3 (Swordsman) 73 38}
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{GUARDIAN 3 (Swordsman) 74 35}
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{GUARDIAN 3 (Swordsman) 74 36}
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{GUARDIAN 3 (Swordsman) 74 37}
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{GUARDIAN 3 (Swordsman) 74 38}
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{GUARDIAN 3 (Royal Guard) 73 34}
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{GUARDIAN 3 (Sergeant) 74 34}
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{GUARDIAN 3 (Swordsman) 62 35}
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{GUARDIAN 3 (Swordsman) 62 36}
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{GUARDIAN 3 (Swordsman) 62 37}
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{GUARDIAN 3 (Swordsman) 62 38}
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{GUARDIAN 3 (Swordsman) 63 35}
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{GUARDIAN 3 (Swordsman) 63 36}
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{GUARDIAN 3 (Swordsman) 63 37}
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{GUARDIAN 3 (Swordsman) 63 38}
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{GUARDIAN 3 (Swordsman) 64 35}
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{GUARDIAN 3 (Swordsman) 64 36}
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{GUARDIAN 3 (Swordsman) 64 37}
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{GUARDIAN 3 (Swordsman) 64 38}
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{GUARDIAN 3 (Royal Guard) 63 34}
|
||||
{GUARDIAN 3 (Sergeant) 64 34}
|
||||
#undef GUARDIAN
|
||||
{UNIT 3 (Swordsman) 72 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 72 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 72 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 72 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 73 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 73 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 73 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 73 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 74 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 74 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 74 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 74 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Royal Guard) 73 34 (ai_special=guardian)}
|
||||
{UNIT 3 (Sergeant) 74 34 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 62 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 62 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 62 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 62 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 63 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 63 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 63 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 63 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 64 35 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 64 36 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 64 37 (ai_special=guardian)}
|
||||
{UNIT 3 (Swordsman) 64 38 (ai_special=guardian)}
|
||||
{UNIT 3 (Royal Guard) 63 34 (ai_special=guardian)}
|
||||
{UNIT 3 (Sergeant) 64 34 (ai_special=guardian)}
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
|
|
|
@ -332,56 +332,56 @@
|
|||
role=Study Guard
|
||||
ai_special=guardian
|
||||
[/unit]
|
||||
{NOTRAIT_UNIT 2 Draug 18 11} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 20 11} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 20 14} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 21 13} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 16} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 22} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 24} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 24 14} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 21} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 23} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 25} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 20} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 22} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 24} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 26} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 18 11} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 20 11} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 20 14} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 21 13} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 16} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 22} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 23 24} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 24 14} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 21} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 23} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 26 25} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 20} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 22} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 24} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Draug 28 26} {GUARDIAN}
|
||||
# And larger army of Revenants
|
||||
{NOTRAIT_UNIT 2 Revenant 2 35} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 4 37} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 4 19} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 21} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 25} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 26} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 30} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 32} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 36} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 7 15} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 7 38} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 9 36} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 17} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 19} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 21} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 11 15} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 12 17} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 12 23} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 13 9} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 13 20} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 14 18} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 15 9} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 21} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 24} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 27} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 21} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 24} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 27} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 33 30} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 33 33} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 34 30} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 34 32} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 35} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 35} {MAKE_PREVIOUS_GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 2 35} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 4 37} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 4 19} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 21} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 25} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 26} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 30} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 32} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 6 36} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 7 15} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 7 38} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 9 36} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 17} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 19} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 10 21} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 11 15} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 12 17} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 12 23} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 13 9} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 13 20} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 14 18} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 15 9} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 21} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 24} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 27} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 21} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 24} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 27} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 33 30} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 33 33} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 34 30} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 34 32} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 21 35} {GUARDIAN}
|
||||
{NOTRAIT_UNIT 2 Revenant 19 35} {GUARDIAN}
|
||||
# Initial dialogue and objectives
|
||||
[message]
|
||||
speaker=Tallin
|
||||
|
|
|
@ -86,10 +86,3 @@
|
|||
generate_name=yes
|
||||
[/unit]
|
||||
#enddef
|
||||
|
||||
#define MAKE_PREVIOUS_GUARDIAN
|
||||
# Meant to be used as a suffix to a unit-generating macro call.
|
||||
[+unit]
|
||||
ai_special=guardian
|
||||
[/unit]
|
||||
#enddef
|
||||
|
|
|
@ -163,6 +163,13 @@
|
|||
[/unit]
|
||||
#enddef
|
||||
|
||||
#define GUARDIAN
|
||||
# Meant to be used as a suffix to a unit-generating macro call.
|
||||
[+unit]
|
||||
ai_special=guardian
|
||||
[/unit]
|
||||
#enddef
|
||||
|
||||
#define RECALL_OR_CREATE TYPE ID_STRING
|
||||
# A substitute for [recall] that works even when there's no-one to recall
|
||||
# useful for testing scenarios out of order.
|
||||
|
|
Loading…
Add table
Reference in a new issue