Macro and documentation-comment cleanup; remove some unused cruft.
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8 changed files with 9 additions and 214 deletions
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@ -129,33 +129,6 @@
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[/unit]
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[/unit]
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#enddef
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#enddef
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#define MALIFORS_ARCHER X Y
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[unit]
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type=Bone Shooter
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x={X}
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y={Y}
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side=2
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[/unit]
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#enddef
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#define MALIFORS_DRAUG X Y
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[unit]
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type=Draug
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x={X}
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y={Y}
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side=2
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[/unit]
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#enddef
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#define MALIFORS_DEATHKNIGHT X Y
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[unit]
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type=Death Knight
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x={X}
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y={Y}
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side=2
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[/unit]
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#enddef
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#define DRAUG_GUARD X Y
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#define DRAUG_GUARD X Y
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[unit]
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[unit]
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type=Draug
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type=Draug
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@ -314,18 +287,6 @@
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[/unit]
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[/unit]
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#enddef
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#enddef
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#define ABILITY_AMULET_OF_STRENGTH
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[regenerate]
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value=8
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id=regenerates
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name= _ "Amulet of Strength"
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description= _ "Amulet of Strength:
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Showing signs of ancient elvish manufacture, whomever wears this amulet on their person will gain increased strength and stamina and quickly be cured of any poison or wounds."
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affect_self=yes
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poison=cured
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[/regenerate]
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#enddef
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#define WARDEN X Y
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#define WARDEN X Y
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[unit]
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[unit]
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type=Drake Warden
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type=Drake Warden
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@ -400,17 +400,6 @@
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[/filter_location]
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[/filter_location]
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#enddef
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#enddef
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#define NOT_IN_CAVES
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[filter_location]
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[not]
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x,y=19,17
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radius=6
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# x=16-22,15-23,13-25,15-22,17-21
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# y= 11, 12,13-19, 20, 21
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[/not]
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[/filter_location]
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#enddef
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[event]
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[event]
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name=die
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name=die
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[filter]
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[filter]
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@ -11,17 +11,6 @@
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[/unit]
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[/unit]
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#enddef
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#enddef
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#define ELVISH_CAPTAIN X Y
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[unit]
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type=Elvish Captain
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side=2
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generate_description=yes
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random_traits=yes
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x={X}
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y={Y}
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[/unit]
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#enddef
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#define ELVISH_FIGHTER_G X Y
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#define ELVISH_FIGHTER_G X Y
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[unit]
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[unit]
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type=Elvish Fighter
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type=Elvish Fighter
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@ -58,28 +47,6 @@
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[/unit]
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[/unit]
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#enddef
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#enddef
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#define ELVISH_HERO X Y
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[unit]
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type=Elvish Hero
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side=2
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generate_description=yes
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random_traits=yes
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x={X}
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y={Y}
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[/unit]
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#enddef
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#define ELVISH_MARKSMAN X Y
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[unit]
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type=Elvish Marksman
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side=2
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generate_description=yes
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random_traits=yes
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x={X}
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y={Y}
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[/unit]
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#enddef
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#define ELVISH_ARCHER X Y
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#define ELVISH_ARCHER X Y
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[unit]
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[unit]
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type=Elvish Archer
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type=Elvish Archer
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@ -354,26 +321,6 @@
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#enddef
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#enddef
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#define CHANGESIDE4
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[store_unit]
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[filter]
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side=4
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[/filter]
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variable=changeside
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kill=yes
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[/store_unit]
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[set_variable]
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name=changeside.side
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value=1
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[/set_variable]
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[unstore_unit]
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[/unstore_unit]
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[clear_variable]
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name=changeside
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[/clear_variable]
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#enddef
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#define HUMAN_GUARD X Y
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#define HUMAN_GUARD X Y
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[unit]
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[unit]
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type=Pikeman
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type=Pikeman
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@ -56,10 +56,6 @@
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{CLEAR_VARIABLE mage_test}
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{CLEAR_VARIABLE mage_test}
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#enddef
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#enddef
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#
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# Following macros implement the Staff of Righteous Flame
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#
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#define OBJ_STAFF_OF_RIGHTEOUS_FLAME X Y
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#define OBJ_STAFF_OF_RIGHTEOUS_FLAME X Y
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{PLACE_IMAGE "scenery/temple1.png" {X} {Y}}
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{PLACE_IMAGE "scenery/temple1.png" {X} {Y}}
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[event]
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[event]
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@ -215,103 +211,6 @@
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[/event]
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[/event]
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#enddef
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#enddef
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#
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# Following macros are about generating defenders on village captures
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#
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#define INDIGENE_SIDE SIDE
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[side]
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side={SIDE}
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no_leader=yes
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[ai]
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grouping=offensive
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[/ai]
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[/side]
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#enddef
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#define VILLAGE_TRAP UNITLIST SIDE
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# Creates random defenders when {INVADER} takes a village, from {UNITLIST},
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# assigning them to {SIDE}
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[event]
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name=capture
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first_time_only=no
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{RANDOM 0..10}
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[if]
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[variable]
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name=random
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less_than=$trapdiff
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[/variable]
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[then]
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[set_variable]
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name=numban
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#ifdef EASY
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random=2..5
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#endif
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#ifdef NORMAL
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random=1..4
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#endif
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#ifdef HARD
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random=0..3
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#endif
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[/set_variable]
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[set_variable]
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name=numban
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add=$trapdiff
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[/set_variable]
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[while]
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[variable]
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name=numban
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greater_than=0
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[/variable]
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[do]
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{RANDOM {UNITLIST}}
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[unit]
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type=$random
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side={SIDE}
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x=$x1
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y=$y1
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generate_description=yes
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random_traits=yes
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[/unit]
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[set_variable]
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name=numban
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add=-2
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[/set_variable]
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[/do]
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[/while]
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{CLEAR_VARIABLE numban}
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[message]
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speaker=unit
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message= _ "The villagers are attacking us!"
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[/message]
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[set_variable]
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name=indigs_sighted
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add=1
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[/set_variable]
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[/then]
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[else]
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[if]
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[variable]
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name=indigs_sighted
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greater_than=0
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[/variable]
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[then]
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[message]
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speaker=unit
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message= _ "No defenders in this village."
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[/message]
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[/then]
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[/if]
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[/else]
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[/if]
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[set_variable]
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name=trapdiff
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add=1
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[/set_variable]
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[/event]
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#enddef
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#define RECALL_VETERAN TYPE X Y
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#define RECALL_VETERAN TYPE X Y
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[role]
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[role]
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type={TYPE}
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type={TYPE}
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{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
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{@campaigns/Under_the_Burning_Suns/utils/deaths.cfg}
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{LATE_KALEH_DEATH}
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{LATE_KALEH_DEATH}
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{LATE_ALLY_DEATH}
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{LATE_ALLY_DEATH}
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{FRIEND_DEATH}
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{FRIEND_DEATH}
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#undef FINAL_FIGHT
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#undef FINAL_FIGHT
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{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
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{@campaigns/Under_the_Burning_Suns/utils/global-events.cfg}
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#enddef
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#enddef
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#define FLOATING_TEXT FILTER COLOUR TEXT
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#define FLOATING_TEXT FILTER COLOUR TEXT
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# Floats the given text above the given unit in the same manner as damage
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# Floats the given text above the given unit in the same manner as
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# numbers are displayed in combat.
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# damage numbers are displayed in combat. For example when a unit
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# For example when a unit steps on a hidden trap and is dealt 8 damage, let's
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# steps on a hidden trap and is dealt 8 damage, let's show this to
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# show this to the player like all other damage is:
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# the player like all other damage is:
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#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
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#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
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[store_unit]
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[store_unit]
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[filter]
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[filter]
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@ -563,10 +563,9 @@
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"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
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"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
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#define TIME_ACTIONS CONTENT_WML
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#define TIME_ACTIONS CONTENT_WML
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# Measure (in milliseconds) the time arbitrary event WML takes to execute.
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# Measure (in milliseconds) the time arbitrary event WML takes to
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# execute. Afterwards, the time the enclosed WML took to execute
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# Afterwards, the time the enclosed WML took to execute is found in the variable
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# is found in the variable $timed_actions_ms.
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# $timed_actions_ms.
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#
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#
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# Example:
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# Example:
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#! [event]
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#! [event]
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# {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles
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# {FLAG_IF_ADJACENT Kud Cud keep-of-castle} flags all Kud tiles
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# adjacent to Cud tiles with the keep-of-castle flag
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# adjacent to Cud tiles with the keep-of-castle flag
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#
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#
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# Use This to make other rule depend on adjacent terrain
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# Use this to make other rule depend on adjacent terrain
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#define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG CLASS
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#define FLAG_IF_ADJACENT TERRAIN ADJACENT FLAG CLASS
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[terrain_graphics]
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[terrain_graphics]
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