TRoW: Give monsters and undeads their own sides
Noticing that orcs can control undead units feels strange. This can give the AI an advantage too. One would expect monsters and undeads to move autonomously.
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d2a63b9953
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381a022e28
5 changed files with 85 additions and 32 deletions
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@ -130,6 +130,16 @@
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{FLAG_VARIANT undead}
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[/side]
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[side]
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side=5
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no_leader=yes
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team_name=monsters
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user_team_name= _ "Monsters"
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[ai]
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village_value=0
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[/ai]
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[/side]
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[event]
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name=prestart
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@ -537,7 +547,7 @@
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y=1,2,3,3,4,4,5,6,7,7,8,9,10,10,11
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[/move_unit_fake]
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{NAMED_LOYAL_UNIT 4 (Yeti) 12 11 (Rarlg) ( _ "Rarlg")}
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{NAMED_LOYAL_UNIT 5 (Yeti) 12 11 (Rarlg) ( _ "Rarlg")}
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[message]
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speaker=Rarlg
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@ -565,7 +575,7 @@
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id=Rarlg
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[/scroll_to_unit]
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{NAMED_LOYAL_UNIT 4 (Yeti) 15 11 (Raul-Rarlg) ( _ "Raul-Rarlg")}
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{NAMED_LOYAL_UNIT 5 (Yeti) 15 11 (Raul-Rarlg) ( _ "Raul-Rarlg")}
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[/event]
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[event]
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@ -149,6 +149,16 @@
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{INCOME 2 4 8}
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[/side]
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[side]
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side=6
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no_leader=yes
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team_name=orcs
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hidden=yes
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[ai]
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village_value=0
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[/ai]
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[/side]
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#Time Areas broken - no visible change, use a halo with it
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[time_area]
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x=1,1,1,2,2,2,2,3,3,3,3,3,4,4,4,4,5,5,5 #,6,6
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@ -428,26 +438,26 @@
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[move_unit_fake]
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type=Familiar
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side=5
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side=6
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x=45,44,43,42
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y=22,22,23,23
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[/move_unit_fake]
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# wmllint: whofield LIVING_INTEL 2
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{LIVING_INTEL (Familiar) (Familiar) ( _ "Familiar") "portraits/familiar.png" 5 42 23}
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{LIVING_INTEL (Familiar) (Familiar) ( _ "Familiar") "portraits/familiar.png" 6 42 23}
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[+unit]
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facing=sw
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[/unit]
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[move_unit_fake]
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type=Ancient Lich
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side=5
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side=6
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x=45,44,43,42,42
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y=22,22,23,23,24
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[/move_unit_fake]
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# wmllint: whofield UNDEAD_INTEL 2
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{UNDEAD_INTEL (Ancient Lich) (Lich-Lord Jevyan) ( _ "Lich-Lord Jevyan") "portraits/jevyan.png" 5 42 24}
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{UNDEAD_INTEL (Ancient Lich) (Lich-Lord Jevyan) ( _ "Lich-Lord Jevyan") "portraits/jevyan.png" 6 42 24}
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[+unit]
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facing=sw
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[/unit]
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@ -465,7 +475,7 @@
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message= _ "You monster! You’ve betrayed our people — to ally yourself with these orcs?!"
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[/message]
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{UNDEAD_INTEL (Death Knight) (Fool Prince) ( _ "Fool Prince") "portraits/undead/death-knight.png" 5 43 24}
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{UNDEAD_INTEL (Death Knight) (Fool Prince) ( _ "Fool Prince") "portraits/undead/death-knight.png" 6 43 24}
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[message]
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speaker=Lich-Lord Jevyan
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@ -490,23 +500,23 @@
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[move_unit_fake]
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type=Ancient Lich
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side=5
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side=6
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x=42,42,43,44,45
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y=24,23,23,22,22
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[/move_unit_fake]
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{LOYAL_UNIT 5 (Revenant) 41 22}
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{LOYAL_UNIT 5 (Bone Shooter) 43 24}
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{LOYAL_UNIT 6 (Revenant) 41 22}
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{LOYAL_UNIT 6 (Bone Shooter) 43 24}
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#ifdef NORMAL
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{LOYAL_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNIT 6 (Chocobone) 42 23}
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{LOYAL_UNIT 6 (Chocobone) 43 23}
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#endif
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#ifdef HARD
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{LOYAL_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNIT 5 (Necrophage) 44 23}
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{LOYAL_UNIT 5 (Necrophage) 44 22}
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{LOYAL_UNIT 6 (Chocobone) 42 23}
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{LOYAL_UNIT 6 (Chocobone) 43 23}
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{LOYAL_UNIT 6 (Necrophage) 44 23}
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{LOYAL_UNIT 6 (Necrophage) 44 22}
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#endif
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[kill]
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id=Familiar
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@ -514,7 +524,7 @@
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[move_unit_fake]
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type=Familiar
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side=5
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side=6
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x=42,43,44,45
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y=23,23,22,22
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[/move_unit_fake]
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@ -117,6 +117,16 @@
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[/ai]
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[/side]
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[side]
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side=5
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no_leader=yes
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team_name=Drake
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hidden=yes
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[ai]
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village_value=0
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[/ai]
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[/side]
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[event]
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name=prestart
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{OBJ_TRIDENT_STORM 17 18 (trident)}
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@ -233,7 +243,7 @@
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{VARIABLE_OP xx1 rand "18..19"}
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{VARIABLE_OP yy1 rand "16..19"}
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{NAMED_LOYAL_UNIT 4 (Sea Serpent) $xx1 $yy1 (Bitey the Serpent) ( _ "Bitey the Serpent")}
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{NAMED_LOYAL_UNIT 5 (Sea Serpent) $xx1 $yy1 (Bitey the Serpent) ( _ "Bitey the Serpent")}
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[message]
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side=1
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@ -165,6 +165,16 @@
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[/ai]
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[/side]
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[side]
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side=6
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no_leader=yes
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team_name=Liz
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hidden=yes
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[ai]
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village_value=0
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[/ai]
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[/side]
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{STARTING_VILLAGES 5 10}
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{campaigns/The_Rise_Of_Wesnoth/utils/trow-nlmsg.cfg}
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@ -357,7 +367,7 @@
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numerical_equals=0
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[/variable]
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[then]
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{NAMED_LOYAL_UNIT 5 (Fire Dragon) 20 27 ("Shek'kahan") ( _ "Shek’kahan")}
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{NAMED_LOYAL_UNIT 6 (Fire Dragon) 20 27 ("Shek'kahan") ( _ "Shek’kahan")}
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[+unit]
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profile=portraits/shekkahan.png
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[/unit]
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@ -392,7 +402,10 @@
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numerical_equals=0
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[/variable]
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[then]
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{NAMED_LOYAL_UNIT 5 (Fire Dragon) 20 27 ("Shek'kahan") ( _ "Shek’kahan")}
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{NAMED_LOYAL_UNIT 6 (Fire Dragon) 20 27 ("Shek'kahan") ( _ "Shek’kahan")}
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[+unit]
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profile=portraits/shekkahan.png
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[/unit]
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[set_variable]
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name=dragon_awake
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@ -141,6 +141,16 @@
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{INCOME 2 4 8}
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[/side]
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[side]
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side=5
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no_leader=yes
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team_name=orcs
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hidden=yes
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[ai]
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village_value=0
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[/ai]
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[/side]
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{STARTING_VILLAGES 4 8}
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[event]
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@ -490,11 +500,11 @@
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[case]
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value=1
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{NAMED_LOYAL_UNIT $unit.side Deathblade $|spawn_x $|spawn_y Norte _"Norte"}
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{NAMED_LOYAL_UNIT 5 Deathblade $|spawn_x $|spawn_y Norte _"Norte"}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#ifndef EASY
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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@ -508,12 +518,12 @@
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[case]
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value=2
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{NAMED_LOYAL_UNIT $unit.side Banebow $|spawn_x $|spawn_y Rabbin _"Rabbin"}
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{NAMED_LOYAL_UNIT 5 Banebow $|spawn_x $|spawn_y Rabbin _"Rabbin"}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#ifdef HARD
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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@ -532,13 +542,13 @@
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[case]
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value=3
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{NAMED_LOYAL_UNIT $unit.side Draug $|spawn_x $|spawn_y "General Kafka" _"General Kafka"}
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{NAMED_LOYAL_UNIT 5 Draug $|spawn_x $|spawn_y "General Kafka" _"General Kafka"}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#ifdef HARD
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT 5 (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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