Remove a bunch of unused macros.
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0fa7406fc0
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3 changed files with 1 additions and 446 deletions
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@ -59,40 +59,6 @@
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[/event]
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#enddef
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# {ON_NEXT_TURN (
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# Creates an event that triggers at the end of every turn.
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#
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# For example, you could give a player some gold at the end every turn:
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#! [gold]
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#! amount=35
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#! side=1
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#! [/gold]
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#! )}
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#define ON_NEXT_TURN ACTION
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[event]
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name=new turn
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first_time_only=no
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{ACTION}
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[/event]
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#enddef
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#define ON_NEXT_TURN_ONCE ACTION
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# Creates an event that triggers at the end of the current turn.
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# For example you could give a player some gold before his/hers next turn.:
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#! {ON_NEXT_TURN (
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#! [gold]
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#! amount=100
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#! side=1
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#! [/gold]
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#! )}
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[event]
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name=new turn
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first_time_only=yes
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{ACTION}
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[/event]
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#enddef
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#define ON_SIDETURN ACTION
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# Creates an event that triggers at the start of every players turn
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# For example, you could set each players gold to a fixed amount every turn.
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@ -126,23 +92,6 @@
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[/event]
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#enddef
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#define ON_LAST_TURN ACTION
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# Creates an event that triggers when the last turn ends.
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# Strictly a syntactic shortcut.
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#
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# For example you could display a message saying they suck:
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#! {ON_LAST_TURN (
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#! [message]
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#! speaker=narrator
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#! message="They suck!"
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#! [/message]
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#! )}
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[event]
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name=time over
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{ACTION}
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[/event]
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#enddef
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#define ON_VICTORY ACTION
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# Creates an event that triggers when a player wins the game, before
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# the game ends. Strictly a syntactic shortcut.
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@ -178,34 +127,6 @@
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[/event]
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#enddef
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#define ON_TILE X Y FILTER ACTION
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# Creates an event that triggers anytime a unit steps on a given tile.
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# The filter can be used to only affect special units, or units of a
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# given player.
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#
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# For example, we could make a tree where the first player's leader can
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# read a note, but nobody else:
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#! {ON_TILE 5 7 (
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#! side=1
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#! canrecruit=1
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#! ) (
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#! [message]
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#! speaker=narrator
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#! message="This is a note."
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#! [/message]
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#! )}
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[event]
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name=moveto
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first_time_only=no
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[filter]
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x={X}
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y={Y}
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ALLOW_UNDO
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# Allows the player to undo the effects of a moveto event.
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# Strictly a syntactic shortcut.
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@ -246,92 +167,3 @@
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{ACTION}
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[/event]
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#enddef
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#define ON_DEATH FILTER ACTION
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# Creates an event that triggers anytime a unit matching FILTER dies.
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# Strictly a syntactic shortcut.
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#
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# For example we can make all units scream in pain upon death:
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#! {ON_DEATH () (
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#! [message]
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#! speaker=unit
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#! message="AAaaaaAAaaAAaarrrghh!!!"
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#! [/message]
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#! )}
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[event]
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name=die
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_DEATH_ONCE FILTER ACTION
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# Creates an event that triggers the first time a unit matching FILTER
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# dies. Strictly a syntactic shortcut.
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#
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# For example we can make only player 3s leader units scream in
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# pain upon death:
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#! {ON_DEATH_ONCE (
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#! side=3
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#! canrecruit=1
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#! ) (
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#! [message]
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#! speaker=unit
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#! message="AAaaaaAAaaAAaarrrghh!!!"
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#! [/message]
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#! )}
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[event]
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name=die
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first_time_only=yes
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_ADVANCEMENT FILTER ACTION
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# Creates an event that triggers before any unit matching FILTER
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# advances to a new class. Strictly a syntactic shortcut.
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#
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# For example we could make it smile:
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#! {ON_ADVANCEMENT () (
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#! [message]
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#! speaker=unit
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#! message=":D"
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#! [/message]
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#! )}
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[event]
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name=advance
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_POSTADVANCEMENT FILTER ACTION
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# Creates an event that triggers after any unit matching FILTER
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# advanced to a new class. Strictly a syntactic shortcut.
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#
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# For example we could make it claim to be
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# the strongest one alive:
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#! {ON_POSTADVANCEMENT () (
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#! [message]
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#! speaker=unit
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#! message="I'm the strongest one alive!"
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#! [/message]
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#! )}
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[event]
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name=post_advance
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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@ -324,24 +324,12 @@
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[/removeitem]
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#enddef
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#define SET_IMAGE_AND_LABEL X Y IMAGE TEXT
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# Shorthand for setting both an image and a label at once.
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{SET_LABEL {X} {Y} ({TEXT}) }
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{SET_IMAGE {X} {Y} ({IMAGE}) }
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#enddef
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#define SET_IMAGE_AND_LABEL_PERSISTANT X Y IMAGE TEXT
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# Shorthand for setting both a persistant label and image at once.
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{SET_LABEL_PERSISTANT {X} {Y} ({TEXT}) }
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{SET_IMAGE {X} {Y} ({IMAGE}) }
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#enddef
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#define REMOVE_IMAGE_AND_LABEL X Y
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# Shorthand for removing both image and label at once
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{REMOVE_IMAGE {X} {Y}}
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{REMOVE_LABEL {X} {Y}}
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#enddef
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#define SCROLL X Y
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# Scrolls the screen by the specified offsets
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#
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@ -1,33 +1,9 @@
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#textdomain wesnoth
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#
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# Wesnoth Items and Objects
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#
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# Items require a X,Y location
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# Objects require a X,Y location and an ID
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# Macros for items and objects
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#
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# All images are GPL, many come from Worldforge.
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# Worldforge images should be replaced with custom images.
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#
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# ITEMS
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# ITM_BOOK1 ITM_BOOK2 ITM_BOOK3 ITM_BOOK4 ITM_FLOWER1 ITM_FLOWER2
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# ITM_FLOWER3 ITM_FLOWER4 ITM_ORNATE1 ITM_ORNATE2 ITM_ROCK1
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# ITM_ROCK2 ITM_ROCK3 ITM_ROCK4 ITM_DRAGONSTATUE ITM_MONOLITH1
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# ITM_MONOLITH2 ITM_MONOLITH3 ITM_MONOLITH4 ITM_BALL_GREEN ITM_BALL_BLUE
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# ITM_BARREL ITM_TREE1 ITM_TREE2 ITM_WELL ITM_WISHINGWELL
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#
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# OBJECTS
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# OBJ_POTION_HEALING (10% HP) OBJ_POTION_POISON (Poisoned)
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# OBJ_POTION_HOLY (Holy) OBJ_POTION_STRONG (Strong)
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# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration)
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# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement)
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# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon)
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# OBJ_SCEPTER_FIRE (Weapon)
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#
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# ACTIONS
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# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit
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#
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# * Item object or action does not yet function
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#
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#define ITM_BOOK1 X Y
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[item]
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@ -37,190 +13,6 @@
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[/item]
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#enddef
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#define ITM_BOOK2 X Y
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[item]
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x={X}
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y={Y}
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image=items/book2.png
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[/item]
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#enddef
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#define ITM_BOOK3 X Y
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[item]
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x={X}
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y={Y}
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image=items/book3.png
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[/item]
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#enddef
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#define ITM_BOOK4 X Y
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[item]
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x={X}
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y={Y}
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image=items/book4.png
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[/item]
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#enddef
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#define ITM_FLOWER1 X Y
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[item]
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x={X}
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y={Y}
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image=items/flower1.png
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[/item]
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#enddef
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#define ITM_FLOWER2 X Y
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[item]
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x={X}
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y={Y}
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image=items/flower2.png
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[/item]
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#enddef
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#define ITM_FLOWER3 X Y
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[item]
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x={X}
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y={Y}
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image=items/flower3.png
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[/item]
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#enddef
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#define ITM_FLOWER4 X Y
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[item]
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x={X}
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y={Y}
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image=items/flower4.png
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[/item]
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#enddef
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#define ITM_BOX X Y
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[item]
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x={X}
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y={Y}
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image=items/box.png
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[/item]
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#enddef
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#define ITM_ORNATE1 X Y
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[item]
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x={X}
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y={Y}
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image=items/ornate1.png
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[/item]
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#enddef
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#define ITM_ORNATE2 X Y
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[item]
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x={X}
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y={Y}
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image=items/ornate2.png
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[/item]
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#enddef
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#define ITM_ROCK1 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/rock1.png
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[/item]
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#enddef
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#define ITM_ROCK2 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/rock2.png
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[/item]
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#enddef
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#define ITM_ROCK3 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/rock3.png
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[/item]
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#enddef
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#define ITM_ROCK4 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/rock4.png
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[/item]
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#enddef
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#define ITM_DRAGONSTATUE X Y
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[item]
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x={X}
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y={Y}
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image=items/dragonstatue.png
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[/item]
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#enddef
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#define ITM_MONOLITH1 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/monolith1.png
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[/item]
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#enddef
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#define ITM_MONOLITH2 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/monolith2.png
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[/item]
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#enddef
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#define ITM_MONOLITH3 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/monolith3.png
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[/item]
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#enddef
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#define ITM_MONOLITH4 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/monolith4.png
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[/item]
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#enddef
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#define ITM_BALL_GREEN X Y
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[item]
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x={X}
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y={Y}
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image=items/ball-green.png
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[/item]
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#enddef
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#define ITM_BALL_BLUE X Y
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[item]
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x={X}
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y={Y}
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image=items/ball-blue.png
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[/item]
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#enddef
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#define ITM_BARREL X Y
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[item]
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x={X}
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y={Y}
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image=items/barrel.png
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[/item]
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#enddef
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#define ITM_LEANTO X Y
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[item]
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x={X}
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y={Y}
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image=scenery/leanto.png
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[/item]
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#enddef
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#define ITM_TREE1 X Y
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[item]
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x={X}
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[/item]
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#enddef
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#define ITM_TREE2 X Y
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[item]
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x={X}
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y={Y}
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image=scenery/pine2.png
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[/item]
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#enddef
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#define ITM_WELL X Y
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[item]
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x={X}
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y={Y}
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image=scenery/well.png
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[/item]
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#enddef
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#define ITM_WISHINGWELL X Y
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[item]
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x={X}
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@ -708,44 +484,3 @@ What would you like to wish for?"
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[/object]
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[/event]
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#enddef
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#define ACT_TELEPORT X1 Y1 X2 Y2
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[item]
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x={X1}
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y={Y1}
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image=items/ball-blue.png
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[/item]
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[item]
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x={X2}
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y={Y2}
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image=items/ball-green.png
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[/item]
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[event]
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name=moveto
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first_time_only=no
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[filter]
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x={X1}
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y={Y1}
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[/filter]
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[teleport]
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[filter]
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x={X1}
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y={Y1}
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[/filter]
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x={X2}
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y={Y2}
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[/teleport]
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[scroll_to_unit]
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x={X2}
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y={Y2}
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[/scroll_to_unit]
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[message]
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id=TELEPORT1
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speaker=narrator
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message= _ "Zap"
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image=wesnoth-icon.png
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[/message]
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[/event]
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#enddef
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