UtBS: Some fixes to encounter dialogue in Across the Harsh Sands,
and a fix to prevent Dust Devil hp screwing up in the dehydration related bookkeeping.
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1 changed files with 62 additions and 10 deletions
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@ -128,8 +128,15 @@
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# depending on the difficulty (default=5)
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{ATTACK_DEPTH 3 4 5}
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#!***removed [protect_location] -> will be done on per case basis allowing player to escape from ambushes rather***
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#!***than fight to the dead each time***
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[target]
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side=1
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value=4
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[/target]
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[target]
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side=2
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value=2
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[/target]
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[/ai]
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[/side]
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@ -318,6 +325,23 @@
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{NEXT i}
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#enddef
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#define MOBILIZE_SIDE SIDE
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[store_unit]
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variable=enemy
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kill=yes
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[filter]
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side={SIDE}
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[/filter]
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[/store_unit]
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{FOREACH enemy i}
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{CLEAR_VARIABLE enemy[$i].ai_special}
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[unstore_unit]
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variable=enemy[$i]
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find_vacant=no
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[/unstore_unit]
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{NEXT i}
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#enddef
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# Special Encounter events
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@ -616,6 +640,21 @@
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[/message]
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{OGRE_PLACEMENT}
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# move into the inner area to alert ogres
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[event]
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name=moveto
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[filter]
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x=14-20
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y=46-52
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side=1
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[/filter]
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[message]
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type=Ogre
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message= _ "Fresh meat!"
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[/message]
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{MOBILIZE_SIDE 3}
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[/event]
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[/then]
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[else]
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@ -856,7 +895,7 @@
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speaker=Kaleh
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message= _ "We need that water, and if we have to go through you to get it, so be it."
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[/message]
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{MODIFY_UNIT side=2 ai_special ""}
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{MOBILIZE_SIDE 2}
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[/then]
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[else]
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@ -889,8 +928,8 @@
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message= _ "We need that water, and if we have to go through you to get it, so be it."
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[/message]
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{VARIABLE black_hand_dialogue 1}
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{MODIFY_UNIT side=2 ai_special ""}
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{VARIABLE black_patrol_dialogue 1}
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{MOBILIZE_SIDE 2}
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[/then]
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[/if]
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[/event]
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@ -905,7 +944,7 @@
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[filter_second]
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side=2
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[/filter_second]
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{MODIFY_UNIT side=2 ai_special ""}
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{MOBILIZE_SIDE 2}
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[/event]
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[event]
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name=attack
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@ -917,7 +956,7 @@
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[/filter_second]
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[if]
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[variable]
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name=black_hand_dialogue
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name=black_patrol_dialogue
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equals=0
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[/variable]
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[then]
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@ -933,7 +972,7 @@
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[/message]
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{VARIABLE black_hand_dialogue 1}
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{MODIFY_UNIT side=2 ai_special ""}
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{MOBILIZE_SIDE 2}
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[/then]
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[/if]
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[/event]
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@ -949,7 +988,7 @@
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type=Giant Scorpion
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[/not]
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[/filter_second]
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{MODIFY_UNIT side=2 ai_special ""}
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{MOBILIZE_SIDE 2}
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[/event]
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# an ogre being killed by a player unit
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[event]
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@ -960,7 +999,7 @@
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type=Giant Scorpion
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[/not]
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[/filter]
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{MODIFY_UNIT side=2 ai_special ""}
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{MOBILIZE_SIDE 2}
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[/event]
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[/else]
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[/if]
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@ -1739,6 +1778,7 @@
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# macro for all hydration effects to all units stored in
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# a variable called "affected_unit"
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#define APPLY_HYDRATION_EFFECT EFFECT
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{VARIABLE effect {EFFECT}}
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{FOREACH affected_unit i}
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@ -1984,6 +2024,9 @@
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side=1
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x=1-39
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y=1-74
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[not]
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type=Dust Devil
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[/not]
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[/filter]
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[/store_unit]
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{FOREACH player_unit i}
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@ -2021,6 +2064,9 @@
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side=1
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x=1-39
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y=1-74
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[not]
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type=Dust Devil
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[/not]
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[/filter]
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[/store_unit]
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{FOREACH player_unit i}
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@ -2142,6 +2188,12 @@
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numerical_equals=7
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[/variable]
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[/or]
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[or]
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[variable]
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name=ghosts_already_spawned
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greater_than_equal_to=$max_ghosts
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[/variable]
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[/or]
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[then]
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# reset the ghosts spawned counter
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{VARIABLE ghosts_already_spawned 0}
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