L Fix bugs and tidy up a bit
Bugs: S02: Use role= for roles, not speaker= S05: Misplaced ai_algorithm S08: No constant FOREVER, use 99999 Cleanup: S01, S07: [if] requires [then] S01, S05, S07, S08: remove macro artifacts S07, S08: remove variable artifacts S04, S08: remove dead code utils: Remove unused macros
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7 changed files with 35 additions and 105 deletions
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@ -272,10 +272,12 @@
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side=2
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[/filter]
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[if]
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[have_unit]
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side=2
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[/have_unit]
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[else]
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[not]
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[have_unit]
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side=2
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[/have_unit]
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[/not]
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[then]
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{CLEAR_VARIABLE town_guards_awakened}
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[if]
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[variable]
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@ -284,6 +286,7 @@
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[/variable]
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[then]
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{CLEAR_VARIABLE any_villagers_died}
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[message]
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speaker=Harper
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message= _ "We are barely able to survive these orc raids. We lost two men last week, more today... yet Weldyn does nothing!"
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@ -310,7 +313,7 @@
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bonus=yes
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{NEW_GOLD_CARRYOVER 100}
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[/endlevel]
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[/else]
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[/then]
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[/if]
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[/event]
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@ -417,3 +420,6 @@
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{LIBERTY_DEATHS}
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[/scenario]
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#undef GOBLIN_RAIDER
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#undef DALLBEN_PEASANT
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@ -189,7 +189,7 @@
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message= _ "Well, it won’t be long until they report back to the local garrison with the details of your encounter."
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[/message]
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[message]
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speaker=Advisor
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role=Advisor
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message= _ "Then they’ll be back in force."
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[/message]
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[message]
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@ -639,6 +639,7 @@
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[/message]
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{CLEAR_VARIABLE undead_transformation}
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{CLEAR_VARIABLE temp}
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[endlevel]
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result=victory
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@ -46,10 +46,10 @@
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side=2
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canrecruit=yes
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controller=ai
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ai_algorithm=idle_ai
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user_team_name=_"Asheviere"
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team_name=bad_guys
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[ai]
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ai_algorithm=idle_ai
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passive_leader=yes
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[/ai]
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shroud=no
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@ -627,3 +627,5 @@
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{VILLAGE_BURNED}
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[/scenario]
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#undef SEEKER
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@ -324,10 +324,12 @@
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side=2,3
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[/filter]
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[if]
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[have_unit]
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side=2,3
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[/have_unit]
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[else]
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[not]
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[have_unit]
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side=2,3
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[/have_unit]
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[/not]
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[then]
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[message]
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speaker=Baldras
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message= _ "What a bloody mess. We must attack Halstead next. If we wait, they will become invincible. If we can burn it to the ground before that happens, our people may have a chance. Rest well tonight, because tomorrow’s battle will decide the fate of our homes, our families, and our freedom."
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@ -346,12 +348,14 @@
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[/then]
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[/if]
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{CLEAR_VARIABLE stored_Archarel}
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[endlevel]
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result=victory
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bonus=yes
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{NEW_GOLD_CARRYOVER 40}
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[/endlevel]
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[/else]
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[/then]
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[/if]
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[/event]
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@ -373,3 +377,5 @@
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{VILLAGE_BURNED}
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[/scenario]
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#undef TROOPER
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@ -169,7 +169,7 @@
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[/avoid]
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[/ai]
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[ai]
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turns=7-FOREVER
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turns=7-99999
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caution=0.1
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aggression=0.9
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scout_village_targeting=1
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@ -271,7 +271,7 @@
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[/ai]
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[ai]
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turns=7-FOREVER
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turns=7-99999
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aggression=0.6
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caution=0.6
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leader_value=0.5
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@ -327,8 +327,6 @@
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#Initialize the counter and switches
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{VARIABLE supports_destroyed 0}
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{VARIABLE harper_dead 0}
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{VARIABLE dommel_dead 0}
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#Set up the inside of the fortress just like we want it
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{PLACE_IMAGE scenery/trapdoor-closed.png 16 13}
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@ -894,6 +892,9 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
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time=2000
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[/delay]
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{CLEAR_VARIABLE Helicrom_status}
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{CLEAR_VARIABLE supports_destroyed}
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[endlevel]
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result=victory
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carryover_report=no
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@ -995,7 +996,6 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
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speaker=Baldras
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message= _ "But we are so close to the end. We must finish this. I am sorry you will not be able to enjoy our freedom. Goodbye, Harper."
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[/message]
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{VARIABLE harper_dead 1}
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[/event]
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#
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# Deaths - Helicrom
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@ -1077,15 +1077,16 @@ Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
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# wmllint: local spelling Uungh
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message= _ "You... underestimate the... cruelty and ambition of your Queen... Uungh..."
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[/message]
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{VARIABLE dommel_dead 2}
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[/then]
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[else]
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[message]
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speaker=Baldras
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message= _ "Small victory? Bah! Now we will raze this fortress and bury it in the earth from whence it came."
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[/message]
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{VARIABLE dommel_dead 1}
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[/else]
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[/if]
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[/event]
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[/scenario]
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#undef MOVETO_TRAPDOOR
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#undef BAD_CAVALRY
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@ -8,92 +8,6 @@
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[/capture_village]
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#enddef
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#
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# This one changes a unit from one type to another
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#
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#define CHG_TYPE FILTER VALUE ALIGN
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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variable=chgtype_store
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kill=yes
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[/store_unit]
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{FOREACH chgtype_store i}
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[set_variable]
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name=chgtype_store[$i].type
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value={VALUE}
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[/set_variable]
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[set_variable]
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name=chgtype_store[$i].alignment
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value={ALIGN}
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[/set_variable]
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[unstore_unit]
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variable=chgtype_store[$i]
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[/unstore_unit]
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{NEXT i}
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{CLEAR_VARIABLE chgtype_store}
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#enddef
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#define OBJ_HOLY_ANKH X Y ID
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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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side=1
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[/filter]
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[object]
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id={ID}
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name= _ "Holy Ankh"
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image=items/ankh-necklace.png
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duration=scenario
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description= _ "You find a hefty pendant on a strange and ominous looking altar. It glows brightly when you pick it up!"
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cannot_use_message= _ "There is a strange altar here and a pendant on it. I don’t want to touch it."
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[filter]
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side=1
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x,y={X},{Y}
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[/filter]
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[then]
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[remove_item]
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x,y={X},{Y}
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[/remove_item]
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[/then]
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[effect]
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apply_to=new_attack
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name=ankh
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description= _ "holy ankh"
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icon=attacks/lightbeam.png
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type=arcane
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range=ranged
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[specials]
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{WEAPON_SPECIAL_MAGICAL}
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[/specials]
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damage=24
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number=1
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[/effect]
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[effect]
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apply_to=new_animation
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[attack_anim]
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[filter_attack]
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name=ankh
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[/filter_attack]
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{MISSILE_FRAME_LIGHT_BEAM}
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{SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75}
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[/attack_anim]
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[/effect]
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[/object]
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[/event]
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#enddef
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#define LIBERTY_DEATHS
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[event]
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name=last breath
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