Scheduled removal of depercated macros.
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@ -14,492 +14,3 @@
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#enddef
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#wmllint: markcheck on
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#define SET_LABEL_PERSISTENT X Y STRING
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{DEPRECATE SET_LABEL_PERSISTENT 1.9.3}
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[label]
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x={X}
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y={Y}
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text={STRING}
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[/label]
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#enddef
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#define SET_IMAGE_AND_LABEL_PERSISTENT X Y IMAGE STRING
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{DEPRECATE SET_IMAGE_AND_LABEL_PERSISTENT 1.9.3}
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[label]
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x={X}
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y={Y}
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text={STRING}
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[/label]
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[item]
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x={X}
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y={Y}
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image={IMAGE}
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[/item]
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#enddef
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#define TIME_ACTIONS CONTENT_WML
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# Messing with the variable is annoying, so I'll deprecate this in favour of
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# TIMED_ACTIONS
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{DEPRECATE TIME_ACTIONS 1.9.4}
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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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# is found in the variable $timed_actions_ms.
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#
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# Example:
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#! [event]
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#! name=start
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#!
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#! {TIME_ACTIONS (
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#! {MODIFY_UNIT race=orc name ( _ "Azir")}
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#! )}
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#!
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#! {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."}
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#! [/event]
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[set_variable]
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name=TIME_ACTIONS_time_begin
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time=stamp
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[/set_variable]
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{CONTENT_WML}
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[set_variable]
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name=TIME_ACTIONS_time_end
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time=stamp
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[/set_variable]
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[set_variable]
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name=timed_actions_ms
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value=$TIME_ACTIONS_time_end
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[/set_variable]
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[set_variable]
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name=timed_actions_ms
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sub=$TIME_ACTIONS_time_begin
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[/set_variable]
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[clear_variable]
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name=TIME_ACTIONS_time_begin
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[/clear_variable]
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[clear_variable]
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name=TIME_ACTIONS_time_end
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[/clear_variable]
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#enddef
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#define FLOATING_TEXT FILTER COLOR_VALUE TEXT
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{DEPRECATE FLOATING_TEXT 1.9.4}
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# Floats the given text above the given unit in the same manner as
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# damage numbers are displayed in combat. For example when a unit
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# steps on a hidden trap and is dealt 8 damage, let's show this to
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# the player like all other damage is:
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#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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kill=no
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variable=FLOATING_TEXT_temp
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[/store_unit]
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[unstore_unit]
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variable=FLOATING_TEXT_temp
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find_vacant=no
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red,green,blue={COLOR_VALUE}
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text={TEXT}
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[/unstore_unit]
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[clear_variable]
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name=FLOATING_TEXT_temp
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[/clear_variable]
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#enddef
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#define CAPTURE_FILTERED_VILLAGES SIDE FILTER
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{DEPRECATE CAPTURE_FILTERED_VILLAGES 1.9.4}
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# Change ownership of villages matching the specified location filter.
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[capture_village]
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side={SIDE}
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{FILTER}
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[/capture_village]
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#enddef
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#define SET_OBJECTIVES SIDE SUMMARY_TEXT NOTE_TEXT CONDITION_WML
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{DEPRECATE SET_OBJECTIVES 1.9.4}
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# Sets the objectives for a given player
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# Side 0 means every player. Does not affect gameplay,
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# except that it tells the player what the objectives of a scenario are.
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#
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# For example, we could set the objective for all players to: "survive for
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# 3 turns" with this:
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#! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
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#
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[objectives]
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side = {SIDE}
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summary = {SUMMARY_TEXT}
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note = {NOTE_TEXT}
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{CONDITION_WML}
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[/objectives]
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#enddef
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#define VICTORY_CONDITION DESCRIPTION
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{DEPRECATE VICTORY_CONDITION 1.9.4}
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# Used in conjunction with SET_OBJECTIVES this sets a victory condition
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# (marked green).
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#
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# For example we could tell player 2 to win by killing all other players
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#! {SET_OBJECTIVES 0 "Kill eachother." (
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#! {VICTORY_CONDITION "Kill all other players."}
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#! )}
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#
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[objective]
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condition = "win"
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description = {DESCRIPTION}
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[/objective]
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#enddef
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#define DEFEAT_CONDITION DESCRIPTION
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{DEPRECATE DEFEAT_CONDITION 1.9.4}
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# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
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# (marked red).
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#
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# For example we could tell all players that they lose if they die.
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#! {SET_OBJECTIVES 0 "Survive." (
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#! {DEFEAT_CONDITION "Death of your leader."}
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#! )}
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#
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[objective]
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condition = "lose"
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description = {DESCRIPTION}
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[/objective]
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#enddef
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#define ON_EVENT NAME ACTION_WML
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{DEPRECATE ON_EVENT 1.9.4}
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# Creates a generic event. Strictly a syntactic shortcut
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[event]
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name={NAME}
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_PRESTART ACTION_WML
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{DEPRECATE ON_PRESTART 1.9.4}
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# Creates an event that triggers when the scenario starts but before the user
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# gets any visible output. Strictly a syntactic shortcut.
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#
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# For example, you can make side 2 start the scenario with ownership of the
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# village at 13,15:
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#
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#! {ON_PRESTART (
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#! [capture_village]
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#! side=2
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#! x,y=13,15
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#! [/capture_village]
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#! )}
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[event]
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name=prestart
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_START ACTION_WML
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{DEPRECATE ON_START 1.9.4}
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# Creates an event that triggers when the scenario starts, after the map is
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# displayed but before the player can act. Strictly a syntactic shortcut.
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#
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# For example you could display some dialogue when the scenario starts:
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#
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#! {ON_START (
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#! [message]
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#! speaker=Konrad
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#! message= _ "Hey, I can see some enemies up ahead!"
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#! [/message]
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#!
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#! [message]
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#! speaker=Delfador
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#! message= _ "Yes, so it would seem. Charge!"
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#! [/message]
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#! )}
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[event]
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name=start
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_SIDETURN ACTION_WML
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{DEPRECATE ON_SIDETURN 1.9.4}
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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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#! {ON_SIDETURN (
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#! [modify_side]
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#! side=3
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#! gold=0
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#! [/modify_side]
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#! )}
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[event]
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name=side turn
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first_time_only=no
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_TURN TURN ACTION_WML
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{DEPRECATE ON_TURN 1.9.4}
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# Creates an event that triggers at the start of turn TURN
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# For example you can create a Wose belonging to player 1 at turn 3:
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# Strictly a syntactic shortcut.
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#! {ON_TURN 3 (
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#! [unit]
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#! side=1
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#! type=wose
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#! x,y=12,4
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#! [/unit]
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#! )}
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[event]
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name=turn {TURN}
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_VICTORY ACTION_WML
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{DEPRECATE ON_VICTORY 1.9.4}
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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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#
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# For example you could congratulate the player:
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#! {ON_VICTORY (
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#! [message]
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#! speaker=narrator
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#! message="Congratulations!"
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#! [/message]
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#! )}
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[event]
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name=victory
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{ACTION_WML}
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[/event]
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#enddef
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#define ON_DEFEAT ACTION_WML
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{DEPRECATE ON_DEFEAT 1.9.4}
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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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#
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# For example you could suggest an easier difficulty
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# the player:
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#! {ON_DEFEAT (
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#! [message]
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#! speaker=narrator
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#! message="Aww.. you lost. Try again with 800g and +40g income?"
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#! [/message]
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#! )}
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[event]
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name=defeat
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{ACTION_WML}
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[/event]
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#enddef
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#define ALLOW_UNDO
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{DEPRECATE ALLOW_UNDO 1.9.4}
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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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#
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# For example, let's allow undoing reading a note:
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#! {ON_TILE 5 7 () (
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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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#! {ALLOW_UNDO}
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#! )}
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[allow_undo]
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[/allow_undo]
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#enddef
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#define ON_TILE_ONCE X Y FILTER ACTION_WML
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{DEPRECATE ON_TILE_ONCE 1.9.4}
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# Creates an event that triggers the first time a unit steps on a
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# given tile. The filter can be used to only affect special units, or
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# units of a given player.
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#
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# For example we could make a text-message
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# that is only readable once:
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#! {ON_TILE_ONCE 5 7 () (
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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=yes
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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_WML}
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[/event]
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#enddef
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#define SIDE_PLAYER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML
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{DEPRECATE SIDE_PLAYER 1.9.4}
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# Defines a multiplayer side in a scenario that is controllable by the player.
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#
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# For example we can set side 1 to be a player belonging to team "Good Guys"
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# starting with 200g and no income:
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#! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
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[side] # wmllint: validate-off
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user_team_name={DESCRIPTION}
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side={SIDE}
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team_name={TEAM_NAME}
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canrecruit=yes
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controller=human
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gold={GOLD_AMOUNT}
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income={INCOME_AMOUNT}
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{SIDE_WML}
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[/side] # wmllint: validate-on
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#enddef
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#define SIDE_COMPUTER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML AI_WML
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{DEPRECATE SIDE_COMPUTER 1.9.4}
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# Defines a multiplayer side in a scenario that is controllad by
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# the computer.
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#
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# For example, we can set side 4 to be a computer belonging to
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# team "Evil Guys" starting with 666g and 999 income.
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# We also make it more aggressive:
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#! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 999 (
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#! aggression=0.95
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#! )}
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#
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[side] # wmllint: validate-off
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user_team_name={DESCRIPTION}
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side={SIDE}
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team_name={TEAM_NAME}
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canrecruit=yes
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controller=ai
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allow_player=no
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disallow_observers=yes
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gold={GOLD_AMOUNT}
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income={INCOME_AMOUNT}
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{SIDE_WML}
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[ai]
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{AI_WML}
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[/ai]
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[/side] # wmllint: validate-on
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#enddef
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#define AMLA_TOUGH HP_ADVANCE_NUMBER
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{DEPRECATE AMLA_TOUGH 1.9.4}
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# Canned definition of an AMLA adding HP, without fullhealing.
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[advancement]
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strict_amla=yes
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max_times=100
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id=tough_{HP_ADVANCE_NUMBER}
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description= _ "Max HP bonus +" {HP_ADVANCE_NUMBER} _", MAX XP +25%"
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image="misc/icon-amla-tough.png"
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[effect]
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apply_to=hitpoints
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increase={HP_ADVANCE_NUMBER}
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increase_total={HP_ADVANCE_NUMBER}
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[/effect]
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[effect]
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apply_to=max_experience
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increase=25%
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[/effect]
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[/advancement]
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#enddef
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#define ITM_BOOK1 X Y
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{DEPRECATE ITM_BOOK1 1.9.4}
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[item]
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x={X}
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y={Y}
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image=items/book1.png
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[/item]
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#enddef
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#define ITM_TREE1 X Y
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{DEPRECATE ITM_TREE1 1.9.4}
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[item]
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x={X}
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y={Y}
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image=scenery/pine1.png
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[/item]
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#enddef
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#define RECALL_OR_CREATE_UNIT WML ID_STRING
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{DEPRECATE RECALL_OR_CREATE_UNIT 1.9.4}
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# A substitute for [recall] that works even when there's no-one to recall
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# useful for testing scenarios out of order.
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[recall]
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id={ID_STRING}
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[/recall]
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[if]
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[have_unit]
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id={ID_STRING}
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[/have_unit]
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[else]
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[store_starting_location]
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side=1
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variable=tmp
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[/store_starting_location]
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[unit]
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{WML}
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side=1
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x=$tmp.x
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y=$tmp.y
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[/unit]
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[clear_variable]
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name=tmp
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[/clear_variable]
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[/else]
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[/if]
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#enddef
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#define RECALL_OR_CREATE TYPE ID_STRING
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{DEPRECATE RECALL_OR_CREATE 1.9.4}
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# A substitute for [recall] that works even when there's no-one to recall
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# useful for testing scenarios out of order.
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{RECALL_OR_CREATE_UNIT (type={TYPE}
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id={ID_STRING}) {ID_STRING}}
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#enddef
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#define ITM_GLOWING_BRAZIER X Y
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{DEPRECATE ITM_GLOWING_BRAZIER 1.9.4}
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[item]
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x={X}
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y={Y}
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image=items/brazier-lit1.png
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halo=halo/fire-aura.png
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[/item]
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#enddef
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#define REDRAW
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{DEPRECATE REDRAW 1.9.4}
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[redraw]
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[/redraw]
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#enddef
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