SotA: Make each scenario have the expected recruit if change level is used
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14 changed files with 46 additions and 38 deletions
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@ -113,7 +113,8 @@ With further observation, I have determined that this is probably not the way to
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[side]
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# wmllint: who SIDE_1_ARDONNA is Ardonna
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{SIDE_1_ARDONNA_EARLY}
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_1}
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facing=se
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{GOLD 15 5 0}
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fog=yes
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@ -52,7 +52,8 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
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{TURNS 18 18 18}
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[side]
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{SIDE_1_ARDONNA_EARLY}
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_1}
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{GOLD 50 40 30}
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facing=se
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# The scenario won't be shrouded, but some of the intro dialog is:
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@ -27,7 +27,8 @@ Even with the delay at the graveyard, I reached the outskirts of Llorvin at firs
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{TURNS 35 35 35}
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[side]
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{SIDE_1_ARDONNA_EARLY}
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_2}
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{GOLD 150 150 140}
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[/side]
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@ -89,7 +89,8 @@ The journey started well enough, but on the dawn following our departure, the wi
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{TURNS 14 15 16}
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[side]
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{SIDE_1_ARDONNA_EARLY}
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_3}
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# We are assuming substantial gold from the previous scenario:
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{GOLD 60 40 20}
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facing=ne
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@ -447,10 +448,7 @@ The journey started well enough, but on the dawn following our departure, the wi
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time=1000
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[/delay]
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[allow_recruit]
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side=1
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type=Ghoul
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[/allow_recruit]
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# Ghoul added to side recruit this scenario
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[message]
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speaker=narrator
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image=portraits/undead/ghoul.png~SCALE(93, 93)
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@ -42,7 +42,8 @@ When the captain retained his memories, I reasoned that it may have been because
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{TURNS 28 28 28}
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[side]
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{SIDE_1_ARDONNA_EARLY}
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_3}
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{GOLD 270 230 200}
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income=6
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facing=se
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@ -60,6 +60,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
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[side]
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_3}
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{GOLD 200 175 150}
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shroud=yes
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[/side]
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@ -25,6 +25,7 @@ The tunnel at the back of the cave narrowed and ran on for quite some time. Patc
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[side]
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_3}
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shroud=yes
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gold=0
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[/side]
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@ -46,6 +46,7 @@ After several days of travel, he approached the frontier town of Carcyn."
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[side]
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# wmllint: who SIDE_1_RAS-TABAHN is Ras-Tabahn
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{SIDE_1_RAS-TABAHN}
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{RAS-TABAHN_RECRUIT_1}
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{GOLD 200 200 200}
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[/side]
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@ -436,8 +437,8 @@ After several days of travel, he approached the frontier town of Carcyn."
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message= _ "You can now recruit dark adepts!"
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[/message]
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# This message is actually a lie. DA recruitment is not added
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# until the end of the next scenario. We don't want the
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# automatically-recruited DA's there to be able to recruit more.
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# until the start of the scenario after the next one. We don't want the
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# automatically-recruited DA's in the next scenario to be able to recruit more.
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[clear_variable]
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name=side_2_limited_recruits,side_2_limited_recruits_length
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[/clear_variable]
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@ -34,6 +34,7 @@
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[side]
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{SIDE_1_RAS-TABAHN}
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{RAS-TABAHN_RECRUIT_1}
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gold=0
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[/side]
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@ -291,13 +292,6 @@
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[/have_unit]
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[/not]
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[then]
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# This allow_recruit didn't happen at the end of the previous
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# scenario so that DAs couldn't recruit each other in this one.
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[allow_recruit]
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side=1
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# This type of Dark Adept cannot advance to a lich.
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type=SotA Dark Adept
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[/allow_recruit]
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# Gold was removed at the beginning, and is returned now.
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[gold]
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side=1
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@ -33,6 +33,7 @@
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[side]
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{SIDE_1_RAS-TABAHN}
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{RAS-TABAHN_RECRUIT_2}
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{GOLD 150 130 110}
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[/side]
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@ -53,6 +53,7 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
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[side]
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_3}
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gold=0
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# Gold is not set here because if Ardonna's gold is higher, it will replace
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# this value anyway (because of the original bonus rules). If we use zero,
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@ -176,11 +177,7 @@ Rastaban seems like an acceptable ally. He is quite different from the stodgy te
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image=portraits/undead/ghost.png~SCALE(93, 93)
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message= _ "You can now recruit ghosts!"
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[/message]
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[allow_recruit]
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side=1
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type=Ghost
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[/allow_recruit]
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# Ghosts added to recruit start of next scenario
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# Find the nearest hex to (16,4) that doesn't have unit on it:
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{NEAREST_HEX 16 4 20 (
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@ -32,6 +32,7 @@ My primary objective was met, and I had been able to press a number of ghosts in
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[side]
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_4}
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{GOLD 200 190 180}
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[/side]
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@ -25,6 +25,7 @@ I never would have been able to escape the trees without ghosts. They had proven
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[side]
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{SIDE_1_ARDONNA}
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{ARDONNA_RECRUIT_4}
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gold=0
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[/side]
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@ -203,12 +204,8 @@ I never would have been able to escape the trees without ghosts. They had proven
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time=1000
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[/delay]
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# Now that Ardonna is the leader again, we need to add DAs to her list, and
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# maybe Chocobones too:
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[allow_recruit]
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side=1
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type=SotA Dark Adept
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[/allow_recruit]
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# Now that Ardonna is the leader again, DA's are added to her list start of next scenario.
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# Add Chocobones now if the bones were already found.
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[if]
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[variable]
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name=bird_bones_found
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@ -1,6 +1,6 @@
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#textdomain wesnoth-sota
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#define SIDE_1_ARDONNA_BASE
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#define SIDE_1_ARDONNA
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side=1
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controller=human
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team_name=good
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@ -19,14 +19,20 @@
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{FLAG_VARIANT undead}
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#enddef
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#define SIDE_1_ARDONNA
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{SIDE_1_ARDONNA_BASE}
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#define ARDONNA_RECRUIT_1
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recruit=Vampire Bat
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#enddef
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#define SIDE_1_ARDONNA_EARLY
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{SIDE_1_ARDONNA_BASE}
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recruit=Vampire Bat
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#define ARDONNA_RECRUIT_2
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recruit=Vampire Bat,Skeleton,Skeleton Archer
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#enddef
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#define ARDONNA_RECRUIT_3
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recruit=Vampire Bat,Skeleton,Skeleton Archer,Ghoul
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#enddef
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#define ARDONNA_RECRUIT_4
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recruit=Vampire Bat,Skeleton,Skeleton Archer,Ghoul,Ghost
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#enddef
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#define SIDE_1_RAS-TABAHN
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controller=human
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team_name=good
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user_team_name= _ "Ras-Tabahn"
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# This type of Dark Sorcerer advances to a Necromancer with a custom plague
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# This type of Dark Sorcerer advances to a Necromancer with a custom plague
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# attack, and cannot advance to a Lich.
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type=SotA Dark Sorcerer
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id=Ras-Tabahn
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{TRAIT_STRONG}
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{TRAIT_INTELLIGENT}
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[/modifications]
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recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
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{FLAG_VARIANT undead}
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#enddef
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#define RAS-TABAHN_RECRUIT_1
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recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
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#enddef
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#define RAS-TABAHN_RECRUIT_2
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recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer,SotA Dark Adept
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#enddef
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#define SIDE_1_BOTH
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side=1
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controller=human
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{TRAIT_RESILIENT}
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[/modifications]
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{FLAG_VARIANT undead}
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recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer
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recruit=SotA Walking Corpse_Dummy,Ghost,Skeleton,Skeleton Archer,SotA Dark Adept,Ghoul,Vampire Bat
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#enddef
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#define RECALL_LOYAL_UNITS
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