EI items: add [filter_second] to Sentinel Shield and set delay=0 (#8984)
Delay=0 fixes an annoying animation issue, as the default is delay=500.
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@ -439,6 +439,9 @@ sentinel #enddef
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is_enemy=no
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[/filter_adjacent]
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[/filter]
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[filter_second]
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id=${ATTACKER}.id
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[/filter_second]
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amount=$sentinel_damage
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damage_type=${WEAPON}.type
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@ -446,6 +449,7 @@ sentinel #enddef
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poisoned=$sentinel_poisons
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slowed=$sentinel_slows
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animate=yes
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delay=0
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fire_event=yes
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# variable=sentinel_damage_dealt # this throws an error if the unit dies. Instead, base drain_amount on $sentinel_damage, regardless of resistances
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[/harm_unit]
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