Killed ADD; expanded some VARIABLE_OP and VARIABLE calls;...
...killed some unneeded initial variable setups; made some [variable] codeblocks use 'boolean_equals' instead of 'equals'.
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3 changed files with 58 additions and 31 deletions
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@ -182,14 +182,7 @@
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# and in the barracks. Depending on which way you circle around
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# the village, you will encounter the NW or barracks first.
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# At start seen a mudcrawler is false
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{VARIABLE seen_mudcrawler "no"}
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# Whether Naru (scout hiding in a village) has been rescued yet
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{VARIABLE seen_naru "no"}
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# Can't end scenario until all elves have been rescued (5 events)
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{VARIABLE rescued_elves 0}
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# setting up the village occupants
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# 2 fighters, 2 archers, 2 hunters, 2 scouts
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@ -337,7 +330,11 @@
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[event]
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name=first_mudcrawler_encounter
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{VARIABLE_OP rescued_elves add 1}
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[set_variable]
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name=rescued_elves
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add=1
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[/set_variable]
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{NAMED_GENERIC_UNIT 1 "Desert Fighter" 24 25 "Vecnu" ( _ "Vecnu")}
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{NAMED_GENERIC_UNIT 1 "Desert Archer" 24 27 "Eranor" ( _ "Eranor")}
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{NAMED_GENERIC_UNIT 1 "Desert Archer" 21 25 "Seela" ( _ "Seela")}
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@ -364,12 +361,16 @@
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[if]
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[variable]
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name=seen_mudcrawler
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equals=no
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boolean_equals=no
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[/variable]
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[then]
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# Haven't seen a mudcrawler yet, set the flag and perform
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# what-the-hell-is-that routine.
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{VARIABLE seen_mudcrawler yes}
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[set_variable]
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name=seen_mudcrawler
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value=yes
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[/set_variable]
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[message]
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speaker=Vecnu
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message= _ "Kaleh, Nym, help us!"
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@ -424,7 +425,11 @@
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[event]
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name=second_mudcrawler_encounter
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{VARIABLE_OP rescued_elves add 1}
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[set_variable]
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name=rescued_elves
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add=1
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[/set_variable]
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{NAMED_GENERIC_UNIT 1 "Desert Hunter" 24 34 "Eloshi" ( _ "Eloshi")}
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{NAMED_GENERIC_UNIT 1 "Desert Archer" 19 33 "Illuvia" ( _ "Illuvia")}
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[+unit]
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@ -480,7 +485,10 @@
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x,y=36,34
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[/capture_village]
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{ADD rescued_elves 1}
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[set_variable]
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name=rescued_elves
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add=1
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[/set_variable]
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# wmllint: recognize Rocky Horror
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{NOTRAIT_UNIT 2 "Giant Mudcrawler" 34 33}
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@ -554,7 +562,7 @@
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[if]
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[variable]
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name=seen_mudcrawler
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equals=no
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boolean_equals=no
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[/variable]
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[then]
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# Again, haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine.
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@ -665,7 +673,11 @@
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side=1
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[/filter]
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{ADD rescued_elves 1}
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[set_variable]
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name=rescued_elves
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add=1
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[/set_variable]
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[message]
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speaker=Kaleh
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message= _ "The great tree! It has been buried under the rocks. Our most holy sanctuary, defiled. Oh, Eloh, what shall we do?"
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@ -855,11 +867,17 @@
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speaker=unit
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message= _ "Hey, Nisa, the rocks have stopped falling. You can come out now!"
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[/message]
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{NAMED_GENERIC_UNIT 1 "Desert Scout" $x1 $y1 "Nisa" (_"Nisa")}
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{ADD rescued_elves 1}
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[+unit]
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gender=female
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[/unit]
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[set_variable]
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name=rescued_elves
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add=1
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[/set_variable]
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[message]
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speaker=Nisa
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message= _ "Oh, thank Eloh, I thought they would never stop."
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@ -1108,11 +1108,15 @@
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side=1
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[/filter]
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{VARIABLE x_coord $x1}
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{VARIABLE y_coord $y1}
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[set_variable]
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name=x_coord
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sub=2
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[/set_variable]
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{ADD x_coord -2}
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{ADD y_coord -4}
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[set_variable]
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name=y_coord
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sub=4
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[/set_variable]
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[unit]
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# Elyssa used to have her own unit type. This was
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@ -1154,8 +1158,15 @@
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side=1
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[/unit]
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{ADD x_coord 7}
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{ADD y_coord -1}
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[set_variable]
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name=x_coord
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add=7
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[/set_variable]
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[set_variable]
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name=y_coord
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sub=1
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[/set_variable]
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{RANDOM_PLACEMENT_AREA $x_coord $y_coord 3}
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@ -2086,7 +2097,10 @@
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{VARIABLE_OP ghosts_already_spawned add 1}
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[/else]
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[/if]
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{ADD i 1}
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[set_variable]
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name=i
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add=1
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[/set_variable]
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[/do]
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[/while]
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{CLEAR_VARIABLE spawn}
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@ -2158,7 +2172,10 @@
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[/variable]
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[then]
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{ADD ghosts_killed 1}
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[set_variable]
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name=ghosts_killed
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add=1
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[/set_variable]
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[/then]
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[else]
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@ -66,14 +66,6 @@
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{CLEAR_VARIABLE random_placement_locations}
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#enddef
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#***Macro that will unclutter scenarios somewhat***
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#define ADD VAR AMOUNT
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[set_variable]
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name={VAR}
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add={AMOUNT}
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[/set_variable]
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#enddef
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# wmlindent: start ignoring
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#define STARTLOOP VAR
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# Loop VAR times, counting from -VAR to -1.
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