SotA S2: fixed units with translatable IDs........
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1 changed files with 17 additions and 17 deletions
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@ -205,10 +205,10 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
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[/set_menu_item]
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#enddef
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#define PLACE_GUARD X Y TYPE TRAIT1 TRAIT2 NAME
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#define PLACE_GUARD X Y TYPE TRAIT1 TRAIT2 ID NAME
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[unit]
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type={TYPE}
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id={NAME}
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id={ID}
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name={NAME}
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x,y={X},{Y}
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side=2
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@ -276,20 +276,20 @@ of Healing"
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image=items/gravestone1.png
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[/item]
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{PLACE_GUARD 10 11 (Spearman) RESILIENT QUICK (_"Gwillyn")}
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{PLACE_GUARD 10 10 (Spearman) QUICK RESILIENT (_"Veomyr")}
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{PLACE_GUARD 8 10 (Spearman) STRONG RESILIENT (_"Syrillin")}
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{PLACE_GUARD 7 10 (Bowman) STRONG INTELLIGENT (_"Glant")}
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{PLACE_GUARD 10 11 (Spearman) RESILIENT QUICK "Gwillyn" (_"Gwillyn")}
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{PLACE_GUARD 10 10 (Spearman) QUICK RESILIENT "Veomyr" (_"Veomyr")}
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{PLACE_GUARD 8 10 (Spearman) STRONG RESILIENT "Syrillin" (_"Syrillin")}
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{PLACE_GUARD 7 10 (Bowman) STRONG INTELLIGENT "Glant" (_"Glant")}
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#ifdef HARD
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{PLACE_GUARD 8 9 (Spearman) STRONG INTELLIGENT (_"Renvan")}
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{PLACE_GUARD 10 9 (Bowman) STRONG RESILIENT (_"Vin")}
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{PLACE_GUARD 8 9 (Spearman) STRONG INTELLIGENT "Renvan" (_"Renvan")}
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{PLACE_GUARD 10 9 (Bowman) STRONG RESILIENT "Vin" (_"Vin")}
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#endif
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#ifdef EASY
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{PLACE_GUARD 9 10 (Lieutenant) AGED INTELLIGENT (_"Caradoc")}
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{PLACE_GUARD 9 10 (Lieutenant) AGED INTELLIGENT "Caradoc" (_"Caradoc")}
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#else
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{PLACE_GUARD 9 10 (Lieutenant) RESILIENT INTELLIGENT (_"Caradoc")}
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{PLACE_GUARD 9 10 (Lieutenant) RESILIENT INTELLIGENT "Caradoc" (_"Caradoc")}
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#endif
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# We don't want the guard on the village to move from there:
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@ -377,7 +377,7 @@ of Healing"
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# nearest unoccupied, walkable, hex, without an ^Nhyr overlay. ^Nhyr ("Not here") marks
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# hexes outside the fence where the unit shouldn't be placed. We use it because it's made
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# to be invisible in the minimap. ^Fnzb is the base fence tile.
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#define MOVE_AND_PLACE_GUARD TRAIT1 TRAIT2 NAME
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#define MOVE_AND_PLACE_GUARD TRAIT1 TRAIT2 ID NAME
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{NEAREST_HEX 10 11 20 (
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[and]
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terrain=!,*^Nhyr,*^Qov,*^Fnzb
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@ -396,7 +396,7 @@ of Healing"
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y=11, $location.y
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side=2
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[/move_unit_fake]
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{PLACE_GUARD $location.x $location.y (Spearman) {TRAIT1} {TRAIT2} {NAME}}
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{PLACE_GUARD $location.x $location.y (Spearman) {TRAIT1} {TRAIT2} {ID} {NAME}}
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[clear_variable]
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name=location
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[/clear_variable]
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@ -406,12 +406,12 @@ of Healing"
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name=guards_emerge
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first_time_only=yes
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{MOVE_AND_PLACE_GUARD STRONG RESILIENT (_"Blollyn")}
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{MOVE_AND_PLACE_GUARD INTELLIGENT RESILIENT (_"Ceoran")}
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{MOVE_AND_PLACE_GUARD STRONG RESILIENT "Blollyn" (_"Blollyn")}
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{MOVE_AND_PLACE_GUARD INTELLIGENT RESILIENT "Ceoran" (_"Ceoran")}
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#ifdef HARD
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{MOVE_AND_PLACE_GUARD INTELLIGENT QUICK (_"Vindry")}
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{MOVE_AND_PLACE_GUARD STRONG QUICK (_"Aethacyn")}
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{MOVE_AND_PLACE_GUARD STRONG INTELLIGENT (_"Elomyr")}
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{MOVE_AND_PLACE_GUARD INTELLIGENT QUICK "Vindry" (_"Vindry")}
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{MOVE_AND_PLACE_GUARD STRONG QUICK "Aethacyn" (_"Aethacyn")}
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{MOVE_AND_PLACE_GUARD STRONG INTELLIGENT "Elomyr" (_"Elomyr")}
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#endif
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[/event]
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