TSG S6b: gameplay update
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765d100836
commit
9c4a5795dd
1 changed files with 98 additions and 40 deletions
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@ -5,8 +5,9 @@
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name= _ "The Long March"
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next_scenario=07b_Pebbles_in_the_Flood
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{SCENARIO_MUSIC heroes_rite.ogg}
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{EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg}
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{SCENARIO_MUSIC casualties_of_war.ogg}
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{EXTRA_SCENARIO_MUSIC underground.ogg}
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{EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}
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# Note: the map contains a large grid of roads but only one path through the
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# forest will be picked when the scenario starts. When editing the map, make
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@ -19,7 +20,7 @@
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{DEFAULT_SCHEDULE_DUSK}
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victory_when_enemies_defeated=no
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{TURNS 30 25 20}
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{TURNS 25 22 20}
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{TSG_BIGMAP {JOURNEY_06B_NEW} }
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@ -43,7 +44,7 @@
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share_view=yes
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share_maps=yes
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{GOLD 125 100 80}
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{GOLD 60 50 40}
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{INCOME 6 4 2}
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canrecruit=yes
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@ -127,14 +128,16 @@
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{VARIABLE secret_path.x 18}
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{VARIABLE secret_path.y 35}
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# the first undead will spawn on this turn+1 (i.e. turn {5 4 3})
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#ifdef EASY
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{VARIABLE first_undead_spawn_turn 3}
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{VARIABLE first_undead_spawn_turn 4}
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#endif
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#ifdef NORMAL
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{VARIABLE first_undead_spawn_turn 2}
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{VARIABLE first_undead_spawn_turn 3}
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#endif
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#ifdef HARD
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{VARIABLE first_undead_spawn_turn 1}
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{VARIABLE first_undead_spawn_turn 2}
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#endif
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[while]
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@ -146,7 +149,7 @@
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[do]
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[if]
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[have_location]
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terrain=R*
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terrain=R*^*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -160,7 +163,7 @@
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[then]
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[store_locations]
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terrain=R*
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terrain=R*^*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -177,7 +180,7 @@
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[else]
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[store_locations]
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terrain=R*
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terrain=R*^*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -247,7 +250,7 @@
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[/store_locations]
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[store_locations]
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terrain=R*
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terrain=R*^*
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y=10-35
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variable=secret_path_to_hide
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@ -285,14 +288,14 @@
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x=$ford_mask_x
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y=3
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border=no
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mask="Ww, Wwf, Ww
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Ww, Wwf, Ww
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Ww, Wwf, Ww
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Ww, Wwf, Ww
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Ww, Wwf, Ww
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Ww, Wwf, Ww
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Ww, Wwf, Ww
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mask="Ww^Ewl, Wwf, Ww^Ewl
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Ww, Wwf, Ww^Ewl
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Ww^Ewl, Wwf, Ww^Ewl
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Ww, Wwf, Ww
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Ww, Wwf, Ww^Ewl
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Ww, Wwf, Ww^Ewl
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Ww^Ewl, Wwf, Ww
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Ww^Ewl, Wwf, Ww^Ewl
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"
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[rule]
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@ -321,16 +324,6 @@ _f, _f, Re, _f
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[/rule]
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[/terrain_mask]
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{NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Fssth) (_"Fssth")} {GUARDIAN}
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#ifdef NORMAL
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{NAMED_GENERIC_UNIT 3 (Naga Fighter) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN}
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#endif
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#ifdef HARD
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{NAMED_GENERIC_UNIT 3 (Naga Warrior) $new_path_hex.x 6 (Wizzi) (_"Wizzi")} {GUARDIAN}
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#endif
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{CLEAR_VARIABLE new_road_branches,secret_path_to_hide,adjacent_forests}
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{VARIABLE urza_dialogue 0}
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@ -340,15 +333,15 @@ _f, _f, Re, _f
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name=prestart
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#ifdef EASY
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{VARIABLE num_of_ambushers 12}
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{VARIABLE num_of_ambushers 8}
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#endif
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#ifdef NORMAL
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{VARIABLE num_of_ambushers 16}
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{VARIABLE num_of_ambushers 12}
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#endif
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#ifdef HARD
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{VARIABLE num_of_ambushers 20}
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{VARIABLE num_of_ambushers 16}
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#endif
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# This places a bunch of lvl1 elves along the secret path, the player
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@ -413,7 +406,7 @@ _f, _f, Re, _f
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# player will mostly only bump into these if he wanders away from the
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# path, although a few might occasionally be close enough to join an
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# ambush by the lvl1 elves next to the path.
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{SCATTER_UNITS 30 "Elvish Hero,Elvish Captain,Elvish Marksman,Elvish Ranger,Elvish Druid,Elvish Sorceress" 2 (
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{SCATTER_UNITS 30 "Elvish Hero,Elvish Captain,Elvish Druid" 2 (
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terrain=*^F*
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x=3-34
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y=13-31
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@ -489,6 +482,25 @@ _f, _f, Re, _f
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id=Jarek
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[/recall]
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#ifdef HARD
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[recall]
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type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
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[/recall]
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[recall]
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type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
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[/recall]
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#else
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[recall]
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type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
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[/recall]
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[recall]
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type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
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[/recall]
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[recall]
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type=Royal Guard, Pikeman, Swordsman, Javelineer, Master Bowman, Longbowman, Spearman, Bowman
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[/recall]
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#endif
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[message]
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speaker=Deoran
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message= _ "Forest, forest, forest! As far as the eye can see, it is all forest! I am getting sick of endlessly trudging through these woods. Are you sure you are taking us in the right direction?"
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@ -622,7 +634,7 @@ _f, _f, Re, _f
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radius=1
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[filter_radius]
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terrain=R*,Gg,C*,K*,*^V*
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terrain=R*^*,Gg,C*,K*,*^V*
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[or]
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terrain=*^F*
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@ -673,7 +685,7 @@ _f, _f, Re, _f
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# them
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[store_locations]
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[not]
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terrain=R*
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terrain=R*^*
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[/not]
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y=10-35
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find_in=urza_movement_area
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@ -1052,19 +1064,19 @@ _f, _f, Re, _f
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[have_unit]
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side=2
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race=bats,undead
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count=0-50
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count=0-30
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[/have_unit]
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[then]
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{VARIABLE got_a_quick_one_this_turn no}
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[repeat]
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times="$(min($turn_number - 2, 5))"
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times="$(min($turn_number - $first_undead_spawn_turn, 5))"
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[do]
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{VARIABLE_OP undead_spawn_x rand "11..22"}
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# If there's already been a quick unit (ghost or bat)
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# If there's already been a quick unit (bat)
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# spawned this turn, don't make any more
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[if]
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[variable]
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[else]
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#ifdef EASY
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{VARIABLE_OP undead_spawn_type rand "Ghost,Bone Shooter,Revenant,Blood Bat,Necrophage"}
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{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Blood Bat,Necrophage"}
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#else
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{VARIABLE_OP undead_spawn_type rand "Wraith,Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
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{VARIABLE_OP undead_spawn_type rand "Bone Shooter,Revenant,Deathblade,Blood Bat,Dread Bat,Necrophage"}
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#endif
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[/else]
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[/if]
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# This checks whether the current spawn is going to be a
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# "quick" one, so on the next repeat the above [if] will
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# know whether we've already gotten a quick one this turn
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{VARIABLE quick_spawn_types "Ghost,Wraith,Blood Bat,Dread Bat"}
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{VARIABLE quick_spawn_types "Blood Bat,Dread Bat"}
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[if]
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[variable]
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name=quick_spawn_types
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@ -1136,6 +1148,52 @@ _f, _f, Re, _f
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[/endlevel]
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[/event]
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[event]
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name=time over
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[remove_shroud]
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[filter_side]
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side=1
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[/filter_side]
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x=16-23
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y=0-5
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[/remove_shroud]
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[lift_fog]
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[filter_side]
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side=1
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[/filter_side]
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x=16-23
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y=0-5
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multiturn=yes
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[/lift_fog]
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[redraw]
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side=1
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clear_shroud=yes
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[/redraw]
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[unit]
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type=Elvish Marshal
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side=3
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id=Ithelden
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name= _ "Ithelden"
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animate=yes
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x,y=20,1
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[/unit]
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{GENERIC_UNIT 3 (Elvish Hero) 19 2}
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{GENERIC_UNIT 3 (Elvish Captain) 21 2}
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{GENERIC_UNIT 3 (Elvish Marksman) 19 1}
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{GENERIC_UNIT 3 (Elvish Druid) 21 1}
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[message]
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speaker=Ithelden
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message= _ "So, these pitiful humans are still alive? Good. I will have the pleasure of crushing them myself."
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[/message]
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[message]
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speaker=Deoran
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message= _ "We took too long to escape these forests..."
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[/message]
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[/event]
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# Deoran exits the forest.
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[event]
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