Moved the Great Ogre in a subdirectory.
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2 changed files with 1 additions and 63 deletions
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@ -19,7 +19,7 @@
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{campaigns/Legend_of_Wesmere/scenarios/chapter5}
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[units]
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{campaigns/Legend_of_Wesmere/units}
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{campaigns/Legend_of_Wesmere/units/ogres}
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[/units]
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[lua]
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@ -1,62 +0,0 @@
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#textdomain wesnoth-low
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#Unit imported from Into the Underworld.
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[unit_type]
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id=Great Ogre
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name= _ "Great Ogre"
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race=ogre
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image="units/monsters/great-ogre.png"
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hitpoints=76
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movement_type=largefoot
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[resistance]
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arcane=80
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[/resistance]
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#original movement was 4, raised to 5 to avoid RIPLIB. Elvish_Hunter
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movement=5
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#Wired mainline Ogre portrait. Elvish_Hunter
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profile="portraits/monsters/ogre.png"
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#It advances from L2 Ogre. Elvish_Hunter
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[advancefrom]
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unit=Ogre
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#experience was 64, raised to 80 due to balance issue by Eros.
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#64 was double the xp required for Young Ogre -> Ogre.
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#This compensates the fact that Ogres can be intelligent unlike Trolls. Elvish_Hunter
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experience=80
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[/advancefrom]
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experience=150
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level=3
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alignment=neutral
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advances_to=null
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{AMLA_DEFAULT}
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#Original cost was 33, same as L2 Ogre. Elvish_Hunter
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cost=43
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usage=fighter
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description= _ "Great Ogres are giant creatures that usually live alone in the wilderness, remarkably similar to humans in form, though large and misshapen. While they can be easily outrun or outsmarted, their strength is not to be underestimated."
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die_sound={SOUND_LIST:OGRE_DIE}
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#decreased from 16 to 15, as Tet suggested. E_H.
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[attack]
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name=cleaver
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description=_"cleaver"
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type=blade
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range=melee
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damage=15
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number=3
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[/attack]
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#Unfortunately lacking any animation. Since I'm not an artist (I can barely hold a pencil in one of my two left hands :-P)
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#if any artist likes the concept, any graphic help will be greatly appreciated. Still, I hope that players will like my idea.
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#Elvish_Hunter
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{DEFENSE_ANIM "units/monsters/great-ogre.png" "units/monsters/great-ogre.png" {SOUND_LIST:OGRE_HIT} }
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[attack_anim]
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[filter_attack]
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name="cleaver"
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[/filter_attack]
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start_time=-100
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[frame]
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image="units/monsters/great-ogre.png:300"
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[/frame]
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{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
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[/attack_anim]
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[/unit_type]
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