Got rid of the MOVE_UNIT_FAKE and RANDOM_TRAIT_UNIT macros in SoF.
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26b6c550b7
commit
a820f7e8fc
7 changed files with 104 additions and 209 deletions
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@ -96,42 +96,20 @@
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x= 1-3, 4, 5-6, 7-14,15-16, 17, 18, 19, 20,21-22, 23, 24,12-32
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y=5-28,7-28,9-28,13-28,18-28,19-28,20-28,21-28,22-28,23-28,25-28,26-28, 9-13
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[/remove_shroud]
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=6,3
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side=3)}
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=6,3
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side=3)}
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=6,3
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side=3)}
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{GENERIC_UNIT 3 "Troll Whelp" 6 3}
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{GENERIC_UNIT 3 "Troll Whelp" 6 3}
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{GENERIC_UNIT 3 "Troll Whelp" 6 3}
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=30,25
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side=3)}
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=30,25
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side=3)}
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=30,25
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side=3)}
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{GENERIC_UNIT 3 "Troll Whelp" 30 25}
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{GENERIC_UNIT 3 "Troll Whelp" 30 25}
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{GENERIC_UNIT 3 "Troll Whelp" 30 25}
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#ifdef HARD
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{RANDOM_TRAIT_UNIT (
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type=Troll
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x,y=30,25
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side=3)}
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{GENERIC_UNIT 3 "Troll Whelp" 30 25}
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#endif
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#ifdef NORMAL
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{RANDOM_TRAIT_UNIT (
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type=Troll Whelp
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x,y=30,25
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side=3)}
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{GENERIC_UNIT 3 "Troll Whelp" 30 25}
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#endif
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[item]
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@ -197,32 +175,14 @@
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speaker=Glindur
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message= _ "Unconditional."
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[/message]
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{RANDOM_TRAIT_UNIT (
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type=Dwarvish Guardsman
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generate_name=yes
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x,y=10,13
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side=1)}
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{RANDOM_TRAIT_UNIT (
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type=Dwarvish Guardsman
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generate_name=yes
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x,y=14,15
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side=1)}
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{RANDOM_TRAIT_UNIT (
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type=Dwarvish Guardsman
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generate_name=yes
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x,y=12,12
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side=1)}
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{RANDOM_TRAIT_UNIT (
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type=Dwarvish Guardsman
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generate_name=yes
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x,y=14,13
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side=1)}
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{GENERIC_UNIT 3 "Dwarvish Guardsman" 10 13}
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{GENERIC_UNIT 3 "Dwarvish Guardsman" 14 15}
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{GENERIC_UNIT 3 "Dwarvish Guardsman" 12 12}
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{GENERIC_UNIT 3 "Dwarvish Guardsman" 14 13}
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#ifdef EASY
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{RANDOM_TRAIT_UNIT (
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type=Dwarvish Guardsman
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generate_name=yes
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x,y=12,14
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side=1)}
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{GENERIC_UNIT 3 "Dwarvish Guardsman" 12 14}
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#endif
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[unit]
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x,y=22,11
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@ -379,12 +379,14 @@
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x=1,5
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y=16,28
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[/move_unit_fake]
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{RANDOM_TRAIT_UNIT (
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id=Kawn # wmllint: ignore
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name= _ "Kawn"
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type=Gryphon Rider
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x,y=5,28
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side=1)}
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[unit]
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id=Kawn # wmllint: ignore
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name= _ "Kawn"
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type=Gryphon Rider
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x,y=5,28
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side=1
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random_traits=yes
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[/unit]
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[allow_recruit]
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type=Gryphon Rider
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[/allow_recruit]
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@ -205,15 +205,19 @@
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speaker=Alanin
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message= _ "The villagers here are loyal to Wesnoth. They should be willing to help me escape these elves!"
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[/message]
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{RANDOM_TRAIT_UNIT (
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type=Spearman
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id=Rolin # wmllint: ignore
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name= _ "Rolin"
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x,y=$x1,$y1
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side=1
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upkeep=loyal)}
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[unit]
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type=Spearman
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id=Rolin # wmllint: ignore
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name= _ "Rolin"
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x,y=$x1,$y1
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side=1
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random_traits=yes
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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[/unit]
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[message]
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speaker=Rolin # wmllint: ignore
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speaker=Rolin # wmllint: ignore
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message= _ "We will certainly help any warrior of Wesnoth who needs our help!"
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[/message]
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[/event]
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@ -226,20 +230,30 @@
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[/filter]
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{RANDOM "Spearman,Bowman"}
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{RANDOM_TRAIT_UNIT (
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type=$random
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generate_name=yes
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x,y=$x1,$y1
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side=1
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upkeep=loyal)}
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[unit]
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type=$random
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generate_name=yes
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x,y=$x1,$y1
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side=1
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random_traits=yes
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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[/unit]
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{RANDOM "Spearman,Bowman"}
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{RANDOM_TRAIT_UNIT (
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type=$random
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generate_name=yes
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x,y=$x1,$y1
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side=1
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upkeep=loyal)}
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[unit]
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type=$random
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generate_name=yes
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x,y=$x1,$y1
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side=1
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random_traits=yes
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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[/unit]
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[/event]
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[event]
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@ -251,15 +265,20 @@
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terrain=Ce,Ke
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[/filter_location]
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[/filter]
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{RANDOM_TRAIT_UNIT (
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type=Lieutenant
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id=Hadlin # wmllint: ignore
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name= _ "Hadlin"
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x,y=10,63
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side=1
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upkeep=loyal)}
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[unit]
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type=Lieutenant
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id=Hadlin # wmllint: ignore
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name= _ "Hadlin"
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x,y=10,63
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side=1
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upkeep=loyal
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random_traits=no
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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[/unit]
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[message]
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speaker=Hadlin # wmllint: ignore
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speaker=Hadlin # wmllint: ignore
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message= _ "Who goes there?"
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[/message]
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[message]
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@ -267,7 +286,7 @@
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message= _ "I'm a dragoon, with Haldric II's personal bodyguard. I was sent on a mission in the northlands, and now elvish horsemen are chasing me. I barely evaded them."
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[/message]
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[message]
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speaker=Hadlin # wmllint: ignore
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speaker=Hadlin # wmllint: ignore
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message= _ "I see. Well, come on in. I doubt they would be able to capture this fort, even if they did want to start a war, which I doubt."
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[/message]
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[store_unit]
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@ -130,10 +130,7 @@
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[/event]
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#define RANDOM_MERCENARY TYPE
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{RANDOM_TRAIT_UNIT (
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type={TYPE}
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x,y=2,14
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side=2)}
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{GENERIC_UNIT 2 {TYPE} 2 14}
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#enddef
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[event]
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name=start
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@ -324,11 +324,7 @@
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[/event]
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#define RANDOM_MERCENARY_2 TYPE
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{RANDOM_TRAIT_UNIT (
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type={TYPE}
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side=2
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x,y=15,4
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generate_name=yes)}
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{GENERIC_UNIT 2 {TYPE} 15 4}
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#enddef
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#elves come
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@ -416,32 +412,32 @@
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######NOTICE: I don't know why, but sighted events that trigger upon a human move no longer work (if they ever did). So consider this event broken. The following one is broken too, but doesn't cause as many problems, so it will stay in for now.
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#seeing the trapped orcs
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# [event]
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# name=sighted
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# [filter]
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# side=1
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# [/filter]
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# [filter_second]
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# side=3,4
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# [/filter_second]
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# {DEBUG_MSG blah}
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# [if]
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# [variable]
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# name=overlayturn
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# equals=0
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# [/variable]
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# [then]
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# [message]
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# id=Rugnur
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# message= _ "Look, those orcs can't get to us! There's cave wall in the way!"
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# [/message]
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# [message]
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# id=Thursagan
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# message= _ "True; but, perhaps later they will find a way out."
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# [/message]
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# [/then]
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# [/if]
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# [/event]
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# [event]
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# name=sighted
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# [filter]
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# side=1
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# [/filter]
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# [filter_second]
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# side=3,4
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# [/filter_second]
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# {DEBUG_MSG blah}
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# [if]
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# [variable]
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# name=overlayturn
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# equals=0
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# [/variable]
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# [then]
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# [message]
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# id=Rugnur
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# message= _ "Look, those orcs can't get to us! There's cave wall in the way!"
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# [/message]
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# [message]
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# id=Thursagan
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# message= _ "True; but, perhaps later they will find a way out."
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# [/message]
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# [/then]
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# [/if]
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# [/event]
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#seeing the guards of the glyph
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[event]
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@ -109,7 +109,7 @@
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name=start
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#dialogue starts
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#alanin approaches the city
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{MOVE_UNIT_FAKE 18 5 18 5 17 11}
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{MOVE_UNIT id=Alanin 17 11}
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[message]
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speaker=Gatekeeper
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message= _ "Halt! What is your business in Weldyn, capital of Wesnoth?"
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@ -122,7 +122,7 @@
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speaker=Gatekeeper
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message= _ "Very well. You may pass."
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[/message]
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{MOVE_UNIT_FAKE 17 11 17 11 17 20}
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{MOVE_UNIT id=Alanin 17 20}
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[message]
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speaker=Guard Captain
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message= _ "I hear you desire to speak to the king, Alanin. What do you have to tell him?"
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@ -135,29 +135,7 @@
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speaker=Guard Captain
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message= _ "Enter, Alanin, and give the king your message."
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[/message]
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#MUF
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[store_unit]
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[filter]
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id=Alanin
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[/filter]
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variable=alanin
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kill=yes
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[/store_unit]
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[move_unit_fake]
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x=17,17
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y=20,25
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side=$alanin.side
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type=$alanin.type
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[/move_unit_fake]
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[set_variable]
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name=alanin.y
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value=25
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[/set_variable]
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[unstore_unit]
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variable=alanin
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[/unstore_unit]
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#/MUF
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{MOVE_UNIT_FAKE 17 20 17 20 17 25}
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{MOVE_UNIT id=Alanin 17 25}
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[message]
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speaker=Alanin
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message= _ "My King, fifteen years ago you sent me on a mission into the northlands. I have returned. What do you wish to know of my mission?"
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@ -11,38 +11,6 @@
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#endif
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#enddef
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#define MOVE_UNIT_FAKE X1 Y1 XM YM X2 Y2
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[store_unit]
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[filter]
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x,y={X1},{Y1}
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[/filter]
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variable=temp
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kill=yes
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[/store_unit]
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[move_unit_fake]
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x={X1},{XM},{X2}
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y={Y1},{YM},{Y2}
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type=$temp.type
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side=$temp.side
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[/move_unit_fake]
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[set_variable]
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name=temp.x
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value={X2}
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[/set_variable]
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[set_variable]
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name=temp.y
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value={Y2}
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[/set_variable]
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[unstore_unit]
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variable=temp
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[/unstore_unit]
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[clear_variable]
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name=temp
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[/clear_variable]
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[redraw]
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[/redraw]
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#enddef
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#define SOF_DEATHS
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[event]
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name=die
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name=temp{VALUE}
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[/clear_variable]
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#enddef
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###################
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#FOLLOWING MACROS BORROWED
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#FROM "FLIGHT TO FREEDOM"
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#BY MADMAX
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###################
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#to be used like this:
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# {RANDOM_TRAIT_UNIT (
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# type=Elvish Champion
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# x=20
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# y=14
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# )}
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#define RANDOM_TRAIT_UNIT STATS_WML
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[unit]
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{STATS_WML}
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random_traits=yes
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[/unit]
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#enddef
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###################
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#/FOLLOWING MACROS BORROWED
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#/FROM "FLIGHT TO FREEDOM"
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#/BY MADMAX
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###################
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