Cleaned up and simplified some Dwarven Doors WML...
...and made a few moveto events undoable.
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1 changed files with 87 additions and 154 deletions
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@ -128,12 +128,6 @@
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text= _ "The Great Doors"
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[/label]
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#define TALK_ABOUT_UNCLE
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[set_variable]
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name=uncle_smuggler
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value=1
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[/set_variable]
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#enddef
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#define LISAR_GUARD_DOORS
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{LOYAL_UNIT 2 (Royal Guard) 8 44 (Royal Guard) ( _ "Royal Guard")}
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#enddef
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@ -219,30 +213,32 @@
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[recall]
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role=Outlaw_Advisor
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[/recall]
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[redraw]
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[/redraw]
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[message]
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role=Outlaw_Advisor
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message= _ "My uncle used to smuggle... err... I mean... trade food for the dwarves. He could get grain carts in under the very noses of those ugly orcs."
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[/message]
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[message]
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role=Outlaw_Advisor
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message= _ "He must be hiding in one of those villages."
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[/message]
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[if]
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[have_unit]
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role=Outlaw_Advisor
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[/have_unit]
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[then]
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{TALK_ABOUT_UNCLE}
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[store_unit]
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variable=outlaw_advisor_store
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[filter]
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role=Outlaw_Advisor
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[/filter]
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kill=no
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variable=outlaw_advisor_store
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[/store_unit]
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{VARIABLE outlaw_name $outlaw_advisor_store.name}
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{CLEAR_VARIABLE outlaw_advisor_store}
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[message]
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role=Outlaw_Advisor
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message= _ "My uncle used to smuggle... err... I mean... trade food for the dwarves. He could get grain carts in under the very noses of those ugly orcs."
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[/message]
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[message]
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role=Outlaw_Advisor
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message= _ "He must be hiding in one of those villages."
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[/message]
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[/then]
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[/if]
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[/event]
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@ -278,6 +274,8 @@
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speaker=Kalenz
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message= _ "I would settle for escape, though I know not which I dread more: foul orcs or fetid caves."
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[/message]
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[allow_undo][/allow_undo]
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[/event]
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[event]
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@ -291,92 +289,6 @@
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[/message]
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[/event]
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[event]
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name=moveto
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first_time_only=no
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[filter]
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id=Uncle Somf
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[/filter]
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[store_unit]
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variable=outlaw_advisor_store
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[filter]
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role=Outlaw_Advisor
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[/filter]
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[/store_unit]
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# proximity check
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[store_locations]
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x=$x1
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y=$y1
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variable=uncle_check_loc
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radius=1
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[/store_locations]
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# The unit we want to be next to
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[store_unit]
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variable=outlaw_advisor_store
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[filter]
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role=Outlaw_Advisor
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[/filter]
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[/store_unit]
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# Iterate over each location checking to see if the outlaw
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# target is standing next to Uncle Somf
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{FOREACH uncle_check_loc i}
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{VARIABLE_OP temp_x format $uncle_check_loc[$i].x}
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{VARIABLE_OP temp_x multiply -1}
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{VARIABLE_OP temp_x add $outlaw_advisor_store.x}
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{VARIABLE_OP temp_y format $uncle_check_loc[$i].y}
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{VARIABLE_OP temp_y multiply -1}
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{VARIABLE_OP temp_y add $outlaw_advisor_store.y}
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[if]
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[variable]
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name=temp_x
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numerical_equals=0
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[/variable]
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[then]
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[if]
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[variable]
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name=temp_y
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numerical_equals=0
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[/variable]
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[then]
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[if]
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[variable]
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name=outlaw_repartee
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numerical_equals=0
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[/variable]
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[then]
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{VARIABLE_OP message_text format (_ "How are we doing, $outlaw_name|?")}
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[message]
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speaker=Uncle Somf
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message=$message_text
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[/message]
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[message]
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speaker=$outlaw_name
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message= _ "The same as always, Uncle!"
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[/message]
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[message]
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speaker=Uncle Somf
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message= _ "That bad, huh?"
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[/message]
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{VARIABLE outlaw_repartee 1}
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[/then]
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[/if]
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[/then]
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[/if]
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[/then]
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[/if]
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{NEXT i}
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{CLEAR_VARIABLE temp_x}
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{CLEAR_VARIABLE temp_y}
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{CLEAR_VARIABLE outlaw_advisor_store}
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{CLEAR_VARIABLE uncle_check_loc}
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[/event]
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#
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# Finding the bandit uncle who gives you a big hint about the true exit
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#
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@ -388,58 +300,46 @@
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y=24
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[/filter]
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[if]
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[variable]
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name=uncle_smuggler
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numerical_equals=1
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[/variable]
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[have_unit]
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role=Outlaw_Advisor
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[/have_unit]
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[then]
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{LOYAL_UNIT 1 (Bandit) 18 24 (Uncle Somf) ( _ "Uncle Somf")}
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[redraw]
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[/redraw]
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#
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# The bandit's speech depends on who finds him
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#
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[store_unit]
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variable=outlaw_advisor_store
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[filter]
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role=Outlaw_Advisor
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[/filter]
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[/store_unit]
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[if]
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[variable]
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name=outlaw_advisor_store.x
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numerical_equals=18
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[/variable]
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[then]
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[if]
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[variable]
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name=outlaw_advisor_store.y
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numerical_equals=24
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[/variable]
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[then]
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{VARIABLE_OP message_text format (_ "$outlaw_name|! How have you been? I haven't seen you in years.")}
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[/then]
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[/if]
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[/then]
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[else]
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{VARIABLE_OP message_text format (_ "Haw! Any friend of $outlaw_name is a friend of mine too.")}
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[/else]
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[/if]
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[message]
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speaker=unit
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message= _ "Who... who's here?"
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[/message]
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[message]
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speaker=Uncle Somf
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message=$message_text
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[/message]
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{CLEAR_VARIABLE message_text}
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{CLEAR_VARIABLE outlaw_advisor_store}
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#
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# The bandit's speech depends on who finds him
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#
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[if]
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[have_unit]
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role=Outlaw_Advisor
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x,y=18,24
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[/have_unit]
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# the outlaw advisor finds Uncle Somf
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[then]
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[message]
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speaker=Uncle Somf
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message= _ "$outlaw_name|! How have you been? I haven't seen you in years."
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[/message]
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[/then]
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# ...or someone else finds him
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[else]
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[message]
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speaker=Uncle Somf
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message= _ "Haw! Any friend of $outlaw_name is a friend of mine too."
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[/message]
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[/else]
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[/if]
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[message]
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speaker=Konrad
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message= _ "We need to make it into the caves of the dwarves."
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[/message]
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#
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# The bandit divulges the true location of the entrance
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#
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@ -461,14 +361,48 @@
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[/message]
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[/else]
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[/if]
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[set_variable]
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name=uncle_smuggler
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value=2
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[/set_variable]
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[/then]
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[else]
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[allow_undo][/allow_undo]
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[/else]
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[/if]
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[/event]
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[event]
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name=moveto
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[filter]
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id=Uncle Somf
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[filter_adjacent]
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role=Outlaw_Advisor
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[/filter_adjacent]
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[or]
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role=Outlaw_Advisor
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[filter_adjacent]
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id=Uncle Somf
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[/filter_adjacent]
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[/or]
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[/filter]
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[message]
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speaker=Uncle Somf
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message= _ "How are we doing, $outlaw_name|?"
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[/message]
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[message]
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speaker=$outlaw_advisor_store.id
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message= _ "The same as always, Uncle!"
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[/message]
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[message]
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speaker=Uncle Somf
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message= _ "That bad, huh?"
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[/message]
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[allow_undo][/allow_undo]
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[/event]
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#
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# When any side 1 unit reaches a possible exit, we find out if it
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message= _ "Whew! We make our way through the dangerous fog of the mountains, and now there is all this chaos before us! Come on, men! We must make it to the caves that lie ahead of us!"
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[/message]
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{CLEAR_VARIABLE true_entrance_location}
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{CLEAR_VARIABLE outlaw_advisor_store}
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{CLEAR_VARIABLE outlaw_name}
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{CLEAR_VARIABLE outlaw_repartee}
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{CLEAR_VARIABLE message_text}
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[/event]
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{campaigns/Heir_To_The_Throne/utils/deaths.cfg}
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