macro maintenance
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3 changed files with 173 additions and 78 deletions
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@ -5,26 +5,8 @@
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################################
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#
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# This music macro ensures that the correct music is selected
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# for a scenario just in case it is changed by [story].
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# It should be positioned at the top of the scenario file
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# so it can be overridden by other prestart or start events.
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# Nothing yet
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#
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# It also allows for the convenient use of a standardized
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# intra-scenario music, should we decide to use one.
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#
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#define SCENARIO_MUSIC MUSIC
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[music]
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name="wesnoth-2.ogg"
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[/music]
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[event]
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name=prestart
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[music]
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name={MUSIC}
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[/music]
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[/event]
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#enddef
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################################
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#
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@ -66,7 +66,7 @@
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background=story/the_great_continent.png
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music=main_menu_new.ogg
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[image]
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x,y=192,0
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x,y=110,0.0
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file=story/trow-logo.png
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[/image]
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229
data/utils.cfg
229
data/utils.cfg
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@ -1,4 +1,60 @@
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#this file contains utility macros
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# This file contains utility macros for scenario writers
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#### TABLE OF CONTENTS ####
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# variable operations
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# RANDOM
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# VARIABLE
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# VARIABLE_OP
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# CLEAR_VARIABLE
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# FOREACH
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# NEXT
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# IF_TERRAIN
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# DEBUG_MSG
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# scenario/campaign setup
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# DEFAULT_MUSIC_PLAYLIST
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# SCENARIO_MUSIC
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# STARTING_VILLAGES
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# DOT
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# CROSS
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# MENU_IMG_TXT
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# MENU_IMG_TXT2
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# side setup
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# TURNS
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# GOLD
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# INCOME
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# ATTACK_DEPTH
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# NO_SCOUTS
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# in-scenario actions
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# PLACE_IMAGE
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# TREMOR
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# IS_HERO
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# UNIT
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# UNDEAD_UNIT
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# MOVE_UNIT
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# MODIFY_UNIT
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# STORE_UNIT_VAR
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# PUT_TO_RECALL_LIST
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# utilities not intended for general use
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# QUANTITY
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# MAGENTA_IS_THE_TEAM_COLOR
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# COLOR_HEAL
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# COLOR_HARM
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# COLOR_WHITE
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# IMAGE_DEFENSIVE
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# IMAGE_DEFENSIVE_RANGE
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# IMAGE_DEFENSIVE_SHORT
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#### END OF TABLE OF CONTENTS ####
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#macro to define a 'quantity' differently based on difficulty levels
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#define QUANTITY ATTRIBUTE ON_EASY ON_NORMAL ON_HARD
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@ -15,28 +71,11 @@
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#endif
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#enddef
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#macro to define AI attack depth for different difficulty levels
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#define ATTACK_DEPTH ON_EASY ON_NORMAL ON_HARD
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{QUANTITY attack_depth {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#macro to define number of turns for different difficulty levels
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#define TURNS ON_EASY ON_NORMAL ON_HARD
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{QUANTITY turns {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#macro to make an AI team not recruit scouts
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#define NO_SCOUTS
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villages_per_scout=0
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#enddef
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#macro to add a hero icon to the unit
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#define IS_HERO
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overlays="misc/hero-icon.png"
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#enddef
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#macro which will let you go {GOLD x y z} to set
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#the gold depending on easy/medium/hard - x/y/z
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@ -45,17 +84,22 @@ overlays="misc/hero-icon.png"
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#enddef
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#define INCOME ON_EASY ON_NORMAL ON_HARD
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#ifdef EASY
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income={ON_EASY}
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#endif
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{QUANTITY income {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#ifdef NORMAL
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income={ON_NORMAL}
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#endif
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#macro to define AI attack depth for different difficulty levels (set it to 1-6)
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#define ATTACK_DEPTH ON_EASY ON_NORMAL ON_HARD
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{QUANTITY attack_depth {ON_EASY} {ON_NORMAL} {ON_HARD}}
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#enddef
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#ifdef HARD
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income={ON_HARD}
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#endif
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#macro to make an AI team not recruit scouts
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#define NO_SCOUTS
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villages_per_scout=0
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#enddef
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#macro to add a hero icon to the unit
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#define IS_HERO
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overlays="misc/hero-icon.png"
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#enddef
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#define DOT X Y
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@ -86,7 +130,6 @@ random={RANGE}
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#enddef
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#macro to initialize a variable
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#define VARIABLE VAR VALUE
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[set_variable]
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name={VAR}
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@ -95,7 +138,6 @@ value={VALUE}
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#enddef
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#macro to do mathematical operations on variables
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#define VARIABLE_OP VAR OP ARG
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[set_variable]
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name={VAR}
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@ -470,36 +512,107 @@ name=prestart
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flag_rgb=244,154,193,63,0,22,85,0,42,105,0,57,123,0,69,140,0,81,158,0,93,177,0,105,195,0,116,214,0,127,236,0,140,238,61,150,239,91,161,241,114,172,242,135,182,246,173,205,248,193,217,250,213,229,253,233,241
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#enddef
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# Music macros. As of 1.1.3, music is parsed as follows:
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# 1. the [scenario]-level [music] tag
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# 2. the [story]-level music key
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# 3. any [event]-level [music] tags
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#
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# If you change the music at a lower level, the tags above it will NOT be re-parsed
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# and your scenario will sound wrong. For example, if you set scenario music
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# with the normal [scenario]-level music tag but change the music during the [story],
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# it is never reset back to normal. Therefore, these macros are intended to catch
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# instances like that. Of course, if you want something more elaborate, code it
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# manually.
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# A macro to define a standard playlist suitable for any level. The music is defined
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# twice to catch instances where music is changed in a story and not set back.
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#define DEFAULT_MUSIC_PLAYLIST
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[music]
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name=gameplay01.ogg
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ms_before=12000
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[/music]
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[music]
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name=gameplay02.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=gameplay03.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=main_menu.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-1.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-2.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=gameplay01.ogg
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ms_before=12000
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[/music]
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[music]
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name=gameplay02.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=gameplay03.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=main_menu.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-1.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-2.ogg
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ms_before=12000
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append=yes
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[/music]
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[event]
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name=prestart
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[music]
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name=gameplay01.ogg
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ms_before=12000
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[/music]
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[music]
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name=gameplay02.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=gameplay03.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=main_menu.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-1.ogg
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ms_before=12000
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append=yes
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[/music]
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[music]
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name=wesnoth-2.ogg
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ms_before=12000
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append=yes
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[/music]
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[/event]
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#enddef
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#
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# This music macro ensures that the correct music is selected
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# for a scenario just in case it is changed by [story].
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# It should be positioned at the top of the scenario file
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# so it can be overridden by other prestart or start events.
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#
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# It also allows for the convenient use of a standardized
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# intra-scenario music, should we decide to use one.
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#
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#define SCENARIO_MUSIC MUSIC
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[music]
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name="wesnoth-2.ogg"
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[/music]
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[event]
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name=prestart
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[music]
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name={MUSIC}
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[/music]
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[/event]
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#enddef
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#define COLOR_HEAL
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