Changed all but the oldest magi back to use the normal human die sounds
(the old variant sounds too old for these).
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2499b56053
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6 changed files with 6 additions and 6 deletions
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@ -21,7 +21,7 @@ Physically frail, and lacking familiarity with combat, magi do possess certain a
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Special Notes:"+{SPECIAL_NOTES_MAGICAL}
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[defend]
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[frame]
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begin=-150
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@ -19,7 +19,7 @@ Though physically frail, and untrained as warriors, the 'Red Magi' have a number
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Special Notes:"+{SPECIAL_NOTES_MAGICAL}
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[defend]
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[frame]
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begin=-150
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@ -22,7 +22,7 @@ Silver magi are often more physically adept than other magi, and their skills ar
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Special Notes: Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_TELEPORT}
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[resistance]
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fire=50
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cold=50
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@ -24,7 +24,7 @@ Though not trained for combat, there is one enemy against which they are a poten
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Special Notes:"+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HOLY}+{SPECIAL_NOTES_CURES}
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[defend]
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[frame]
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begin=-150
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@ -16,7 +16,7 @@
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usage=fighter
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unit_description= _ "Peasants are the backbone of the rural economy, and the soldiers of last resort. While not fearsome by nature, they will stubbornly defend their homes. However, if you're hurling peasants at your foes, you're clearly out of superior forces."
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[defend]
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[frame]
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begin=-150
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@ -19,7 +19,7 @@ The ultimate prize of the dark arts is complete domination of death and life. Da
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Special Notes:"+{SPECIAL_NOTES_MAGICAL}
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get_hit_sound={SOUND_LIST:HUMAN_OLD_HIT}
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die_sound={SOUND_LIST:HUMAN_OLD_DIE}
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die_sound={SOUND_LIST:HUMAN_DIE}
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[defend]
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[frame]
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begin=-150
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