Replaced uses of LOYAL_UNDEAD_UNIT with LOYAL_UNIT
All cases were already creating undead-type units, which get the Undead trait by default The only difference is that the Loyal trait now appears first
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9 changed files with 38 additions and 38 deletions
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@ -202,7 +202,7 @@
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{VARIABLE_OP guard_i rand "0..$($guard_location.length - 1)"}
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{LOYAL_UNDEAD_UNIT 4 Revenant $guard_location[$guard_i].x $guard_location[$guard_i].y}
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{LOYAL_UNIT 4 Revenant $guard_location[$guard_i].x $guard_location[$guard_i].y}
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[+unit]
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max_moves=0
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ai_special=guardian
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@ -325,10 +325,10 @@
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{IS_LOYAL}
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[/unit]
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNIT 2 (Walking Corpse) ({X}) ({Y})}
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#endif
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[message]
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@ -689,9 +689,9 @@
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name=skeleton-big-die.ogg
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[/sound]
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#ifdef EASY
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{LOYAL_UNDEAD_UNIT 3 (Skeleton) 13 2}
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{LOYAL_UNIT 3 (Skeleton) 13 2}
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#else
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{LOYAL_UNDEAD_UNIT 3 (Revenant) 13 2}
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{LOYAL_UNIT 3 (Revenant) 13 2}
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#endif
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[scroll_to_unit]
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x=13
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@ -707,9 +707,9 @@
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name=skeleton-big-die.ogg
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[/sound]
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT 3 (Deathblade) 22 2}
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{LOYAL_UNIT 3 (Deathblade) 22 2}
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#else
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{LOYAL_UNDEAD_UNIT 3 (Skeleton) 22 2}
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{LOYAL_UNIT 3 (Skeleton) 22 2}
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#endif
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[scroll_to_unit]
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x=22
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@ -509,7 +509,7 @@
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[/message]
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#define MORE_UNITS
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{LOYAL_UNDEAD_UNIT 4 (Revenant) 23 28}
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{LOYAL_UNIT 4 (Revenant) 23 28}
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#enddef
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{MORE_UNITS}
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@ -565,7 +565,7 @@
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{PLACE_IMAGE scenery/rubble.png 16 26}
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{LOYAL_UNDEAD_UNIT 4 (Skeleton) 23 28}
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{LOYAL_UNIT 4 (Skeleton) 23 28}
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[/event]
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[event]
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@ -439,11 +439,11 @@
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message= _ "Hey, there’s somebody hidden in the temple. Ack! Hold there!"
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[/message]
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{LOYAL_UNIT 2 (Vampire Bat) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 3 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNDEAD_UNIT 4 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNIT 3 (Walking Corpse) ({X}) ({Y})}
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{LOYAL_UNIT 4 (Walking Corpse) ({X}) ({Y})}
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT 2 (Ghost) ({X}) ({Y})}
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{LOYAL_UNIT 2 (Ghost) ({X}) ({Y})}
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#endif
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[/event]
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#enddef
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@ -515,18 +515,18 @@
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y=24,23,23,22,22
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[/move_unit_fake]
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{LOYAL_UNDEAD_UNIT 5 (Revenant) 41 22}
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{LOYAL_UNDEAD_UNIT 5 (Bone Shooter) 43 24}
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{LOYAL_UNIT 5 (Revenant) 41 22}
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{LOYAL_UNIT 5 (Bone Shooter) 43 24}
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#ifdef NORMAL
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNIT 5 (Chocobone) 43 23}
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#endif
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNDEAD_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNDEAD_UNIT 5 (Necrophage) 44 23}
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{LOYAL_UNDEAD_UNIT 5 (Necrophage) 44 22}
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{LOYAL_UNIT 5 (Chocobone) 42 23}
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{LOYAL_UNIT 5 (Chocobone) 43 23}
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{LOYAL_UNIT 5 (Necrophage) 44 23}
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{LOYAL_UNIT 5 (Necrophage) 44 22}
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#endif
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[kill]
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id=Familiar
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@ -524,9 +524,9 @@
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{NAMED_LOYAL_UNIT $unit.side Deathblade $|spawn_x $|spawn_y Norte _"Norte"}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#ifndef EASY
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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@ -542,10 +542,10 @@
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{NAMED_LOYAL_UNIT $unit.side Banebow $|spawn_x $|spawn_y Rabbin _"Rabbin"}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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@ -566,11 +566,11 @@
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{NAMED_LOYAL_UNIT $unit.side Draug $|spawn_x $|spawn_y "General Kafka" _"General Kafka"}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNDEAD_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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{LOYAL_UNIT $unit.side (Chocobone) $|spawn_x $|spawn_y}
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#endif
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{CLEAR_FOG 1 $|possible_undead_locs[$|undead_loc_i].x $|possible_undead_locs[$|undead_loc_i].y 2}
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@ -293,16 +293,16 @@
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y=2,2,1
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[/move_unit_fake]
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 1 18}
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 1 19}
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{LOYAL_UNDEAD_UNIT 4 (Chocobone) 1 20}
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{LOYAL_UNIT 4 (Chocobone) 1 18}
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{LOYAL_UNIT 4 (Chocobone) 1 19}
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{LOYAL_UNIT 4 (Chocobone) 1 20}
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#ifdef NORMAL
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 1 21}
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{LOYAL_UNIT 3 (Chocobone) 1 21}
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#endif
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#ifdef HARD
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 1 21}
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{LOYAL_UNDEAD_UNIT 3 (Chocobone) 1 22}
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{LOYAL_UNIT 3 (Chocobone) 1 21}
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{LOYAL_UNIT 3 (Chocobone) 1 22}
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#endif
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[message]
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@ -1429,7 +1429,7 @@
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name={SOUND_LIST:ZOMBIE_HIT}
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[/sound]
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{LOYAL_UNDEAD_UNIT 2 (Walking Corpse) $possible_wc_locs[$random].x $possible_wc_locs[$random].y}
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{LOYAL_UNIT 2 (Walking Corpse) $possible_wc_locs[$random].x $possible_wc_locs[$random].y}
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[+unit]
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animate=yes
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[/unit]
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@ -1569,7 +1569,7 @@
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y=$skele_from.y,$possible_skele_locs[$random].y
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[/move_unit_fake]
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{LOYAL_UNDEAD_UNIT 2 $skele_type $possible_skele_locs[$random].x $possible_skele_locs[$random].y}
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{LOYAL_UNIT 2 $skele_type $possible_skele_locs[$random].x $possible_skele_locs[$random].y}
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{CLEAR_VARIABLE possible_skele_locs[$random]}
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