dialog update for DD
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@ -153,6 +153,8 @@
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[recall]
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description=Kalenz
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[/recall]
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[redraw]
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[/redraw]
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[message]
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description=Delfador
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message= _ "At last, this is the entrance to the Dwarven Kingdoms."
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@ -191,6 +193,8 @@
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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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@ -217,6 +221,10 @@
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[/if]
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[/event]
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#
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# Some colorful talking events to make the scenario more interesting
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#
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[event]
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name=turn 2
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[message]
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@ -246,6 +254,107 @@
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[/message]
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[/event]
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[event]
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name=die
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[filter_second]
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description=Haldiel
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[/filter_second]
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[message]
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speaker=second_unit
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message= _ "Back to the abyss, spawn of filth!"
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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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description=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 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, $outlaw_name|?")}
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[message]
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description=Uncle Somf
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message=$message_text
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[/message]
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[message]
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description=$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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description=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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[event]
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name=moveto
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[filter]
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@ -261,6 +370,8 @@
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[then]
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{UNIT (Bandit) (Uncle Somf) ( _ "Uncle Somf") 1 18 24}
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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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@ -576,6 +687,9 @@
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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 mines, which 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_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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