UtBS: fixed scenario 8 and 11 bugs
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3 changed files with 52 additions and 59 deletions
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@ -561,7 +561,7 @@ name=prestart
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# trapped merman in cage
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{PUT_IMG merman-triton.png 10 5}
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{PUT_IMG units/merfolk/triton.png 10 5}
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{PUT_IMG items/cage.png 10 5}
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[unit]
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@ -6408,16 +6408,16 @@ message= _ "Good, until then we'll settle around that oasis and set up as good a
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# Flooding algorithm
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# The idea is that at the end of each turn:
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# At the end of each turn:
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# 1. Turn shallow water hexes to deep water
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# 2. Turn all cave tiles within 1 hex of water to shallow water
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# Turn shallow water hexes to deep water and
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# Turn all cave tiles within one hex of water to shallow water
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# Step by Step Process: (steps 3-5 removed)
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# Step by Step Process:
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# 1. change all shallow water hexes to ice
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# 2. change hexes adjacent to ice to shallow water (except for cave wall)
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# 6. change ice to deep water
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# 7. kill any unit in deep water, destroy any items in deep water
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# 3. change ice to deep water
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# 4. kill any unit in deep water, destroy any items in deep water
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[event]
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name=new turn
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@ -6428,6 +6428,14 @@ first_time_only=no
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name=stop_flooding
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numerical_equals=0
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[/variable]
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# don't flood before first turn
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[not]
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[variable]
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name=turn_number
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numerical_equals=1
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[/variable]
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[/not]
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[then]
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@ -6888,7 +6896,7 @@ first_time_only=no
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{CLEAR_VARIABLE deepwater_loc}
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# 6. change ice to deep water
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# 3. change ice to deep water
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[store_locations]
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x=1-99
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@ -6919,8 +6927,7 @@ first_time_only=no
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{CLEAR_VARIABLE shallowwater_loc}
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# 7. kill any unit in deep water, destroy any items in deep water
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# 4. kill any unit in deep water, destroy any items in deep water
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[store_locations]
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x=1-99
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@ -6947,77 +6954,63 @@ first_time_only=no
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x,y=$water_x,$water_y
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[/removeitem]
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# if unit side=1 then display death message "I'm drowning!" and kill unit
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# else if unit side=3 (water serpent or undead can't drown) don't kill
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# else kill unit
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# If unit side is not 3 then kill unit. (side 3is undead who can't drown)
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# Also if unit side is 1 then display death message: "I'm drowning!"
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[store_locations]
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x,y=$water_x,$water_y
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[filter]
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side=1
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side=1,2,4,5,6,7,8,9
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[/filter]
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variable=victim_side
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[/store_locations]
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[if]
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[variable]
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name=victim_side.length
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numerical_equals=1
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name=victim_side.length
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numerical_equals=1
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[/variable]
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[then]
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[store_locations]
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x,y=$water_x,$water_y
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[filter]
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side=1
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[/filter]
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variable=victim_side
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[/store_locations]
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[if]
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[variable]
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name=victim_side.length
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numerical_equals=1
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[/variable]
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[then]
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[message]
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x,y=$water_x,$water_y
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message= _ "Help, I'm drowning!"
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[/message]
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[message]
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x,y=$water_x,$water_y
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message= _ "Help, I'm drowning!"
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[/message]
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[/then]
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[/if]
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[kill]
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x,y=$water_x,$water_y
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animate=no
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fire_event=yes
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x,y=$water_x,$water_y
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animate=no
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fire_event=yes
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[/kill]
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[/then]
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[else]
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[store_locations]
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x,y=$water_x,$water_y
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[filter]
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side=3
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[/filter]
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variable=victim_side
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[/store_locations]
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[if]
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[not]
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[variable]
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name=victim_side.length
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numerical_equals=1
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[/variable]
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[/not]
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[then]
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[kill]
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x,y=$water_x,$water_y
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animate=no
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fire_event=yes
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[/kill]
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[/then]
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[/if]
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[/else]
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[/if]
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{NEXT i}
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{CLEAR_VARIABLE deepwater_loc}
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[/then]
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[/if]
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@ -546,13 +546,13 @@ name=prestart
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# add items to map
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# merfolk trapped in cages
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{PUT_IMG units/merfolk/warrior.png 25 36}
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{PUT_IMG units/Merman_Warrior.cfg 25 36}
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{PUT_IMG items/cage.png 25 36}
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{PUT_IMG units/merfolk/warrior.png 34 31}
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{PUT_IMG units/Merman_Warrior.cfg 34 31}
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{PUT_IMG items/cage.png 34 31}
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{PUT_IMG units/merfolk/spearman.png 18 32}
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{PUT_IMG units/Merman_Spearman.cfg 18 32}
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{PUT_IMG items/cage.png 18 32}
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{PUT_IMG units/merfolk/priestess.png 31 25}
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