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https://github.com/wesnoth/wesnoth
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Made the scenario able to interpret any R* terrain on the map...
...as being part of the secret path maze.
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@ -132,7 +132,7 @@
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[do]
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[if]
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[have_location]
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terrain=Re
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terrain=R*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -146,7 +146,7 @@
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[then]
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[store_locations]
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terrain=Re
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terrain=R*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -163,7 +163,7 @@
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[else]
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[store_locations]
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terrain=Re
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terrain=R*
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[filter_adjacent_location]
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x,y=$new_path_hex.x,$new_path_hex.y
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@ -235,7 +235,7 @@
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[/store_locations]
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[store_locations]
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terrain=Re
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terrain=R*
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y=10-35
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variable=secret_path_to_hide
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@ -611,7 +611,7 @@ _f, _f, Re, _f
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radius=1
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[filter_radius]
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terrain=Re,Gg,C*,K*,*^V*
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terrain=R*,Gg,C*,K*,*^V*
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[or]
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terrain=*^F*
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@ -659,7 +659,7 @@ _f, _f, Re, _f
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# them
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[store_locations]
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[not]
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terrain=Re
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terrain=R*
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[/not]
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y=10-35
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find_in=urza_movement_area
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@ -688,7 +688,7 @@ _f, _f, Re, _f
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{FOREACH secret_path_to_reveal i}
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[terrain]
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x,y=$secret_path_to_reveal[$i].x,$secret_path_to_reveal[$i].y
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terrain=Re
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terrain=R*
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[/terrain]
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{NEXT i}
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