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https://github.com/wesnoth/wesnoth
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Simplified an incredibly unnecessarily complicated bit of code.
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@ -168,71 +168,15 @@ Note: You need to use map settings for the scenario to work right."
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[/filter]
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[/store_unit]
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{FOREACH ai_unit id}
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{VARIABLE name $ai_unit[$id].name}
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{VARIABLE type $ai_unit[$id].type}
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{VARIABLE damage $ai_unit[$id].hitpoints}
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{VARIABLE_OP damage add -$ai_unit[$i].max_hitpoints}
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{VARIABLE facing $ai_unit[$id].facing}
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{VARIABLE gender $ai_unit[$id].gender}
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{VARIABLE experience $ai_unit[$id].experience}
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{VARIABLE poisoned $ai_unit[$id].status.poisoned}
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{VARIABLE slowed $ai_unit[$id].status.slowed}
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{VARIABLE hidden $ai_unit[$id].status.hidden}
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{VARIABLE x $ai_unit[$id].x}
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{VARIABLE y $ai_unit[$id].y}
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[if]
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[variable]
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name=ai_unit[$id].race
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equals="undead"
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[/variable]
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[then]
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{VARIABLE name ""}
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[/then]
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[/if]
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[unit]
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type=$type
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side={SIDE2}
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x=$x
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y=$y
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experience=$experience
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facing=$facing
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gender=$gender
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name=$name
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random_traits=yes
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[status]
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hidden=$hidden
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slowed=$slowed
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poisoned=$poisoned
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[/status]
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[/unit]
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# add the damage the unit had
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[store_unit]
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variable=last_spawn
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kill=yes
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[filter]
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side={SIDE2}
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x,y = $x,$y
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[/filter]
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[/store_unit]
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{VARIABLE hitpoints $last_spawn.hitpoints}
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{VARIABLE_OP hitpoints add $damage}
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{VARIABLE last_spawn.hitpoints $hitpoints}
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{VARIABLE ai_unit[$id].side {SIDE2}}
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[unstore_unit]
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variable=last_spawn
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variable=ai_unit[$id]
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find_vacant=no
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[/unstore_unit]
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{NEXT id}
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{CLEAR_VARIABLE ai_unit}
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{CLEAR_VARIABLE type}
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{CLEAR_VARIABLE name}
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{CLEAR_VARIABLE hitpoints}
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{CLEAR_VARIABLE facing}
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{CLEAR_VARIABLE gender}
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{CLEAR_VARIABLE experience}
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{CLEAR_VARIABLE poisoned}
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{CLEAR_VARIABLE hidden}
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{CLEAR_VARIABLE slowed}
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{CLEAR_VARIABLE hp_add}
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{CLEAR_VARIABLE max_hp}
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[/then]
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[/if]
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#enddef
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