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DM 1: set the living props' facing when they are spawned, instead of
setting them on the start event with MODIFY_UNIT, which produced an awkward visual effect (tsk). This also eliminates unnecessary store_unit/unstore_unit cycles.
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@ -24,14 +24,15 @@
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type=Mage of Light
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id=Marshal
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name=_"Marshal"
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facing=sw
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side=2
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can_recruit=0
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team_name=goodies
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controller=ai
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{NAMED_UNIT 2 (Great Mage) 8 9 "First Oracle" (_"First Oracle") (ai_special=guardian)}
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{NAMED_UNIT 2 (Great Mage) 10 11 "Second Oracle" (_"Second Oracle") (ai_special=guardian)}
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{NAMED_UNIT 2 (Great Mage) 8 13 "Third Oracle" (_"Third Oracle") (ai_special=guardian)}
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{NAMED_UNIT 2 (Great Mage) 6 11 "Fourth Oracle" (_"Fourth Oracle") (ai_special=guardian)}
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{NAMED_UNIT 2 (Great Mage) 8 9 "First Oracle" (_"First Oracle") (ai_special,facing=guardian,se)}
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{NAMED_UNIT 2 (Great Mage) 10 11 "Second Oracle" (_"Second Oracle") (ai_special,facing=guardian,sw)}
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{NAMED_UNIT 2 (Great Mage) 8 13 "Third Oracle" (_"Third Oracle") (ai_special,facing=guardian,nw)}
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{NAMED_UNIT 2 (Great Mage) 6 11 "Fourth Oracle" (_"Fourth Oracle") (ai_special,facing=guardian,ne)}
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# wmllint: recognize First Oracle
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# wmllint: recognize Second Oracle
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# wmllint: recognize Third Oracle
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@ -72,13 +73,6 @@
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[event]
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name=start
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{MODIFY_UNIT id=Marshal facing sw}
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{MODIFY_UNIT (id="First Oracle") facing se}
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{MODIFY_UNIT (id="Second Oracle") facing sw}
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{MODIFY_UNIT (id="Third Oracle") facing nw}
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{MODIFY_UNIT (id="Fourth Oracle") facing ne}
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[redraw][/redraw]
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[message]
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speaker=narrator
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message = _ "Academy of Magic, Isle of Alduin."
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