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Make Delfador return with the correct class in Clash at the Manor.
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@ -50,6 +50,8 @@
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[/side]
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#wmllint: validate-on
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{STARTING_VILLAGES_ALL 1}
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[event]
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name=prestart
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@ -139,11 +141,14 @@
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[/event]
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[event]
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name=die
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name=last breath
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[filter]
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id=Eldred
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[/filter]
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# Keep his unit on the board
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{FULL_HEAL id=Eldred}
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[move_unit_fake]
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type=$delfador_store.type
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x=25,24,24
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@ -152,30 +157,11 @@
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# wmllint: recognize Delfador
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{DELFADOR_ARRIVES 24 16}
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#the flash of Delfador's lightning bolt
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[scroll_to_unit]
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id=Delfador
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[/scroll_to_unit]
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[sound]
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name=lightning.ogg
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[/sound]
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[colour_adjust]
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red=100
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green=100
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blue=100
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[/colour_adjust]
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[delay]
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time=10
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[/delay]
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[colour_adjust]
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red=0
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green=0
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blue=0
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[/colour_adjust]
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{DELFADOR_LIGHTNING}
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[message]
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id=Delfador
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@ -358,10 +358,10 @@
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# consequences are delayed because 16 is talk-only.
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#
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# At the beginning of A New Ally (17), Delfador gets back the
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# Wesnothians (his original recruit list), plus the human survivors from
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# Terror at the Ford of Parthyn (12). However we don't bring back
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# Lionel, the cutscene in 16 has him commanding the defenses of
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# Weldyn.
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# Wesnothians (his original recruit list), plus the human survivors
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# from Terror at the Ford of Parthyn (12). However we don't bring back
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# Lionel, the cutscene in Dark Skies over Weldyn (16) has him
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# commanding the defenses of Weldyn.
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#
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#define RESTORE_WESNOTHIAN_VETERANS
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@ -490,16 +490,16 @@
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# At the end of Prince of Wesnoth (20), Delfador intervenes.
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#define DELFADOR_ARRIVES X Y
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[set_variable]
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name=delfador_store.hitpoints
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value=delfador_store.max_hitpoints
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[/set_variable]
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[unstore_unit]
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variable=delfador_store
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find_vacant=yes
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x,y={X},{Y}
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[/unstore_unit]
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{CLEAR_VARIABLE delfador_store}
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{FULL_HEAL id=Delfador}
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[redraw]
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side=1
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[/redraw]
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#enddef
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# At the end of Prince of Wesnoth (20), Delfador gets control of side 1 again.
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