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Reorganization: put CREATE_UNIT neaer MOVE_UNIT where it clearly belongs.
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@ -34,25 +34,3 @@
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[/redraw]
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#enddef
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# Creates a unit of TYPE belonging to SIDE at X,Y. UNIT_ID can be used when filtering on it.
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# For example, lets create a wose for player 1 at 4,7
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# {CREATE_UNIT 1 "Wose" 4 7 () ()}
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# As a second example, lets make it a female wose which can recruit and is name "Woselina":
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# {CREATE_UNIT 1 "Wose" 4 7 "Woselina" (
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# canrecruit=1
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# )}
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#define CREATE_UNIT SIDE TYPE X Y UNIT_ID OTHER
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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description={UNIT_ID}
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upkeep=full
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animate=yes
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{OTHER}
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[/unit]
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#enddef
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@ -40,6 +40,7 @@
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# IS_HERO
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# UNIT
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# UNDEAD_UNIT
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# CREATE_UNIT
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# MOVE_UNIT
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# MODIFY_UNIT
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# STORE_UNIT_VAR
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@ -273,6 +274,32 @@ message={MSG}
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#enddef
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# Creates a unit of TYPE belonging to SIDE at X,Y. UNIT_ID can be used
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# when filtering on it. For example, let's create a wose for player 1
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# at 4,7
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#
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# {CREATE_UNIT 1 "Wose" 4 7 () ()}
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#
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# As a second example, let's make it a female wose which can recruit and
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# is name "Woselina":
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#
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# {CREATE_UNIT 1 "Wose" 4 7 "Woselina" (
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# canrecruit=1
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# )}
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#define CREATE_UNIT SIDE TYPE X Y UNIT_ID OTHER
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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description={UNIT_ID}
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upkeep=full
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animate=yes
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{OTHER}
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[/unit]
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#enddef
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# Moves a unit from its current location to the given location along a
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# relatively straight line displaying the movement just like [move_unit_fake]
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# does.
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