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https://github.com/wesnoth/wesnoth
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DM: Fixed very unlikely case of possible breakage
It was in theory possible to spot the first village from the map edge, in which case Rorthin might not appear if his target location was randomized to be a border hex, so instead we just always move him to the hex north of Delfador.
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@ -175,10 +175,7 @@
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[/have_location]
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[/have_location]
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[/filter_condition]
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[/filter_condition]
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# Pick a random hex around Delfador, then find the closest shrouded hex
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# Move Rorthin to north of Delfador from the closest shrouded hex
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# and move in Rorthin from there
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{RANDOM "n,ne,se,s,sw,nw"}
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[store_locations]
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[store_locations]
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[filter_adjacent_location]
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[filter_adjacent_location]
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@ -186,7 +183,7 @@
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id=Delfador
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id=Delfador
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[/filter]
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[/filter]
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adjacent=$random
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adjacent=s
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[/filter_adjacent_location]
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[/filter_adjacent_location]
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variable=next_to_delf
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variable=next_to_delf
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@ -265,7 +262,7 @@
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side=1
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side=1
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[/allow_recruit]
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[/allow_recruit]
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{CLEAR_VARIABLE random,next_to_delf,move_from}
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{CLEAR_VARIABLE next_to_delf,move_from}
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[/event]
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[/event]
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#define MEMOIRS_DEAD_HOUSE X Y TYPE ID NAME_STRING ACTIONS
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#define MEMOIRS_DEAD_HOUSE X Y TYPE ID NAME_STRING ACTIONS
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