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- Armbruständerung (#define CHANGED_CROSSBOWS 1)
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@ -84,11 +84,12 @@ enum {
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RL_NONE
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RL_NONE
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};
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};
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/* Schadenstypen */
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/* damage types */
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#define CUT (1<<0)
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#define CUT (1<<0)
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#define PIERCE (1<<1)
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#define PIERCE (1<<1)
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#define BASH (1<<2)
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#define BASH (1<<2)
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#define ARMORPIERCING (1<<3)
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typedef struct weapondata {
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typedef struct weapondata {
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double magres;
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double magres;
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@ -124,7 +125,11 @@ static weapondata weapontable[WP_MAX + 1] =
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/* Langbogen */
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/* Langbogen */
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{0.00, "1d11+1", "1d11+1", I_LONGBOW, SK_LONGBOW, 0, 0, true, false, { RL_NONE, 0 }, PIERCE },
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{0.00, "1d11+1", "1d11+1", I_LONGBOW, SK_LONGBOW, 0, 0, true, false, { RL_NONE, 0 }, PIERCE },
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/* Armbrust */
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/* Armbrust */
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#if CHANGED_CROSSBOWS == 1
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{0.00, "3d3+5", "3d3+5", I_CROSSBOW, SK_CROSSBOW, 0, 0, true, false, { RL_CROSSBOW, 2 }, PIERCE | ARMORPIERCING },
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#else
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{0.00, "3d3+5", "3d3+5", I_CROSSBOW, SK_CROSSBOW, 0, 0, true, false, { RL_CROSSBOW, 1 }, PIERCE },
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{0.00, "3d3+5", "3d3+5", I_CROSSBOW, SK_CROSSBOW, 0, 0, true, false, { RL_CROSSBOW, 1 }, PIERCE },
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#endif
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/* Speer */
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/* Speer */
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{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
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{0.00, "1d10+0", "1d12+2", I_SPEAR, SK_SPEAR, 0, 0, false, false, { RL_NONE, 0}, PIERCE },
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/* Zweihänder */
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/* Zweihänder */
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@ -304,6 +309,7 @@ init_oldweapons(void)
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if (weapontable[w].damage_type & CUT) wflags |= WTF_CUT;
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if (weapontable[w].damage_type & CUT) wflags |= WTF_CUT;
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if (weapontable[w].damage_type & PIERCE) wflags |= WTF_PIERCE;
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if (weapontable[w].damage_type & PIERCE) wflags |= WTF_PIERCE;
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if (weapontable[w].damage_type & BASH) wflags |= WTF_BLUNT;
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if (weapontable[w].damage_type & BASH) wflags |= WTF_BLUNT;
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if (weapontable[w].damage_type & ARMORPIERCING) wflags |= WTF_ARMORPIERCING;
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damage[0] = weapontable[w].damfoot;
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damage[0] = weapontable[w].damfoot;
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damage[1] = weapontable[w].damhorse;
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damage[1] = weapontable[w].damhorse;
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@ -1000,15 +1000,20 @@ terminate(troop dt, troop at, int type, const char *damage, boolean missile)
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int ar, an, am;
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int ar, an, am;
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int armor = select_armor(dt);
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int armor = select_armor(dt);
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int shield = select_shield(dt);
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int shield = select_shield(dt);
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int da = dice_rand(damage);
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int rda, sk = 0, sd;
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boolean magic = false;
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const weapon_type *dwtype = NULL;
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const weapon_type *dwtype = NULL;
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const weapon_type *awtype = NULL;
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const weapon_type *awtype = NULL;
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const weapon * weapon;
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const weapon * weapon;
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int rda, sk = 0, sd;
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boolean magic = false;
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int da = dice_rand(damage);
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if(fval(au, UFL_WERE)) {
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int level = fspecial(du->faction, FS_LYCANTROPE);
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da += level;
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}
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switch (type) {
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switch (type) {
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case AT_STANDARD:
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case AT_STANDARD:
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weapon = select_weapon(at, true, true);
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weapon = select_weapon(at, true, true);
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@ -1030,20 +1035,28 @@ terminate(troop dt, troop at, int type, const char *damage, boolean missile)
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sd = weapon_effskill(dt, at, weapon, false, false);
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sd = weapon_effskill(dt, at, weapon, false, false);
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if (weapon!=NULL) dwtype=weapon->type;
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if (weapon!=NULL) dwtype=weapon->type;
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/* Magischer Schaden durch Sprüche oder magische Waffen? */
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ar = armordata[armor].prot;
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ar = armordata[armor].prot;
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ar += armordata[shield].prot;
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ar += armordata[shield].prot;
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/* natürliche Rüstung */
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/* natürliche Rüstung */
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an = du->race->armor;
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an = du->race->armor;
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if(fval(du, UFL_WERE)) {
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int level = fspecial(du->faction, FS_LYCANTROPE);
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an += level;
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da += level;
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}
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/* magische Rüstung durch Artefakte oder Sprüche */
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/* magische Rüstung durch Artefakte oder Sprüche */
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/* Momentan nur Trollgürtel */
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/* Momentan nur Trollgürtel und Werwolf-Eigenschaft */
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am = select_magicarmor(dt);
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am = select_magicarmor(dt);
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if(fval(du, UFL_WERE)) {
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/* this counts as magical armor */
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int level = fspecial(du->faction, FS_LYCANTROPE);
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am += level;
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}
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#if CHANGED_CROSSBOWS == 1
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if(fval(awtype,ARMORPIERCING)) {
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/* crossbows */
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ar /= 2;
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an /= 2;
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}
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#endif
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/* natürliche Rüstung ist halbkumulativ */
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/* natürliche Rüstung ist halbkumulativ */
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if (ar>0) {
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if (ar>0) {
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@ -181,6 +181,7 @@ typedef struct weapon_mod {
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#define WTF_CUT 0x08
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#define WTF_CUT 0x08
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#define WTF_BLUNT 0x10
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#define WTF_BLUNT 0x10
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#define WTF_BOW 0x20 /* elves like 'em */
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#define WTF_BOW 0x20 /* elves like 'em */
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#define WTF_ARMORPIERCING 0x40 /* armor has only half value */
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typedef struct weapon_type {
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typedef struct weapon_type {
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const item_type * itype;
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const item_type * itype;
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@ -35,4 +35,5 @@
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 5
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#define RECRUITFRACTION 5
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#define CATAPULT_AMMUNITION 0 /* Gebaut werden kann sie auch mit 0! */
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#define CATAPULT_AMMUNITION 0 /* Gebaut werden kann sie auch mit 0! */
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#define CHANGED_CROSSBOWS 0
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@ -30,9 +30,10 @@
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#define SKILLPOINTS 0
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#define SKILLPOINTS 0
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#define NEW_MIGRATION 1
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#define NEW_MIGRATION 1
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#define PEASANTS_DO_NOT_STARVE 0
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#define PEASANTS_DO_NOT_STARVE 0
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#define GUARD_DISABLES_RECRUIT 1
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#define GUARD_DISABLES_RECRUIT 0
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#define GUARD_DISABLES_PRODUCTION 1
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#define GUARD_DISABLES_PRODUCTION 0
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#define RESOURCE_QUANTITY 0.5
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 5
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#define RECRUITFRACTION 10
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#define CATAPULT_AMMUNITION 1
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#define CATAPULT_AMMUNITION 0
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#define CHANGED_CROSSBOWS 0
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 20
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#define CATAPULT_AMMUNITION 0
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#define CATAPULT_AMMUNITION 0
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#define CHANGED_CROSSBOWS 0
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 5
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#define RECRUITFRACTION 5
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#define CATAPULT_AMMUNITION 1
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#define CATAPULT_AMMUNITION 1
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#define CHANGED_CROSSBOWS 0
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#define VICTORY_CONDITION VICTORY_MURDER
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#define VICTORY_CONDITION VICTORY_MURDER
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#define VICTORY_DELAY 4
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#define VICTORY_DELAY 4
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#define RESOURCE_QUANTITY 1.0
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#define RESOURCE_QUANTITY 1.0
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#define RECRUITFRACTION 20
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#define RECRUITFRACTION 20
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#define CATAPULT_AMMUNITION 0
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#define CATAPULT_AMMUNITION 0
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#define CHANGED_CROSSBOWS 0
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