forked from github/server
descriptions xmas 2003
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@ -1314,7 +1314,6 @@ travel_route(unit * u, region_list * route_begin, region_list * route_end, order
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}
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} else if ((u->race->flags & RCF_WALK) == 0) {
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/* Spezialeinheiten, die nicht laufen können. */
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int moving = u->race->flags & (RCF_SWIM|RCF_WALK|RCF_COASTAL);
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ADDMSG(&u->faction->msgs, msg_message("detectocean",
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"unit region", u, next));
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break;
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@ -107,25 +107,6 @@
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fortzubewegen, wenn er zu Fuß reist.
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</text>
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</string>
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<string name="snowman">
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<text locale="en">
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Orange nose, black hat, frosty character. A snowman.
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</text>
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<text locale="de">
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Rübennase, schwarzer Hut, kaltes Herz. Ein Schneemann.
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</text>
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</string>
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<string name="snowball">
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<text locale="en">
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These items stay frozen all year round. Nobody knows what they
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are good for.
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</text>
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<text locale="de">
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Schneebälle sind leider noch nicht vollständig implementiert.
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Frohe Weihnachten und einen guten Rutsch ins Jahr 2003 wünscht
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das Eressea-Team!
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</text>
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</string>
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<string name="firesword">
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<text locale="en">
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The flaming sword gives its bearer an attack of 3d6+10 plus
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@ -11,6 +11,27 @@
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</string>
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</namespace>
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<namespace name="iteminfo">
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<string name="snowman">
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<text locale="en">
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Orange nose, black hat, frosty character. A snowman.
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He'll make a fine guard if you use him in a cold place. (USE 1 snowman)
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</text>
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<text locale="de">
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Rübennase, schwarzer Hut, kaltes Herz. Ein Schneemann. Er gibt
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einen prima Wachmann ab, wenn er in einem Gletscher belebt wird
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(BENUTZE 1 Schneemann).
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</text>
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</string>
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<string name="snowball">
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<text locale="en">
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These items stay frozen all year round. There seem to be bits of
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ice in them - in the right hands, these might put an eye out!
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</text>
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<text locale="de">
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Ein Schneeball. Es scheinen kleine Eissplitter darin zu sein. In
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den richtigen Händen können sie sicher weh tun.
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</text>
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</string>
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<string name="seashell">
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<text locale="en">
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This badge pronounces its wearer an official visitor to the
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@ -5,8 +5,8 @@
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<resource name="snowball">
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<item notlost="yes" weight="0">
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<weapon bash="true" missile="true" skill="unarmed" offmod="0" defmod="0" reload="0" magres="0.0">
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<damage type="rider" value="3d6+4"/>
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<damage type="footman" value="3d6+4"/>
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<damage type="rider" value="3d8+8"/>
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<damage type="footman" value="3d8+8"/>
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<modifier type="missile_target" value="2"/>
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<modifier type="skill" value="-90"/>
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<modifier type="skill" value="100">
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