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new lands:: land/monster nativity/treasure rules
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11
help.cpp
11
help.cpp
@@ -548,6 +548,7 @@ string generateHelpForLand(eLand l) {
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#define ACCONLYF(z) s += XLAT("Accessible only from %the1 (until finished).\n", z);
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#define TREQ(z) { s += XLAT("Treasure required: %1 $$$.\n", its(z)); buteol(s, gold(), z); }
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#define TREQ2(z,x) { s += XLAT("Treasure required: %1 x %2.\n", its(z), x); buteol(s, items[x], z); }
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#define TREQ3(z,x) { int now = 0; string t = ""; for(eItem i: x) { if(t!="") t += " + "; t += XLATN(iinf[i].name); now += items[i]; } s += XLAT("Treasure required: %1 x %2.\n", its(z), t); buteol(s, now, z); }
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if(l == laMirror || l == laMinefield || l == laPalace ||
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l == laOcean || l == laLivefjord || l == laZebra || l == laWarpCoast || l == laWarpSea ||
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@@ -597,6 +598,16 @@ string generateHelpForLand(eLand l) {
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if(l == laBlizzard) TREQ2(U5, itDiamond)
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if(l == laBlizzard) TREQ2(U5, itWindstone)
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if(l == laWestWall) TREQ2(U5, itIvory)
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if(l == laWestWall) TREQ2(U5, itFeather)
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if(l == laBrownian) TREQ(R30)
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if(l == laVariant) {
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const auto lst = vector<eItem>{itRuins, itEmerald, itBone};
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TREQ3(variant_unlock_value(), lst)
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}
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if(l == laPrairie) TREQ(R90)
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if(l == laBull) TREQ(R90)
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