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Princess Quest now marked as 'ingame' when in Princess Challenge
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@ -1298,7 +1298,7 @@ LAND( 0xE08020, "Canvas", laCanvas, ZERO | LF_TECHNICAL, itNone, RESERVED, "A fa
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LAND( 0x00C000, "Palace Quest", laPrincessQuest, ZERO, itSavedPrincess, RESERVED, princessdesc) // fake
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NATIVE(isNative(laPalace, m))
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REQ(ACCONLY(laPalace) KILL(moVizier, laPalace))
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REQ(ACCONLY(laPalace) INMODE(princess::challenge) KILL(moVizier, laPalace))
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LAND( 0xD0D060, "Wild West", laWildWest, ZERO, itBounty, RESERVED, wildwestdesc)
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NATIVE((m == moOutlaw) ? 2 : 0)
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@ -1797,4 +1797,5 @@ MONSTER( '*', 0, "vertex", moRogueviz, ZERO | CF_TECHNICAL, RESERVED, moN
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#undef ACCONLY2
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#undef ACCONLY3
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#undef ACCONLYF
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#undef IFINGAME
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#undef IFINGAME
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#undef INMODE
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1
help.cpp
1
help.cpp
@ -700,6 +700,7 @@ void add_reqs(eLand l, string& s) {
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#define COND(x,y) s += (y);
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#define ITEMS_TOTAL(list, z) \
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{ int now = 0; string t = "("; for(eItem i: list) { if(t!="(") t += " | "; t += XLATN(iinf[i].name); now += items[i]; } t += ")"; s += XLAT("Treasure required: %1 x %2.\n", its(z), t); buteol(s, now, z); }
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#define INMODE(x) ;
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#define ACCONLY(z) s += XLAT("Accessible only from %the1.\n", z);
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#define ACCONLY2(z,x) s += XLAT("Accessible only from %the1 or %the2.\n", z, x);
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#define ACCONLY3(z,y,x) s += XLAT("Accessible only from %the1, %2, or %3.\n", z, y, x);
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@ -230,6 +230,7 @@ EX bool landUnlocked(eLand l) {
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#define ACCONLY3(x,y,z)
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#define ACCONLYF(x)
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#define IFINGAME(land, ok, fallback) if(isLandIngame(land)) { ok } else { fallback }
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#define INMODE(x) if(x) return true;
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#include "content.cpp"
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case landtypes: return false;
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