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- [event]
- # before refresh
- name=side_turn
- first_time_only=no
- id=AE_imp_runelaying_2_side_turn
- [store_unit]
- [filter]
- [filter_wml]
- [variables]
- AE_imp_rune_end=$turn_number
- [/variables]
- [/filter_wml]
- [/filter]
- variable=rune_times
- kill=no
- [/store_unit]
- {FOREACH rune_times i}
- [store_unit]
- [filter]
- x,y=$rune_times[$i].x,$rune_times[$i].y
- [/filter]
- variable=rune_unit
- kill=yes
- [/store_unit]
- #effect remove start
- {FOREACH rune_unit.attack r}
- [chat]
- message=_"rune_unit.$rune_unit.variables.AE_imp_rune_type"
- [/chat]
- {VARIABLE_OP rune_unit.$rune_unit.variables.AE_imp_rune_type add -$rune_unit.variables.AE_imp_rune_value}
- {NEXT r}
- {CLEAR_VARIABLE rune_unit.variables.AE_imp_rune_type}
- {CLEAR_VARIABLE rune_unit.variables.AE_imp_rune_value}
- {CLEAR_VARIABLE rune_unit.variables.AE_imp_rune_end}
- #effect remove end
- [unstore_unit]
- variable=rune_unit
- find_vacant=no
- [/unstore_unit]
- {NEXT i}
- [/event]
- [event]
- name=turn_refresh
- first_time_only=no
- id=AE_imp_runelaying_2_turn_refresh
- # add rune start
- [store_unit]
- [filter]
- ability=AE_imp_runelaying_2
- side=$side_number
- [/filter]
- variable=runelayers
- kill=no
- [/store_unit]
- {FOREACH runelayers i}
- [if]
- [variable]
- name=rune_unit.variables.AE_imp_rune_end
- less_than=1
- [/variable]
- [then]
- [store_unit]
- [filter]
- x,y=$runelayers[$i].x,$runelayers[$i].y
- [/filter]
- variable=rune_unit
- kill=yes
- [/store_unit]
- #effect start
- {FOREACH rune_unit.attack r}
- {VARIABLE_OP rune_unit.attack[$r].damage add 2}
- {NEXT r}
- {VARIABLE rune_unit.variables.AE_imp_rune_end "$($turn_number+2)"}
- {VARIABLE rune_unit.variables.AE_imp_rune_type attack[$|r].damage}
- {VARIABLE rune_unit.variables.AE_imp_rune_value 2}
- #effect end
- [unstore_unit]
- variable=rune_unit
- find_vacant=no
- [/unstore_unit]
- [/then]
- [/if]
- {NEXT i}
- # add rune end
- [/event]
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