some fixes?
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41
main.lua
41
main.lua
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@ -34,6 +34,9 @@ function love.load()
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-- enums
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-- enums
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require "scripts/enums"
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require "scripts/enums"
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-- functions
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require "scripts/drawing_UI"
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--objects
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--objects
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require "scripts/objects"
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require "scripts/objects"
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require "scripts/units"
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require "scripts/units"
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@ -146,17 +149,21 @@ function love.draw()
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end
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end
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end
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end
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------ DEBUG ------
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function draw_debug()
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function draw_debug()
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..fps_dt..", x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y)
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love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..fps_dt..", x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y)
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end
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end
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function draw_pause_menu(x,y)
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function draw_pause_menu(w,h)
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love.graphics.setColor(1,1,1,0.3)
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love.graphics.setColor(1,1,1,0.3)
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love.graphics.rectangle("fill", x, y, game_width-2*x, game_height-2*y)
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love.graphics.rectangle("fill", w, h, game_width-2*w, game_height-2*h)
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love.graphics.setColor(1,1,1,1)
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love.graphics.setColor(1,1,1,1)
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end
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end
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--------------------
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------ MODELS ------
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function draw_entity(entity)
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function draw_entity(entity)
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if entity.model ~= nil then
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if entity.model ~= nil then
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-- do animated models if animated, if anim_path and if game playing
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-- do animated models if animated, if anim_path and if game playing
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@ -193,33 +200,5 @@ function draw_entity(entity)
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entity:draw()
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entity:draw()
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end
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end
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end
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end
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--------------------
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function draw_combat_ui()
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local unit_count = 0
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-- count how much units
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for _, unit in pairs(current_level.units) do
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if unit.faction == player.id then
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unit_count = unit_count + 1
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end
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end
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local unit_total = unit_count
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-- position units accordingly
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unit_count = 0
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for _, unit in pairs(current_level.units) do
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unit_count = unit_count + 1
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if unit.faction == player.id then
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draw_portrait(unit,unit_count,unit_total)
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end
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end
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end
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function draw_portrait(u,unit_count,unit_total)
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--$-- temporal
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--love.graphics.line(game_width/2,0,game_width/2,game_height)
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--$--
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local pos_x = game_width/2-(74*unit_total)+74*unit_count+74/2
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local pos_y = game_height-83
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love.graphics.draw(img.hud.unit_show, pos_x-2, pos_y, 0, 1)
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love.graphics.draw(u.portrait, pos_x, pos_y+14, 0, 4)
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end
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@ -0,0 +1,31 @@
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-------- combat --------
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function draw_combat_ui()
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local unit_count = 0
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-- count how much units
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for _, unit in pairs(current_level.units) do
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if unit.faction == player.id then
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unit_count = unit_count + 1
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end
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end
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local unit_total = unit_count
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-- position units accordingly
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unit_count = 0
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for _, unit in pairs(current_level.units) do
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unit_count = unit_count + 1
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if unit.faction == player.id then
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draw_portrait(unit,unit_count,unit_total)
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end
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end
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end
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function draw_portrait(u,uc,ut)
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--$-- temporal
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love.graphics.line(game_width/2,0,game_width/2,game_height)
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--$--
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local pos_x = (game_width/2)+((72)*ut)/2-(72)*uc
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local pos_y = (game_height-86)
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love.graphics.draw(img.hud.unit_show, pos_x-2, pos_y, 0, 1)
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love.graphics.draw(u.portrait, pos_x, pos_y+14, 0, 4)
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end
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-------- combat --------
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@ -580,6 +580,6 @@ statTable = {
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img = {
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img = {
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hud = {
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hud = {
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unit_show = love.graphics.newImage("assets/textures/hud/units.png")
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unit_show = love.graphics.newImage("assets/textures/ui/unit_portrait.png")
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}
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}
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}
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}
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@ -8,13 +8,6 @@ levels.main_menu = {
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local entities = levels.main_menu.entities
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local entities = levels.main_menu.entities
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local units = levels.main_menu.units
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local units = levels.main_menu.units
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-- campfire
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entities.campfire = {
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model = g3d.newModel("assets/objects/campfire.obj","assets/textures/campfire.png", {0,0,0}, {0,0,0}, {1,1,1}),
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is_animated = false,
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animated_texture = nil
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}
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-- grass ground
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-- grass ground
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local radius = math.random(50,50)
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local radius = math.random(50,50)
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for r1 = 0, radius, 1 do for r2= 0, radius, 1 do
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for r1 = 0, radius, 1 do for r2= 0, radius, 1 do
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@ -42,7 +35,6 @@ end end
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table.insert(units,nu)
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table.insert(units,nu)
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local nu = Unit:newUnit("Implings",player.id,portrait.impling,statTable.implings)
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local nu = Unit:newUnit("Implings",player.id,portrait.impling,statTable.implings)
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local xx, yy, zz = 3, 0, 3
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local xx, yy, zz = 3, 0, 3
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for i = 1, 8, 1 do for j = 1, 5, 1 do
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for i = 1, 8, 1 do for j = 1, 5, 1 do
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local imp = Object:new2DAnimated("implings",portrait.impling,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16)
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local imp = Object:new2DAnimated("implings",portrait.impling,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16)
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@ -61,24 +53,30 @@ for i = 1, 8, 1 do for j = 1, 5, 1 do
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end end
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end end
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table.insert(units,nu)
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table.insert(units,nu)
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--[[
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-- bunch of hellbeast pack (6)
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-- bunch of hellbeast pack (6)
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local nu = Unit:newUnit("Hellbeast Pack",player.id,portrait.hellbeast,statTable.implings)
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local xx, yy, zz = -3, 0, 3
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local xx, yy, zz = -3, 0, 3
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for i = 1, 3, 1 do for j = 1, 2, 1 do
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for i = 1, 3, 1 do for j = 1, 2, 1 do
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local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16)
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local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16)
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load_animation(hellbeast,animation.hellbeast.idle,4,8)
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load_animation(hellbeast,animation.hellbeast.idle,4,8)
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table.insert(entities,hellbeast)
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table.insert(nu.troops,hellbeast)
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end end
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end end
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creat_unit
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table.insert(units,nu)
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table.insert(units,"hellbeast")
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-- bunch of hellbeast pack (6)
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local nu = Unit:newUnit("Hellbeast Pack",player.id,portrait.hellbeast,statTable.implings)
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local xx, yy, zz = -3, 0, -3
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for i = 1, 3, 1 do for j = 1, 2, 1 do
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local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16)
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load_animation(hellbeast,animation.hellbeast.idle,4,8)
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table.insert(nu.troops,hellbeast)
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end end
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table.insert(units,nu)
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local nu = Unit:newUnit("Archdemon",player.id,portrait.archdemon,statTable.implings)
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-- hero archdemon (1)
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-- hero archdemon (1)
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local xx, yy, zz = 0, 0, 3
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local xx, yy, zz = 0, 0, 3
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local archdemon = Object:new2DAnimated("archdemon",portrait.archdemon,xx,yy,zz,16,16)
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local archdemon = Object:new2DAnimated("archdemon",portrait.archdemon,xx,yy,zz,16,16)
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load_animation(archdemon,animation.archdemon.idle,4,8)
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load_animation(archdemon,animation.archdemon.idle,4,8)
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table.insert(entities,archdemon)
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table.insert(nu.troops,archdemon)
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table.insert(units,archdemon)
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table.insert(units,nu)
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table.insert(units,"archdemon")
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]]--
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