HTTT: don't change unit id
05b_Isle_of_the_Damned was using black magic: [store_unit] plus [set_variable] to change a unit's id. This confused wmllint. This is also just unnecessarily complicated since there are two more conventional ways to refer to the same unit: role=Advisor and id=$hidden_advisor.id
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1 changed files with 4 additions and 9 deletions
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@ -38,7 +38,7 @@
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# the same as the initial Advisor we would appoint if we took the path through Muff Malal's Peninsula, and
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# will be the initial Advisor recalled at the start of The Siege of Elensefar.
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#
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# We store a copy of this Advisor, giving it a new id. This is done in prestart because the recall list will
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# We store a copy of this Advisor. This is done in prestart because the recall list will
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# not be available at the point the ship returns to collect Konrad. When the ship comes to collect Konrad,
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# we will unstore this copy and hide it before it speaks its line. This way the ship appears to be selected,
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# but the unit's name, profile image and details are displayed; just as if the unit were inside the ship.
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@ -78,11 +78,6 @@
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role=Advisor
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[/filter]
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[/store_unit]
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[set_variable]
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name=hidden_advisor.id
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value=hidden_advisor
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[/set_variable]
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[/event]
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[story]
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@ -479,16 +474,16 @@
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[/unstore_unit]
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[hide_unit]
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id=hidden_advisor
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role=Advisor
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[/hide_unit]
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[message]
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speaker=hidden_advisor
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role=Advisor
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message= _ "Thank goodness we have found you, sir! Come aboard quickly, we shall take you away from this horrible island!"
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[/message]
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[kill]
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id=hidden_advisor
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role=Advisor
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[/kill]
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#enddef
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