SotA: Don't show recall to avoid undead recruit animation
Also for consistency with the campaign's RECALL_LOYAL_UNITS macro.
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4 changed files with 14 additions and 0 deletions
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@ -182,14 +182,17 @@
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[recall]
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id=Shynal
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x,y=3,10
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show=no
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[/recall]
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[recall]
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id=Corpse Shynal
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x,y=3,10
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show=no
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[/recall]
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[recall]
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id=Carcyn
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x,y=3,10
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show=no
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[/recall]
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[modify_unit]
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[filter]
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@ -81,14 +81,17 @@
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[recall]
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id=Shynal
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x,y=8,14
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show=no
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[/recall]
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[recall]
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id=Corpse Shynal
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x,y=8,14
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show=no
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[/recall]
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[recall]
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id=Carcyn
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x,y=8,15
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show=no
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[/recall]
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[set_variable]
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@ -87,14 +87,17 @@ I never would have been able to escape the trees without ghosts. They had proven
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[recall]
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id=Shynal
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x,y=13,2
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show=no
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[/recall]
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[recall]
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id=Corpse Shynal
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x,y=13,2
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show=no
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[/recall]
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[recall]
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id=Carcyn
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x,y=14,3
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show=no
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[/recall]
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[modify_unit]
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[filter]
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@ -232,23 +232,28 @@ Now the process is complete for both of us. I posted a guard so nothing could ha
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[recall]
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id=Carcyn
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x,y=44,11
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show=no
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[/recall]
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# Only one Shynal will be recalled.
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[recall]
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id=Shynal
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x,y=44,11
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show=no
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[/recall]
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[recall]
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id=Corpse Shynal
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x,y=44,11
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show=no
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[/recall]
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[recall]
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id=Bone Captain
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x,y=39,9
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show=no
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[/recall]
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[recall]
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id=Vendraxis
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x,y=39,10
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show=no
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[/recall]
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# This map is just a larger version of the previous one, and that one had
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