Use existing macro to avoid situations where Nym's otherwise-mute Dust Devil pet might speak.
Resolves #4892.
(cherry picked from commit 9941ee2258
)
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2041bca678
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3 changed files with 23 additions and 9 deletions
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@ -1458,10 +1458,12 @@
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message= _ "Argh! Curse you! May you never live to see daylight again!"
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[/message]
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{CHECK_SPEAKER}
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "And so, at last, it ends."
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[/message]
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{CLEAR_VARIABLE speaking_unit}
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[message]
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side=4
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@ -759,10 +759,12 @@
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message= _ "Ha, you’re trapped. I’ve got you right where I want you, and this time no one is gonna save you."
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[/message]
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{CHECK_SPEAKER}
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "How did a troll get stuck all the way back here?"
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[/message]
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{CLEAR_VARIABLE speaking_unit}
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[/event]
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# When Vengeful Dwarf dies
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@ -1170,10 +1172,12 @@
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side=1
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[/filter_second]
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{CHECK_SPEAKER}
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "Incoming! Ugh, it’s big, hairy, and nasty. I hate bats, I really hate bats."
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[/message]
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{CLEAR_VARIABLE speaking_unit}
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[/event]
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[event]
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@ -1413,10 +1417,12 @@
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message= _ "Faugh! Even in death I curse you! You will never escape these tunnels alive!"
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[/message]
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{CHECK_SPEAKER}
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "And so, at last, it ends."
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[/message]
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{CLEAR_VARIABLE speaking_unit}
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[message]
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side=6
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@ -626,11 +626,13 @@
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fire_event=no
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[/kill]
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{CHECK_SPEAKER}
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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# wmllint: local spelling creeped
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message= _ "I say good riddance. He creeped me out."
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[/message]
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{CLEAR_VARIABLE speaking_unit}
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[/event]
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# Event 4.5 Naga leaders appear, activate sides 7 + 8
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@ -978,6 +980,7 @@
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fire_event=no
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[/kill]
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{CHECK_SPEAKER}
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[if]
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[variable]
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name=found_door
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@ -986,18 +989,19 @@
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[then]
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
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[/message]
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[/then]
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[else]
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case."
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[/message]
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[/else]
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[/if]
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{CLEAR_VARIABLE speaking_unit}
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[fire_event]
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name=found_both_keys_and_door
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@ -1024,6 +1028,7 @@
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fire_event=no
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[/kill]
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{CHECK_SPEAKER}
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[if]
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[variable]
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name=found_door
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@ -1032,18 +1037,19 @@
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[then]
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "Look, I found an iron key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
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[/message]
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[/then]
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[else]
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[message]
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speaker=second_unit
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speaker=$speaking_unit.id
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message= _ "Look, I found an iron key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case."
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[/message]
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[/else]
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[/if]
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{CLEAR_VARIABLE speaking_unit}
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[fire_event]
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name=found_both_keys_and_door
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