Partial wmllint/wmlscope cleanup.

This commit is contained in:
Eric S. Raymond 2010-09-12 11:11:05 +00:00
parent 1245b571d3
commit 02c1e610c4
4 changed files with 8 additions and 4 deletions

View file

@ -149,10 +149,12 @@
side=1
x={X}
y={Y}
# wmlscope: start ignoring
[modifications]
{TRAIT_{TRAIT_1}}
{TRAIT_{TRAIT_2}}
[/modifications]
# wmlscope: stop ignoring
generate_name=yes
[/unit]
#enddef

View file

@ -386,7 +386,6 @@ The places she can move to are highlighted." +
[/message]) ([message]
speaker=narrator
caption= _"Attacking"
# wmllint: local spelling OK
message= _"To attack the quintain, first select the attacker (Lisar) then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Lisar will attack." +
{CONTINUE_MSG}
[/message])}
@ -1039,6 +1038,7 @@ End your turn, then attack again."
[message]
speaker=narrator
caption= _"Defenses"
# wmllint: local spelling quintains
#wmllint: display on
message= _"Whenever one of your units is selected, youll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defense</i> that unit has in that kind of terrain. For example, most units have good defenses in castles and villages but poor defenses in rivers. However, these quintains use a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain its target occupies."
#wmllint: display off

View file

@ -1,5 +1,7 @@
#textdomain wesnoth-tutorial
#wmllint: local spelling Galdrad
#define TEACHER MESSAGE_TEXT
[message]
speaker=Galdrad

View file

@ -70,14 +70,14 @@
{CLEAR_VARIABLE random_placement_locations}
#enddef
#define SCATTER_EMBELLISHMENTS TERRAIN EMBELLISHMENT PERCENTAGE
#define SCATTER_EMBELLISHMENTS TERRAIN_PATTERN EMBELLISHMENT_NAME PERCENTAGE
# Adds the given embellishment to the given percentage of the given terrain
# on the map.
#
# For example, this will add flowers to 5% of all grassland:
#! {SCATTER_EMBELLISHMENTS G* ^Efm 5}
[store_locations]
terrain={TERRAIN}
terrain={TERRAIN_PATTERN}
variable=terrain_variation_locations
[/store_locations]
@ -100,7 +100,7 @@
[terrain]
x,y=$terrain_variation_locations[$terrain_variation_i].x,$terrain_variation_locations[$terrain_variation_i].y
terrain={EMBELLISHMENT}
terrain={EMBELLISHMENT_NAME}
layer=overlay
[/terrain]