Do a pass of macro documentation
- Adds a bunch of documentation - Fixes some incorrect or inaccurate documentation - Moves some documentation so that wmlscope actually picks it up - Excludes some internal macros from being documented
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12 changed files with 95 additions and 19 deletions
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@ -18,6 +18,7 @@
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#define DEPRECATED_UNIT OLD_NAME NEW_NAME VERSION_NAME
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# Tag [unit_type] for removal, where VERSION_NAME is the the next development series from the date of deprecation.
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# NEW_NAME can be an empty string to indicate that there's no replacement.
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# Place this macro in the [unit_type] definition.
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hide_help=yes
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do_not_list=yes
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[event]
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@ -183,6 +183,7 @@
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#enddef
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#define MAKE_NONLOYAL ID_STRING
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# Removes the loyal trait from the unit.
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[remove_trait]
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id={ID_STRING}
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trait_id=loyal
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@ -190,7 +191,7 @@
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#enddef
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#define MAKE_LOYAL_HERO ID_STRING
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## remove previous loyal trait if they exist.
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# Makes the unit a hero unit.
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[remove_trait]
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id={ID_STRING}
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trait_id=loyal
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@ -205,7 +206,7 @@
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#enddef
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#define MAKE_LOYAL_NORMAL ID_STRING
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## remove previous loyal trait if they exist.
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# Makes the unit a regular loyal unit (not a hero).
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[remove_trait]
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id={ID_STRING}
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trait_id=loyal
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@ -220,7 +221,7 @@
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#enddef
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#define MAKE_LOYAL_LEADER ID_STRING
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## remove previous loyal trait if they exist.
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# Makes the unit a leader.
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[remove_trait]
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id={ID_STRING}
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trait_id=loyal
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@ -234,7 +235,7 @@
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#enddef
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#define MAKE_HERO ID_STRING
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# Give an existing unit a hero overlay
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# Give an existing unit a hero overlay, without making them loyal.
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[unit_overlay]
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id={ID_STRING}
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image=misc/hero-icon.png
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@ -265,8 +265,8 @@
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{FLASH_WHITE ({ACTION_WML}) }
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#enddef
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#The macro that all the following macros work off
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#define FADE_STEP_RGB RED GREEN BLUE DELAY_TIME
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# Defines a single step in a fade animation; used internally by the other fade macros.
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[color_adjust]
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red,green,blue={RED},{GREEN},{BLUE}
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[/color_adjust]
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@ -276,8 +276,8 @@
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[redraw][/redraw]
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#enddef
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#The macro that the following fade to black macros rely on
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#define FADE_STEP NUMBER DELAY_TIME
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# Defines a single step in a monochrome fade animation; used internally in the fade to black macros.
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{FADE_STEP_RGB {NUMBER} {NUMBER} {NUMBER} {DELAY_TIME}}
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#enddef
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@ -321,20 +321,20 @@
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{FADE_STEP 0 5}
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#enddef
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#define WHISPER TEXT
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# Encapsulate text in conventional markup for characters whispering.
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# We do this so whispers can be restyled by tweaking this markup
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#define WHISPER TEXT
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"<small>(" + {TEXT} + ")</small>"#enddef
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#define ASIDE TEXT
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# Encapsulate text in conventional markup for characters speaking aside.
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# We do this so asides can be restyled by tweaking this markup
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#define ASIDE TEXT
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"<i>(" + {TEXT} + ")</i>"#enddef
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#define CAPTION TEXT
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# Encapsulate text in conventional markup similar to how standard
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# character message dialogs are rendered. Intended for story screens
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# mainly.
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#define CAPTION TEXT
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"<span color='#bcb088'><b>" + {TEXT} + "</b></span>
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"#enddef
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@ -4,6 +4,8 @@
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#
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#define ITM_WISHINGWELL X Y
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# Places a wishing well that allows a player to drop in a coin to make a wish.
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# There is no effect of the wish other than losing 1 gold.
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[item]
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x={X}
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y={Y}
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@ -186,6 +188,7 @@
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#enddef
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#define OBJ_POTION_HEALING X Y ID
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# Places a potion of healing that heals 10% of the unit's hitpoints. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -224,6 +227,7 @@
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#enddef
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#define OBJ_POTION_POISON X Y ID
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# Places a poison potion that poisons the unit who uses it. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -261,6 +265,7 @@
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#enddef
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#define OBJ_POTION_HOLY X Y ID
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# Places holy water that turns the unit's melee attacks into arcane attacks. It can only be used once.
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{PICKUPPABLE_ITEM {ID} {X} {Y} (
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side=1
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[has_attack]
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@ -292,6 +297,7 @@
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#enddef
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#define OBJ_POTION_STRONG X Y ID
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# Places a potion of strength that increases the unit's damage by 1 per strike on melee attacks. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -335,6 +341,7 @@
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#enddef
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#define OBJ_POTION_DECAY X Y ID
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# Places a potion of decay that damages 10% of the unit's hitpoints. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -372,6 +379,7 @@
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#enddef
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#define OBJ_RING_REGENERATION X Y ID
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# Places a ring of regeneration that gives the unit a regenerates ability. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -411,6 +419,7 @@
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#enddef
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#define OBJ_RING_SLOW X Y ID
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# Places a potion of slowness that slows the unit. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -448,6 +457,7 @@
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#enddef
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#define OBJ_STAFF_SPEED X Y ID
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# Places a staff of speed that adds 2 movement ponts to the unit. It can only be used once.
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[item]
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x={X}
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y={Y}
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@ -487,7 +497,7 @@
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#wmllint: markcheck off
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#define LIGHTNING_ANIMATION NAME_STRING DIRECTION_NUMBER
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#"Effect generating a new animation that throws lightning in a specified direction."
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# Effect generating a new animation that throws lightning in a specified direction.
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[effect]
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apply_to=new_animation
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id={NAME_STRING}_{DIRECTION_NUMBER}
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#enddef
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#define OBJ_TRIDENT_STORM X Y ID
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# Places a storm trident that grants merfolk a lightning attack. It can only be used once.
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{PICKUPPABLE_ITEM {ID} {X} {Y} (
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race=merman
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[not]
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#wmllint: markcheck on
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#define SCEPTRE_OF_FIRE_EFFECT
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# Adds the Sceptre of Fire as an additional attack to a unit
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[effect]
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apply_to=new_attack
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name=sceptre of fire
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#enddef
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#define WOODLAND_RESISTANCE
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# Resistance values for woodland creatures such as elves
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[resistance]
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blade=100
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pierce=100
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#enddef
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#define FLY_MOVE
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# Standard movement costs for a flying unit
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deep_water=1
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shallow_water=1
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reef=1
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#enddef
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#define FLY_DEFENSE DEFENSE_NUMBER
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# Sets a fixed defense for all terrain types
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deep_water={DEFENSE_NUMBER}
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shallow_water={DEFENSE_NUMBER}
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reef={DEFENSE_NUMBER}
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#enddef
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#define FLY_RESISTANCE
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# Resistance values for a flying unit
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[resistance]
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blade=100
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pierce=100
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#enddef
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#define MOUNTAIN_MOVE
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# Movement costs for a mountain unit such as a troll or dwarf
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[movement_costs]
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shallow_water=3
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reef=2
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#enddef
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#define MOUNTAIN_DEFENSE
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# Defense values for a mountain unit such as a troll or dwarf
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[defense]
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shallow_water=80
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reef=70
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#enddef
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#define DRAKEFLY_MOVE
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# Standard movement costs for flying drakes.
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[movement_costs]
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deep_water=2
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shallow_water=1
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#enddef
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#define DRAKEFLY_RESISTANCE
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# Standard resistances for flying drakes.
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[resistance]
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blade=90
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pierce=110
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#textdomain wesnoth
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# Defines name generation rules for all of the standard races.
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# The Drake phoneme inventory a writing system must cover is as follows:
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#
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@ -174,6 +175,7 @@ suffix_male=af|al|lih|bair|sur|bi|lah|at|sim|ma|ih|yl|iq|raj|mam|man|ya|zid|riya
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#enddef
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#define LIZARD_NAMES
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# Saurian name generation rules
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male_names= _ "Amprixta,Anexir,Anitraz,Arix,Axiz,Bzz’Kza,Chamil,Cleezi,Clezz,Fazzis,Fizztrax,Flixta,Flizzil,Frikes,Frizzle,Hasz,Heffez,Hertrazzir,Hesz,Hezzir,Hezzis,Hix,Inexis,Irix,Jezzix,Jizz,Kaliez,Kepzs,Kernix,Kersezz,Kertrasz,Kerx,Kerxenix,Kezz,Klexaz,Klezyx,Krarax,Krenarex,Krex,Krinex,Krisess,Laizix,Lazki,Lixeez,Merax,Mexiss,Moxanzz,Naxisz,Nix,Pekzs,Plaxis,Plesix,Presch,Sailik,Salanix,Salik,Sandix,Saprazz,Satras,Skalix,Skandix,Skazix,Skeely,Skeezix,Sklizle,Skrez,Slizilx,Sprizz,Ssexur,Ssizer,Ssorix,Sszasz,Sterizz,Talerez,Tarex,Tarnix,Tezzaz,Tirasch,Tirax,Tirix,Trezz,Venezz,Vriss,Waks,Xaffrasz,Xartrez,Xasz,Xaztex,Xerxix,Xirasz,Xirr,Xirtras,Xirtrez,Xirz,Zandler,Zedrix,Zilrix,Zizzasz,Zslap,Zzalkz,Zzupde"
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# po: Generator for saurian names; see <https://wiki.wesnoth.org/Context-free_grammar> for syntax
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name_generator= _ <<
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#enddef
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#define VILLAGE_NAMES
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# Name generation rules for villages on random maps
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base_names= _ "Bal,Cam,Corn,Del,Earl,El,Fox,Fren,Gel,Hel,Hex,Hol,Hox,Il,Kin,Nam,Nes,New,Ol,Old,Olf,Oul,Ox,Rock,Rook,Sal,Sam,Sed,Sel,Sen,Sil,Tal,Water,Wet,York"
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# po: Generator for the base names of features assigned by the random map generator; see <https://wiki.wesnoth.org/Context-free_grammar> for syntax
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base_name_generator= _ <<
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# Utility macros for use in the objectives dialog
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#define TURNS_RUN_OUT
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# Adds an objective indicating that you lose when turns run out
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[objective]
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description= _ "Turns run out"
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condition=lose
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[/objective]
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#enddef
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#wmllint: markcheck off
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#define EARLY_FINISH_BONUS_FOOTNOTE
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"<span foreground='white'><small> " + _"(early finish bonus)" + "</small></span>"#enddef
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#wmllint: markcheck on
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#define OBJECTIVE_FOOTNOTE TEXT
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# Add a footnote to an objective in small print
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"<span foreground='white'><small> " + {TEXT} + "</small></span>"
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#enddef
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#wmllint: markcheck off
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#define EARLY_FINISH_BONUS_FOOTNOTE
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# Add a note to an objective indication that you get an early finish bonus
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{OBJECTIVE_FOOTNOTE _"(early finish bonus)"}#enddef
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#wmllint: markcheck on
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#define ALTERNATIVE_OBJECTIVE_CAPTION
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# Add a caption for an alternative objective
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caption= _ "Alternative objective:"
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#enddef
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#define BONUS_OBJECTIVE_CAPTION
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# Add a caption for a bonus objective
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caption= _ "Bonus objective:"
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#enddef
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#define OPTIONAL_OBJECTIVE_CAPTION
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# Add a caption for an optional objective
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caption= _ "Optional objective:"
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#enddef
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#define ALTERNATIVE_OBJECTIVE OBJECTIVE_TEXT
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# Add an alternative objective that can be attained in place of the primary objective to win the scenario.
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[objective]
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{ALTERNATIVE_OBJECTIVE_CAPTION}
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description={OBJECTIVE_TEXT}
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#enddef
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#define ALTERNATIVE_OBJECTIVE_BONUS OBJECTIVE_TEXT
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# Add an alternative objective that grants an early finish bonus.
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[objective]
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{ALTERNATIVE_OBJECTIVE_CAPTION}
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description={OBJECTIVE_TEXT}+{EARLY_FINISH_BONUS_FOOTNOTE}
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#enddef
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#define IS_LAST_SCENARIO
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# Add a note to the objectives indicating that this is the final scenario in the campaign.
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[note]
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red,blue,green=0,255,255
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description="<b>" + _"This is the last scenario." + "</b>"
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#enddef
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#define HAS_NO_TURN_LIMIT
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# Add a note to the objectives indicating that there is no turn limit.
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[note]
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description= "<b>" + _"No turn limit" + "</b>"
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[/note]
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#define ENABLE_PARAGON
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# Place in a campaign or scenario definition to allow Dune Blademaster to advance to Dune Paragon.
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[modify_unit_type]
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type="Dune Blademaster"
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add_advancement="Dune Paragon"
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#enddef
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#define DISABLE_GRAND_MARSHAL
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# Place in a campaign or scenario definition to disallow General from advancing to Grand Marshal.
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[modify_unit_type]
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type="General"
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remove_advancement="Grand Marshal"
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#enddef
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#define ENABLE_ARMAGEDDON_DRAKE
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# Place in a campaign or scenario definition to allow Inferno Drake to advance to Armageddon Drake.
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[modify_unit_type]
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type="Inferno Drake"
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add_advancement="Armageddon Drake"
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#enddef
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#define ENABLE_DWARVISH_ARCANISTER
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# Place in a campaign or scenario definition to allow Dwarvish Runemaster to advance to Dwarvish Arcanister.
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[modify_unit_type]
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type="Dwarvish Runemaster"
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add_advancement="Dwarvish Arcanister"
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#enddef
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#define ENABLE_DWARVISH_RUNESMITH
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# Place in a campaign or scenario definition to allow Dwarvish Fighter to advance to Dwarvish Runesmith.
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[modify_unit_type]
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type="Dwarvish Fighter"
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add_advancement="Dwarvish Runesmith"
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#enddef
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#define ENABLE_WOLF_ADVANCEMENT
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# Place in a campaign or scenario definition to allow Wolf to advance to Great Wolf and Great Wolf to advance to Direwolf.
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[modify_unit_type]
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type="Wolf"
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add_advancement="Great Wolf"
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#enddef
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#define ENABLE_NIGHTBLADE
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# Place in a campaign or scenario definition to allow Orcish Slayer to advance to Orcish Nightblade.
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[modify_unit_type]
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type="Orcish Slayer"
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add_advancement="Orcish Nightblade"
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#enddef
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#define ENABLE_TROLL_SHAMAN
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# Place in a campaign or scenario definition to allow Troll Whelp to advance to Troll Shaman.
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[modify_unit_type]
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type="Troll Whelp"
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add_advancement="Troll Shaman"
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#enddef
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#define ENABLE_ANCIENT_LICH
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# Place in a campaign or scenario definition to allow Lich to advance to Ancient Lich.
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[modify_unit_type]
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type="Lich"
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add_advancement="Ancient Lich"
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#enddef
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#define ENABLE_DEATH_KNIGHT
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# Place in a campaign or scenario definition to allow Revenant to advance to Death Knight.
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[modify_unit_type]
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type="Revenant"
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add_advancement="Death Knight"
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#enddef
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||||
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||||
#define ENABLE_WOSE_SHAMAN
|
||||
# Place in a campaign or scenario definition to allow Wose to advance to Wose Shaman.
|
||||
[modify_unit_type]
|
||||
type="Wose"
|
||||
add_advancement="Wose Shaman"
|
||||
|
|
|
@ -4,17 +4,17 @@
|
|||
# These macros don't depend on any others. Please don't change this.
|
||||
# ! in comments is used in generating HTML documentation, ignore it otherwise.
|
||||
|
||||
#define FOREVER
|
||||
# Max number of turns in a scenario, mainly for use as a turn upper bound
|
||||
# in ai declarations for aggression, etc.
|
||||
#define FOREVER
|
||||
999 #enddef
|
||||
|
||||
# The effectively infinite radius.
|
||||
#define INFINITY
|
||||
# The effectively infinite radius.
|
||||
999 #enddef
|
||||
|
||||
# Everywhere on the map. For filters that would otherwise touch recall lists.
|
||||
#define EVERYWHERE
|
||||
# Everywhere on the map. For filters that would otherwise touch recall lists.
|
||||
x,y=1-infinity,1-infinity #enddef
|
||||
|
||||
#define NO_MAP_DATA
|
||||
|
@ -67,6 +67,7 @@ Gg, Gg, Gg, Gg
|
|||
#enddef
|
||||
|
||||
#define CAMPAIGN_DIFFICULTY DEFINE IMAGE LABEL DESCRIPTION
|
||||
# Define a difficulty level for a campaign
|
||||
[difficulty]
|
||||
define={DEFINE}
|
||||
image={IMAGE}
|
||||
|
@ -76,6 +77,7 @@ Gg, Gg, Gg, Gg
|
|||
#enddef
|
||||
|
||||
#define DEFAULT_DIFFICULTY
|
||||
# Append to {CAMPAIGN_DIFFICULTY} to mark it as the default difficulty.
|
||||
[+difficulty]
|
||||
default=yes
|
||||
[/difficulty]
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
#textdomain wesnoth-help
|
||||
# This file defines all the standard time schedules.
|
||||
|
||||
#define TOD_COLOR_SHIFT RED GREEN BLUE
|
||||
# Append to any time definition to add a color shift.
|
||||
[+time]
|
||||
red={RED}
|
||||
green={GREEN}
|
||||
|
@ -96,6 +98,7 @@
|
|||
#enddef
|
||||
|
||||
#define INDOORS
|
||||
# A time schedule that's always bright, for indoor settings.
|
||||
[time]
|
||||
id=indoors
|
||||
name= _ "Indoors"
|
||||
|
@ -104,6 +107,7 @@
|
|||
#enddef
|
||||
|
||||
#define UNDERGROUND
|
||||
# A time schedule that's always dark, for underground settings.
|
||||
[time]
|
||||
id=underground
|
||||
name= _ "Underground"
|
||||
|
@ -116,6 +120,8 @@
|
|||
#enddef
|
||||
|
||||
#define DEEP_UNDERGROUND
|
||||
# A time schedule that's extremely dark, for deep underground settings.
|
||||
# The chaotic bonus is 30%.
|
||||
[time]
|
||||
id=deep_underground
|
||||
name= _ "Deep Underground"
|
||||
|
@ -128,6 +134,7 @@
|
|||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE
|
||||
# The default schedule, with dawn, morning, afternoon, dusk, and first and second watches.
|
||||
{DAWN}
|
||||
{MORNING}
|
||||
{AFTERNOON}
|
||||
|
@ -137,6 +144,7 @@
|
|||
#enddef
|
||||
|
||||
#define SUMMER_SCHEDULE
|
||||
# A summer schedule, witha longer daylight segment.
|
||||
{DAWN} {TOD_COLOR_SHIFT 0 -10 -5}
|
||||
{MORNING} {TOD_COLOR_SHIFT 5 5 0}
|
||||
{MIDDAY} {TOD_COLOR_SHIFT 5 5 0}
|
||||
|
@ -146,6 +154,7 @@
|
|||
#enddef
|
||||
|
||||
#define WINTER_SCHEDULE
|
||||
# A winter schedule, with a longer nighttime segment.
|
||||
{DAWN} {TOD_COLOR_SHIFT -30 -15 5}
|
||||
{MIDDAY} {TOD_COLOR_SHIFT -5 -5 5}
|
||||
{DUSK} {TOD_COLOR_SHIFT 5 -20 -30}
|
||||
|
@ -155,30 +164,36 @@
|
|||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_DAWN
|
||||
# Default schedule, starting at dawn.
|
||||
{DEFAULT_SCHEDULE}
|
||||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_MORNING
|
||||
# Default schedule, but starting at morning.
|
||||
{DEFAULT_SCHEDULE}
|
||||
current_time=1
|
||||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_AFTERNOON
|
||||
# Default schedule, but starting at afternoon.
|
||||
{DEFAULT_SCHEDULE}
|
||||
current_time=2
|
||||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_DUSK
|
||||
# Default schedule, but starting at dusk.
|
||||
{DEFAULT_SCHEDULE}
|
||||
current_time=3
|
||||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_FIRST_WATCH
|
||||
# Default schedule, but starting at first watch.
|
||||
{DEFAULT_SCHEDULE}
|
||||
current_time=4
|
||||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_SECOND_WATCH
|
||||
# Default schedule, but starting at second watch.
|
||||
{DEFAULT_SCHEDULE}
|
||||
current_time=5
|
||||
#enddef
|
||||
|
@ -451,6 +466,7 @@
|
|||
#enddef
|
||||
|
||||
#define DEFAULT_SCHEDULE_24H
|
||||
# A 24-hour schedule, where each turn represents 1 hour.
|
||||
{DAWN_HOUR}
|
||||
{MORNING_HOUR1}
|
||||
{MORNING_HOUR2}
|
||||
|
@ -671,6 +687,7 @@
|
|||
#enddef
|
||||
|
||||
#define TWO_SUNS_DEFAULT_SCHEDULE
|
||||
# The standard After the Fall schedule, with two uneven days.
|
||||
{DAWN1}
|
||||
{MORNING1}
|
||||
{MIDDAY1}
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
# For now, the new are defined in terms of the old, but when adding new special notes,
|
||||
# only a NOTE_* form should be added.
|
||||
|
||||
# wmlscope: start ignoring
|
||||
|
||||
#define INTERNAL:SPECIAL_NOTES_SPIRIT
|
||||
_"Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
|
||||
|
||||
|
@ -101,6 +103,8 @@ _"The victims of this unit’s poison will continually take damage until they ca
|
|||
#define INTERNAL:SPECIAL_NOTES_DEFENSE_CAP
|
||||
_"This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef
|
||||
|
||||
# wmlscope: stop ignoring
|
||||
|
||||
# New versions start here!
|
||||
|
||||
#define NOTE_REMOVE
|
||||
|
|
|
@ -302,7 +302,11 @@
|
|||
#enddef
|
||||
|
||||
#define MOVE_UNIT_BY FILTER OFFSET_X OFFSET_Y
|
||||
#TODO COMMENT
|
||||
# Moves a unit from its current location by the given offset, displaying
|
||||
# movement normally.
|
||||
#
|
||||
# Note that setting the destination on an existing unit does not kill either
|
||||
# one, but causes the unit to move to the nearest vacant hex instead.
|
||||
[store_unit]
|
||||
[filter]
|
||||
{FILTER}
|
||||
|
@ -341,6 +345,7 @@
|
|||
#enddef
|
||||
|
||||
#define FULL_HEAL FILTER
|
||||
# Heals maching units to full hitpoints.
|
||||
[heal_unit]
|
||||
[filter]
|
||||
{FILTER}
|
||||
|
@ -642,6 +647,7 @@
|
|||
#enddef
|
||||
|
||||
#define LOOT AMOUNT SIDE
|
||||
# Gives the player some gold, with a message.
|
||||
{VARIABLE amount_gold {AMOUNT}}
|
||||
|
||||
#TODO add message for the other players!
|
||||
|
@ -662,6 +668,7 @@
|
|||
#enddef
|
||||
|
||||
#define CREDITS_SEPARATOR
|
||||
# Add a credits entry that serves as a separator between groups.
|
||||
[entry]
|
||||
name = "•"
|
||||
[/entry]
|
||||
|
|
Loading…
Add table
Reference in a new issue