A mixed bag of Typos from ott:
We'll use a scepter in everything that's not a file name, fix a Dwarven Wasteland, and play scenarios and not levels from now on...
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9 changed files with 31 additions and 31 deletions
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@ -20,7 +20,7 @@
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# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration)
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# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement)
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# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon)
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# OBJ_SCEPTRE_FIRE (Weapon)
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# OBJ_SCEPTER_FIRE (Weapon)
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#
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# ACTIONS
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# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit
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@ -735,7 +735,7 @@ What would you like to wish for?"
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[/event]
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#enddef
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#define OBJ_SCEPTRE_FIRE X Y ID
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#define OBJ_SCEPTER_FIRE X Y ID
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[item]
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x={X}
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y={Y}
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@ -752,11 +752,11 @@ What would you like to wish for?"
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[/filter]
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[object]
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id={ID}
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name= _ "Sceptre of Fire"
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name= _ "Scepter of Fire"
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image=misc/item-sceptreoffire.png
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duration=forever
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description= _ "This ancient Sceptre was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Sceptre has the power to shoot fireballs at enemies of the bearer!"
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cannot_use_message= _ "This is the Sceptre of Fire. Only a true successor to the throne can possibly dare to take this!"
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description= _ "This ancient Scepter was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Scepter has the power to shoot fireballs at enemies of the bearer!"
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cannot_use_message= _ "This is the Scepter of Fire. Only a true successor to the throne can possibly dare to take this!"
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[filter]
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type=Princess,Commander,Lord
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x,y={X},{Y}
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@ -85,7 +85,7 @@ name=moveto
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{OBJ_POTION_DECAY 11 5 OBJ7}
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{OBJ_TRIDENT_STORM 12 5 OBJ8}
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{OBJ_SWORD_FIRE 13 5 OBJ9}
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{OBJ_SCEPTRE_FIRE 14 5 OBJ10}
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{OBJ_SCEPTER_FIRE 14 5 OBJ10}
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{ACT_TELEPORT 10 3 27 15}
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@ -108,7 +108,7 @@ Defeat:
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[command]
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[if]
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[variable]
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name=sceptre
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name=scepter
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equals=Konrad
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[/variable]
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@ -142,7 +142,7 @@ fffffffffffffcffffff"
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[/message]
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[if]
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[variable]
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name=sceptre
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name=scepter
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equals=Konrad
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[/variable]
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[then]
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@ -7,7 +7,7 @@
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{UNDERGROUND}
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next_scenario=Sceptre
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next_scenario=Scepter
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music="underground.ogg"
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@ -1,7 +1,7 @@
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[scenario]
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id=Sceptre
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id=Scepter
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textdomain=wesnoth-httt
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name= _ "The Sceptre of Fire"
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name= _ "The Scepter of Fire"
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scenario_generation=cave
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next_scenario=A_Choice_Must_Be_Made
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@ -9,8 +9,8 @@ next_scenario=A_Choice_Must_Be_Made
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[settings]
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id=Sceptre
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name= _ "The Sceptre of Fire"
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id=Scepter
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name= _ "The Scepter of Fire"
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map_data="{maps/Heir_To_The_Throne/Sceptre}"
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{TURNS 43 40 37}
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victory_when_enemies_defeated=no
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@ -23,7 +23,7 @@ next_scenario=A_Choice_Must_Be_Made
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objectives= _ "
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Victory:
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@Capture the Sceptre of Fire with Konrad or Li'sar
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@Capture the Scepter of Fire with Konrad or Li'sar
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Defeat:
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#Death of Konrad
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#Death of Delfador
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@ -45,7 +45,7 @@ Defeat:
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[/recall]
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[message]
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description=Konrad
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message= _ "The Sceptre must be getting close now! Where shall we go?"
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message= _ "The Scepter must be getting close now! Where shall we go?"
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[/message]
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[message]
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description=Delfador
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@ -278,12 +278,12 @@ Defeat:
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y=32
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[/filter]
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[object]
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id=object_sceptre
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name= _ "Sceptre of Fire"
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id=object_scepter
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name= _ "Scepter of Fire"
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image=misc/item-sceptreoffire.png
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duration=forever
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description= _ "This ancient Sceptre was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Sceptre has the power to shoot fireballs at enemies of the bearer!"
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cannot_use_message= _ "This is the Sceptre of Fire. Only a true successor to the throne can possibly dare to take this!"
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description= _ "This ancient Scepter was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Scepter has the power to shoot fireballs at enemies of the bearer!"
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cannot_use_message= _ "This is the Scepter of Fire. Only a true successor to the throne can possibly dare to take this!"
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[filter]
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type=Princess,Battle Princess,Fighter,Commander,Lord
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[/filter]
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@ -301,12 +301,12 @@ Defeat:
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description=Konrad
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[/filter]
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[set_variable]
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name=sceptre
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name=scepter
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value="Konrad"
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[/set_variable]
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[message]
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description=Konrad
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message= _ "Here it is at last, I have the Sceptre!"
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message= _ "Here it is at last, I have the Scepter!"
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[/message]
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[message]
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description=Kalenz
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@ -329,12 +329,12 @@ Defeat:
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description=Li'sar
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[/filter]
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[set_variable]
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name=sceptre
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name=scepter
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value="Li'sar"
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[/set_variable]
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[message]
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description=Li'sar
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message= _ "At last! I have the Sceptre!"
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message= _ "At last! I have the Scepter!"
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[/message]
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[message]
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description=Konrad
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@ -346,7 +346,7 @@ Defeat:
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[/message]
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[message]
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description=Delfador
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message= _ "The Sceptre makes its wielder powerful, but hardly immortal, child. Use it prudently. Now come, I believe there is an exit to the north!"
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message= _ "The Scepter makes its wielder powerful, but hardly immortal, child. Use it prudently. Now come, I believe there is an exit to the north!"
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[/message]
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[message]
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description=Li'sar
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@ -274,7 +274,7 @@ Defeat:
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[/move_unit_fake]
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[message]
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description=Prince Haldric
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message= _ "Ouch! Hot, hot, hot! Gee, somebody should really attach this thing to a sceptre or something! I think I'll save it for closer ranged combat for now."
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message= _ "Ouch! Hot, hot, hot! Gee, somebody should really attach this thing to a scepter or something! I think I'll save it for closer ranged combat for now."
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[/message]
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[message]
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description=Lady Jessica
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@ -190,7 +190,7 @@ victory_when_enemies_defeated=no
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{QUESTION_OPTIONS_START (_"What do I do next?")}
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#define VILLAGE_QUESTIONS
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{QUESTION_OPTION (_"What happens when a unit moves onto a village?") (_"Whenever a unit moves onto a village, he flags the village for his side. This action takes all of the unit's remaining movement. Villages flagged for a side give the side several benefits, including giving the side an extra gold coin every turn, and reducing the total upkeep cost of that side's units by one. The total number of villages you control is also displayed on the status bar after the picture of a house. In addition to the economic benefit of villages, villages can be used in battle. Villages heal the units on them 8 HP per turn.")}
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{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?") (_"There are ways to heal even without villages. If a unit does not move or attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him he cannot receive rest-heal. Also, there are some units which heal the units surrounding them. The Elvish Shaman is one such unit; units next to an Elvish Shaman are healed 4 HP per turn. Finally, whenever you win a level all your units are healed fully.")}
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{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?") (_"There are ways to heal even without villages. If a unit does not move or attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him he cannot receive rest-heal. Also, there are some units which heal the units surrounding them. The Elvish Shaman is one such unit; units next to an Elvish Shaman are healed 4 HP per turn. Finally, whenever you beat a scenario all of your units are fully healed.")}
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#enddef
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{VILLAGE_QUESTIONS}
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{QUESTION_OPTIONS_END}
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@ -250,14 +250,14 @@ victory_when_enemies_defeated=no
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[/message]
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{QUESTION_OPTIONS_START (_"Hooray!")}
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#define VICTORY_QUESTIONS
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{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always tell me?") (_"Sometimes it is not clear how to win a scenario just by listening to the dialog. In this case you need to look at the scenario objectives, which appear after the opening dialog. It can also be accessed by clicking 'Objectives' on the menu. The scenario objectives are a list of victory conditions and defeat conditions, and when any of the conditions are met, the level is over. Hopefully, it was a victory condition that was met.")}
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{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always tell me?") (_"Sometimes it is not clear how to win a scenario just by listening to the dialog. In this case you need to look at the scenario objectives, which appear after the opening dialog. It can also be accessed by clicking 'Objectives' on the menu. The scenario objectives are a list of victory conditions and defeat conditions, and when any of the conditions are met, the scenario is over. Hopefully, it was a victory condition that was met.")}
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{QUESTION_OPTION (_"What happens when I win a scenario?") (_"When you win a scenario, all of your units survive and are revived to full health, and you do not have to pay them for the remaining turns. Also, if your army remains in the area after you win, all villages surrender to you immediately after you win. However between scenarios, 20% of your gold is lost.")}
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#enddef
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{VICTORY_QUESTIONS}
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{QUESTION_OPTIONS_END}
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[message]
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description=Delfador
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message= _ "Do you want to review any of the skills learned on this level?"
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message= _ "Do you want to review any of the skills learned in this scenario?"
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[option]
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message= _ "Yes"
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[command]
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@ -106,7 +106,7 @@ Defeat Delfador"
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{QUESTION_OPTIONS_START (_"En guarde!")}
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#define GOLD_QUESTIONS
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{QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each unit you recruit or recall gold when you recruit it. The cost of recruiting a unit is displayed under the unit's name. The cost of recalling a unit is always 20 gold. A unit also costs gold for each turn it is under your control. This cost, called 'upkeep', is equal to the level of the unit. However, units you do not recruit or recall such as your leader do not cost any gold at all. The total upkeep cost of your units is displayed on the status bar at the top after a picture of gold and then a red arrow.")}
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{QUESTION_OPTION (_"How do I get gold?") (_"You begin each level with a percentage of gold from the previous level. If this is less than 100 gold, you begin with 100 gold instead. The amount of gold you have is displayed on the status bar after the picture of gold. After the start of a scenario, you receive 2 gold every turn. Since you usually need more gold than that, you should flag villages, which give you 1 gold per turn.")}
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{QUESTION_OPTION (_"How do I get gold?") (_"You begin each scenario with a percentage of gold from the previous scenario. If this is less than 100 gold, you begin with 100 gold instead. The amount of gold you have is displayed on the status bar after the picture of gold. After the start of a scenario, you receive 2 gold every turn. Since you usually need more gold than that, you should flag villages, which give you 1 gold per turn.")}
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#enddef
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{GOLD_QUESTIONS}
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{QUESTION_OPTIONS_END}
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{QUESTION_OPTIONS_START (_"En guarde!")}
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#define OBJECT_QUESTIONS
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{QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The objects you encounter are put in by the scenario designer, so they vary from campaign to campaign. In Heir to the Throne, most objects give the unit who picks them up a new weapon. However there are usually not that many objects in a campaign.")}
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{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are permanent changes to the unit that receives them. However a few objects, such as holy water, last only until the remainder of the level.")}
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{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are permanent changes to the unit that receives them. However a few objects, such as holy water, last only until the end of the scenario.")}
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#enddef
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{OBJECT_QUESTIONS}
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{QUESTION_OPTIONS_END}
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{QUESTION_OPTIONS_END}
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[message]
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description=Delfador
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message= _ "Do you want to review any of the skills learned on this level?"
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message= _ "Do you want to review any of the skills learned in this scenario?"
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[option]
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message= _ "Yes"
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[command]
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