Replace non-standard spacing.
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11 changed files with 22 additions and 22 deletions
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@ -91,7 +91,7 @@
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speaker=Big Bad Orc
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image=$profile~FL()~RIGHT()
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# po: This is orcish speech, deliberately omitting the "are" part of "They're"
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message= _ "They there! We them get!"
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message= _ "They there! We them get!"
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[/message]
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{CLEAR_VARIABLE profile}
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# wmllint: unbalanced-on
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@ -488,7 +488,7 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard
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[/message]
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[message]
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speaker=messenger1
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message= _ "Don't worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible -- except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we don't corner them, they'll leave us alone."
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message= _ "Don't worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible -- except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we don't corner them, they'll leave us alone."
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[/message]
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[event]
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name=side 8 turn
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@ -496,7 +496,7 @@ separate attack Zone"
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[/message]
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[message]
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speaker=Another Bad Orc
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message= _ "They there! We them get!"
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message= _ "They there! We them get!"
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[/message]
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# wmllint: unbalanced-on
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[message]
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@ -117,9 +117,9 @@
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# wmllint: unbalanced-on
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[message]
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speaker=Good Bandit
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message= _ "That outlaw over there is going to run for the keep in the southeast. He's only going to recruit for three rounds before he'll start moving and he and his footpads are much faster than we are. Let's make haste or we'll never catch him.
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message= _ "That outlaw over there is going to run for the keep in the southeast. He's only going to recruit for three rounds before he'll start moving and he and his footpads are much faster than we are. Let's make haste or we'll never catch him.
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Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro AI which makes the Side 2 units remain around the keep for two turns (while moving off castle tiles to allow for recruiting) and the Messenger Escort AI which takes over after that. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
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Note: This scenario uses a combination of two Micro AIs, the Hang Out Micro AI which makes the Side 2 units remain around the keep for two turns (while moving off castle tiles to allow for recruiting) and the Messenger Escort AI which takes over after that. A Micro AI can be added and adapted to the need of a scenario easily using only WML and the [micro_ai] tag. Check out the <span color='#00A000'>Micro AI wiki page</span> at https://wiki.wesnoth.org/Micro_AIs for more information."
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[/message]
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# wmllint: unbalanced-off
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@ -97,7 +97,7 @@ Note: The Healer Support AI is coded as a Micro AI. A Micro AI can be added and
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[message]
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speaker=$unit.id
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message= _ "Argh! They got us..."
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message= _ "Argh! They got us..."
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[/message]
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# So that game goes on to next scenario
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@ -140,7 +140,7 @@
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speaker=Vanak
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image=$profile~FL()~RIGHT()
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# po: This is orcish speech, deliberately omitting the "are" part of "They're"
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message= _ "They there! We them get!"
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message= _ "They there! We them get!"
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[/message]
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{CLEAR_VARIABLE profile}
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[message]
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@ -189,7 +189,7 @@ The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and adap
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[message]
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speaker=messenger
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message= _ "I made it! Now our people will be safe."
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message= _ "I made it! Now our people will be safe."
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[/message]
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[endlevel]
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result=defeat
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@ -204,7 +204,7 @@ The Messenger Escort AI is coded as a Micro AI. A Micro AI can be added and adap
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[/filter]
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[message]
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speaker=messenger
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message= _ "Nooo! All is lost. We will never stop the orcs now!"
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message= _ "Nooo! All is lost. We will never stop the orcs now!"
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[/message]
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# So that game goes on to next scenario
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@ -212,7 +212,7 @@
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[message]
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speaker=Konrad
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image=$profile~FL()~RIGHT()
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message= _ "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.
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message= _ "Hello! I'm a Konrad impostor. We are going to demonstrate the Patrol AI to you in this scenario.
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I am heading for the keep east of the central mountain via a couple waypoints in the south. I will stay there once I get there. By contrast, those two fellas in the center are perpetually circling the mountain, one of them always in the same direction, the other changing directions after every lap.
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@ -222,7 +222,7 @@ All of this is implemented by use of the Patrol [micro_ai] tag."
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{CLEAR_VARIABLE profile}
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[message]
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speaker=guard1
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message= _ "By contrast, I am a zone guardian patrolling, in a way, the southernmost part of the map. This AI is implemented via the Guardian [micro_ai] tag. It is here mostly to demonstrate how to set up different Micro AIs for the same side. For more details on different types of guardian AIs, there is a separate test scenario specializing on those."}
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message= _ "By contrast, I am a zone guardian patrolling, in a way, the southernmost part of the map. This AI is implemented via the Guardian [micro_ai] tag. It is here mostly to demonstrate how to set up different Micro AIs for the same side. For more details on different types of guardian AIs, there is a separate test scenario specializing on those."}
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[/message]
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[message]
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speaker=Urudin
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@ -278,7 +278,7 @@ The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro AI ca
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[message]
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speaker=Konrad
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message= _ "Well, that was fun! I'll just hang out here now and watch those two guys walk and walk and ..."
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message= _ "Well, that was fun! I'll just hang out here now and watch those two guys walk and walk and ..."
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[/message]
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[/event]
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@ -146,7 +146,7 @@
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[/message]
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[message]
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speaker=Langzhar
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message= _ "No buts! You stay behind the lines and do not engage in battle unless there is no risk to your life, is that understood? And get to that signpost in the northwest if it is safe."
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message= _ "No buts! You stay behind the lines and do not engage in battle unless there is no risk to your life, is that understood? And get to that signpost in the northwest if it is safe."
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[/message]
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[message]
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@ -376,7 +376,7 @@
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[message]
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speaker=Grnk
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caption= _ "Combined Hang Out and Messenger Escort Micro AI demo"
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message= _ "This scenario is a demonstration of the Hang Out Micro AI which keeps units around a (customizable) location until a (customizable) condition is met. After that the units are released to follow other AI behavior. The scenario also shows how to combine two Micro AIs on the same side by having the Messenger Escort Micro AI take over at that point."
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message= _ "This scenario is a demonstration of the Hang Out Micro AI which keeps units around a (customizable) location until a (customizable) condition is met. After that the units are released to follow other AI behavior. The scenario also shows how to combine two Micro AIs on the same side by having the Messenger Escort Micro AI take over at that point."
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[/message]
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[/command]
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[/set_menu_item]
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@ -17,9 +17,9 @@
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{AMLA_DEFAULT}
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cost=70
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usage=scout
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description= _ "In remote desert mountains, far from any city or settlement, enormous raptors are rumoured to nest in the lofty crags. Travellers and nomads claim to have witnessed livestock and grown men snatched into the sky without warning by these monsters. While one should not place much faith in the accounts of the desert roamers, they are less fantastical than the drunken lies of sailors who claim to have witnessed full-rigged ships, attempting to navigate the narrow straits between the sheer cliffs where nothing can grow, sunk by giant eagles dropping large rocks.
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description= _ "In remote desert mountains, far from any city or settlement, enormous raptors are rumoured to nest in the lofty crags. Travellers and nomads claim to have witnessed livestock and grown men snatched into the sky without warning by these monsters. While one should not place much faith in the accounts of the desert roamers, they are less fantastical than the drunken lies of sailors who claim to have witnessed full-rigged ships, attempting to navigate the narrow straits between the sheer cliffs where nothing can grow, sunk by giant eagles dropping large rocks.
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Whatever kernel of truth is in these tall tales, there is no denying that the desert is a dangerous place, and both traders and armies do sometimes disappear when trying to cross the harsh ranges. If you must traverse the great deserts, keep an eye to the sky."
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Whatever kernel of truth is in these tall tales, there is no denying that the desert is a dangerous place, and both traders and armies do sometimes disappear when trying to cross the harsh ranges. If you must traverse the great deserts, keep an eye to the sky."
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die_sound={SOUND_LIST:GRYPHON_DIE}
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[standing_anim]
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start_time=0
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@ -122,7 +122,7 @@ Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg
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[drains]
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id=life_vortex
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name=_"Life Vortex"
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description=_"Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
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description=_"Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
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value=0
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add=100
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apply_to=both
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@ -130,7 +130,7 @@ Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg
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[heal_on_hit]
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id=entropy
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name=_"Entropy"
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description=_"Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
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description=_"Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
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[filter_opponent]
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[not]
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status=not_living
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@ -503,7 +503,7 @@ Adjacent own units of lower level will do more damage in battle. When a unit adj
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[drains]
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id=life_vortex
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name=_"Life Vortex"
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description=_"Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
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description=_"Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets."
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value=0
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add=100
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apply_to=both
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@ -511,7 +511,7 @@ Adjacent own units of lower level will do more damage in battle. When a unit adj
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[heal_on_hit]
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id=entropy
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name=_"Entropy"
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description=_"Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
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description=_"Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets."
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[filter_opponent]
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[not]
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status=not_living
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@ -2700,14 +2700,14 @@ The known portion of the Great Continent, on which Wesnoth abides, is generally
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The Kingdom of Wesnoth lies in the center of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.
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The Northlands is the wild country north of the Great River. Various groups of orcs, dwarves, barbarians and elves populate the region. To the north and east lies the forest of Lintanir, where the great kingdom of the North-Elves keeps to its own mysterious affairs.
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The Northlands is the wild country north of the Great River. Various groups of orcs, dwarves, barbarians and elves populate the region. To the north and east lies the forest of Lintanir, where the great kingdom of the North-Elves keeps to its own mysterious affairs.
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Over the land are scattered villages where you can heal your troops and gather the income required to support your army. You will also have to cross mountains and rivers, push through forests, hills and tundra, and cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain.
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The Creatures
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^^^^^^^^^^^^^
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In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, merfolk, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons. Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers, merfolk and nagas dominate.
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In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, merfolk, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons. Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers, merfolk and nagas dominate.
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For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society — loyalists vs. outlaws, for example. In most campaigns, you will control units drawn from a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario."
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[/message]
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