Use 'curly' quotes as per typography standard.
[ci skip]
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42 changed files with 101 additions and 101 deletions
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@ -216,7 +216,7 @@
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[message]
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speaker=narrator
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image=wesnoth-icon.png
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message= _ "This is a reenactment of scenario The Elves Besieged of the mainline campaign Heir to the Throne, just that the AI is playing Konrad's side here. The goal is to move Konrad to the signpost in the northwest, while keeping both Konrad and Delfador alive. The same AI as in scenario Protect Unit is used.
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message= _ "This is a reenactment of scenario The Elves Besieged of the mainline campaign Heir to the Throne, just that the AI is playing Konrad’s side here. The goal is to move Konrad to the signpost in the northwest, while keeping both Konrad and Delfador alive. The same AI as in scenario Protect Unit is used.
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Note: The Protect Unit AI is coded as a Micro AI. 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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@ -244,7 +244,7 @@ Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added and ad
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# wmllint: local spellings HttT
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[message]
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speaker=Delfador
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message= _ "In HttT, we would travel north now, and try to make it to the Isle of Alduin. But for this demo campaign, we'll call it good here."
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message= _ "In HttT, we would travel north now, and try to make it to the Isle of Alduin. But for this demo campaign, we’ll call it good here."
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[/message]
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# So that game goes on to next scenario
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@ -3,13 +3,13 @@
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#define ANIMAL_AI_DESCRIPTIONS1
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_"<u>General</u>: These AIs are set up to simulate (to some extent) how these animals behave in real life. This includes that they are animals, meaning that they are not super smart. As an example, the wolves generally hunt in a pack, but are easily distracted by prey coming into range. They are also decent, but not great at cornering deer. For the most part, this is intentional.
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<u>Bears, Spiders and Yetis</u> mostly just wander in their respective parts of the map. They stay out of each other's way (and out of the way of the dogs), but do attack each other if cornered. They attack the other, weaker animals (deer etc.) if those are within range.
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<u>Bears, Spiders and Yetis</u> mostly just wander in their respective parts of the map. They stay out of each other’s way (and out of the way of the dogs), but do attack each other if cornered. They attack the other, weaker animals (deer etc.) if those are within range.
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<u>Wolves</u> hunt in a pack. They actively go after the closest deer (as long as it stays in the forest) and try to corner it (not always super successfully), but are easily distracted by other prey coming into range. The wolves try to avoid getting into the range of bears, spiders, dogs and the yeti, except when they are going in for an attack. If you let them move for long enough, they will also learn that it is not healthy to attack the tusklets. When no deer is left, they wander randomly. Note that, unlike the Wolves Multipack AI (used in a different scenario), this Wolves AI combines all wolves of the side in the same pack."
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#enddef
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#define ANIMAL_AI_DESCRIPTIONS2
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_"Each <u>Deer (replaced by Vampire Bats)</u> wanders randomly on forest tiles, except when enemies get in its (the deer's) range, in which case it flees to the farthest point it can reach.
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_"Each <u>Deer (replaced by Vampire Bats)</u> wanders randomly on forest tiles, except when enemies get in its (the deer’s) range, in which case it flees to the farthest point it can reach.
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<u>Tuskers (Woodland Boars)</u> exhibit the same behavior as deer, except when an enemy is next to one of the tusklets. This enemy will then experience the full wrath of an irate boar.
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@ -366,12 +366,12 @@
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# wmllint: unbalanced-on
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message= _ "It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or to mess with things in debug mode).
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Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, there's a right-click option — but that only works in human-controlled mode. In AI-only mode, you have to press 'Esc' or reload a previous savefile.
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Note that there is no end to this scenario. For demonstration purposes, any unit that is killed is replaced by another unit of the same type at the beginning of the next turn. In order to end the scenario, there’s a right-click option — but that only works in human-controlled mode. In AI-only mode, you have to press ‘Esc’ or reload a previous savefile.
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Also note: The Animal AIs are coded as Micro AIs. 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." # wmllint: no spellcheck
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# wmllint: unbalanced-off
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[option]
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label= _ "<span font='16'>I'll just watch the animals.</span>"
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label= _ "<span font='16'>I’ll just watch the animals.</span>"
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[command]
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[end_turn]
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[/end_turn]
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@ -97,7 +97,7 @@
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# wmllint: unbalanced-on
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[message]
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speaker=LuaAI
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message= _ "We need to hold that pass for as long as we can. Let's put our strongest fighters on the front line and bring injured units to the back for healing. If we're careful enough, we might even win this battle. I'll join you as soon as I'm done recruiting and do my share of the fighting.
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message= _ "We need to hold that pass for as long as we can. Let’s put our strongest fighters on the front line and bring injured units to the back for healing. If we’re careful enough, we might even win this battle. I’ll join you as soon as I’m done recruiting and do my share of the fighting.
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Note: The Bottleneck Defense AI is coded as a Micro AI. 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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@ -110,10 +110,10 @@ Note: The Bottleneck Defense AI is coded as a Micro AI. A Micro AI can be added
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image=wesnoth-icon.png
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message= _ "In this scenario, the AI playing the humans in the east is instructed to form a defensive line at the pass and hold off the orcs for as long as possible. Do you want to play the orc side or let the default (RCA) AI do that?"
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[option]
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label= _ "<span font='16'>I'll watch the two AIs fight it out.</span>"
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label= _ "<span font='16'>I’ll watch the two AIs fight it out.</span>"
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[/option]
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[option]
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label= _ "<span font='16'>I'll play the orcs.</span>"
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label= _ "<span font='16'>I’ll play the orcs.</span>"
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[command]
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[modify_side]
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side=2
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@ -48,7 +48,7 @@
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{SET_LABEL 40 5 _"End Scenario"}
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{PLACE_IMAGE "scenery/signpost.png" 3 15}
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{SET_LABEL 3 15 _"Rowck's Home"}
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{SET_LABEL 3 15 _"Rowck’s Home"}
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[unit]
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id=Rowck
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@ -82,7 +82,7 @@
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{STORE_UNIT_VAR (id=Dreadful Bat) profile profile}
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[message]
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speaker=Dreadful Bat
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message= _ "Be careful to stay out of the way of that dragon. He's a mean one."
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message= _ "Be careful to stay out of the way of that dragon. He’s a mean one."
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[/message]
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{CLEAR_VARIABLE profile}
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# wmllint: unbalanced-on
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[message]
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speaker=Dreadful Bat
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message= _ "I'm out of here."
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message= _ "I’m out of here."
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[/message]
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[endlevel]
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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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[message]
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speaker=messenger2
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message= _ "I'll take the route straight through the mountains. It's much shorter than following the trail all the way around in the south."
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message= _ "I’ll take the route straight through the mountains. It’s much shorter than following the trail all the way around in the south."
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[/message]
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[message]
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speaker=messenger1
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message= _ "You're crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.
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message= _ "You’re crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.
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Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'." # wmllint: no spellcheck
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[/message]
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@ -606,7 +606,7 @@ Note: The messengers are controlled by Goto Micro AI definitions that differ by
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[message]
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speaker=leader6
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message= _ "Hah, that's that pencil pusher Gadoc for you! Men, I want you to move toward the River Fort as well, but it's good enough for one of you to report to Sergeant Aethubry. Once that has happened, the rest of you can head into battle directly."
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message= _ "Hah, that’s that pencil pusher Gadoc for you! Men, I want you to move toward the River Fort as well, but it’s good enough for one of you to report to Sergeant Aethubry. Once that has happened, the rest of you can head into battle directly."
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[/message]
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[/event]
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[message]
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speaker=unit
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message= _ "$unit.language_name $unit.name from Lieutenant Gadoc's squadron reporting for duty, sir."
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message= _ "$unit.language_name $unit.name from Lieutenant Gadoc’s squadron reporting for duty, sir."
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[/message]
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[fire_event]
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[message]
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speaker=fort_commander
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message= _ "Maybe if I ignore them, they'll just go away?"
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message= _ "Maybe if I ignore them, they’ll just go away?"
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[/message]
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[/event]
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[/event]
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[message]
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speaker=unit
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message= _ "Lieutenant Senvan's men reporting for duty, sir."
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message= _ "Lieutenant Senvan’s men reporting for duty, sir."
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[/message]
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[message]
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speaker=fort_commander
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[/message]
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[message]
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speaker=fort_commander
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message= _ "Well, that's a relief. Somebody knows how to use his ... I mean, very well, off you go then.
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message= _ "Well, that’s a relief. Somebody knows how to use his ... I mean, very well, off you go then.
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" + {WHISPER _"I wouldn't say anything negative about one of my superior officers now, would I?"}
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" + {WHISPER _"I wouldn’t say anything negative about one of my superior officers now, would I?"}
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[/message]
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[/event]
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[message]
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side=7
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type=Vampire Bat
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message= _ "We've all made it to the corners, let's get back together again."
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message= _ "We’ve all made it to the corners, let’s get back together again."
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[/message]
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# Send the bats back to their starting point
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[message]
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side=7
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type=Vampire Bat
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message= _ "We're back together, let's head out to the corners again."
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message= _ "We’re back together, let’s head out to the corners again."
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[/message]
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# Make the bats go to the corners of the map
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@ -414,7 +414,7 @@ separate attack Zone"
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speaker=narrator
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image=portraits/trolls/troll.png
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caption= _ "Return Guardian"
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message= _ "A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
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message= _ "A ‘return guardian’ is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:
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- If at GP with no enemy in reach, do nothing.
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- If at GP with enemy in reach, leave attack to default AI (note that this may include not attacking if the enemy is deemed too strong).
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- If not at GP, return there, no matter whether an enemy is in reach or not.
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speaker=narrator
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image=portraits/undead/archer.webp
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caption= _ "Stationed Guardian"
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message= _ "A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a 'distance'. The behavior is as follows:
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- If no enemy is within 'distance' of the guard's current position, do nothing.
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- Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.
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message= _ "A ‘stationed guardian’ is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the ‘return guardian’. Two positions are defined for it, a ‘station’ and a ‘guarded location’, as well as a ‘distance’. The behavior is as follows:
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- If no enemy is within ‘distance’ of the guard’s current position, do nothing.
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- Otherwise: If an enemy is within ‘distance’ of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.
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- Otherwise:
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- Pick the enemy unit that is closest to the guarded location.
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- If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.
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speaker=narrator
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image=units/monsters/giant-rat.png
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caption= _ "Coward"
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message= _ "Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range. Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc. The coward macro can be called with two optional locations, 'seek' and 'avoid':
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message= _ "Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range. Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc. The coward macro can be called with two optional locations, ‘seek’ and ‘avoid’:
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- If neither is given, the coward retreats to the position farthest away from the approaching enemies.
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- If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).
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- If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).
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- Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided."
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- If ‘seek’ is given, it preferentially goes toward that location (but getting away from enemies takes priority).
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- If ‘avoid’ is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward ‘seek’ taking priority).
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- Both ‘seek’ and ‘avoid’ may consist of only one coordinate (‘x’ or ‘y’), in which case not a single hex, but a line of hexes is sought or avoided."
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[/message]
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[/command]
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[/set_menu_item]
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[message]
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speaker=Kraa
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image=$profile~FL()~RIGHT()
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message= _ "Gryphons of the High Plains, look at all these enemies. They don't behave normally. Most of them don't move at all unless we get close. Let's check out how they react to us.
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message= _ "Gryphons of the High Plains, look at all these enemies. They don’t behave normally. Most of them don’t move at all unless we get close. Let’s check out how they react to us.
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Note to the player: the right-click context menu provides information about each of the units' behavior.
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Note to the player: the right-click context menu provides information about each of the units’ behavior.
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Another note: Most of the Guardian AIs are coded as Micro AIs. 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-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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[/message]
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# wmllint: unbalanced-off
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[objectives]
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summary= _ "Get into the outlaw's way before he can make it to the south-eastern keep"
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summary= _ "Get into the outlaw’s way before he can make it to the south-eastern keep"
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[objective]
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description= _ "Death of Bad Outlaw"
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condition=win
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speaker=Rebels1
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message= _ "In this scenario, we demonstrate the use of the Healer Support Micro AI. This AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in the attacks under all circumstances. It includes several configurable options (which are set differently for the two sides in this scenario) that determine how aggressive/careful the healers are, whether they also attack, how much risk they are willing to take, etc.
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For clarity, each healer announces her upcoming support move. If you don't want to see that each time, just hit 'esc' when it happens the first time.
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For clarity, each healer announces her upcoming support move. If you don’t want to see that each time, just hit ‘esc’ when it happens the first time.
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Note: The Healer Support AI is coded as a Micro AI. 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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{CLEAR_VARIABLE profile}
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[message]
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speaker=messenger
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message= _ "Men, I need to get to that signpost in the north, to get the message to our leader. Let's head up there as quickly as we can."
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message= _ "Men, I need to get to that signpost in the north, to get the message to our leader. Let’s head up there as quickly as we can."
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[/message]
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# wmllint: unbalanced-on
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[message]
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speaker=narrator
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image=wesnoth-icon.png
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caption= _ "Notes"
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message= _ "The Messenger Escort AI will try to move the dragoon messenger to the signpost in the north, while protecting him as well as possible with the other units. Vanak's orcs need to stop him.
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message= _ "The Messenger Escort AI will try to move the dragoon messenger to the signpost in the north, while protecting him as well as possible with the other units. Vanak’s orcs need to stop him.
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Note that the messenger route is set up through a series of waypoints here simply to demonstrate how to use waypoints. On this map, using only a single waypoint at the end of the route would work just as well (or probably even better).
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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.
|
||||
|
||||
|
@ -236,7 +236,7 @@ This is an AI separate from the Patrols of Side 2."
|
|||
speaker=narrator
|
||||
image=wesnoth-icon.png
|
||||
caption= _ "Notes"
|
||||
message= _ "You, as the player, are in charge of Gertburt's bandits in this scenario. You can either simply watch the patrols move around, or you can move units into their way. The three patrol units are instructed to behave differently when facing enemy units:
|
||||
message= _ "You, as the player, are in charge of Gertburt’s bandits in this scenario. You can either simply watch the patrols move around, or you can move units into their way. The three patrol units are instructed to behave differently when facing enemy units:
|
||||
|
||||
Konrad only attacks Gertburt, or any enemy unit that blocks his final waypoint.
|
||||
|
||||
|
@ -278,7 +278,7 @@ The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro AI ca
|
|||
|
||||
[message]
|
||||
speaker=Konrad
|
||||
message= _ "Well, that was fun! I'll just hang out here now and watch those two guys walk and walk and ..."
|
||||
message= _ "Well, that was fun! I’ll just hang out here now and watch those two guys walk and walk and ..."
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
|
@ -322,7 +322,7 @@ The Patrol AI controlling all Side 2 units is coded as a Micro AI. A Micro AI ca
|
|||
|
||||
[message]
|
||||
speaker=Gertburt
|
||||
message= _ "Let's go home, chaps."
|
||||
message= _ "Let’s go home, chaps."
|
||||
[/message]
|
||||
|
||||
[endlevel]
|
||||
|
|
|
@ -133,7 +133,7 @@
|
|||
[message]
|
||||
speaker=Koorzhar
|
||||
image="$profile~FL()~RIGHT()"
|
||||
message= _ "There's that traitor wizard. Let's get him."
|
||||
message= _ "There’s that traitor wizard. Let’s get him."
|
||||
[/message]
|
||||
{CLEAR_VARIABLE profile}
|
||||
[message]
|
||||
|
@ -142,7 +142,7 @@
|
|||
[/message]
|
||||
[message]
|
||||
speaker=Rossauba
|
||||
message= _ "That's very kind of you, but ..."
|
||||
message= _ "That’s very kind of you, but ..."
|
||||
[/message]
|
||||
[message]
|
||||
speaker=Langzhar
|
||||
|
@ -154,15 +154,15 @@
|
|||
caption= _ "Question for the Player"
|
||||
image=wesnoth-icon.png
|
||||
# wmllint: unbalanced-on
|
||||
message= _ "In this scenario, the AI playing the humans in the east (Langzhar) is instructed to protect the wizard Rossauba, while moving him safely to the signpost. On the other side, Koorzhar's units (in the west) will primarily attack Rossauba, even if a better target is available. Do you want to play either of the sides or let the AIs battle it out among themselves?
|
||||
message= _ "In this scenario, the AI playing the humans in the east (Langzhar) is instructed to protect the wizard Rossauba, while moving him safely to the signpost. On the other side, Koorzhar’s units (in the west) will primarily attack Rossauba, even if a better target is available. Do you want to play either of the sides or let the AIs battle it out among themselves?
|
||||
|
||||
Note: The Protect Unit AI is coded as a Micro AI. 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." # wmllint: no spellcheck
|
||||
# wmllint: unbalanced-off
|
||||
[option]
|
||||
label= _ "<span font='16'>I'll watch the two AIs fight it out</span>" # wmllint: no spellcheck
|
||||
label= _ "<span font='16'>I’ll watch the two AIs fight it out</span>" # wmllint: no spellcheck
|
||||
[/option]
|
||||
[option]
|
||||
label= _ "<span font='16'>I'll play Langzhar's side (to see how Koorzhar's units target Rossauba)</span>"
|
||||
label= _ "<span font='16'>I’ll play Langzhar’s side (to see how Koorzhar’s units target Rossauba)</span>"
|
||||
[command]
|
||||
[modify_side]
|
||||
side=1
|
||||
|
@ -171,7 +171,7 @@ Note: The Protect Unit AI is coded as a Micro AI. A Micro AI can be added and ad
|
|||
[/command]
|
||||
[/option]
|
||||
[option]
|
||||
label= _ "<span font='16'>I'll play Koorzhar's side (to see how Langzhar's units protect Rossauba)</span>"
|
||||
label= _ "<span font='16'>I’ll play Koorzhar’s side (to see how Langzhar’s units protect Rossauba)</span>"
|
||||
[command]
|
||||
[modify_side]
|
||||
side=2
|
||||
|
|
|
@ -147,7 +147,7 @@
|
|||
[message]
|
||||
speaker=Grnk
|
||||
caption= _ "Guardian Micro AI demo"
|
||||
message= _ "In 'Guardians', several variations of the standard Wesnoth guardian are shown, including a ""coward"" unit that runs away from any approaching unit (an ""inverse guardian"", in a way)."
|
||||
message= _ "In ‘Guardians’, several variations of the standard Wesnoth guardian are shown, including a ""coward"" unit that runs away from any approaching unit (an ""inverse guardian"", in a way)."
|
||||
[/message]
|
||||
[/command]
|
||||
[/set_menu_item]
|
||||
|
@ -166,7 +166,7 @@
|
|||
[message]
|
||||
speaker=Grnk
|
||||
caption= _ "Patrol Micro AI demo"
|
||||
message= _ "'Patrols' contains AI modifications for units following patrol routes."
|
||||
message= _ "‘Patrols’ contains AI modifications for units following patrol routes."
|
||||
[/message]
|
||||
[/command]
|
||||
[/set_menu_item]
|
||||
|
@ -224,7 +224,7 @@
|
|||
[message]
|
||||
speaker=Grnk
|
||||
caption= _ "HttT: The Elves Besieged Micro AI demo"
|
||||
message= _ "This is a reenactment of scenario ""The Elves Besieged"" of the mainline campaign ""Heir to the Throne"", just that the AI is playing Konrad's side here. The same algorithm as for scenario ""Protect Unit"" is used."
|
||||
message= _ "This is a reenactment of scenario ""The Elves Besieged"" of the mainline campaign ""Heir to the Throne"", just that the AI is playing Konrad’s side here. The same algorithm as for scenario ""Protect Unit"" is used."
|
||||
[/message]
|
||||
[/command]
|
||||
[/set_menu_item]
|
||||
|
@ -243,7 +243,7 @@
|
|||
[message]
|
||||
speaker=Grnk
|
||||
caption= _ "Messenger Escort Micro AI demo"
|
||||
message= _ "'Messenger Escort' has the AI actively protect a messenger while he makes his way to the edge of the map. The escort will also try to open the path for the messenger if there are enemies in the way."
|
||||
message= _ "‘Messenger Escort’ has the AI actively protect a messenger while he makes his way to the edge of the map. The escort will also try to open the path for the messenger if there are enemies in the way."
|
||||
[/message]
|
||||
[/command]
|
||||
[/set_menu_item]
|
||||
|
@ -281,7 +281,7 @@
|
|||
[message]
|
||||
speaker=Grnk
|
||||
caption= _ "Wolves Micro AI demo"
|
||||
message= _ "Another demonstration of wolves wandering and attacking in packs, with a different behavior from that in 'Animals'."
|
||||
message= _ "Another demonstration of wolves wandering and attacking in packs, with a different behavior from that in ‘Animals’."
|
||||
[/message]
|
||||
[/command]
|
||||
[/set_menu_item]
|
||||
|
|
|
@ -192,9 +192,9 @@
|
|||
[message]
|
||||
speaker=narrator
|
||||
image=wesnoth-icon.png
|
||||
message= _ "This scenario features a different kind of wolf behavior from 'Animals'. First, there can be an arbitrary number of wolf packs and the pack size on each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this scenario). At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way. Wolves of the same pack begin by joining each other on the map. After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves. Individual wolves entering the map during the scenario behave in that way as well.
|
||||
message= _ "This scenario features a different kind of wolf behavior from ‘Animals’. First, there can be an arbitrary number of wolf packs and the pack size on each side is a free parameter (set to 3 for Side 2 and 4 for Side 3 in this scenario). At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way. Wolves of the same pack begin by joining each other on the map. After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves. Individual wolves entering the map during the scenario behave in that way as well.
|
||||
|
||||
Second, wolves do not actively hunt here. For the most part they just wander (often long distance). However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes. Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves' thirst for blood.
|
||||
Second, wolves do not actively hunt here. For the most part they just wander (often long distance). However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes. Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves’ thirst for blood.
|
||||
|
||||
To emphasize which wolf belongs to which pack, the pack number will be displayed below each wolf in this scenario once the AI takes control of a side the first time."
|
||||
[/message]
|
||||
|
@ -206,12 +206,12 @@ To emphasize which wolf belongs to which pack, the pack number will be displayed
|
|||
# wmllint: unbalanced-on
|
||||
message= _ "It is possible to include a human-controlled Side 1, so that the action stops once every turn for looking around (or for messing with things in debug mode). In human-controlled mode, several options are available through the right-click menu, such as adding additional wolves to either side, taking wolves off the map, adding peasants to the human-controlled side or ending the scenario. This enables easy exploring of the wolf AI behavior under different circumstances.
|
||||
|
||||
Note that the leader of the human-controlled side, Rutburt, can move 99 hexes per turn, so that it is always possible to keep him out of harm's way.
|
||||
Note that the leader of the human-controlled side, Rutburt, can move 99 hexes per turn, so that it is always possible to keep him out of harm’s way.
|
||||
|
||||
Also note that the wolves AI is coded as a Micro AI. 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." # wmllint: no spellcheck
|
||||
# wmllint: unbalanced-off
|
||||
[option]
|
||||
label= _ "<span font='16'>I'll just watch the two wolf sides.</span>"
|
||||
label= _ "<span font='16'>I’ll just watch the two wolf sides.</span>"
|
||||
[command]
|
||||
[end_turn]
|
||||
[/end_turn]
|
||||
|
|
|
@ -202,7 +202,7 @@
|
|||
[/command]
|
||||
[/option]
|
||||
[option]
|
||||
label= _ "I've come with my own AI, and I am ready to test its strength"
|
||||
label= _ "I’ve come with my own AI, and I am ready to test its strength"
|
||||
[command]
|
||||
[message]
|
||||
speaker=narrator
|
||||
|
|
|
@ -107,7 +107,7 @@
|
|||
|
||||
[message]
|
||||
id=dwarf
|
||||
message=_"You're in for a nasty surprise ..."
|
||||
message=_"You’re in for a nasty surprise ..."
|
||||
[/message]
|
||||
|
||||
[message]
|
||||
|
@ -124,7 +124,7 @@
|
|||
|
||||
[message]
|
||||
x,y=19,54
|
||||
message=_"The scout in the northwest is the better choice for forcing the skeleton to level up, so I'll move out of the way for him."
|
||||
message=_"The scout in the northwest is the better choice for forcing the skeleton to level up, so I’ll move out of the way for him."
|
||||
[/message]
|
||||
|
||||
[message]
|
||||
|
@ -138,7 +138,7 @@
|
|||
|
||||
[message]
|
||||
x,y=35,40
|
||||
message=_"There's a high chance that I will die in attacking that revenant, so the AI will not attack with aggression=0.4 (the default). By contrast, with aggression=1 (which you can set in a moment), it does attack."
|
||||
message=_"There’s a high chance that I will die in attacking that revenant, so the AI will not attack with aggression=0.4 (the default). By contrast, with aggression=1 (which you can set in a moment), it does attack."
|
||||
[/message]
|
||||
[message]
|
||||
x,y=43,40
|
||||
|
|
|
@ -431,7 +431,7 @@
|
|||
[message]
|
||||
speaker=narrator
|
||||
image=wesnoth-icon.png
|
||||
message= _ "You can choose when the slaves come out of their villages and attack their captors. When you are ready, right-click anywhere and select 'Inspire the slaves to revolt'."
|
||||
message= _ "You can choose when the slaves come out of their villages and attack their captors. When you are ready, right-click anywhere and select ‘Inspire the slaves to revolt’."
|
||||
[/message]
|
||||
|
||||
#define PUT_SLAVE TYPE X Y
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
advances_to=Skeletal Soulless
|
||||
cost=8
|
||||
usage=fighter
|
||||
description= _ "When a skeletal warrior is defeated, their animating energies are sometimes not wholly destroyed. A particularly skilled lich can recapture what remains of their servants' necromantic energy, reanimating a new — albeit weaker — minion."
|
||||
description= _ "When a skeletal warrior is defeated, their animating energies are sometimes not wholly destroyed. A particularly skilled lich can recapture what remains of their servants’ necromantic energy, reanimating a new — albeit weaker — minion."
|
||||
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
|
||||
|
||||
[attack]
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
{AMLA_DEFAULT}
|
||||
cost=13
|
||||
usage=fighter
|
||||
description= _ "When a skeletal warrior is defeated, their animating energies are sometimes not wholly destroyed. A particularly skilled lich can recapture what remains of their servants' necromantic energy, reanimating a new - albeit weaker - minion."
|
||||
description= _ "When a skeletal warrior is defeated, their animating energies are sometimes not wholly destroyed. A particularly skilled lich can recapture what remains of their servants’ necromantic energy, reanimating a new - albeit weaker - minion."
|
||||
die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT}
|
||||
|
||||
[attack]
|
||||
|
|
|
@ -560,7 +560,7 @@
|
|||
[/message]
|
||||
[message]
|
||||
speaker=Durstorn
|
||||
message= _ "I'm aware! Close the gates and keep them out! It should be easy to come up with a plan to outwit them later. Meanwhile, since the Shorbear's rune workshops are in here, you and your runecrafters might as well make the sceptre now."
|
||||
message= _ "I’m aware! Close the gates and keep them out! It should be easy to come up with a plan to outwit them later. Meanwhile, since the Shorbear’s rune workshops are in here, you and your runecrafters might as well make the sceptre now."
|
||||
[/message]
|
||||
[if]
|
||||
[have_unit]
|
||||
|
|
|
@ -105,6 +105,6 @@ profile="portraits/elves/captain.webp~CHAN(
|
|||
|
||||
#define RUNE_MECHANIC_NOTE
|
||||
[note]
|
||||
description= _ "Thursagan's Rune Mastery: while Thursagan is on a keep, selecting an adjacent dwarf opens a dialog for obtaining temporary upgrades which last until the end of the scenario."
|
||||
description= _ "Thursagan’s Rune Mastery: while Thursagan is on a keep, selecting an adjacent dwarf opens a dialog for obtaining temporary upgrades which last until the end of the scenario."
|
||||
[/note]
|
||||
#enddef
|
||||
|
|
|
@ -699,7 +699,7 @@
|
|||
|
||||
[message]
|
||||
speaker="Ethiliel"
|
||||
message= _ "Mebrin... that's enough. I am sorry. I should have protected you. I should never have let those humans take you and turn you into... into a monster!"
|
||||
message= _ "Mebrin... that’s enough. I am sorry. I should have protected you. I should never have let those humans take you and turn you into... into a monster!"
|
||||
[/message]
|
||||
|
||||
[message]
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
[about]
|
||||
title= _ "Authors"
|
||||
[entry]
|
||||
name = "Jeffrey 'Sigurd' Westcoat (SigurdFireDragon)"
|
||||
name = "Jeffrey ‘Sigurd’ Westcoat (SigurdFireDragon)"
|
||||
[/entry]
|
||||
[entry]
|
||||
name="Jonathan Kelly (name)"
|
||||
|
|
|
@ -436,7 +436,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "Michael Gil de Muro (grp21)"
|
||||
comment = "portraits (for the campaign 'The Rise of Wesnoth')"
|
||||
comment = "portraits (for the campaign ‘The Rise of Wesnoth’)"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "MJ (czyzby)"
|
||||
|
@ -649,7 +649,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "Gideon Chia (Deonjo)"
|
||||
comment = "new 'units' icon for general status bar"
|
||||
comment = "new ‘units’ icon for general status bar"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Guangcong Luo (Zarel)"
|
||||
|
@ -913,7 +913,7 @@
|
|||
comment = "The Rise of Wesnoth"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Jeffrey 'Sigurd' Westcoat (SigurdFireDragon)"
|
||||
name = "Jeffrey ‘Sigurd’ Westcoat (SigurdFireDragon)"
|
||||
comment = "Winds of Fate"
|
||||
[/entry]
|
||||
[entry]
|
||||
|
@ -1325,7 +1325,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "gh0st"
|
||||
comment = "2012 Google Code-in Students' Micro AI development"
|
||||
comment = "2012 Google Code-in Students’ Micro AI development"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Gregory Gauthier (rjaguar3)"
|
||||
|
@ -1514,7 +1514,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "Martin Bede"
|
||||
comment = "2012 Google Code-in Students' Micro AI development"
|
||||
comment = "2012 Google Code-in Students’ Micro AI development"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Martin Hrubý (hrubymar10)"
|
||||
|
@ -1668,7 +1668,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "Robert Spencer"
|
||||
comment = "2012 Google Code-in Students' Micro AI development"
|
||||
comment = "2012 Google Code-in Students’ Micro AI development"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Robert Wallace (Robertdebrus)"
|
||||
|
@ -1705,7 +1705,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "Samuel Kim"
|
||||
comment = "2012 Google Code-in Students' Micro AI development"
|
||||
comment = "2012 Google Code-in Students’ Micro AI development"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "Sean Yeh"
|
||||
|
@ -1820,7 +1820,7 @@
|
|||
[/entry]
|
||||
[entry]
|
||||
name = "vitiv"
|
||||
comment = "2012 Google Code-in Students' Micro AI development"
|
||||
comment = "2012 Google Code-in Students’ Micro AI development"
|
||||
[/entry]
|
||||
[entry]
|
||||
name = "viy"
|
||||
|
|
|
@ -676,10 +676,10 @@ It is not possible to remove add-ons for which there is publishing information (
|
|||
[topic]
|
||||
id=general_commands
|
||||
title= _ "General Commands"
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press ‘m’ first to open the chat line).
|
||||
|
||||
" + "<header>text=':benchmark'</header>" + _ "
|
||||
Similar to the 'fps' command, but also forces everything to redraw instead of only things that have changed.
|
||||
Similar to the ‘fps’ command, but also forces everything to redraw instead of only things that have changed.
|
||||
|
||||
" + "<header>text=':clear'</header>" + _ "
|
||||
Clear chat messages.
|
||||
|
@ -721,7 +721,7 @@ Save the game and quit the scenario (without prompting)."
|
|||
[topic]
|
||||
id=mp_commands
|
||||
title= _ "Multiplayer Commands"
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press ‘m’ first to open the chat line).
|
||||
|
||||
" + "<header>text=':ban <username>'</header>" + _ "
|
||||
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)
|
||||
|
@ -759,7 +759,7 @@ Unmute a specific observer. If no username is supplied the list of muted observe
|
|||
[topic]
|
||||
id=debug_commands
|
||||
title= _ "Debug Mode Commands"
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
|
||||
text= _ "These commands can either be issued via the command line by prefixing them with ‘:’ (as shown here) or via the chat by prefixing them with ‘/’ (press ‘m’ first to open the chat line).
|
||||
|
||||
" + "<header>text=':choose_level or :cl'</header>" + _ "
|
||||
Brings up a menu for choosing a scenario to immediately advance to in a campaign.
|
||||
|
|
|
@ -145,7 +145,7 @@ This ability will not cure an affected unit of poison, however, only delay its e
|
|||
name= _ "diversion"
|
||||
female_name= _ "female^diversion"
|
||||
description= _ "If there is an enemy of the target on the opposite side of the target, this unit diverts the target’s attention and reduces its chance to hit by 20%."
|
||||
special_note=_"If there is an enemy of the target on the opposite side of the target while attacking it, this unit diverts the target's attention and reduces its chance to hit."
|
||||
special_note=_"If there is an enemy of the target on the opposite side of the target while attacking it, this unit diverts the target’s attention and reduces its chance to hit."
|
||||
affect_self=no
|
||||
affect_allies=no
|
||||
affect_enemies=yes
|
||||
|
|
|
@ -98,7 +98,7 @@
|
|||
[chance_to_hit]
|
||||
id=deflect
|
||||
name= _ "deflect"
|
||||
description= _ "When used defensively, this attack reduces the opponent's chance to hit by 10%."
|
||||
description= _ "When used defensively, this attack reduces the opponent’s chance to hit by 10%."
|
||||
special_note=_"This unit’s defensive techniques reduce the chance of a successful enemy attack."
|
||||
sub=10
|
||||
cumulative=yes
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
advances_to=Goblin Impaler,Goblin Rouser
|
||||
cost=9
|
||||
usage=fighter
|
||||
description= _ "In any race, there are always those rare individuals who, by stroke of bad luck, are born much smaller and weaker than the rest of their kind. For Orcs, however, such occurrences are extraordinarily common, with there usually being several runts born in each litter. Known as ‘Goblins’, these sickly creatures nearly always live short, brutal lives, most used merely as fodder against an enemy of their larger siblings' choosing while equipped with only the crudest of spears."
|
||||
description= _ "In any race, there are always those rare individuals who, by stroke of bad luck, are born much smaller and weaker than the rest of their kind. For Orcs, however, such occurrences are extraordinarily common, with there usually being several runts born in each litter. Known as ‘Goblins’, these sickly creatures nearly always live short, brutal lives, most used merely as fodder against an enemy of their larger siblings’ choosing while equipped with only the crudest of spears."
|
||||
die_sound={SOUND_LIST:GOBLIN_DIE}
|
||||
{DEFENSE_ANIM_DIRECTIONAL "units/goblins/spearman-defend.png" "units/goblins/spearman.png" "units/goblins/spearman-ne-defend.png" "units/goblins/spearman-ne.png" {SOUND_LIST:GOBLIN_HIT} }
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
sound_toggle_panel_click = "select.wav"
|
||||
sound_slider_adjust = "slider.wav"
|
||||
|
||||
has_helptip_message = _" (Press '$hotkey' for more information)"
|
||||
has_helptip_message = _" (Press ‘$hotkey’ for more information)"
|
||||
[/settings]
|
||||
|
||||
{tips.cfg}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
[panel_definition]
|
||||
|
||||
id = "default"
|
||||
description = "The default panel, we basically are an 'invisible' grid at the moment."
|
||||
description = "The default panel, we basically are an ‘invisible’ grid at the moment."
|
||||
|
||||
[resolution]
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
[scrollbar_panel_definition]
|
||||
|
||||
id = "default"
|
||||
description = "The scrollbar default panel, we basically are an 'invisible' grid at the moment."
|
||||
description = "The scrollbar default panel, we basically are an ‘invisible’ grid at the moment."
|
||||
|
||||
[resolution]
|
||||
|
||||
|
|
|
@ -111,7 +111,7 @@
|
|||
|
||||
[window]
|
||||
id = "mp_change_control"
|
||||
description = "Dialog used to change side's controller during MP."
|
||||
description = "Dialog used to change side’s controller during MP."
|
||||
|
||||
[resolution]
|
||||
definition = "default"
|
||||
|
|
|
@ -255,7 +255,7 @@
|
|||
|
||||
[window]
|
||||
id = "mp_match_history"
|
||||
description = "Shows a player's multiplayer game history."
|
||||
description = "Shows a player’s multiplayer game history."
|
||||
|
||||
[resolution]
|
||||
definition = "default"
|
||||
|
|
|
@ -242,7 +242,7 @@
|
|||
[menu_button]
|
||||
id = "controller"
|
||||
definition = "default"
|
||||
tooltip = _"Change the side's controller"
|
||||
tooltip = _"Change the side’s controller"
|
||||
[/menu_button]
|
||||
[/column]
|
||||
|
||||
|
@ -258,7 +258,7 @@
|
|||
[menu_button]
|
||||
id = "ai_controller"
|
||||
definition = "default"
|
||||
tooltip = _"Change the AI side's behaviour"
|
||||
tooltip = _"Change the AI side’s behaviour"
|
||||
[/menu_button]
|
||||
|
||||
[/column]
|
||||
|
|
|
@ -261,7 +261,7 @@
|
|||
[button]
|
||||
id = "add_friend"
|
||||
label = _ "Add Friend"
|
||||
tooltip = _ "Add this username to your friends list (add optional notes, e.g., 'player_name notes on friend')"
|
||||
tooltip = _ "Add this username to your friends list (add optional notes, e.g., ‘player_name notes on friend’)"
|
||||
[/button]
|
||||
[/column]
|
||||
|
||||
|
@ -274,7 +274,7 @@
|
|||
[button]
|
||||
id = "add_ignored"
|
||||
label = _ "Block"
|
||||
tooltip = _ "Add this username to your ignore list (add optional reason, e.g., 'player_name reason ignored')"
|
||||
tooltip = _ "Add this username to your ignore list (add optional reason, e.g., ‘player_name reason ignored’)"
|
||||
[/button]
|
||||
[/column]
|
||||
|
||||
|
|
|
@ -270,7 +270,7 @@ where
|
|||
|
||||
[window]
|
||||
id = "title_screen"
|
||||
description = "The game's main menu."
|
||||
description = "The game’s main menu."
|
||||
|
||||
[resolution]
|
||||
definition = "title_screen"
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
[modification]
|
||||
id=plan_unit_advance
|
||||
name=_"Plan Unit Advance"
|
||||
description=_"When playing a multiplayer game, you do not control what a unit advances to if it advances on another player's turn. With this modification you can set what your units advance to beforehand, either for a specific unit or for all units of the same type."
|
||||
description=_"When playing a multiplayer game, you do not control what a unit advances to if it advances on another player’s turn. With this modification you can set what your units advance to beforehand, either for a specific unit or for all units of the same type."
|
||||
type=mp
|
||||
|
||||
[options]
|
||||
|
|
|
@ -159,7 +159,7 @@ He was in for quite a shock. As soon as he saw the Basilisk, Blum Duk cowered in
|
|||
[/unit]
|
||||
|
||||
# wmllint: local spelling Turin
|
||||
{UNIT_PETRIFY "Sea Serpent" _"Turin's Monster of the Lake" 22 12}
|
||||
{UNIT_PETRIFY "Sea Serpent" _"Turin’s Monster of the Lake" 22 12}
|
||||
[+unit]
|
||||
facing=sw
|
||||
description=_ "He had lived there for ages upon ages, in the depths of the water, preying upon the various fish and frogs and merfolk that entered his domain. It was his lake, no other’s, and though it was not large, he was its master. Then, the Basilisk came, and looked into the Serpent’s eyes. And the Serpent had not died, but it was no longer alive. Thus the new lord of the lake had arrived.
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
[multiplayer]
|
||||
id=multiplayer_Clearing_Gushes
|
||||
name= _ "2p — Clearing Gushes"
|
||||
description= _ "The banks of the Great River make for some of the most fertile land in all the known world. The spring and summer bring floods all along its length, making the soil rich and providing bountiful harvests each autumn. The Kingdom of Wesnoth has turned this land into the engine of their wealth and prosperity — making it the target of countless raids and attacks. The rigorous discipline and organization of Wesnoth's armies are in no small part driven by a constant need to patrol and defend these prosperous lands."
|
||||
description= _ "The banks of the Great River make for some of the most fertile land in all the known world. The spring and summer bring floods all along its length, making the soil rich and providing bountiful harvests each autumn. The Kingdom of Wesnoth has turned this land into the engine of their wealth and prosperity — making it the target of countless raids and attacks. The rigorous discipline and organization of Wesnoth’s armies are in no small part driven by a constant need to patrol and defend these prosperous lands."
|
||||
map_file=multiplayer/maps/2p_Clearing_Gushes.map
|
||||
random_start_time="no"
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
[multiplayer]
|
||||
id=multiplayer_Swamp_of_Dread
|
||||
name= _ "2p — Swamp of Dread"
|
||||
description= _ "North of the Great River lies the Swamp of Dread, a vast, inhospitable mire cursed by foul magic. There exist only a few routes that aren't nearly guaranteed entrapment and death. Nonetheless, they are highly sought after as lucrative bridges between the southern flatlands and the rugged north, and intrepid explorers traverse the perilous bogs in search of profitable places to set up trading posts. The largest of these routes, Areth's Pass, is a long-disputed and well-known crossing since the first ancient wars between elves and dwarves. Despite poor land and limited resources, its great strategic value means it is fiercely contested by all with military aims in the Great Continent's heart."
|
||||
description= _ "North of the Great River lies the Swamp of Dread, a vast, inhospitable mire cursed by foul magic. There exist only a few routes that aren’t nearly guaranteed entrapment and death. Nonetheless, they are highly sought after as lucrative bridges between the southern flatlands and the rugged north, and intrepid explorers traverse the perilous bogs in search of profitable places to set up trading posts. The largest of these routes, Areth’s Pass, is a long-disputed and well-known crossing since the first ancient wars between elves and dwarves. Despite poor land and limited resources, its great strategic value means it is fiercely contested by all with military aims in the Great Continent’s heart."
|
||||
map_file=multiplayer/maps/2p_Swamp_of_Dread.map
|
||||
random_start_time="no"
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
id=multiplayer_Bath_of_Glory
|
||||
name= _ "4p — Bath of Glory"
|
||||
map_file=multiplayer/maps/4p_Bath_of_Glory.map
|
||||
description= _ "The distant, legendary city of Malisat is famed for many great works — among its most prized being the enormous complex known as the Bath of Glory. Made to be a relaxing paradise to weary soldiers returning home, the Bath is a stunning oasis built where once was nothing but sand. In time, it has become a city unto its own, with arts and music flourishing about the wild culture centered on the baths. The complex's vastness means flared tempers between wealthy nobles can turn into veritable battlegrounds — but even this has become a form of entertainment woven into the allure of the Bath."
|
||||
description= _ "The distant, legendary city of Malisat is famed for many great works — among its most prized being the enormous complex known as the Bath of Glory. Made to be a relaxing paradise to weary soldiers returning home, the Bath is a stunning oasis built where once was nothing but sand. In time, it has become a city unto its own, with arts and music flourishing about the wild culture centered on the baths. The complex’s vastness means flared tempers between wealthy nobles can turn into veritable battlegrounds — but even this has become a form of entertainment woven into the allure of the Bath."
|
||||
|
||||
{DEFAULT_SCHEDULE}
|
||||
{DEFAULT_MUSIC_PLAYLIST}
|
||||
|
|
|
@ -250,7 +250,7 @@ Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu"
|
|||
|
||||
[message]
|
||||
speaker=second_unit
|
||||
message=_"I spy, with my little eye, something that starts with 'f'.
|
||||
message=_"I spy, with my little eye, something that starts with ‘f’.
|
||||
|
||||
" + {ASIDE (_"This is the first part of a sighted event.")}
|
||||
[/message]
|
||||
|
|
|
@ -611,7 +611,7 @@ Adjacent own units of lower level will do more damage in battle. When a unit adj
|
|||
[label]
|
||||
x,y=20,12
|
||||
text=_"Enhance Vision"
|
||||
tooltip=_"Set the unit's vision to 15."
|
||||
tooltip=_"Set the unit’s vision to 15."
|
||||
[/label]
|
||||
[event]
|
||||
name=moveto
|
||||
|
@ -787,7 +787,7 @@ Adjacent own units of lower level will do more damage in battle. When a unit adj
|
|||
[message]
|
||||
speaker=narrator
|
||||
image=wesnoth-icon.png
|
||||
message=_"You can see it, can't you?"
|
||||
message=_"You can see it, can’t you?"
|
||||
[/message]
|
||||
[if]
|
||||
[have_location]
|
||||
|
|
Loading…
Add table
Reference in a new issue