Reindent mainline in preparation for 1.6.
This commit is contained in:
parent
132b04ace7
commit
4861e50155
116 changed files with 2431 additions and 2482 deletions
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@ -118,11 +118,11 @@
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[/store_locations]
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{FOREACH lowland_hex i}
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[remove_shroud]
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side=1
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x=$lowland_hex[$i].x
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y=$lowland_hex[$i].y
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[/remove_shroud]
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[remove_shroud]
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side=1
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x=$lowland_hex[$i].x
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y=$lowland_hex[$i].y
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[/remove_shroud]
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{NEXT i}
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{CLEAR_VARIABLE lowland_hex}
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@ -263,20 +263,20 @@ Use Elven Scouts and Linaera's power of teleportation to mount hit and run attac
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kill=yes
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[/store_unit]
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{FOREACH linaeras_side i}
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{VARIABLE linaeras_side[$i].side 1}
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[if]
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[variable]
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name=linaeras_side[$i].id
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equals=Linaera
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[/variable]
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[then]
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{VARIABLE linaeras_side[$i].canrecruit 0}
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{VARIABLE linaeras_side[$i].overlays "misc/hero-icon.png"}
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[/then]
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[/if]
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[unstore_unit]
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variable=linaeras_side[$i]
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[/unstore_unit]
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{VARIABLE linaeras_side[$i].side 1}
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[if]
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[variable]
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name=linaeras_side[$i].id
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equals=Linaera
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[/variable]
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[then]
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{VARIABLE linaeras_side[$i].canrecruit 0}
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{VARIABLE linaeras_side[$i].overlays "misc/hero-icon.png"}
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[/then]
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[/if]
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[unstore_unit]
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variable=linaeras_side[$i]
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[/unstore_unit]
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{NEXT i}
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[message]
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role="Advisor"
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@ -133,5 +133,3 @@
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background="an-orcish-incursion-map.png"
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{JOURNEY_STAGE7}
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#enddef
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@ -40,7 +40,6 @@
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[/part]
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[/story]
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{SET_LABEL 8 12 (_"River Longlier")}
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[side]
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@ -56,9 +56,9 @@
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canrecruit=yes
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{GOLD 120 160 200}
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#ifdef EASY
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recruit=Wolf Rider,Orcish Archer,Orcish Grunt,Troll Whelp
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recruit=Wolf Rider,Orcish Archer,Orcish Grunt,Troll Whelp
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#else
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recruit=Wolf Rider,Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Troll Whelp
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recruit=Wolf Rider,Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Troll Whelp
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#endif
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[ai]
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aggression=0.8
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@ -35,7 +35,6 @@
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[/part]
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[/story]
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[side]
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side=1
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controller=human
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@ -374,4 +374,3 @@
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background="misc/descent-into-darkness.png"
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{JOURNEY_STAGE9}
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#enddef
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@ -13,7 +13,7 @@
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[story]
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[part]
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# It is 625 YW. Konrad II is king, having reigned since 612.
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# It is 625 YW. Konrad II is king, having reigned since 612.
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story= _ "It was the thirteenth year of Konrad II's reign, and there were strange occurrences in the Estmark Hills on the eastern border of Wesnoth."
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background=eastern-invasion-map.png
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[/part]
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@ -30,8 +30,8 @@
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background=eastern-invasion-map.png
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[/part]
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[part]
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# The River Guard posts had been built in 470 YW. They were
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# abandoned in 544 YW; the wave of colonization had begun around
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# The River Guard posts had been built in 470 YW. They were
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# abandoned in 544 YW; the wave of colonization had begun around
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# 530 YW.
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story= _ "In the days of the king Garard I, two strong-points had been built along the near bank of the Weldyn, south of Soradoc, to stop bandits and Orcish raiders out of the Estmarks from entering Wesnoth. But in later years the River Guard posts had been abandoned, as colonists spread into the Estmarks and the orcs were driven in retreat north of the Great River."
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background=eastern-invasion-map.png
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@ -398,7 +398,7 @@
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[message]
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caption= _ "Khrakrahs"
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image=units/unknown-unit.png
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message= _ "Findshhhh... slayhhhh... killhhhh..." # wmllint: no spellcheck
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message= _ "Findshhhh... slayhhhh... killhhhh..." # wmllint: no spellcheck
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[/message]
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[message]
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speaker=Gweddry
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@ -181,7 +181,6 @@
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{VARIABLE lich_name_5 _"Mal-Ravanal"}
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[/event]
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# The odds of Mal-Ravanal turning up are
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# 0%, 4%, 10%, 20%, 40%, 100% for each
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# respective lich revealed (assuming he hasn't already).
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@ -48,7 +48,7 @@
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[/filter]
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[message]
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speaker=Grug
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message= _ "Grarrgg...." # wmllint: no spellcheck
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message= _ "Grarrgg...." # wmllint: no spellcheck
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[/message]
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[/event]
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@ -62,9 +62,9 @@
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side=2
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canrecruit=yes
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#ifdef EASY
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recruit=Orcish Warrior,Orcish Grunt,Orcish Assassin,Orcish Crossbowman,Orcish Archer
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recruit=Orcish Warrior,Orcish Grunt,Orcish Assassin,Orcish Crossbowman,Orcish Archer
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#else
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recruit=Orcish Warrior,Orcish Assassin,Orcish Crossbowman
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recruit=Orcish Warrior,Orcish Assassin,Orcish Crossbowman
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#endif
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{GOLD 100 180 240}
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@ -43,7 +43,6 @@
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note= _ "Note: your encampment will be dismantled after the first turn.
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"+{EARLY_FINISH_BONUS_NOTE}+{NEW_GOLD_CARRYOVER_NOTE_40}
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[/objectives]
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[/event]
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@ -1146,7 +1146,7 @@
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{JOURNEY1_COMPLETE}
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{JOURNEY3_COMPLETE}
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{JOURNEY4_STAGE7}
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[/part]
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[/part]
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[/else]
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[/if]
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[/story]
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@ -301,16 +301,16 @@
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[/event]
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#TODO remove after Olurf was made persisitant
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# [event]
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# name=victory
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# [event]
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# name=victory
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# [store_unit]
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# variable=olurf_store
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# [filter]
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# id=Olurf
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# [/filter]
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# [/store_unit]
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# [/event]
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# [store_unit]
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# variable=olurf_store
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# [filter]
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# id=Olurf
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# [/filter]
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# [/store_unit]
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# [/event]
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{@campaigns/Legend_of_Wesmere/utils/deaths.cfg}
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[/scenario]
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@ -248,7 +248,6 @@
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[sound]
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name=gold.ogg
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[/sound]
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[/event]
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{@campaigns/Legend_of_Wesmere/utils/deaths.cfg}
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@ -440,16 +440,16 @@
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name=olurf
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{FOREACH olurf_party dwarf}
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{VARIABLE olurf_party[$dwarf].side 1}
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{VARIABLE olurf_party[$dwarf].x 3}
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{VARIABLE olurf_party[$dwarf].y 2}
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{VARIABLE olurf_party[$dwarf].side 1}
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{VARIABLE olurf_party[$dwarf].x 3}
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{VARIABLE olurf_party[$dwarf].y 2}
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[unstore_unit]
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variable=olurf_party[$dwarf]
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find_vacant=yes
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[/unstore_unit]
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[unstore_unit]
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variable=olurf_party[$dwarf]
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find_vacant=yes
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[/unstore_unit]
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{NEXT dwarf}
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#wmllint: recognize Olurf
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{MODIFY_UNIT (id=Olurf) canrecruit no}
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{MAKE_HERO Olurf}
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[/part]
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[/story]
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[side]
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type=Bandit
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id=Baldras
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@ -34,7 +34,7 @@
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[/part]
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[part]
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show_title=yes
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{TO_THE_HUNTERS}
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{TO_THE_HUNTERS}
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[/part]
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[/story]
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[part]
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music="battle.ogg"
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show_title=yes
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{TO_GLORY}
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{TO_GLORY}
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[/part]
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[/story]
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@ -189,4 +189,3 @@
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background="maps/liberty-map.png"
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{JOURNEY_STAGE8}
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#enddef
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@ -99,5 +99,5 @@
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#endif
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# wmllint: directory spellings Tallin Hamel Anita Stalrag Ro'Arthian Ro'Sothian
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# wmllint: directory spellings Elenia Hidel Sisal Krash Abhai Marcus Theta
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# wmllint: directory spellings Elenia Hidel Sisal Krash Abhai Marcus Theta
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# wmllint: directory spellings Al'Tar Malifor Rakshas shinsplitters
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@ -59,7 +59,7 @@
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[part]
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show_title=yes
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{TO_BREAKING_THE_CHAINS}
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[/part]
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[/part]
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[/story]
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# Load map, set scenario length, time scheudle and point to next
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@ -21,11 +21,11 @@
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story= _ "The war council's thoughts quickly turned to the dwarves, close allies in the past. However, nobody knew the state of things in the Knalgan tunnels. The bravest of scouts found in there the spoor of many trolls, and of creatures darker than trolls. It was even rumored that the dwarven dead from the invasion of Knalga had risen in unlife, roaming the tunnels to slay the living. Fighting through all manner of unknown monsters in the mere hope of finding surviving dwarves held but little appeal."
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[/part]
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[part]
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# wmllint: local spelling unlooked woodsrunners
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story= _ "So the matter lay, and the peasants dithered from one suggested plan of action to the next, never arriving at any conclusion. In the meantime, some help, unlooked for, arrived in the form of a small band of woodsrunners -- escapees from the orcs, grown wood-wise and crafty, and in contact with larger bands of poachers and outlaws roaming the night. Embassies were sent; agreements made. A handful of experienced fighters, scarred and closemouthed, came to Dwarven Doors to find and train the most willing in their rugged fighting style."
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# wmllint: local spelling unlooked woodsrunners
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story= _ "So the matter lay, and the peasants dithered from one suggested plan of action to the next, never arriving at any conclusion. In the meantime, some help, unlooked for, arrived in the form of a small band of woodsrunners -- escapees from the orcs, grown wood-wise and crafty, and in contact with larger bands of poachers and outlaws roaming the night. Embassies were sent; agreements made. A handful of experienced fighters, scarred and closemouthed, came to Dwarven Doors to find and train the most willing in their rugged fighting style."
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[/part]
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[part]
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# wmllint: local spelling nightrunners
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# wmllint: local spelling nightrunners
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story= _ "A fortnight after their victory, the town was awakened from slumber in the dead of night by the distant booming of orcish drums. Scouts training with the nightrunners returned to cry the news that a strong orcish company was approaching. Frightened as they had never been before, the folk of Dwarven Doors looked to Tallin for guidance."
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[/part]
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[part]
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@ -82,7 +82,7 @@
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[part]
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show_title=yes
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{TO_TO_THE_MINES}
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[/part]
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[/part]
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[/story]
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map_data="{campaigns/Northern_Rebirth/maps/to_the_mines.map}"
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@ -1614,8 +1614,8 @@
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[filter_attack]
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name=rod of justice
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[/filter_attack]
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{LIGHTNING_BOLT 1}
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[if]
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{LIGHTNING_BOLT 1}
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[if]
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hits=no
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[frame]
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begin=-200
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@ -1740,7 +1740,7 @@
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[/if]
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[/event]
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# Malifor's Study and holy-water storage.
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# Malifor's Study and holy-water storage.
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# Nothing hard in this module either, mostly dialogues. The alarm
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# event is a clone of the other alarms. Holy water objects are
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# placed by a macro in start_sequence.cfg
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@ -2262,7 +2262,7 @@
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[message]
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speaker=unit
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# wmllint: local spelling Ssssh
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# wmllint: local spelling Ssssh
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message= _ "Ssssh! I hear something."
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[/message]
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{NOTRAIT_UNIT 2 "Sea Serpent" 31 5}
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@ -186,7 +186,7 @@
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story= _ "And so Tallin and his party set out to secure the help of the mages."
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show_title=yes
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{TO_SETTLING_DISPUTES}
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[/part]
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[/part]
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[/story]
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# Players side, allied with dwarves
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@ -138,7 +138,7 @@
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[part]
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show_title=yes
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{TO_ELVISH_PRINCESS}
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[/part]
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[/part]
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[/story]
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# Prestart event, set objectives
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@ -488,10 +488,10 @@
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{GLADIATOR 34 26}
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{GLADIATOR 36 26}
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#undef WARDEN
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#undef SLASHER
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#undef ENFORCER
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#undef GLADIATOR
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#undef WARDEN
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#undef SLASHER
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#undef ENFORCER
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#undef GLADIATOR
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{PLACE_IMAGE terrain/village/desert2.png 12 28}
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{PLACE_IMAGE terrain/village/desert2.png 14 29}
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@ -14,7 +14,6 @@
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{EXTRA_SCENARIO_MUSIC "traveling_minstrels.ogg"}
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{EXTRA_SCENARIO_MUSIC "knolls.ogg"}
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# Story with few branches depending on whether Anita is alive and hostile
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# towards the Alliance.
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# wmllint: recognize Anita
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@ -304,7 +303,7 @@
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[part]
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show_title=yes
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{TO_STOLEN_GOLD}
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[/part]
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[/part]
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[/story]
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# Players side
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@ -547,7 +546,7 @@
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[/message]
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[message]
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speaker=Camerin
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# wmllint: local spelling Yeeeahhhh
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# wmllint: local spelling Yeeeahhhh
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message= _ "Yeeeahhhh! I like it!"
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[/message]
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[objectives]
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@ -22,7 +22,7 @@
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story= _ "Following the bank of a river, they soon entered a valley. At the mouth of the valley there loomed the massive orcish fortress of Angthurim."
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show_title=yes
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{TO_EASTERN_FLANK}
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[/part]
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[/part]
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[/story]
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# Players side
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[side]
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@ -109,7 +109,7 @@
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[/side]
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# Krash may not actually still be alive at this point, but setting up
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# his side this way is the only way to reliasbly pick up his recall
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# his side this way is the only way to reliasbly pick up his recall
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# list if he is.
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[side]
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side=7
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@ -8,7 +8,6 @@
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{TURNS4 40 35 30 25}
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next_scenario=Showdown
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{INTRO_AND_SCENARIO_MUSIC "revelation.ogg" "breaking_the_chains.ogg"}
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{EXTRA_SCENARIO_MUSIC "elvish-theme.ogg"}
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{EXTRA_SCENARIO_MUSIC "the_king_is_dead.ogg"}
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@ -115,7 +114,7 @@
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story= _ "It seemed to the gryphon that the elves were sore beset. The party quickly turned south and plunged into the forest."
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show_title=yes
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{TO_GET_THE_GOLD}
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[/part]
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[/part]
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[/story]
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# Players side - Tallin
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@ -182,7 +181,7 @@
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[/side]
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# Krash may not actually still be alive at this point, but setting up
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# his side this way is the only way to reliably pick up his recall
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# his side this way is the only way to reliably pick up his recall
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# list if he is.
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[side]
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side=7
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@ -236,7 +235,7 @@
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[/then]
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[/if]
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# If Anita is alive change her to recruiting leader of side 9 and
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# If Anita is alive change her to recruiting leader of side 9 and
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# place on that keep. This method works because, unlike Krash, she
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# has no recall list of followers to preserve.
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[recall]
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@ -34,7 +34,7 @@
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[part]
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show_title=yes
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{TO_SHOWDOWN}
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[/part]
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[/part]
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[/story]
|
||||
# Players side - Tallin
|
||||
[side]
|
||||
|
@ -218,7 +218,7 @@
|
|||
{STARTING_VILLAGES 6 4}
|
||||
|
||||
# Krash may not actually still be alive at this point, but setting up
|
||||
# his side this way is the only way to reliably pick up his recall
|
||||
# his side this way is the only way to reliably pick up his recall
|
||||
# list if he is. Later, we'll edit in another leader if he's dead.
|
||||
[side]
|
||||
side=7
|
||||
|
@ -282,7 +282,7 @@
|
|||
[event]
|
||||
name=prestart
|
||||
|
||||
# Check if Krash is alive, if yes place him at helm of side 7,
|
||||
# Check if Krash is alive, if yes place him at helm of side 7,
|
||||
# otherwise it's taken over by older lich. We can't use a normal
|
||||
# recall followed by have_unit test here because we had to declare
|
||||
# Krash as a side leader in order to get recall list carryover.
|
||||
|
@ -332,8 +332,8 @@
|
|||
y=$side_seven_starts_at.y
|
||||
[/hide_unit]
|
||||
|
||||
# Check if Anita is alive. If yes place her at the helm of side 9,
|
||||
# if no younger lich assumes command. Note, this method does
|
||||
# Check if Anita is alive. If yes place her at the helm of side 9,
|
||||
# if no younger lich assumes command. Note, this method does
|
||||
# not carry over veterans from the previous scenario,
|
||||
[recall]
|
||||
id=Anita
|
||||
|
|
|
@ -84,19 +84,19 @@
|
|||
|
||||
# trackplacer: tracks end
|
||||
|
||||
# There isn't enough territory traversed in this campaign to make a map
|
||||
# There isn't enough territory traversed in this campaign to make a map
|
||||
# very interesting (so much of it happens underground) but let's set
|
||||
# a good example for future campaign developers.
|
||||
|
||||
#define TO_BREAKING_THE_CHAINS
|
||||
background=maps/wesnoth.png
|
||||
{REVOLT_STAGE1}
|
||||
background=maps/wesnoth.png
|
||||
{REVOLT_STAGE1}
|
||||
#enddef
|
||||
|
||||
# Infested Caves doesn't beed a separate map.
|
||||
|
||||
#define TO_TO_THE_MINES
|
||||
background=maps/wesnoth.png
|
||||
background=maps/wesnoth.png
|
||||
# "a few miles north" of the infested caves.
|
||||
{REVOLT_STAGE2}
|
||||
#enddef
|
||||
|
@ -104,47 +104,47 @@
|
|||
# Clearing The Mines and The Pursuit don't needs maps.
|
||||
|
||||
#define TO_OLD_FRIEND
|
||||
background=maps/wesnoth.png
|
||||
background=maps/wesnoth.png
|
||||
# Back at Knalga again
|
||||
{REVOLT_STAGE1}
|
||||
#enddef
|
||||
|
||||
#define TO_SETTLING_DISPUTES
|
||||
background=maps/wesnoth.png
|
||||
# Takes place at "Higbrook Pass", direction not specified.
|
||||
{REVOLT_STAGE3}
|
||||
background=maps/wesnoth.png
|
||||
# Takes place at "Higbrook Pass", direction not specified.
|
||||
{REVOLT_STAGE3}
|
||||
#enddef
|
||||
|
||||
#define TO_ELVISH_PRINCESS
|
||||
background=maps/wesnoth.png
|
||||
# To the castle of Bitterhold, a day's march northwest of Knalga
|
||||
{RESCUE_STAGE1}
|
||||
background=maps/wesnoth.png
|
||||
# To the castle of Bitterhold, a day's march northwest of Knalga
|
||||
{RESCUE_STAGE1}
|
||||
#enddef
|
||||
|
||||
# Introductions doesn't beed a separate map.
|
||||
|
||||
#define TO_STOLEN_GOLD
|
||||
background=maps/wesnoth.png
|
||||
# The trolls' trail leads south from Knalga
|
||||
{RECOVERY_STAGE1}
|
||||
background=maps/wesnoth.png
|
||||
# The trolls' trail leads south from Knalga
|
||||
{RECOVERY_STAGE1}
|
||||
#enddef
|
||||
|
||||
#define TO_EASTERN_FLANK
|
||||
background=maps/wesnoth.png
|
||||
# Direction not specified here. To the grim forttress of Angthurim!
|
||||
{RECOVERY_STAGE2}
|
||||
background=maps/wesnoth.png
|
||||
# Direction not specified here. To the grim forttress of Angthurim!
|
||||
{RECOVERY_STAGE2}
|
||||
#enddef
|
||||
|
||||
#define TO_GET_THE_GOLD
|
||||
background=maps/wesnoth.png
|
||||
# Rakshas fled further south
|
||||
{RECOVERY_STAGE2}
|
||||
background=maps/wesnoth.png
|
||||
# Rakshas fled further south
|
||||
{RECOVERY_STAGE2}
|
||||
#enddef
|
||||
|
||||
#define TO_SHOWDOWN
|
||||
background=maps/wesnoth.png
|
||||
# Rakshas's trail curves west to the showdown.
|
||||
{RECOVERY_STAGE3}
|
||||
background=maps/wesnoth.png
|
||||
# Rakshas's trail curves west to the showdown.
|
||||
{RECOVERY_STAGE3}
|
||||
#enddef
|
||||
|
||||
# Epilog doesn't beed a separate map.
|
||||
|
|
|
@ -35,6 +35,3 @@
|
|||
#define INCOME4 EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT NIGHTMARE_AMOUNT
|
||||
{QUANTITY4 income {EASY_AMOUNT} {NORMAL_AMOUNT} {HARD_AMOUNT} {NIGHTMARE_AMOUNT}}
|
||||
#enddef
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -88,8 +88,8 @@
|
|||
|
||||
[story]
|
||||
[part]
|
||||
# wmllint: local spelling Ay
|
||||
story= _ "Ay, the Sceptre of Fire. The sceptre has a long, glorious, and fearful history. But I am not here to tell you how the jewel within it was brought over the ocean by Haldric the Great. Nor will I tell the story of Garard I, and the challenge he set, or that of Konrad, king of Wesnoth by virtue of the Sceptre."
|
||||
# wmllint: local spelling Ay
|
||||
story= _ "Ay, the Sceptre of Fire. The sceptre has a long, glorious, and fearful history. But I am not here to tell you how the jewel within it was brought over the ocean by Haldric the Great. Nor will I tell the story of Garard I, and the challenge he set, or that of Konrad, king of Wesnoth by virtue of the Sceptre."
|
||||
[/part]
|
||||
[part]
|
||||
story= _ "I am here to tell you of its making. Of its crafting, deep in the caverns of dwarfdom. And of the dwarves who made it; for they were great, they were. They are counted among the greatest of the heroes of ancient Knalga."
|
||||
|
@ -254,7 +254,7 @@
|
|||
[/message]
|
||||
[message]
|
||||
speaker=Rugnur
|
||||
# wmllint: local spelling playtoy
|
||||
# wmllint: local spelling playtoy
|
||||
message= _ "You said you wanted a powerful magical artifact, not a child's playtoy! So... twenty thousand, minimum. The crafting of this will take us many years, you must pay us well."
|
||||
[/message]
|
||||
[message]
|
||||
|
@ -525,7 +525,7 @@
|
|||
[/message]
|
||||
[/event]
|
||||
|
||||
# Tie-ins to the Legend of Wesmere. The elves are xenophobes from
|
||||
# Tie-ins to the Legend of Wesmere. The elves are xenophobes from
|
||||
# Landar's faction.
|
||||
[event]
|
||||
name=attack
|
||||
|
|
|
@ -359,6 +359,3 @@
|
|||
background=maps/wesnoth.png
|
||||
{ALANIN_STAGE2}
|
||||
#enddef
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -299,9 +299,9 @@
|
|||
[unstore_unit]
|
||||
variable=second_unit
|
||||
find_vacant=no
|
||||
#textdomain wesnoth
|
||||
#textdomain wesnoth
|
||||
text= _ "poisoned"
|
||||
#textdomain wesnoth-sotbe
|
||||
#textdomain wesnoth-sotbe
|
||||
{COLOR_HARM}
|
||||
[/unstore_unit]
|
||||
[/event]
|
||||
|
|
|
@ -737,6 +737,5 @@
|
|||
{VARIABLE darstang_dead yes}
|
||||
[/event]
|
||||
|
||||
|
||||
{@campaigns/Son_Of_The_Black_Eye/utils/deaths.cfg}
|
||||
[/scenario]
|
||||
|
|
|
@ -255,63 +255,63 @@
|
|||
{HIGHLIGHT_IMAGE 1 18 scenery/signpost.png ()}
|
||||
[/event]
|
||||
|
||||
# Commented out since it just doesn't work out very well
|
||||
# [event]
|
||||
# name=attack
|
||||
#
|
||||
# [filter_second]
|
||||
# side=1
|
||||
# [/filter_second]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Psst, Black-Eye! Shan Taum paid our chiefs to stick around here and guard Bitok. But they pay us poor!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "And how is that my problem?"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Well, Black-Eye, as long as they're in charge you'll have to fight us all...but I'm sure none of us would bother you if you'd 'remove' just our chiefs."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=$unit.side
|
||||
# canrecruit=yes
|
||||
# message= _ "What are you doing! I haven't let you keep your head so you could chat with the enemy! Get back to the fight!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "Uh oh...yes chief, right away!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Sorry!"
|
||||
# [/message]
|
||||
# [/event]
|
||||
#
|
||||
# [event]
|
||||
# name=attack_end
|
||||
#
|
||||
# [filter_second]
|
||||
# side=1
|
||||
# [/filter_second]
|
||||
#
|
||||
# [message]
|
||||
# speaker=second_unit
|
||||
# message= _ "Chief, maybe we should do what he said and just try to assassinate their leaders instead?"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Sure, why not. If we get the chance."
|
||||
# [/message]
|
||||
# [/event]
|
||||
# Commented out since it just doesn't work out very well
|
||||
# [event]
|
||||
# name=attack
|
||||
#
|
||||
# [filter_second]
|
||||
# side=1
|
||||
# [/filter_second]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Psst, Black-Eye! Shan Taum paid our chiefs to stick around here and guard Bitok. But they pay us poor!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "And how is that my problem?"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Well, Black-Eye, as long as they're in charge you'll have to fight us all...but I'm sure none of us would bother you if you'd 'remove' just our chiefs."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=$unit.side
|
||||
# canrecruit=yes
|
||||
# message= _ "What are you doing! I haven't let you keep your head so you could chat with the enemy! Get back to the fight!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "Uh oh...yes chief, right away!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=unit
|
||||
# message= _ "(whispered) Sorry!"
|
||||
# [/message]
|
||||
# [/event]
|
||||
#
|
||||
# [event]
|
||||
# name=attack_end
|
||||
#
|
||||
# [filter_second]
|
||||
# side=1
|
||||
# [/filter_second]
|
||||
#
|
||||
# [message]
|
||||
# speaker=second_unit
|
||||
# message= _ "Chief, maybe we should do what he said and just try to assassinate their leaders instead?"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Sure, why not. If we get the chance."
|
||||
# [/message]
|
||||
# [/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
|
@ -457,111 +457,111 @@
|
|||
[/then]
|
||||
[/if]
|
||||
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# side=$unit.side
|
||||
#
|
||||
# [not]
|
||||
# canrecruit=yes
|
||||
# [/not]
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [role]
|
||||
# side=$unit.side
|
||||
# type=Orcish Warlord,Orcish Warrior,Orcish Slurbow,Orcish Crossbowman,Orcish Slayer,Orcish Grunt,Orcish Archer,Orcish Assassin
|
||||
# role=new_leader
|
||||
# [/role]
|
||||
#
|
||||
# [store_unit]
|
||||
# [filter]
|
||||
# side=$unit.side
|
||||
# role=new_leader
|
||||
# [/filter]
|
||||
#
|
||||
# kill=yes
|
||||
# variable=stored_new_leader
|
||||
# [/store_unit]
|
||||
#
|
||||
# {VARIABLE stored_new_leader.canrecruit yes}
|
||||
#
|
||||
# [unstore_unit]
|
||||
# variable=stored_new_leader
|
||||
# [/unstore_unit]
|
||||
#
|
||||
# {CLEAR_VARIABLE stored_new_leader}
|
||||
#
|
||||
# [modify_side]
|
||||
# side=$unit.side
|
||||
# team_name=Kapoue
|
||||
# user_team_name=_ "Kapou'e"
|
||||
# [/modify_side]
|
||||
#
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# id=Braga
|
||||
#
|
||||
# [or]
|
||||
# id=Meato
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Ragvan
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Kergai
|
||||
# [/or]
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [switch]
|
||||
# variable=unit.side
|
||||
#
|
||||
# [case]
|
||||
# value=2
|
||||
#
|
||||
# [message]
|
||||
# side=2
|
||||
# role=new_leader
|
||||
# message= _ "Freedom! Don't worry about our tribe anymore, Kapou'e."
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=3
|
||||
#
|
||||
# [message]
|
||||
# side=3
|
||||
# role=new_leader
|
||||
# message= _ "Thank you, Son of the Black-Eye!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=4
|
||||
#
|
||||
# [message]
|
||||
# side=4
|
||||
# role=new_leader
|
||||
# message= _ "The chief is gone at last!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=5
|
||||
#
|
||||
# [message]
|
||||
# side=5
|
||||
# role=new_leader
|
||||
# message= _ "Finally! We'll fight at your side now!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
# [/switch]
|
||||
# [/then]
|
||||
# [/if]
|
||||
# [/then]
|
||||
# [/if]
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# side=$unit.side
|
||||
#
|
||||
# [not]
|
||||
# canrecruit=yes
|
||||
# [/not]
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [role]
|
||||
# side=$unit.side
|
||||
# type=Orcish Warlord,Orcish Warrior,Orcish Slurbow,Orcish Crossbowman,Orcish Slayer,Orcish Grunt,Orcish Archer,Orcish Assassin
|
||||
# role=new_leader
|
||||
# [/role]
|
||||
#
|
||||
# [store_unit]
|
||||
# [filter]
|
||||
# side=$unit.side
|
||||
# role=new_leader
|
||||
# [/filter]
|
||||
#
|
||||
# kill=yes
|
||||
# variable=stored_new_leader
|
||||
# [/store_unit]
|
||||
#
|
||||
# {VARIABLE stored_new_leader.canrecruit yes}
|
||||
#
|
||||
# [unstore_unit]
|
||||
# variable=stored_new_leader
|
||||
# [/unstore_unit]
|
||||
#
|
||||
# {CLEAR_VARIABLE stored_new_leader}
|
||||
#
|
||||
# [modify_side]
|
||||
# side=$unit.side
|
||||
# team_name=Kapoue
|
||||
# user_team_name=_ "Kapou'e"
|
||||
# [/modify_side]
|
||||
#
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# id=Braga
|
||||
#
|
||||
# [or]
|
||||
# id=Meato
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Ragvan
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Kergai
|
||||
# [/or]
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [switch]
|
||||
# variable=unit.side
|
||||
#
|
||||
# [case]
|
||||
# value=2
|
||||
#
|
||||
# [message]
|
||||
# side=2
|
||||
# role=new_leader
|
||||
# message= _ "Freedom! Don't worry about our tribe anymore, Kapou'e."
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=3
|
||||
#
|
||||
# [message]
|
||||
# side=3
|
||||
# role=new_leader
|
||||
# message= _ "Thank you, Son of the Black-Eye!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=4
|
||||
#
|
||||
# [message]
|
||||
# side=4
|
||||
# role=new_leader
|
||||
# message= _ "The chief is gone at last!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
#
|
||||
# [case]
|
||||
# value=5
|
||||
#
|
||||
# [message]
|
||||
# side=5
|
||||
# role=new_leader
|
||||
# message= _ "Finally! We'll fight at your side now!"
|
||||
# [/message]
|
||||
# [/case]
|
||||
# [/switch]
|
||||
# [/then]
|
||||
# [/if]
|
||||
# [/then]
|
||||
# [/if]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
|
@ -579,93 +579,93 @@
|
|||
{NEW_GOLD_CARRYOVER 40}
|
||||
[/endlevel]
|
||||
|
||||
# [if]
|
||||
# [not]
|
||||
# [have_unit]
|
||||
# id=Braga
|
||||
#
|
||||
# [or]
|
||||
# id=Meato
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Ragvan
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Kergai
|
||||
# [/or]
|
||||
# [/have_unit]
|
||||
# [/not]
|
||||
#
|
||||
# [then]
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "Thanks to you, Kapou'e, our imbecile leaders are gone!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Good for you. Now let's get going, we have an appointment with Shan Taum."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "Actually...we won't be coming."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "You don't turn your back on Chief! You come or we squash!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "But we don't want to fight anymore! In fact, we prefer farming to war. Maybe burn a village every now and then, but no big fighting."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "Haha, Grüü never heard anything funnier! Farming orcs must have been hit in the head too hard."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# # wmllint: local spelling un-orcs
|
||||
# message= _ "As much as I'd like to, we don't have time to stay and 're-educate' these un-orcs. So go jump in a lake if you want for all I care, just make sure I never see your pathetic faces again."
|
||||
# [/message]
|
||||
# [/then]
|
||||
#
|
||||
# [else]
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "Heehee, we wiped them out good."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Now let's get going, we have an appointment with Shan Taum."
|
||||
# [/message]
|
||||
# [/else]
|
||||
# [/if]
|
||||
#
|
||||
# [endlevel]
|
||||
# result=victory
|
||||
# bonus=yes
|
||||
# {NEW_GOLD_CARRYOVER 40}
|
||||
# [/endlevel]
|
||||
# [/then]
|
||||
# [/if]
|
||||
# [if]
|
||||
# [not]
|
||||
# [have_unit]
|
||||
# id=Braga
|
||||
#
|
||||
# [or]
|
||||
# id=Meato
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Ragvan
|
||||
# [/or]
|
||||
#
|
||||
# [or]
|
||||
# id=Kergai
|
||||
# [/or]
|
||||
# [/have_unit]
|
||||
# [/not]
|
||||
#
|
||||
# [then]
|
||||
# [if]
|
||||
# [have_unit]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# [/have_unit]
|
||||
#
|
||||
# [then]
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "Thanks to you, Kapou'e, our imbecile leaders are gone!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Good for you. Now let's get going, we have an appointment with Shan Taum."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "Actually...we won't be coming."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "You don't turn your back on Chief! You come or we squash!"
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# side=2,3,4,5
|
||||
# canrecruit=yes
|
||||
# message= _ "But we don't want to fight anymore! In fact, we prefer farming to war. Maybe burn a village every now and then, but no big fighting."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "Haha, Grüü never heard anything funnier! Farming orcs must have been hit in the head too hard."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# # wmllint: local spelling un-orcs
|
||||
# message= _ "As much as I'd like to, we don't have time to stay and 're-educate' these un-orcs. So go jump in a lake if you want for all I care, just make sure I never see your pathetic faces again."
|
||||
# [/message]
|
||||
# [/then]
|
||||
#
|
||||
# [else]
|
||||
# [message]
|
||||
# speaker=Grüü
|
||||
# message= _ "Heehee, we wiped them out good."
|
||||
# [/message]
|
||||
#
|
||||
# [message]
|
||||
# speaker="Kapou'e"
|
||||
# message= _ "Now let's get going, we have an appointment with Shan Taum."
|
||||
# [/message]
|
||||
# [/else]
|
||||
# [/if]
|
||||
#
|
||||
# [endlevel]
|
||||
# result=victory
|
||||
# bonus=yes
|
||||
# {NEW_GOLD_CARRYOVER 40}
|
||||
# [/endlevel]
|
||||
# [/then]
|
||||
# [/if]
|
||||
[/event]
|
||||
|
||||
{@campaigns/Son_Of_The_Black_Eye/utils/deaths.cfg}
|
||||
|
|
|
@ -920,9 +920,8 @@
|
|||
#enddef
|
||||
|
||||
#define TO_NORTHERN_ALLIANCE
|
||||
# Starts with a parley,
|
||||
# Starts with a parley,
|
||||
background=farnorth.png
|
||||
{LONG_MARCH_COMPLETE}
|
||||
{FINALE_STAGE1_END}
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -151,4 +151,3 @@
|
|||
[/unstore_unit]
|
||||
[/event]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -181,7 +181,7 @@
|
|||
#define RATHELN_ENCOUNTER
|
||||
#enddef
|
||||
|
||||
# If user hasn't found Ratheln by a reasonable time, nudge a little.
|
||||
# If user hasn't found Ratheln by a reasonable time, nudge a little.
|
||||
[event]
|
||||
name=turn 8
|
||||
|
||||
|
|
|
@ -131,7 +131,7 @@
|
|||
recruitment_ignore_bad_combat=yes
|
||||
recruitment_pattern=scout,fighter,mixed fighter,archer
|
||||
{AVOID_TEMPLE}
|
||||
{AVOID_LEAVING_FOREST}
|
||||
{AVOID_LEAVING_FOREST}
|
||||
[/ai]
|
||||
team_name=forest
|
||||
user_team_name=_"Forest"
|
||||
|
@ -154,7 +154,7 @@
|
|||
recruitment_ignore_bad_movement=yes
|
||||
recruitment_pattern=fighter,archer,mixed fighter,mixed fighter
|
||||
{AVOID_TEMPLE}
|
||||
{AVOID_LEAVING_FOREST}
|
||||
{AVOID_LEAVING_FOREST}
|
||||
[/ai]
|
||||
team_name=forest
|
||||
user_team_name=_"Forest"
|
||||
|
|
|
@ -487,7 +487,7 @@
|
|||
[/event]
|
||||
|
||||
# We've arrived at the door to the sealed cave section,
|
||||
# The door guardian gets more gold to recruit another troop wave.
|
||||
# The door guardian gets more gold to recruit another troop wave.
|
||||
[event]
|
||||
name=sighted
|
||||
|
||||
|
@ -591,7 +591,7 @@
|
|||
[/event]
|
||||
|
||||
# This event is in case the player gets a unit through the sneak tunnel
|
||||
# between the spider room and the eastern lich chamber before opening
|
||||
# between the spider room and the eastern lich chamber before opening
|
||||
# the sealed doors.
|
||||
[event]
|
||||
name=moveto
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#textdomain wesnoth-thot
|
||||
|
||||
#define SPECIAL_NOTES_INSPIRE
|
||||
_" The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef
|
||||
_" The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef
|
||||
|
||||
#define ABILITY_INSPIRE_LEVEL_1
|
||||
# Canned definition of the Inspire (level 1) ability to be included in an
|
||||
|
|
|
@ -208,6 +208,3 @@
|
|||
#enddef
|
||||
|
||||
# The last two scenarios are both dungeon crawls not requiring a map.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
#enddef
|
||||
|
||||
#define MAGES
|
||||
Mage,Red Mage,White Mage,Arch Mage,Great Mage,Mage of Light,Silver Mage #enddef
|
||||
Mage,Red Mage,White Mage,Arch Mage,Great Mage,Mage of Light,Silver Mage #enddef
|
||||
|
||||
#define CONDITIONAL_MAGE_RECRUITING
|
||||
[store_unit]
|
||||
|
@ -217,4 +217,3 @@
|
|||
x,y={X},{Y}
|
||||
[/recall]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -99,7 +99,7 @@
|
|||
side=4
|
||||
type=Ancient Wose
|
||||
id=Elilmaldur-Rithrandil
|
||||
# wmllint: directory spelling Elilmaldur-Rithrandil
|
||||
# wmllint: directory spelling Elilmaldur-Rithrandil
|
||||
name= _ "Elilmaldur-Rithrandil"
|
||||
profile="portraits/rithrandil.png"
|
||||
canrecruit=yes
|
||||
|
|
|
@ -242,7 +242,7 @@
|
|||
|
||||
[message]
|
||||
speaker=Prince Haldric
|
||||
# wmllint: local spelling Dragonbane
|
||||
# wmllint: local spelling Dragonbane
|
||||
message= _ "'Prince Haldric the Dragonbane' sounds rather nice."
|
||||
[/message]
|
||||
|
||||
|
|
|
@ -20,4 +20,4 @@ This unit negates enemy Zones of Control around itself for allied units (but not
|
|||
#enddef
|
||||
|
||||
#define SPECIAL_NOTES_DISTRACT
|
||||
_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
|
||||
_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
|
||||
|
|
|
@ -2,127 +2,127 @@
|
|||
|
||||
#define TROW_DEATHS
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Prince Haldric
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "I can't be finished yet... I still have so much more to do."
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Prince Haldric
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "I can't be finished yet... I still have so much more to do."
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=King Eldaric IV
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "It is not yet my time! No!"
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=King Eldaric IV
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "It is not yet my time! No!"
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lady Jessica
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
# wmllint: local spelling easil
|
||||
message= _ "No! I'll not go so easil--"
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lady Jessica
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
# wmllint: local spelling easil
|
||||
message= _ "No! I'll not go so easil--"
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lady Outlaw
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Bah! I'm not dying today! (POOF! The Lady Outlaw vanishes in a puff of smoke.)"
|
||||
[/message]
|
||||
[set_variable]
|
||||
name=have_lady
|
||||
value=0
|
||||
[/set_variable]
|
||||
[store_unit]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lady Outlaw
|
||||
[/filter]
|
||||
variable=lady_store
|
||||
kill=yes
|
||||
[/store_unit]
|
||||
[/event]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Bah! I'm not dying today! (POOF! The Lady Outlaw vanishes in a puff of smoke.)"
|
||||
[/message]
|
||||
[set_variable]
|
||||
name=have_lady
|
||||
value=0
|
||||
[/set_variable]
|
||||
[store_unit]
|
||||
[filter]
|
||||
id=Lady Outlaw
|
||||
[/filter]
|
||||
variable=lady_store
|
||||
kill=yes
|
||||
[/store_unit]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Burin the Lost
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Fool of a boy. I never should have followed him."
|
||||
[/message]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Burin the Lost
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Fool of a boy. I never should have followed him."
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Sir Ruddry
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Hail the Kings, may their bloodlines continue beyond my time!"
|
||||
[/message]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Sir Ruddry
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "Hail the Kings, may their bloodlines continue beyond my time!"
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Sir Ladoc
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "For Land and Lord, I sacrifice all!"
|
||||
[/message]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Sir Ladoc
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "For Land and Lord, I sacrifice all!"
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Minister Edmond
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "May the Lords of Light protect us all."
|
||||
[/message]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Minister Edmond
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=unit
|
||||
message= _ "May the Lords of Light protect us all."
|
||||
[/message]
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lord Typhon
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=Prince Haldric
|
||||
message= _ "Without him the bottoms of our ships will be completely vulnerable..."
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
[event]
|
||||
name=die
|
||||
[filter]
|
||||
id=Lord Typhon
|
||||
[/filter]
|
||||
[message]
|
||||
speaker=Prince Haldric
|
||||
message= _ "Without him the bottoms of our ships will be completely vulnerable..."
|
||||
[/message]
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
[/event]
|
||||
|
||||
#enddef
|
||||
|
|
|
@ -149,11 +149,10 @@
|
|||
#define TROW_A_NEW_LAND_STORY
|
||||
[story]
|
||||
[part]
|
||||
story=_ "After the defeat of the Nagas, Haldric's refugees take on fresh water and hunt small game, relieved to have land beneath their feet. When they depart, even the sea-weather is milder."
|
||||
story=_ "After the defeat of the Nagas, Haldric's refugees take on fresh water and hunt small game, relieved to have land beneath their feet. When they depart, even the sea-weather is milder."
|
||||
[/part]
|
||||
[part]
|
||||
story=_ "After a week's steady sailing eastward, they begin to hear the cries of gulls and feel the loom of the land. The Great Continent appears before them over the summer-lit seas."
|
||||
[/part]
|
||||
[/story]
|
||||
#enddef
|
||||
|
||||
|
|
|
@ -108,11 +108,11 @@
|
|||
user_team_name=_"Bandits"
|
||||
|
||||
#define MAKE_PREVIOUS_AN_AMBUSHER
|
||||
[+unit]
|
||||
[status]
|
||||
ambush=on
|
||||
[/status]
|
||||
[/unit]
|
||||
[+unit]
|
||||
[status]
|
||||
ambush=on
|
||||
[/status]
|
||||
[/unit]
|
||||
#enddef
|
||||
{NAMED_GENERIC_UNIT 2 Footpad 28 13 (Criminal) (_"Criminal")}
|
||||
{MAKE_PREVIOUS_AN_AMBUSHER}
|
||||
|
@ -125,7 +125,7 @@
|
|||
{MAKE_PREVIOUS_AN_AMBUSHER}
|
||||
{NAMED_GENERIC_UNIT 2 Thief 22 12 Criminal (_"Criminal")} {GUARDIAN}
|
||||
#endif
|
||||
#undef MAKE_PREVIOUS_AN_AMBUSHER
|
||||
#undef MAKE_PREVIOUS_AN_AMBUSHER
|
||||
|
||||
{NAMED_GENERIC_UNIT 2 Footpad 21 17 Criminal (_"Criminal")} {GUARDIAN}
|
||||
#ifdef NORMAL
|
||||
|
@ -574,13 +574,13 @@
|
|||
x,y=$x1,$y1
|
||||
animate=yes
|
||||
[/kill]
|
||||
|
||||
|
||||
[if]
|
||||
[have_unit]
|
||||
id=Minister Hylas
|
||||
x,y=$x2,$y2
|
||||
[/have_unit]
|
||||
|
||||
|
||||
[then]
|
||||
[message]
|
||||
speaker=Deoran
|
||||
|
|
|
@ -69,7 +69,7 @@
|
|||
#else
|
||||
recruitment_pattern=fighter,scout,archer,scout
|
||||
#endif
|
||||
{QUANTITY aggression 0.55 0.75 0.85}
|
||||
{QUANTITY aggression 0.55 0.75 0.85}
|
||||
{ATTACK_DEPTH 3 4 5}
|
||||
village_value=0.1
|
||||
villages_per_scout=10
|
||||
|
|
|
@ -388,7 +388,7 @@
|
|||
[/message]
|
||||
[message]
|
||||
speaker=Deoran
|
||||
message= _ "Council of Westin, we are cheered by your presence. Your aid will be most welcome."
|
||||
message= _ "Council of Westin, we are cheered by your presence. Your aid will be most welcome."
|
||||
[/message]
|
||||
[/else]
|
||||
[/if]
|
||||
|
|
|
@ -45,7 +45,7 @@
|
|||
background=story/Two_Brothers_M1P1.png
|
||||
[/part]
|
||||
[part]
|
||||
story=_ "There was a man named Bjarn who had shown talent as a mage when he was young, gone to the great Academy on the Isle of Alduin, and returned to work his magic in the land where he was born. The people looked to him for help and leadership. He found weapons half-forgotten from the times of their sires and grandsires hanging in many houses, and bade the villagers to take them down and clean and oil them. He set the smiths of Maghre to making spearheads and ax-blades for the rest."
|
||||
story=_ "There was a man named Bjarn who had shown talent as a mage when he was young, gone to the great Academy on the Isle of Alduin, and returned to work his magic in the land where he was born. The people looked to him for help and leadership. He found weapons half-forgotten from the times of their sires and grandsires hanging in many houses, and bade the villagers to take them down and clean and oil them. He set the smiths of Maghre to making spearheads and ax-blades for the rest."
|
||||
background=story/Two_Brothers_M1P1.png
|
||||
[/part]
|
||||
[part]
|
||||
|
@ -145,7 +145,6 @@
|
|||
ms_before=500
|
||||
append=yes
|
||||
[/music]
|
||||
|
||||
[/event]
|
||||
|
||||
[side]
|
||||
|
@ -433,7 +432,6 @@
|
|||
speaker=Arne
|
||||
message= _ "I hear these creatures are nigh-immune to our weapons, let us see!"
|
||||
[/message]
|
||||
|
||||
[/event]
|
||||
|
||||
#Arne saying some bravado
|
||||
|
@ -445,7 +443,7 @@
|
|||
type=Dark Adept,Dark Sorcerer,Vampire Bat
|
||||
[/not]
|
||||
[/filter_second]
|
||||
[message]
|
||||
[message]
|
||||
speaker=second_unit
|
||||
message= _ "That was not so hard!"
|
||||
[/message]
|
||||
|
|
|
@ -102,7 +102,7 @@
|
|||
x=0-20
|
||||
y=15-54
|
||||
[/remove_shroud]
|
||||
|
||||
|
||||
[music]
|
||||
name=elf-land.ogg
|
||||
ms_before=500
|
||||
|
@ -128,7 +128,6 @@
|
|||
ms_before=500
|
||||
append=yes
|
||||
[/music]
|
||||
|
||||
[/event]
|
||||
|
||||
{PLACE_IMAGE scenery/signpost.png 10 1}
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
next_scenario=null
|
||||
[story]
|
||||
[part]
|
||||
music=traveling_minstrels.ogg
|
||||
music=traveling_minstrels.ogg
|
||||
story= _ "It took years to rebuild the village and restore the surrounding farms. The people of Maghre had to work very hard, but felt better knowing Arne's men would be their firm allies in troubled times."
|
||||
background=story/Two_Brothers_M4P1_the_end.png
|
||||
[/part]
|
||||
|
@ -15,7 +15,6 @@
|
|||
story= _ "Arne and his men left the village assured that it would be well guided by Bjarn. On their journeys they faced many challenges and battles. Some tales even mention Arne's name together with that of the famous elvish lord Kalenz, but this is a different story..."
|
||||
background=story/Two_Brothers_M4P1_the_end.png
|
||||
[/part]
|
||||
|
||||
[/story]
|
||||
|
||||
[event]
|
||||
|
|
|
@ -54,5 +54,3 @@
|
|||
background=maps/wesnoth.png
|
||||
{JOURNEY_STAGE3}
|
||||
#enddef
|
||||
|
||||
|
||||
|
|
|
@ -757,7 +757,7 @@
|
|||
{STABLE 43 29}
|
||||
{STABLE 43 32}
|
||||
|
||||
#undef STABLE
|
||||
#undef STABLE
|
||||
|
||||
[event]
|
||||
name=stable found
|
||||
|
@ -809,7 +809,6 @@
|
|||
[/if]
|
||||
[/event]
|
||||
|
||||
|
||||
# The following start and two capture events handle the discovery of
|
||||
# random elves in the outer villages. If the player captures a village
|
||||
# before an undead unit does, he has a chance of finding a random elf
|
||||
|
@ -1029,8 +1028,8 @@
|
|||
# Variables cleared :
|
||||
# $seen_mudcrawler, $rescued_elves
|
||||
|
||||
# We're going to use this piece of WML in two different places without
|
||||
# a change, that's why it's placed within a macro
|
||||
# We're going to use this piece of WML in two different places without
|
||||
# a change, that's why it's placed within a macro
|
||||
#define DARKSORCERER_INTRO
|
||||
# Place the bad guy, give him proper gold and income
|
||||
[unit]
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1031,9 +1031,9 @@ This unit always strikes first with this attack, even if they are defending."
|
|||
|
||||
# Turn 12
|
||||
# -- The sun should rise, it won't need dialogue
|
||||
# --If both bad guys alive -> kill Garak -> replace with zombie
|
||||
# --If both bad guys alive -> kill Garak -> replace with zombie
|
||||
# If champion not killed in a duel else just kill
|
||||
# --If one alive && his champion not killed in a duel ->
|
||||
# --If one alive && his champion not killed in a duel ->
|
||||
# kill Garak, place fallen one -> else just kill
|
||||
# --If both died it will not be invoked
|
||||
# Internal variables : $choice_flag, $i, $coords
|
||||
|
@ -2342,7 +2342,7 @@ This unit always strikes first with this attack, even if they are defending."
|
|||
# if 6 villages survive increase recruitment costs by 2
|
||||
# set scen3 to 3
|
||||
# Depends on variables : $ElvishGarak, $defiant_death, $elven_camps
|
||||
# Clears variables : $ElvishGarak, $grak_challenged, $zur_challenged,
|
||||
# Clears variables : $ElvishGarak, $grak_challenged, $zur_challenged,
|
||||
# $defiant_death, $elven_camps
|
||||
# Internal variables : $other_creep
|
||||
[event]
|
||||
|
|
|
@ -1233,21 +1233,21 @@
|
|||
[unstore_unit]
|
||||
variable=elf_list[$victim_i]
|
||||
find_vacant=no
|
||||
#textdomain wesnoth
|
||||
#textdomain wesnoth
|
||||
text= _ "slowed"
|
||||
#textdomain wesnoth-utbs
|
||||
#textdomain wesnoth-utbs
|
||||
{COLOR_HARM}
|
||||
[/unstore_unit]
|
||||
|
||||
#ifdef EASY
|
||||
{VARIABLE special_attack_damage 10}
|
||||
#endif
|
||||
#ifdef NORMAL
|
||||
{VARIABLE special_attack_damage 11}
|
||||
#endif
|
||||
#ifdef HARD
|
||||
{VARIABLE special_attack_damage 12}
|
||||
#endif
|
||||
#ifdef EASY
|
||||
{VARIABLE special_attack_damage 10}
|
||||
#endif
|
||||
#ifdef NORMAL
|
||||
{VARIABLE special_attack_damage 11}
|
||||
#endif
|
||||
#ifdef HARD
|
||||
{VARIABLE special_attack_damage 12}
|
||||
#endif
|
||||
|
||||
[if]
|
||||
[variable]
|
||||
|
|
|
@ -308,15 +308,15 @@
|
|||
[/unit_type]
|
||||
#enddef
|
||||
|
||||
{DESERT_ARCHER_VARIANT 2 18}
|
||||
{DESERT_ARCHER_VARIANT 3 19}
|
||||
{DESERT_ARCHER_VARIANT 4 20}
|
||||
{DESERT_ARCHER_VARIANT 5 21}
|
||||
{DESERT_ARCHER_VARIANT 6 22}
|
||||
{DESERT_ARCHER_VARIANT 7 23}
|
||||
{DESERT_ARCHER_VARIANT 8 24}
|
||||
{DESERT_ARCHER_VARIANT 9 25}
|
||||
{DESERT_ARCHER_VARIANT 10 26}
|
||||
{DESERT_ARCHER_VARIANT 11 27}
|
||||
{DESERT_ARCHER_VARIANT 2 18}
|
||||
{DESERT_ARCHER_VARIANT 3 19}
|
||||
{DESERT_ARCHER_VARIANT 4 20}
|
||||
{DESERT_ARCHER_VARIANT 5 21}
|
||||
{DESERT_ARCHER_VARIANT 6 22}
|
||||
{DESERT_ARCHER_VARIANT 7 23}
|
||||
{DESERT_ARCHER_VARIANT 8 24}
|
||||
{DESERT_ARCHER_VARIANT 9 25}
|
||||
{DESERT_ARCHER_VARIANT 10 26}
|
||||
{DESERT_ARCHER_VARIANT 11 27}
|
||||
|
||||
#undef DESERT_ARCHER_VARIANT
|
||||
#undef DESERT_ARCHER_VARIANT
|
||||
|
|
|
@ -219,15 +219,15 @@
|
|||
[/unit_type]
|
||||
#enddef
|
||||
|
||||
{DESERT_FIGHTER_VARIANT 2 16}
|
||||
{DESERT_FIGHTER_VARIANT 3 17}
|
||||
{DESERT_FIGHTER_VARIANT 4 18}
|
||||
{DESERT_FIGHTER_VARIANT 5 19}
|
||||
{DESERT_FIGHTER_VARIANT 6 20}
|
||||
{DESERT_FIGHTER_VARIANT 7 21}
|
||||
{DESERT_FIGHTER_VARIANT 8 22}
|
||||
{DESERT_FIGHTER_VARIANT 9 23}
|
||||
{DESERT_FIGHTER_VARIANT 10 24}
|
||||
{DESERT_FIGHTER_VARIANT 11 25}
|
||||
{DESERT_FIGHTER_VARIANT 2 16}
|
||||
{DESERT_FIGHTER_VARIANT 3 17}
|
||||
{DESERT_FIGHTER_VARIANT 4 18}
|
||||
{DESERT_FIGHTER_VARIANT 5 19}
|
||||
{DESERT_FIGHTER_VARIANT 6 20}
|
||||
{DESERT_FIGHTER_VARIANT 7 21}
|
||||
{DESERT_FIGHTER_VARIANT 8 22}
|
||||
{DESERT_FIGHTER_VARIANT 9 23}
|
||||
{DESERT_FIGHTER_VARIANT 10 24}
|
||||
{DESERT_FIGHTER_VARIANT 11 25}
|
||||
|
||||
#undef DESERT_FIGHTER_VARIANT
|
||||
#undef DESERT_FIGHTER_VARIANT
|
||||
|
|
|
@ -158,16 +158,16 @@
|
|||
{DEFENSE_ANIM_RANGE "units/elves-desert/hunter+female-sword-defend.png" "units/elves-desert/hunter+female.png" {SOUND_LIST:ELF_FEMALE_HIT} melee}
|
||||
{DEFENSE_ANIM_RANGE "units/elves-desert/hunter+female-ranged-defend.png" "units/elves-desert/hunter+female.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged}
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=bolas
|
||||
[/filter_attack]
|
||||
[missile_frame]
|
||||
begin=-150
|
||||
end=0
|
||||
image=projectiles/bolas-n.png
|
||||
image_diagonal=projectiles/bolas-ne.png
|
||||
[/missile_frame]
|
||||
[frame]
|
||||
[filter_attack]
|
||||
name=bolas
|
||||
[/filter_attack]
|
||||
[missile_frame]
|
||||
begin=-150
|
||||
end=0
|
||||
image=projectiles/bolas-n.png
|
||||
image_diagonal=projectiles/bolas-ne.png
|
||||
[/missile_frame]
|
||||
[frame]
|
||||
image="units/elves-desert/hunter+female-ranged-1.png"
|
||||
[/frame]
|
||||
[if]
|
||||
|
@ -189,12 +189,12 @@
|
|||
[frame]
|
||||
image="units/elves-desert/hunter+female-ranged-4.png"
|
||||
[/frame]
|
||||
[/attack_anim]
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=sword
|
||||
[/filter_attack]
|
||||
[frame]
|
||||
[/attack_anim]
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=sword
|
||||
[/filter_attack]
|
||||
[frame]
|
||||
image="units/elves-desert/hunter+female.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
|
@ -219,7 +219,7 @@
|
|||
[frame]
|
||||
image="units/elves-desert/hunter+female.png"
|
||||
[/frame]
|
||||
[/attack_anim]
|
||||
[/attack_anim]
|
||||
[/female]
|
||||
[/unit_type]
|
||||
|
||||
|
@ -235,15 +235,15 @@
|
|||
[/unit_type]
|
||||
#enddef
|
||||
|
||||
{DESERT_HUNTER_VARIANT 2 21}
|
||||
{DESERT_HUNTER_VARIANT 3 22}
|
||||
{DESERT_HUNTER_VARIANT 4 23}
|
||||
{DESERT_HUNTER_VARIANT 5 24}
|
||||
{DESERT_HUNTER_VARIANT 6 25}
|
||||
{DESERT_HUNTER_VARIANT 7 26}
|
||||
{DESERT_HUNTER_VARIANT 8 27}
|
||||
{DESERT_HUNTER_VARIANT 9 28}
|
||||
{DESERT_HUNTER_VARIANT 10 29}
|
||||
{DESERT_HUNTER_VARIANT 11 30}
|
||||
{DESERT_HUNTER_VARIANT 2 21}
|
||||
{DESERT_HUNTER_VARIANT 3 22}
|
||||
{DESERT_HUNTER_VARIANT 4 23}
|
||||
{DESERT_HUNTER_VARIANT 5 24}
|
||||
{DESERT_HUNTER_VARIANT 6 25}
|
||||
{DESERT_HUNTER_VARIANT 7 26}
|
||||
{DESERT_HUNTER_VARIANT 8 27}
|
||||
{DESERT_HUNTER_VARIANT 9 28}
|
||||
{DESERT_HUNTER_VARIANT 10 29}
|
||||
{DESERT_HUNTER_VARIANT 11 30}
|
||||
|
||||
#undef DESERT_HUNTER_VARIANT
|
||||
#undef DESERT_HUNTER_VARIANT
|
||||
|
|
|
@ -242,15 +242,15 @@
|
|||
[/unit_type]
|
||||
#enddef
|
||||
|
||||
{DESERT_SCOUT_VARIANT 2 19}
|
||||
{DESERT_SCOUT_VARIANT 3 20}
|
||||
{DESERT_SCOUT_VARIANT 4 21}
|
||||
{DESERT_SCOUT_VARIANT 5 22}
|
||||
{DESERT_SCOUT_VARIANT 6 23}
|
||||
{DESERT_SCOUT_VARIANT 7 24}
|
||||
{DESERT_SCOUT_VARIANT 8 25}
|
||||
{DESERT_SCOUT_VARIANT 9 26}
|
||||
{DESERT_SCOUT_VARIANT 10 27}
|
||||
{DESERT_SCOUT_VARIANT 11 28}
|
||||
{DESERT_SCOUT_VARIANT 2 19}
|
||||
{DESERT_SCOUT_VARIANT 3 20}
|
||||
{DESERT_SCOUT_VARIANT 4 21}
|
||||
{DESERT_SCOUT_VARIANT 5 22}
|
||||
{DESERT_SCOUT_VARIANT 6 23}
|
||||
{DESERT_SCOUT_VARIANT 7 24}
|
||||
{DESERT_SCOUT_VARIANT 8 25}
|
||||
{DESERT_SCOUT_VARIANT 9 26}
|
||||
{DESERT_SCOUT_VARIANT 10 27}
|
||||
{DESERT_SCOUT_VARIANT 11 28}
|
||||
|
||||
#undef DESERT_SCOUT_VARIANT
|
||||
#undef DESERT_SCOUT_VARIANT
|
||||
|
|
|
@ -229,15 +229,15 @@
|
|||
[/unit_type]
|
||||
#enddef
|
||||
|
||||
{DESERT_SHAMAN_VARIANT 2 19}
|
||||
{DESERT_SHAMAN_VARIANT 3 20}
|
||||
{DESERT_SHAMAN_VARIANT 4 21}
|
||||
{DESERT_SHAMAN_VARIANT 5 22}
|
||||
{DESERT_SHAMAN_VARIANT 6 23}
|
||||
{DESERT_SHAMAN_VARIANT 7 24}
|
||||
{DESERT_SHAMAN_VARIANT 8 25}
|
||||
{DESERT_SHAMAN_VARIANT 9 26}
|
||||
{DESERT_SHAMAN_VARIANT 10 27}
|
||||
{DESERT_SHAMAN_VARIANT 11 28}
|
||||
{DESERT_SHAMAN_VARIANT 2 19}
|
||||
{DESERT_SHAMAN_VARIANT 3 20}
|
||||
{DESERT_SHAMAN_VARIANT 4 21}
|
||||
{DESERT_SHAMAN_VARIANT 5 22}
|
||||
{DESERT_SHAMAN_VARIANT 6 23}
|
||||
{DESERT_SHAMAN_VARIANT 7 24}
|
||||
{DESERT_SHAMAN_VARIANT 8 25}
|
||||
{DESERT_SHAMAN_VARIANT 9 26}
|
||||
{DESERT_SHAMAN_VARIANT 10 27}
|
||||
{DESERT_SHAMAN_VARIANT 11 28}
|
||||
|
||||
#undef DESERT_SHAMAN_VARIANT
|
||||
#undef DESERT_SHAMAN_VARIANT
|
||||
|
|
|
@ -330,301 +330,301 @@
|
|||
|
||||
# I - LEADERSHIP
|
||||
{KALEH_ADVANCEMENT 1 leadership (_ "a leader in battle") units/elves-desert/kaleh-leading.png not-allowed 3 4 ([effect]
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
{ABILITY_LEADERSHIP_LEVEL_2}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
{ABILITY_LEADERSHIP_LEVEL_2}
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# II - SWORDSKILL 1
|
||||
{KALEH_ADVANCEMENT 1 sword (_ "a better swordsman") attacks/sword-elven.png "" 6 6 ([effect]
|
||||
apply_to=attack
|
||||
range=melee
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
# II - SWORDSKILL 1
|
||||
{KALEH_ADVANCEMENT 1 sword (_ "a better swordsman") attacks/sword-elven.png "" 6 6 ([effect]
|
||||
apply_to=attack
|
||||
range=melee
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# III - SWORDSKILL 2
|
||||
{KALEH_ADVANCEMENT 1 sword2 (_ "a better swordsman") attacks/sword-elven.png "not_allowed" 6 5 ([effect]
|
||||
apply_to=attack
|
||||
range=melee
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
# III - SWORDSKILL 2
|
||||
{KALEH_ADVANCEMENT 1 sword2 (_ "a better swordsman") attacks/sword-elven.png "not_allowed" 6 5 ([effect]
|
||||
apply_to=attack
|
||||
range=melee
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# IV - BOWSKILL 1
|
||||
{KALEH_ADVANCEMENT 1 bow (_ "a better archer") attacks/bow-elven.png "" 4 2 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=1
|
||||
increase_attacks=1
|
||||
[/effect]
|
||||
)}
|
||||
# IV - BOWSKILL 1
|
||||
{KALEH_ADVANCEMENT 1 bow (_ "a better archer") attacks/bow-elven.png "" 4 2 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=1
|
||||
increase_attacks=1
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# V - BOWSKILL 2
|
||||
{KALEH_ADVANCEMENT 1 bow2 (_ "a better archer") attacks/bow-elven.png bow 4 4 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
# V - BOWSKILL 2
|
||||
{KALEH_ADVANCEMENT 1 bow2 (_ "a better archer") attacks/bow-elven.png bow 4 4 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=2
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VI - BOWSKILL 3
|
||||
{KALEH_ADVANCEMENT 1 bow3 (_ "a marksman with the bow") attacks/bow-elven.png bow2 4 6 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=1
|
||||
[set_specials]
|
||||
{WEAPON_SPECIAL_MARKSMAN}
|
||||
[/set_specials]
|
||||
[/effect]
|
||||
)}
|
||||
# VI - BOWSKILL 3
|
||||
{KALEH_ADVANCEMENT 1 bow3 (_ "a marksman with the bow") attacks/bow-elven.png bow2 4 6 ([effect]
|
||||
apply_to=attack
|
||||
name=bow
|
||||
increase_damage=1
|
||||
[set_specials]
|
||||
{WEAPON_SPECIAL_MARKSMAN}
|
||||
[/set_specials]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VII - BOLA
|
||||
{KALEH_ADVANCEMENT 1 bolas (_ "trained by Nym in using the bolas") attacks/bolas.png "" 6 4 ([effect]
|
||||
apply_to=new_attack
|
||||
name=bolas
|
||||
description= _"bolas"
|
||||
type=impact
|
||||
range=ranged
|
||||
damage=4
|
||||
number=2
|
||||
[specials]
|
||||
{WEAPON_SPECIAL_SLOW}
|
||||
[/specials]
|
||||
icon=attacks/bolas.png
|
||||
[/effect]
|
||||
[effect]
|
||||
apply_to=new_animation
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=bolas
|
||||
[/filter_attack]
|
||||
[missile_frame]
|
||||
begin=-150
|
||||
end=0
|
||||
image=projectiles/bolas-n.png
|
||||
image_diagonal=projectiles/bolas-ne.png
|
||||
[/missile_frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-300
|
||||
end=-200
|
||||
image=units/elves-desert/kaleh.png
|
||||
sound=hatchet.wav
|
||||
[/frame]
|
||||
[/if]
|
||||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-300
|
||||
end=-200
|
||||
image=units/elves-desert/kaleh.png
|
||||
sound=hatchet-miss.wav
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
begin=-200
|
||||
end=0
|
||||
image=units/elves-desert/kaleh.png
|
||||
[/frame]
|
||||
{SOUND:SLOW}
|
||||
[/attack_anim]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VII - SUSTENANCE
|
||||
{KALEH_ADVANCEMENT 1 sustenance (_ "gain +20% resistance under the sun") attacks/sand-storm.png "bow,bolas" 3 5 ([effect]
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
[resistance]
|
||||
id=sustenance
|
||||
add=20
|
||||
max_value=30
|
||||
apply_to=blade,pierce,impact,fire,cold,arcane
|
||||
[filter_base_value]
|
||||
greater_than=-1
|
||||
[/filter_base_value]
|
||||
[filter_self]
|
||||
[filter_location]
|
||||
time_of_day=lawful
|
||||
[/filter_location]
|
||||
[/filter_self]
|
||||
name= _ "sustenance"
|
||||
description= _ "Sustenance:
|
||||
This unit's resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected."
|
||||
affect_self=yes
|
||||
[/resistance]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VIII - ARMOR-CLAD
|
||||
{KALEH_ADVANCEMENT 1 armor (_ "gain +10% resistance to blade, pierce and impact") attacks/heater-shield.png "non_existant" 3 5 ([effect]
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
[resistance]
|
||||
id=sustenance
|
||||
add=10
|
||||
max_value=30
|
||||
apply_to=blade,pierce,impact
|
||||
[filter_self]
|
||||
[filter_location]
|
||||
time_of_day=lawful
|
||||
[/filter_location]
|
||||
[/filter_self]
|
||||
# don't clutter ability list
|
||||
name= ""
|
||||
description= "" # wmllint: ignore
|
||||
affect_self=yes
|
||||
[/resistance]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# IX - STUN
|
||||
{KALEH_ADVANCEMENT 1 stun (_ "gain a stunning attack that disrupts enemy ZOC") attacks/scimitar.png "non_existant" 3 5 ([effect]
|
||||
apply_to=new_attack
|
||||
name=sword_rush
|
||||
description= _ "sword"
|
||||
type=blade
|
||||
icon=attacks/sword-elven.png
|
||||
damage=5
|
||||
number=4
|
||||
range=melee
|
||||
defense_weight=0
|
||||
[specials]
|
||||
[chance_to_hit]
|
||||
id=fierce
|
||||
name= _ "stun"
|
||||
description= _ "Stun:
|
||||
This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. The attacker is exposing himself to attack and will be slowed as a result of the effort. Not active on defense."
|
||||
name_inactive= _ "stun"
|
||||
description_inactive= _ "Stun:
|
||||
This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. The attacker is exposing himself to attack and will be slowed as a result of the effort. Not active on defense."
|
||||
apply_to=opponent
|
||||
value=60
|
||||
cumulative=yes
|
||||
[/chance_to_hit]
|
||||
[/specials]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_SLOW}
|
||||
die_sound={SOUND_LIST:ELF_HIT}
|
||||
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-defend.png" units/elves-desert/kaleh.png {SOUND_LIST:ELF_HIT} melee}
|
||||
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-ranged-defend.png" units/elves-desert/kaleh-ranged.png {SOUND_LIST:ELF_HIT} ranged}
|
||||
# Melee damage increased by 1, ranged damage decreased by 1
|
||||
[attack]
|
||||
name=sword
|
||||
description= _"sword"
|
||||
type=blade
|
||||
range=melee
|
||||
damage=5
|
||||
number=4
|
||||
icon=attacks/sword-elven.png
|
||||
[/attack]
|
||||
[attack]
|
||||
name=bow
|
||||
description= _"bow"
|
||||
type=pierce
|
||||
range=ranged
|
||||
damage=2
|
||||
number=3
|
||||
icon=attacks/bow-elven.png
|
||||
[/attack]
|
||||
# VII - BOLA
|
||||
{KALEH_ADVANCEMENT 1 bolas (_ "trained by Nym in using the bolas") attacks/bolas.png "" 6 4 ([effect]
|
||||
apply_to=new_attack
|
||||
name=bolas
|
||||
description= _"bolas"
|
||||
type=impact
|
||||
range=ranged
|
||||
damage=4
|
||||
number=2
|
||||
[specials]
|
||||
{WEAPON_SPECIAL_SLOW}
|
||||
[/specials]
|
||||
icon=attacks/bolas.png
|
||||
[/effect]
|
||||
[effect]
|
||||
apply_to=new_animation
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=bow
|
||||
name=bolas
|
||||
[/filter_attack]
|
||||
[missile_frame]
|
||||
begin=-100
|
||||
begin=-150
|
||||
end=0
|
||||
image=projectiles/missile-n.png
|
||||
image_diagonal=projectiles/missile-ne.png
|
||||
image=projectiles/bolas-n.png
|
||||
image_diagonal=projectiles/bolas-ne.png
|
||||
[/missile_frame]
|
||||
[frame]
|
||||
begin=-445
|
||||
end=-380
|
||||
image="units/elves-desert/kaleh-ranged.png"
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-380
|
||||
end=-305
|
||||
image="units/elves-desert/kaleh-ranged-1.png"
|
||||
sound=bow.ogg
|
||||
begin=-300
|
||||
end=-200
|
||||
image=units/elves-desert/kaleh.png
|
||||
sound=hatchet.wav
|
||||
[/frame]
|
||||
[/if]
|
||||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-380
|
||||
end=-305
|
||||
image="units/elves-desert/kaleh-ranged-1.png"
|
||||
sound=bow-miss.ogg
|
||||
begin=-300
|
||||
end=-200
|
||||
image=units/elves-desert/kaleh.png
|
||||
sound=hatchet-miss.wav
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
begin=-305
|
||||
end=-230
|
||||
image="units/elves-desert/kaleh-ranged-2.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-230
|
||||
end=-130
|
||||
image="units/elves-desert/kaleh-ranged-3.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-130
|
||||
end=-100
|
||||
image="units/elves-desert/kaleh-ranged-4.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-100
|
||||
end=0
|
||||
image="units/elves-desert/kaleh-ranged-4.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=0
|
||||
end=65
|
||||
image="units/elves-desert/kaleh-ranged.png"
|
||||
[/frame]
|
||||
[/attack_anim]
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=sword
|
||||
[/filter_attack]
|
||||
[frame]
|
||||
begin=-200
|
||||
end=-100
|
||||
image=units/elves-desert/kaleh-melee-1.png
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-100
|
||||
end=100
|
||||
image=units/elves-desert/kaleh-melee-2.png
|
||||
sound={SOUND_LIST:SWORD_SWISH}
|
||||
[/frame]
|
||||
[/if]
|
||||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-100
|
||||
end=100
|
||||
image=units/elves-desert/kaleh-melee-2.png
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
begin=100
|
||||
end=200
|
||||
end=0
|
||||
image=units/elves-desert/kaleh.png
|
||||
[/frame]
|
||||
{SOUND:SLOW}
|
||||
[/attack_anim]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VII - SUSTENANCE
|
||||
{KALEH_ADVANCEMENT 1 sustenance (_ "gain +20% resistance under the sun") attacks/sand-storm.png "bow,bolas" 3 5 ([effect]
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
[resistance]
|
||||
id=sustenance
|
||||
add=20
|
||||
max_value=30
|
||||
apply_to=blade,pierce,impact,fire,cold,arcane
|
||||
[filter_base_value]
|
||||
greater_than=-1
|
||||
[/filter_base_value]
|
||||
[filter_self]
|
||||
[filter_location]
|
||||
time_of_day=lawful
|
||||
[/filter_location]
|
||||
[/filter_self]
|
||||
name= _ "sustenance"
|
||||
description= _ "Sustenance:
|
||||
This unit's resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected."
|
||||
affect_self=yes
|
||||
[/resistance]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# VIII - ARMOR-CLAD
|
||||
{KALEH_ADVANCEMENT 1 armor (_ "gain +10% resistance to blade, pierce and impact") attacks/heater-shield.png "non_existant" 3 5 ([effect]
|
||||
apply_to=new_ability
|
||||
[abilities]
|
||||
[resistance]
|
||||
id=sustenance
|
||||
add=10
|
||||
max_value=30
|
||||
apply_to=blade,pierce,impact
|
||||
[filter_self]
|
||||
[filter_location]
|
||||
time_of_day=lawful
|
||||
[/filter_location]
|
||||
[/filter_self]
|
||||
# don't clutter ability list
|
||||
name= ""
|
||||
description= "" # wmllint: ignore
|
||||
affect_self=yes
|
||||
[/resistance]
|
||||
[/abilities]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
# IX - STUN
|
||||
{KALEH_ADVANCEMENT 1 stun (_ "gain a stunning attack that disrupts enemy ZOC") attacks/scimitar.png "non_existant" 3 5 ([effect]
|
||||
apply_to=new_attack
|
||||
name=sword_rush
|
||||
description= _ "sword"
|
||||
type=blade
|
||||
icon=attacks/sword-elven.png
|
||||
damage=5
|
||||
number=4
|
||||
range=melee
|
||||
defense_weight=0
|
||||
[specials]
|
||||
[chance_to_hit]
|
||||
id=fierce
|
||||
name= _ "stun"
|
||||
description= _ "Stun:
|
||||
This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. The attacker is exposing himself to attack and will be slowed as a result of the effort. Not active on defense."
|
||||
name_inactive= _ "stun"
|
||||
description_inactive= _ "Stun:
|
||||
This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. The attacker is exposing himself to attack and will be slowed as a result of the effort. Not active on defense."
|
||||
apply_to=opponent
|
||||
value=60
|
||||
cumulative=yes
|
||||
[/chance_to_hit]
|
||||
[/specials]
|
||||
[/effect]
|
||||
)}
|
||||
|
||||
description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_SLOW}
|
||||
die_sound={SOUND_LIST:ELF_HIT}
|
||||
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-defend.png" units/elves-desert/kaleh.png {SOUND_LIST:ELF_HIT} melee}
|
||||
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-ranged-defend.png" units/elves-desert/kaleh-ranged.png {SOUND_LIST:ELF_HIT} ranged}
|
||||
# Melee damage increased by 1, ranged damage decreased by 1
|
||||
[attack]
|
||||
name=sword
|
||||
description= _"sword"
|
||||
type=blade
|
||||
range=melee
|
||||
damage=5
|
||||
number=4
|
||||
icon=attacks/sword-elven.png
|
||||
[/attack]
|
||||
[attack]
|
||||
name=bow
|
||||
description= _"bow"
|
||||
type=pierce
|
||||
range=ranged
|
||||
damage=2
|
||||
number=3
|
||||
icon=attacks/bow-elven.png
|
||||
[/attack]
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=bow
|
||||
[/filter_attack]
|
||||
[missile_frame]
|
||||
begin=-100
|
||||
end=0
|
||||
image=projectiles/missile-n.png
|
||||
image_diagonal=projectiles/missile-ne.png
|
||||
[/missile_frame]
|
||||
[frame]
|
||||
begin=-445
|
||||
end=-380
|
||||
image="units/elves-desert/kaleh-ranged.png"
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-380
|
||||
end=-305
|
||||
image="units/elves-desert/kaleh-ranged-1.png"
|
||||
sound=bow.ogg
|
||||
[/frame]
|
||||
[/if]
|
||||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-380
|
||||
end=-305
|
||||
image="units/elves-desert/kaleh-ranged-1.png"
|
||||
sound=bow-miss.ogg
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
begin=-305
|
||||
end=-230
|
||||
image="units/elves-desert/kaleh-ranged-2.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-230
|
||||
end=-130
|
||||
image="units/elves-desert/kaleh-ranged-3.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-130
|
||||
end=-100
|
||||
image="units/elves-desert/kaleh-ranged-4.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=-100
|
||||
end=0
|
||||
image="units/elves-desert/kaleh-ranged-4.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
begin=0
|
||||
end=65
|
||||
image="units/elves-desert/kaleh-ranged.png"
|
||||
[/frame]
|
||||
[/attack_anim]
|
||||
[attack_anim]
|
||||
[filter_attack]
|
||||
name=sword
|
||||
[/filter_attack]
|
||||
[frame]
|
||||
begin=-200
|
||||
end=-100
|
||||
image=units/elves-desert/kaleh-melee-1.png
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-100
|
||||
end=100
|
||||
image=units/elves-desert/kaleh-melee-2.png
|
||||
sound={SOUND_LIST:SWORD_SWISH}
|
||||
[/frame]
|
||||
[/if]
|
||||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-100
|
||||
end=100
|
||||
image=units/elves-desert/kaleh-melee-2.png
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
begin=100
|
||||
end=200
|
||||
image=units/elves-desert/kaleh.png
|
||||
[/frame]
|
||||
[/attack_anim]
|
||||
[/unit_type]
|
||||
|
|
|
@ -74,8 +74,7 @@ A poisoned unit cannot be cured of its poison by a healer, and must seek the car
|
|||
#textdomain wesnoth-utbs
|
||||
|
||||
#define SPECIAL_NOTES_UTBS_HEALS
|
||||
_" This unit is capable of basic healing and slowing dehydration."#enddef
|
||||
_" This unit is capable of basic healing and slowing dehydration."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_UTBS_CURES
|
||||
_" This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
|
||||
|
||||
_" This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
|
||||
|
|
|
@ -35,7 +35,7 @@
|
|||
[/else]
|
||||
[/if]
|
||||
#enddef
|
||||
# for second_unit
|
||||
# for second_unit
|
||||
#define CHECK_SPEAKER
|
||||
[if]
|
||||
[variable]
|
||||
|
|
|
@ -62,7 +62,7 @@
|
|||
{CLEAR_VARIABLE random_placement_locations}
|
||||
#enddef
|
||||
|
||||
#***Macro that will unclutter scenarios somewhat***
|
||||
#***Macro that will unclutter scenarios somewhat***
|
||||
#define ADD VAR AMOUNT
|
||||
[set_variable]
|
||||
name={VAR}
|
||||
|
@ -118,10 +118,10 @@ multiply=-1
|
|||
[redraw][/redraw]
|
||||
#enddef
|
||||
|
||||
# UNIT_OVERLAY adds an overlay to a unit, taking in a standard filter
|
||||
#
|
||||
# Example that gives all spearmen a book:
|
||||
# {UNIT_OVERLAY type=Spearman items/book1.png}
|
||||
# UNIT_OVERLAY adds an overlay to a unit, taking in a standard filter
|
||||
#
|
||||
# Example that gives all spearmen a book:
|
||||
# {UNIT_OVERLAY type=Spearman items/book1.png}
|
||||
|
||||
#define UNIT_OVERLAY FILTER IMAGE
|
||||
[store_unit]
|
||||
|
|
|
@ -140,7 +140,7 @@
|
|||
[/time]
|
||||
#enddef
|
||||
|
||||
#use same image as second watch
|
||||
#use same image as second watch
|
||||
|
||||
#define LONGDARK3
|
||||
[time]
|
||||
|
|
|
@ -287,7 +287,7 @@ The places she can move to are highlighted." +
|
|||
#wmllint: display on
|
||||
message=_ "*Oops!
|
||||
You moved to the wrong place! After this message, you can press 'u' to undo, then try again." +
|
||||
_ "
|
||||
_ "
|
||||
*Left click or press spacebar to continue..."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
|
@ -636,7 +636,7 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
|
|||
#wmllint: display on
|
||||
message=_ "These newly recruited units can do nothing this turn; you will control them next turn.
|
||||
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen." +
|
||||
_ "
|
||||
_ "
|
||||
*Left click or press spacebar to continue..."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
|
@ -669,7 +669,7 @@ Note: after this dialog, you can move the mouse over a unit to see a description
|
|||
#wmllint: display on
|
||||
message=_ "These newly recruited units can do nothing this turn; you will control them next turn.
|
||||
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen." +
|
||||
_ "
|
||||
_ "
|
||||
*Left click or press spacebar to continue..."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
|
|
|
@ -760,7 +760,7 @@
|
|||
[entry]
|
||||
name = "Jan Zvánovec (jaz)"
|
||||
[/entry]
|
||||
[entry]
|
||||
[entry]
|
||||
name = "Jacek Kominek (BroodKiller)"
|
||||
[/entry]
|
||||
[entry]
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
#textdomain wesnoth-editor
|
||||
|
||||
[editor_times]
|
||||
{DAWN}
|
||||
{MORNING}
|
||||
{DUSK}
|
||||
{FIRST_WATCH}
|
||||
{DAWN}
|
||||
{MORNING}
|
||||
{DUSK}
|
||||
{FIRST_WATCH}
|
||||
[/editor_times]
|
||||
|
|
|
@ -105,7 +105,7 @@
|
|||
generator="contents:generated"
|
||||
[/topic]
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=.unknown_unit
|
||||
title= _ "Unknown Unit"
|
||||
|
@ -121,7 +121,7 @@ This unit is unknown for the moment. You must discover it in the game to be allo
|
|||
|
||||
Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, Battle for Wesnoth strives for simplicity of both rules and gameplay. This does not make the game simple, however - from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
[topic]
|
||||
id=..gameplay
|
||||
|
@ -148,7 +148,7 @@ To begin with, it's best to click the <italic>text=Tutorial</italic> button at t
|
|||
Campaigns consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign."
|
||||
[/topic]
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=victory_and_defeat
|
||||
title= _ "Victory and Defeat"
|
||||
|
@ -156,9 +156,9 @@ Campaigns consist of multiple scenarios that follow on from each other, telling
|
|||
|
||||
When you win a scenario, the map will gray over and the 'End Turn' button will change to 'End Scenario'. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=recruit_and_recall
|
||||
title= _ "Recruiting and Recalling"
|
||||
|
@ -172,9 +172,9 @@ In later scenarios, you may also Recall survivors from earlier battles. Recallin
|
|||
|
||||
Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst='income_and_upkeep' text='Income and Upkeep'</ref> for more information."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=orbs
|
||||
title= _ "Orbs"
|
||||
|
@ -185,9 +185,9 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
|
|||
<img>src=help/orb-blue.png align=here</img>" + _ "The orb is blue if the unit is an ally you do not control." + "
|
||||
<img>src=help/orb-none.png align=here</img>" + _ "Enemy units have no orb on top of their energy bar."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=hitpoints
|
||||
title= _ "Hitpoints and Experience"
|
||||
|
@ -198,9 +198,9 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
|
|||
_"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
|
||||
<img>src=help/hp-bars.png align=left float=yes</img>" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='experience_and_advancement' text='advance'</ref>."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=movement
|
||||
title= _ "Movement"
|
||||
|
@ -212,19 +212,19 @@ Another thing to keep in mind while moving is Zones of Control. Each unit genera
|
|||
|
||||
To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=shroud_and_fog
|
||||
title= _ "Shroud and Fog of War"
|
||||
text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The Shroud hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The Fog of War only hides units and ownership of villages (other than by you or your allies). The Fog of War is cleared temporarily when you have units nearby, but returns when they leave. Both the Shroud and the Fog of War are cleared by units. Each unit clears locations adjacent to those within one turn's move (ignoring zones of control and enemy units).
|
||||
|
||||
Normally you can undo a unit's movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing Shroud or Fog will also prevent undos to a previous state. You may wish to activate 'delay shroud updates' in the actions menu. This will prevent units from clearing Shroud or Fog until the next randomized event or a manual update via 'update shroud now' (or the end of your turn) and thereby perserve your ability to undo movement."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=combat
|
||||
title= _ "Combat"
|
||||
|
@ -246,7 +246,7 @@ Each strike which hits causes a base amount of damage depending on the attack ty
|
|||
|
||||
A few units have special <ref>dst='..abilities_section' text='abilities'</ref> which affect damage dealt in combat. The most common of these is <ref>dst='weaponspecial_charge' text='Charge'</ref>, which doubles the damage dealt by both attacker and defender when the unit with Charge attacks."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
[topic]
|
||||
id=damage_types_and_resistance
|
||||
|
@ -260,7 +260,7 @@ For example, Skeletons are highly resistant to Blade and Pierce damage, but are
|
|||
If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
|
||||
[/topic]
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=time_of_day
|
||||
title= _ "Time of Day"
|
||||
|
@ -279,9 +279,9 @@ The current time of day can be observed under the minimap in the status pane. Fo
|
|||
" + "
|
||||
<img>src=misc/schedule-underground.png align=right float=yes</img>" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=experience_and_advancement
|
||||
title= _ "Experience and Advancement"
|
||||
|
@ -291,9 +291,9 @@ Units have a certain amount of experience required to advance (this is 20% less
|
|||
|
||||
While most units have three levels, not all do. Occasional units (such as <ref>dst='unit_Mage' text='Magi'</ref>) may have four. Once a unit has reached its maximum level, it may have an After Maximum Level Advancement (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA will normally be reached with 150 XP gained (120 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is usually more useful to try to advance your lower level units."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=healing
|
||||
title= _ "Healing"
|
||||
|
@ -307,9 +307,9 @@ Curing units: Units with the <ref>dst='ability_cures' text='Cures'</ref> ability
|
|||
|
||||
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=income_and_upkeep
|
||||
title= _ "Income and Upkeep"
|
||||
|
@ -322,7 +322,7 @@ Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to it
|
|||
Upkeep costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _"
|
||||
There are two important exceptions to Upkeep: units with the Loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the Horseman in the second scenario of Heir to the Throne) will usually have the Loyal trait. The unit you are playing (such as Konrad) will almost always be a leader."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
[topic]
|
||||
id=wrap_up
|
||||
|
@ -342,7 +342,7 @@ There are two important exceptions to Upkeep: units with the Loyal trait and lea
|
|||
text="{COPYING.txt}"
|
||||
[/topic]
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=..traits_section
|
||||
title= _ "Traits"
|
||||
|
@ -355,7 +355,7 @@ Other traits that may be assigned to units are <ref>dst='traits_dextrous' text='
|
|||
|
||||
"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
[topic]
|
||||
id=traits_intelligent
|
||||
|
@ -444,7 +444,7 @@ Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the us
|
|||
generator="contents:terrains"
|
||||
[/topic]
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_flat
|
||||
title= _ "Flat"
|
||||
|
@ -454,9 +454,9 @@ Healthy units have 1 HP plus 1 HP per level more than usual and rest heal the us
|
|||
|
||||
Most units have defense of 30 to 40% on grassland."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_road
|
||||
title= _ "Road"
|
||||
|
@ -464,9 +464,9 @@ Most units have defense of 30 to 40% on grassland."
|
|||
|
||||
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads behave as <ref>dst='terrain_flat' text='Flat'</ref> terrain."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_forest
|
||||
title= _ "Forest"
|
||||
|
@ -478,9 +478,9 @@ Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, o
|
|||
|
||||
" + "<img>src=terrain/forest/great-tree1.png align=middle box=no</img>"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_hills
|
||||
title= _ "Hills"
|
||||
|
@ -490,9 +490,9 @@ Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, o
|
|||
|
||||
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_mountains
|
||||
title= _ "Mountains"
|
||||
|
@ -502,9 +502,9 @@ Most units have about 50% defense in hills, whereas cavalry are limited to 40%.
|
|||
|
||||
Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_swamp_water
|
||||
title= _ "Swamp"
|
||||
|
@ -514,9 +514,9 @@ Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
|
|||
|
||||
Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all generally enjoy 60%."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_shallow_water
|
||||
title= _ "Shallow Water"
|
||||
|
@ -526,9 +526,9 @@ Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all ge
|
|||
|
||||
Most units make do with 20 to 30% defense in shallow water, whereas both Naga and Mermen enjoy 60%."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_deep_water
|
||||
title= _ "Deep Water"
|
||||
|
@ -538,9 +538,9 @@ Most units make do with 20 to 30% defense in shallow water, whereas both Naga an
|
|||
|
||||
Mermen and Naga both receive 50% defense in deep water, with full movement."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_frozen
|
||||
title= _ "Frozen"
|
||||
|
@ -550,9 +550,9 @@ Mermen and Naga both receive 50% defense in deep water, with full movement."
|
|||
|
||||
Most units have 20 to 40% defense in frozen terrain."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_castle
|
||||
title= _ "Castle"
|
||||
|
@ -564,9 +564,9 @@ Most units have about 60% defense in a castle.
|
|||
|
||||
" + "<img>src=terrain/castle/swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle/ruin-tile.png align=middle box=no</img> <img>src=terrain/castle/sunken-ruin-tile.png align=right box=no</img>"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_sand
|
||||
title= _ "Sand"
|
||||
|
@ -576,9 +576,9 @@ Most units have about 60% defense in a castle.
|
|||
|
||||
Most units receive 20 to 40% defense in Sand."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_desert
|
||||
title= _ "Desert"
|
||||
|
@ -586,9 +586,9 @@ Most units receive 20 to 40% defense in Sand."
|
|||
|
||||
" + _ "Deserts have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='Sand'</ref>."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_cave
|
||||
title= _ "Cave"
|
||||
|
@ -598,9 +598,9 @@ Most units receive 20 to 40% defense in Sand."
|
|||
|
||||
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_rockbound_cave
|
||||
title= _ "Rockbound Cave"
|
||||
|
@ -610,9 +610,9 @@ Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
|
|||
|
||||
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_illuminated_cave
|
||||
title= _ "Illuminated Cave"
|
||||
|
@ -620,9 +620,9 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
|
|||
|
||||
" + _ "Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_fungus
|
||||
title= _ "Mushroom Grove"
|
||||
|
@ -632,9 +632,9 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
|
|||
|
||||
Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_village
|
||||
title= _ "Village"
|
||||
|
@ -648,9 +648,9 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
|
|||
|
||||
" + "<img>src=terrain/village/human-city-tile.png align=left box=no</img> <img>src=terrain/village/hut-hills-tile.png align=middle box=no</img> <img>src=terrain/village/cave-tile.png align=right box=no</img>"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_water_village
|
||||
title= _ "Submerged Village"
|
||||
|
@ -660,9 +660,9 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
|
|||
|
||||
Merfolk and Nagas have 60% defense in submerged villages, whereas land based units usually have a low defence."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_unwalkable
|
||||
title= _ "Unwalkable" # wmllint: no spellcheck
|
||||
|
@ -670,9 +670,9 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
|
|||
|
||||
" + _ "Unwalkable terrain covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_lava
|
||||
title= _ "Lava"
|
||||
|
@ -680,9 +680,9 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
|
|||
|
||||
" + _ "The dangers inherent in trying to walk on lava are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='Unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_ford
|
||||
title= _ "River Ford"
|
||||
|
@ -690,9 +690,9 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
|
|||
|
||||
" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_reef
|
||||
title= _ "Coastal Reef"
|
||||
|
@ -700,9 +700,9 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
|
|||
|
||||
" + " "
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_bridge
|
||||
title= _ "Bridge"
|
||||
|
@ -712,9 +712,9 @@ Merfolk and Nagas have 60% defense in submerged villages, whereas land based uni
|
|||
|
||||
For those who go by land or sea, a bridge is the best of both worlds - for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=terrain_impassable
|
||||
title= _ "Impassable"
|
||||
|
@ -722,9 +722,9 @@ For those who go by land or sea, a bridge is the best of both worlds - for gamep
|
|||
|
||||
" + _ "Obstacles that not even the most determined traveler may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarified heights, and not even the fiercest troll can smash through thick walls of stone."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=..commands
|
||||
title= _ "Commands"
|
||||
|
@ -767,9 +767,9 @@ Save the game (without prompting).
|
|||
Save the game and quit the scenario (without prompting)."
|
||||
#wmllint: display off
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=mp_commands
|
||||
title= _ "Multiplayer commands"
|
||||
|
@ -788,9 +788,9 @@ Mute a specific observer. If no username is supplied the muted usernames are dis
|
|||
" + "<header>text=':muteall'</header>" + _"
|
||||
Toggle muting/silencing of all observers on/off."
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
|
||||
#wmllint: markcheck off
|
||||
#wmllint: markcheck off
|
||||
[topic]
|
||||
id=debug_commands
|
||||
title= _ "Debug mode commands"
|
||||
|
@ -815,5 +815,5 @@ Manually fire the specified event.
|
|||
" + "<header>text=':unit <key=value>'</header>" + _"
|
||||
Modifies the specified property of the selected unit. Example: :unit hitpoints=100"
|
||||
[/topic]
|
||||
#wmllint: markcheck on
|
||||
#wmllint: markcheck on
|
||||
[/help]
|
||||
|
|
|
@ -1323,272 +1323,272 @@
|
|||
#enddef
|
||||
|
||||
#define MISSILE_FRAME_MUZZLE_FLARE_MISS
|
||||
missile_start_time=-250
|
||||
missile_offset=0.1
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-4.png"
|
||||
[/missile_frame]
|
||||
missile_start_time=-250
|
||||
missile_offset=0.1
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/misfire-spark-4.png"
|
||||
[/missile_frame]
|
||||
#enddef
|
||||
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH START_X START_Y
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-n-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-n-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-n-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-n-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-n-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-n-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
#enddef
|
||||
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH START_X START_Y
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-s-1.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-s-2.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-s-3.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-s-1.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-s-2.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-s-3.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
#enddef
|
||||
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH START_X START_Y
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-ne-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-ne-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-ne-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-ne-1.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-ne-2.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-ne-3.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
#enddef
|
||||
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH START_X START_Y
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-se-1.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-se-2.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-se-3.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
missile_start_time=-250
|
||||
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
|
||||
missile_halo_x={START_X}~0
|
||||
missile_halo_y={START_Y}~0
|
||||
[missile_frame]
|
||||
duration=100
|
||||
halo="projectiles/muzzle-flash-se-1.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=80
|
||||
halo="projectiles/muzzle-flash-se-2.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=70
|
||||
halo="projectiles/muzzle-flash-se-3.png~FL(vertical)"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-4.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-5.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-6.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-7.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-8.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-9.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-10.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-11.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-12.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-13.png"
|
||||
[/missile_frame]
|
||||
[missile_frame]
|
||||
duration=60
|
||||
halo="projectiles/muzzle-flash-14.png"
|
||||
[/missile_frame]
|
||||
#enddef
|
||||
|
||||
#define MISSILE_FRAME_STONE_HIT X_OFFSET Y_OFFSET
|
||||
|
|
|
@ -6,10 +6,10 @@
|
|||
#enddef
|
||||
|
||||
#define EARLY_FINISH_BONUS_NOTE
|
||||
_"Early finish bonus."#enddef
|
||||
_"Early finish bonus."#enddef
|
||||
|
||||
#define NO_EARLY_FINISH_BONUS_NOTE
|
||||
_"No early finish bonus."#enddef
|
||||
_"No early finish bonus."#enddef
|
||||
|
||||
#define NEW_GOLD_CARRYOVER_NOTE_40
|
||||
_"
|
||||
|
|
|
@ -14,7 +14,6 @@
|
|||
#enddef
|
||||
#wmllint: markcheck on
|
||||
|
||||
|
||||
#define VICTORY_AND_DEFEAT_MUSIC
|
||||
# This macro was totally unnecessary. Remove in 1.5.7
|
||||
# wmllint: local spelling VICTORY_AND_DEFEAT_MUSIC
|
||||
|
|
|
@ -59,7 +59,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define OLD_JOURNEY X Y
|
||||
# Make an old journey mark on a tracking map
|
||||
[image]
|
||||
|
@ -69,7 +68,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define NEW_BATTLE X Y
|
||||
# Make a new battle mark on a tracking map
|
||||
[image]
|
||||
|
@ -80,7 +78,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define OLD_BATTLE X Y
|
||||
# Make an old battle mark on a tracking map
|
||||
[image]
|
||||
|
@ -90,7 +87,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define NEW_REST X Y
|
||||
# Make a new rest mark on a tracking map
|
||||
[image]
|
||||
|
@ -101,7 +97,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define OLD_REST X Y
|
||||
# Make an old rest mark on a tracking map
|
||||
[image]
|
||||
|
@ -111,7 +106,6 @@
|
|||
[/image]
|
||||
#enddef
|
||||
|
||||
|
||||
#define PLACE_IMAGE IMAGE X Y
|
||||
# Place an image at a specified location on the map.
|
||||
[item]
|
||||
|
@ -190,7 +184,7 @@
|
|||
[tile]
|
||||
x=0
|
||||
y=0
|
||||
[image]
|
||||
[image]
|
||||
layer=0
|
||||
name="../scenery/fire1:140,../scenery/fire2:140,../scenery/fire3:140,../scenery/fire4:140,../scenery/fire5:140,../scenery/fire6:140,../scenery/fire7:140,../scenery/fire8:140"
|
||||
[/image]
|
||||
|
@ -207,7 +201,7 @@
|
|||
[tile]
|
||||
x=0
|
||||
y=0
|
||||
[image]
|
||||
[image]
|
||||
layer=0
|
||||
name="../items/brazier-lit1:140,../items/brazier-lit2:140,../items/brazier-lit3:140,../items/brazier-lit4:140,../items/brazier-lit5:140,../items/brazier-lit6:140,../items/brazier-lit7:140,../items/brazier-lit8:140"
|
||||
[/image]
|
||||
|
|
|
@ -560,8 +560,8 @@
|
|||
[/effect]
|
||||
|
||||
{LIGHTNING_ANIMATION "storm trident" 1}
|
||||
{LIGHTNING_ANIMATION "storm trident" 2}
|
||||
{LIGHTNING_ANIMATION "storm trident" 3}
|
||||
{LIGHTNING_ANIMATION "storm trident" 2}
|
||||
{LIGHTNING_ANIMATION "storm trident" 3}
|
||||
[/object]
|
||||
)}
|
||||
#enddef
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
# Max number of turns in a scenario, mainly for use as a turn upper bound
|
||||
# in ai declarations for aggression, etc.
|
||||
#define FOREVER
|
||||
99 #enddef
|
||||
99 #enddef
|
||||
|
||||
#define SET_OBJECTIVES SIDE SUMMARY NOTE CONDITION_WML
|
||||
# Sets the objectives for a given player
|
||||
|
|
|
@ -34,7 +34,7 @@
|
|||
type={TYPE}
|
||||
count="{LIMIT_NUMBER}-99999"
|
||||
[/have_unit]
|
||||
|
||||
|
||||
[then]
|
||||
[disallow_recruit]
|
||||
side={SIDE}
|
||||
|
@ -163,25 +163,25 @@
|
|||
[/store_locations]
|
||||
|
||||
{FOREACH temp_target_villages i}
|
||||
[capture_village]
|
||||
side={SIDE}
|
||||
x,y=$temp_target_villages[$i].x,$temp_target_villages[$i].y
|
||||
[/capture_village]
|
||||
[capture_village]
|
||||
side={SIDE}
|
||||
x,y=$temp_target_villages[$i].x,$temp_target_villages[$i].y
|
||||
[/capture_village]
|
||||
{NEXT i}
|
||||
|
||||
{CLEAR_VARIABLE temp_target_villages}
|
||||
#enddef
|
||||
|
||||
#define CAPTURE_VILLAGES_OF_TYPE TYPE SIDE X Y RADIUS
|
||||
# Change ownership of the villages on a specified terrain type
|
||||
# near a specified location.
|
||||
# Change ownership of the villages on a specified terrain type
|
||||
# near a specified location.
|
||||
{CAPTURE_FILTERED_VILLAGES {SIDE}
|
||||
(
|
||||
terrain={TYPE}
|
||||
[and]
|
||||
x,y={X},{Y}
|
||||
radius={RADIUS}
|
||||
[/and] ) }
|
||||
terrain={TYPE}
|
||||
[and]
|
||||
x,y={X},{Y}
|
||||
radius={RADIUS}
|
||||
[/and] ) }
|
||||
#enddef
|
||||
|
||||
#define CAPTURE_VILLAGES SIDE X Y RADIUS
|
||||
|
@ -250,7 +250,7 @@
|
|||
# Persistant macros
|
||||
|
||||
#define MAKE_AI_SIDE_PERSISTENT SIDE
|
||||
#Macro to make a ai controlled side persistent.
|
||||
#Macro to make a ai controlled side persistent.
|
||||
#Needs to be placed below the side definition.
|
||||
[+side]
|
||||
controller=human
|
||||
|
@ -308,7 +308,7 @@
|
|||
[/filter_location]
|
||||
[/have_unit]
|
||||
[/and]
|
||||
|
||||
|
||||
[then]
|
||||
[store_gold]
|
||||
side={SIDE}
|
||||
|
|
|
@ -310,115 +310,115 @@
|
|||
#! [/frame]
|
||||
|
||||
#define SOUND_LIST:HOLY
|
||||
magic-holy-1.ogg,magic-holy-2.ogg,magic-holy-3.ogg,magic-holy-4.ogg #enddef
|
||||
magic-holy-1.ogg,magic-holy-2.ogg,magic-holy-3.ogg,magic-holy-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HOLY_MISS
|
||||
magic-holy-miss-1.ogg,magic-holy-miss-2.ogg,magic-holy-miss-3.ogg,magic-holy-miss-4.ogg #enddef
|
||||
magic-holy-miss-1.ogg,magic-holy-miss-2.ogg,magic-holy-miss-3.ogg,magic-holy-miss-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:MISS
|
||||
miss-1.ogg,miss-2.ogg,miss-3.ogg #enddef
|
||||
miss-1.ogg,miss-2.ogg,miss-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:THROW
|
||||
throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav #enddef
|
||||
throw-1.wav,throw-2.wav,throw-3.wav,throw-4.wav #enddef
|
||||
|
||||
#define SOUND_LIST:SWORD_SWISH
|
||||
sword-1.ogg #enddef
|
||||
sword-1.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:BAT_HIT
|
||||
bat-hit-1.ogg,bat-hit-2.ogg,bat-hit-3.ogg,bat-hit-4.ogg #enddef
|
||||
bat-hit-1.ogg,bat-hit-2.ogg,bat-hit-3.ogg,bat-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:DRAKE_HIT
|
||||
drake-hit-1.ogg,drake-hit-2.ogg,drake-hit-3.ogg #enddef
|
||||
drake-hit-1.ogg,drake-hit-2.ogg,drake-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:DWARF_HIT
|
||||
dwarf-hit-1.ogg,dwarf-hit-2.ogg,dwarf-hit-3.ogg,dwarf-hit-4.ogg #enddef
|
||||
dwarf-hit-1.ogg,dwarf-hit-2.ogg,dwarf-hit-3.ogg,dwarf-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:DWARF_DIE
|
||||
dwarf-die-1.ogg,dwarf-die-2.ogg #enddef
|
||||
dwarf-die-1.ogg,dwarf-die-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ELF_HIT
|
||||
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-1.ogg,elf-hit-2.ogg #enddef
|
||||
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,elf-hit-1.ogg,elf-hit-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ELF_FEMALE_HIT
|
||||
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
|
||||
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:GOBLIN_HIT
|
||||
goblin-hit-1.ogg,goblin-hit-2.ogg,goblin-hit-3.ogg #enddef
|
||||
goblin-hit-1.ogg,goblin-hit-2.ogg,goblin-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:GOBLIN_DIE
|
||||
goblin-die-1.ogg,goblin-die-2.ogg #enddef
|
||||
goblin-die-1.ogg,goblin-die-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:GRYPHON_HIT
|
||||
gryphon-hit-1.ogg,gryphon-hit-2.ogg,gryphon-hit-3.ogg #enddef
|
||||
gryphon-hit-1.ogg,gryphon-hit-2.ogg,gryphon-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:GRYPHON_DIE
|
||||
gryphon-die-1.ogg,gryphon-die-2.ogg #enddef
|
||||
gryphon-die-1.ogg,gryphon-die-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HORSE_HIT
|
||||
horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg #enddef
|
||||
horse-hit-1.ogg,horse-hit-2.ogg,horse-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_HIT
|
||||
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg #enddef
|
||||
human-hit-1.ogg,human-hit-2.ogg,human-hit-3.ogg,human-hit-4.ogg,human-hit-5.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_FEMALE_HIT
|
||||
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
|
||||
human-female-hit-1.ogg,human-female-hit-2.ogg,human-female-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_OLD_HIT
|
||||
human-old-hit-1.ogg,human-old-hit-2.ogg,human-old-hit-3.ogg,human-old-hit-4.ogg #enddef
|
||||
human-old-hit-1.ogg,human-old-hit-2.ogg,human-old-hit-3.ogg,human-old-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_OLD_DIE
|
||||
human-old-die-1.ogg,human-old-die-2.ogg,human-old-die-3.ogg #enddef
|
||||
human-old-die-1.ogg,human-old-die-2.ogg,human-old-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_DIE
|
||||
human-die-1.ogg,human-die-2.ogg,human-die-3.ogg #enddef
|
||||
human-die-1.ogg,human-die-2.ogg,human-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:HUMAN_FEMALE_DIE
|
||||
human-female-die-1.ogg,human-female-die-2.ogg,human-female-die-3.ogg #enddef
|
||||
human-female-die-1.ogg,human-female-die-2.ogg,human-female-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:LICH_HIT
|
||||
lich-hit-1.ogg,lich-hit-2.ogg #enddef
|
||||
lich-hit-1.ogg,lich-hit-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:NAGA_HIT
|
||||
naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef
|
||||
naga-hit-1.ogg,naga-hit-2.ogg,naga-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:OGRE_HIT
|
||||
ogre-hit-1.ogg,ogre-hit-2.ogg,ogre-hit-3.ogg,ogre-hit-4.ogg #enddef
|
||||
ogre-hit-1.ogg,ogre-hit-2.ogg,ogre-hit-3.ogg,ogre-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:OGRE_DIE
|
||||
ogre-die-1.ogg,ogre-die-2.ogg,ogre-die-3.ogg #enddef
|
||||
ogre-die-1.ogg,ogre-die-2.ogg,ogre-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ORC_HIT
|
||||
orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef
|
||||
orc-hit-1.ogg,orc-hit-2.ogg,orc-hit-3.ogg,orc-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ORC_DIE
|
||||
orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef
|
||||
orc-die-1.ogg,orc-die-2.ogg,orc-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ORC_SMALL_HIT
|
||||
orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef
|
||||
orc-small-hit-1.ogg,orc-small-hit-2.ogg,orc-small-hit-3.ogg,orc-small-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ORC_SMALL_DIE
|
||||
orc-small-die-1.ogg,orc-small-die-2.ogg #enddef
|
||||
orc-small-die-1.ogg,orc-small-die-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:SKELETON_HIT
|
||||
skeleton-hit-1.ogg,skeleton-hit-2.ogg,skeleton-hit-3.ogg #enddef
|
||||
skeleton-hit-1.ogg,skeleton-hit-2.ogg,skeleton-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:SKELETON_BIG_HIT
|
||||
skeleton-big-hit-1.ogg,skeleton-big-hit-2.ogg,skeleton-big-hit-3.ogg #enddef
|
||||
skeleton-big-hit-1.ogg,skeleton-big-hit-2.ogg,skeleton-big-hit-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:SKELETON_DIE
|
||||
skeleton-die-1.ogg,skeleton-die-2.ogg #enddef
|
||||
skeleton-die-1.ogg,skeleton-die-2.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:TROLL_HIT
|
||||
troll-hit-1.ogg,troll-hit-2.ogg,troll-hit-3.ogg,troll-hit-4.ogg #enddef
|
||||
troll-hit-1.ogg,troll-hit-2.ogg,troll-hit-3.ogg,troll-hit-4.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:TROLL_DIE
|
||||
troll-die-1.ogg,troll-die-2.ogg,troll-die-3.ogg #enddef
|
||||
troll-die-1.ogg,troll-die-2.ogg,troll-die-3.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ZOMBIE_WEAK_HIT
|
||||
zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
|
||||
zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
|
||||
|
||||
#define SOUND_LIST:ZOMBIE_HIT
|
||||
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg,zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
|
||||
zombie-hit-1.ogg,zombie-hit-2.ogg,zombie-hit-3.ogg,zombie-hit-4.ogg,zombie-hit-5.ogg,zombie-hit-6.ogg #enddef
|
||||
|
||||
#define SOUND:SLOW
|
||||
# A convenient way to use the standard slowing sound in an attack
|
||||
|
|
|
@ -5,85 +5,85 @@
|
|||
Special Notes:"#enddef
|
||||
|
||||
#define SPECIAL_NOTES_SPIRIT
|
||||
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
|
||||
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_ARCANE
|
||||
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
|
||||
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_HEALS
|
||||
_" This unit is capable of basic healing."#enddef
|
||||
_" This unit is capable of basic healing."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_CURES
|
||||
_" This unit is capable of healing those around it, and curing them of poison."#enddef
|
||||
_" This unit is capable of healing those around it, and curing them of poison."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_UNPOISON
|
||||
_" This unit is capable of neutralizing the effects of poison in units around it."#enddef
|
||||
_" This unit is capable of neutralizing the effects of poison in units around it."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_REGENERATES
|
||||
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
|
||||
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_STEADFAST
|
||||
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
|
||||
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_LEADERSHIP
|
||||
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef
|
||||
_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_SKIRMISHER
|
||||
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
|
||||
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_ILLUMINATES
|
||||
_" Illumination increases the lighting level in adjacent areas."#enddef
|
||||
_" Illumination increases the lighting level in adjacent areas."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_TELEPORT
|
||||
_" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
|
||||
_" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_AMBUSH
|
||||
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
|
||||
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_NIGHTSTALK
|
||||
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
|
||||
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_CONCEALMENT
|
||||
_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef
|
||||
_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_SUBMERGE
|
||||
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
|
||||
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_FEEDING
|
||||
_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
|
||||
_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_BERSERK
|
||||
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
|
||||
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_BACKSTAB
|
||||
_" If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef
|
||||
_" If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_PLAGUE
|
||||
_" Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
|
||||
_" Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_SLOW
|
||||
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
|
||||
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_STONE
|
||||
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
|
||||
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_MARKSMAN
|
||||
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
|
||||
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_MAGICAL
|
||||
_" The unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
|
||||
_" The unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_SWARM
|
||||
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
|
||||
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_CHARGE
|
||||
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
|
||||
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_DRAIN
|
||||
_" During battle, this unit can drain life from victims to renew its own health."#enddef
|
||||
_" During battle, this unit can drain life from victims to renew its own health."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_FIRSTSTRIKE
|
||||
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
|
||||
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
|
||||
|
||||
#define SPECIAL_NOTES_POISON
|
||||
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
|
||||
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
|
||||
|
|
|
@ -5,9 +5,9 @@
|
|||
|
||||
# This needs to match the magic UNREACHABLE constent in unit_movement_type
|
||||
#define UNREACHABLE
|
||||
99 #enddef
|
||||
99 #enddef
|
||||
|
||||
# Use this to restrict a filter to on-map units, not the recall list.
|
||||
# Use this to restrict a filter to on-map units, not the recall list.
|
||||
#define NOT_ON_RECALL_LIST
|
||||
[not]
|
||||
x,y=recall,recall
|
||||
|
@ -21,7 +21,7 @@
|
|||
|
||||
#define UNIT SIDE TYPE X Y WML
|
||||
# Place a unit with embedded WML specified.
|
||||
#
|
||||
#
|
||||
[unit]
|
||||
side={SIDE}
|
||||
type={TYPE}
|
||||
|
@ -97,7 +97,7 @@
|
|||
|
||||
#define NAMED_UNIT SIDE TYPE X Y ID_STRING NAME_STRING WML
|
||||
# Place a named unit with embedded WML specified.
|
||||
#
|
||||
#
|
||||
[unit]
|
||||
side={SIDE}
|
||||
type={TYPE}
|
||||
|
|
|
@ -372,10 +372,10 @@
|
|||
# FIXME: Documentation for these is needed.
|
||||
|
||||
#define MENU_IMG_TXT IMG TXT
|
||||
"&"+{IMG}+"="+{TXT}#enddef
|
||||
"&"+{IMG}+"="+{TXT}#enddef
|
||||
|
||||
#define MENU_IMG_TXT2 IMG TXT1 TXT2
|
||||
"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
|
||||
"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
|
||||
|
||||
#define TIME_ACTIONS CONTENT_WML
|
||||
# Measure (in milliseconds) the time arbitrary event WML takes to
|
||||
|
|
|
@ -70,10 +70,10 @@ Drakes originated from a chain of volcanic islands in the Great Ocean. A combina
|
|||
{DRAKE_NAMES}
|
||||
[/race]
|
||||
|
||||
# wmllint: general spellings dwarf dwarves dwarvish dwarven
|
||||
# wmllint: general spellings dwarf dwarves dwarvish dwarven
|
||||
# wmllint: general spellings Knalga Knalgan Knalgans Vrug
|
||||
# wmllint: general spellings muckle och busked intae belike
|
||||
# wmllint: general spellings runesmith runesmiths runelore
|
||||
# wmllint: general spellings runesmith runesmiths runelore
|
||||
# wmllint: general spellings runecraft runecrafter runecrafters
|
||||
# wmllint: general spellings dirtgrubber dirtgrubbers dirtgrubbing
|
||||
# wmllint: general spellings nae tae yer yerselves ye'll ye're ye'd ye've
|
||||
|
@ -98,8 +98,8 @@ Dwarves are of small stature by human measure, but they are by no means fragile.
|
|||
{TRAIT_HEALTHY}
|
||||
[/race]
|
||||
|
||||
# wmllint: general spellings elf elves elvish
|
||||
# wmllint: general spellings Irdya Wesmere Lintanir Aethenwood
|
||||
# wmllint: general spellings elf elves elvish
|
||||
# wmllint: general spellings Irdya Wesmere Lintanir Aethenwood
|
||||
# wmllint: general spellings Ka'lian Arkan Thoria Listra Elensiria
|
||||
# wmllint: general spellings Kalenz Cleodil Erlornas
|
||||
[race]
|
||||
|
@ -108,7 +108,7 @@ Dwarves are of small stature by human measure, but they are by no means fragile.
|
|||
female_name= _ "race+female^Elf"
|
||||
plural_name= _ "race^Elves"
|
||||
# wmllint: local spelling unvegetated
|
||||
description= _"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves' unusually long life - most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
|
||||
description= _"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves' unusually long life - most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
|
||||
|
||||
Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
|
||||
|
||||
|
@ -274,7 +274,7 @@ Trolls have inhabited the mountains of the Great Continent longer than the dwarv
|
|||
{TROLL_NAMES}
|
||||
[/race]
|
||||
|
||||
# wmllint: general spellings undead undeath unlife demilich
|
||||
# wmllint: general spellings undead undeath unlife demilich
|
||||
# wmllint: general spellings Mal fleshbag fleshbags
|
||||
[race]
|
||||
id=undead
|
||||
|
@ -1682,4 +1682,3 @@ While undead lords arrived on the Great Continent in considerable numbers only i
|
|||
[/resistance]
|
||||
[/movetype]
|
||||
[/units]
|
||||
|
||||
|
|
|
@ -116,28 +116,28 @@
|
|||
[filter_attack]
|
||||
name=battle axe
|
||||
[/filter_attack]
|
||||
start_time=-350
|
||||
offset=0.0~-0.15:30,-0.15~0.1:60,0.1~0.5:190,0.5~0.6:30,0.6~0.6:40,0.6~0.15:150,0.15~0.0:40
|
||||
[frame]
|
||||
start_time=-350
|
||||
offset=0.0~-0.15:30,-0.15~0.1:60,0.1~0.5:190,0.5~0.6:30,0.6~0.6:40,0.6~0.15:150,0.15~0.0:40
|
||||
[frame]
|
||||
duration=40
|
||||
image="units/dwarves/lord-axe-1.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-2.png"
|
||||
image="units/dwarves/lord-axe-1.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-3.png"
|
||||
image="units/dwarves/lord-axe-2.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-4.png"
|
||||
image="units/dwarves/lord-axe-3.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-4.png"
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=60
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-5.png"
|
||||
sound=axe.ogg
|
||||
[/frame]
|
||||
|
@ -145,28 +145,28 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=60
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-5.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-6.png"
|
||||
image="units/dwarves/lord-axe-6.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-7.png"
|
||||
image="units/dwarves/lord-axe-7.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-8.png"
|
||||
image="units/dwarves/lord-axe-8.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/lord-axe-9.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
[frame]
|
||||
duration=20
|
||||
image="units/dwarves/lord.png"
|
||||
[/frame]
|
||||
|
|
|
@ -140,9 +140,9 @@
|
|||
[filter_attack]
|
||||
name=lightning bolt
|
||||
[/filter_attack]
|
||||
|
||||
|
||||
{LIGHTNING_BOLT {DIRECTION_NUMBER} }
|
||||
|
||||
|
||||
start_time=-250
|
||||
[if]
|
||||
hits=yes
|
||||
|
@ -181,5 +181,5 @@
|
|||
|
||||
{RUNEMASTER_LIGHTNING 1}
|
||||
{RUNEMASTER_LIGHTNING 2}
|
||||
{RUNEMASTER_LIGHTNING 3}
|
||||
{RUNEMASTER_LIGHTNING 3}
|
||||
[/unit_type]
|
||||
|
|
|
@ -147,28 +147,28 @@
|
|||
[filter_attack]
|
||||
name=battle axe
|
||||
[/filter_attack]
|
||||
start_time=-350
|
||||
offset=0.0~-0.15:30,-0.15~0.1:60,0.1~0.5:190,0.5~0.6:30,0.6~0.6:40,0.6~0.15:150,0.15~0.0:40
|
||||
[frame]
|
||||
start_time=-350
|
||||
offset=0.0~-0.15:30,-0.15~0.1:60,0.1~0.5:190,0.5~0.6:30,0.6~0.6:40,0.6~0.15:150,0.15~0.0:40
|
||||
[frame]
|
||||
duration=40
|
||||
image="units/dwarves/steelclad-axe-1.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-2.png"
|
||||
image="units/dwarves/steelclad-axe-1.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-3.png"
|
||||
image="units/dwarves/steelclad-axe-2.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-4.png"
|
||||
image="units/dwarves/steelclad-axe-3.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-4.png"
|
||||
[/frame]
|
||||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=60
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-5.png"
|
||||
sound=axe.ogg
|
||||
[/frame]
|
||||
|
@ -176,28 +176,28 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=60
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-5.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
[/else]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-6.png"
|
||||
image="units/dwarves/steelclad-axe-6.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-7.png"
|
||||
image="units/dwarves/steelclad-axe-7.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-8.png"
|
||||
image="units/dwarves/steelclad-axe-8.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
duration=60
|
||||
image="units/dwarves/steelclad-axe-9.png"
|
||||
[/frame]
|
||||
[frame]
|
||||
[frame]
|
||||
duration=20
|
||||
image="units/dwarves/steelclad.png"
|
||||
[/frame]
|
||||
|
|
|
@ -59,7 +59,7 @@
|
|||
[/filter_attack]
|
||||
[if]
|
||||
{MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}
|
||||
direction=s
|
||||
direction=s
|
||||
hits=yes
|
||||
[frame]
|
||||
begin=-400
|
||||
|
@ -70,7 +70,7 @@
|
|||
[/if]
|
||||
[else]
|
||||
{MISSILE_FRAME_MUZZLE_FLARE_MISS}
|
||||
direction=s
|
||||
direction=s
|
||||
hits=no
|
||||
[frame]
|
||||
begin=-400
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#textdomain wesnoth-units
|
||||
|
||||
# This unit is intended as a base for character units representing individual
|
||||
# This unit is intended as a base for character units representing individual
|
||||
# kings and princes. It should probably not be used on its own.
|
||||
|
||||
[unit_type]
|
||||
|
|
|
@ -43,7 +43,7 @@
|
|||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/nagas/fighter-melee-2.png"
|
||||
sound={SOUND_LIST:SWORD_SWISH}
|
||||
[/frame]
|
||||
|
@ -51,7 +51,7 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/nagas/fighter-melee-2.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
|
|
|
@ -139,7 +139,7 @@
|
|||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/saurians/oracle-melee-2.png"
|
||||
sound=staff.wav
|
||||
[/frame]
|
||||
|
@ -147,7 +147,7 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/saurians/oracle-melee-2.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
|
|
|
@ -139,7 +139,7 @@
|
|||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/saurians/soothsayer-melee-2.png"
|
||||
sound=staff.wav
|
||||
[/frame]
|
||||
|
@ -147,7 +147,7 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/saurians/soothsayer-melee-2.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
|
|
|
@ -135,7 +135,7 @@
|
|||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=50
|
||||
duration=50
|
||||
image="units/undead-skeletal/revenant-attack-5.png"
|
||||
sound=axe.ogg
|
||||
[/frame]
|
||||
|
@ -143,7 +143,7 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=50
|
||||
duration=50
|
||||
image="units/undead-skeletal/revenant-attack-5.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
|
|
|
@ -167,7 +167,7 @@
|
|||
[if]
|
||||
hits=yes
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/undead-skeletal/skeleton-attack-2.png"
|
||||
sound=axe.ogg
|
||||
[/frame]
|
||||
|
@ -175,7 +175,7 @@
|
|||
[else]
|
||||
hits=no
|
||||
[frame]
|
||||
duration=100
|
||||
duration=100
|
||||
image="units/undead-skeletal/skeleton-attack-2.png"
|
||||
sound={SOUND_LIST:MISS}
|
||||
[/frame]
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Reference in a new issue