Remove a bunch of unused macros.

This commit is contained in:
Lari Nieminen 2007-11-27 10:59:39 +00:00
parent 0fa7406fc0
commit 4929525216
3 changed files with 1 additions and 446 deletions

View file

@ -59,40 +59,6 @@
[/event]
#enddef
# {ON_NEXT_TURN (
# Creates an event that triggers at the end of every turn.
#
# For example, you could give a player some gold at the end every turn:
#! [gold]
#! amount=35
#! side=1
#! [/gold]
#! )}
#define ON_NEXT_TURN ACTION
[event]
name=new turn
first_time_only=no
{ACTION}
[/event]
#enddef
#define ON_NEXT_TURN_ONCE ACTION
# Creates an event that triggers at the end of the current turn.
# For example you could give a player some gold before his/hers next turn.:
#! {ON_NEXT_TURN (
#! [gold]
#! amount=100
#! side=1
#! [/gold]
#! )}
[event]
name=new turn
first_time_only=yes
{ACTION}
[/event]
#enddef
#define ON_SIDETURN ACTION
# Creates an event that triggers at the start of every players turn
# For example, you could set each players gold to a fixed amount every turn.
@ -126,23 +92,6 @@
[/event]
#enddef
#define ON_LAST_TURN ACTION
# Creates an event that triggers when the last turn ends.
# Strictly a syntactic shortcut.
#
# For example you could display a message saying they suck:
#! {ON_LAST_TURN (
#! [message]
#! speaker=narrator
#! message="They suck!"
#! [/message]
#! )}
[event]
name=time over
{ACTION}
[/event]
#enddef
#define ON_VICTORY ACTION
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
@ -178,34 +127,6 @@
[/event]
#enddef
#define ON_TILE X Y FILTER ACTION
# Creates an event that triggers anytime a unit steps on a given tile.
# The filter can be used to only affect special units, or units of a
# given player.
#
# For example, we could make a tree where the first player's leader can
# read a note, but nobody else:
#! {ON_TILE 5 7 (
#! side=1
#! canrecruit=1
#! ) (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ALLOW_UNDO
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
@ -246,92 +167,3 @@
{ACTION}
[/event]
#enddef
#define ON_DEATH FILTER ACTION
# Creates an event that triggers anytime a unit matching FILTER dies.
# Strictly a syntactic shortcut.
#
# For example we can make all units scream in pain upon death:
#! {ON_DEATH () (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
[event]
name=die
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_DEATH_ONCE FILTER ACTION
# Creates an event that triggers the first time a unit matching FILTER
# dies. Strictly a syntactic shortcut.
#
# For example we can make only player 3s leader units scream in
# pain upon death:
#! {ON_DEATH_ONCE (
#! side=3
#! canrecruit=1
#! ) (
#! [message]
#! speaker=unit
#! message="AAaaaaAAaaAAaarrrghh!!!"
#! [/message]
#! )}
[event]
name=die
first_time_only=yes
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_ADVANCEMENT FILTER ACTION
# Creates an event that triggers before any unit matching FILTER
# advances to a new class. Strictly a syntactic shortcut.
#
# For example we could make it smile:
#! {ON_ADVANCEMENT () (
#! [message]
#! speaker=unit
#! message=":D"
#! [/message]
#! )}
[event]
name=advance
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
#define ON_POSTADVANCEMENT FILTER ACTION
# Creates an event that triggers after any unit matching FILTER
# advanced to a new class. Strictly a syntactic shortcut.
#
# For example we could make it claim to be
# the strongest one alive:
#! {ON_POSTADVANCEMENT () (
#! [message]
#! speaker=unit
#! message="I'm the strongest one alive!"
#! [/message]
#! )}
[event]
name=post_advance
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef

View file

@ -324,24 +324,12 @@
[/removeitem]
#enddef
#define SET_IMAGE_AND_LABEL X Y IMAGE TEXT
# Shorthand for setting both an image and a label at once.
{SET_LABEL {X} {Y} ({TEXT}) }
{SET_IMAGE {X} {Y} ({IMAGE}) }
#enddef
#define SET_IMAGE_AND_LABEL_PERSISTANT X Y IMAGE TEXT
# Shorthand for setting both a persistant label and image at once.
{SET_LABEL_PERSISTANT {X} {Y} ({TEXT}) }
{SET_IMAGE {X} {Y} ({IMAGE}) }
#enddef
#define REMOVE_IMAGE_AND_LABEL X Y
# Shorthand for removing both image and label at once
{REMOVE_IMAGE {X} {Y}}
{REMOVE_LABEL {X} {Y}}
#enddef
#define SCROLL X Y
# Scrolls the screen by the specified offsets
#

View file

@ -1,33 +1,9 @@
#textdomain wesnoth
#
# Wesnoth Items and Objects
#
# Items require a X,Y location
# Objects require a X,Y location and an ID
# Macros for items and objects
#
# All images are GPL, many come from Worldforge.
# Worldforge images should be replaced with custom images.
#
# ITEMS
# ITM_BOOK1 ITM_BOOK2 ITM_BOOK3 ITM_BOOK4 ITM_FLOWER1 ITM_FLOWER2
# ITM_FLOWER3 ITM_FLOWER4 ITM_ORNATE1 ITM_ORNATE2 ITM_ROCK1
# ITM_ROCK2 ITM_ROCK3 ITM_ROCK4 ITM_DRAGONSTATUE ITM_MONOLITH1
# ITM_MONOLITH2 ITM_MONOLITH3 ITM_MONOLITH4 ITM_BALL_GREEN ITM_BALL_BLUE
# ITM_BARREL ITM_TREE1 ITM_TREE2 ITM_WELL ITM_WISHINGWELL
#
# OBJECTS
# OBJ_POTION_HEALING (10% HP) OBJ_POTION_POISON (Poisoned)
# OBJ_POTION_HOLY (Holy) OBJ_POTION_STRONG (Strong)
# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration)
# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement)
# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon)
# OBJ_SCEPTER_FIRE (Weapon)
#
# ACTIONS
# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit
#
# * Item object or action does not yet function
#
#define ITM_BOOK1 X Y
[item]
@ -37,190 +13,6 @@
[/item]
#enddef
#define ITM_BOOK2 X Y
[item]
x={X}
y={Y}
image=items/book2.png
[/item]
#enddef
#define ITM_BOOK3 X Y
[item]
x={X}
y={Y}
image=items/book3.png
[/item]
#enddef
#define ITM_BOOK4 X Y
[item]
x={X}
y={Y}
image=items/book4.png
[/item]
#enddef
#define ITM_FLOWER1 X Y
[item]
x={X}
y={Y}
image=items/flower1.png
[/item]
#enddef
#define ITM_FLOWER2 X Y
[item]
x={X}
y={Y}
image=items/flower2.png
[/item]
#enddef
#define ITM_FLOWER3 X Y
[item]
x={X}
y={Y}
image=items/flower3.png
[/item]
#enddef
#define ITM_FLOWER4 X Y
[item]
x={X}
y={Y}
image=items/flower4.png
[/item]
#enddef
#define ITM_BOX X Y
[item]
x={X}
y={Y}
image=items/box.png
[/item]
#enddef
#define ITM_ORNATE1 X Y
[item]
x={X}
y={Y}
image=items/ornate1.png
[/item]
#enddef
#define ITM_ORNATE2 X Y
[item]
x={X}
y={Y}
image=items/ornate2.png
[/item]
#enddef
#define ITM_ROCK1 X Y
[item]
x={X}
y={Y}
image=scenery/rock1.png
[/item]
#enddef
#define ITM_ROCK2 X Y
[item]
x={X}
y={Y}
image=scenery/rock2.png
[/item]
#enddef
#define ITM_ROCK3 X Y
[item]
x={X}
y={Y}
image=scenery/rock3.png
[/item]
#enddef
#define ITM_ROCK4 X Y
[item]
x={X}
y={Y}
image=scenery/rock4.png
[/item]
#enddef
#define ITM_DRAGONSTATUE X Y
[item]
x={X}
y={Y}
image=items/dragonstatue.png
[/item]
#enddef
#define ITM_MONOLITH1 X Y
[item]
x={X}
y={Y}
image=scenery/monolith1.png
[/item]
#enddef
#define ITM_MONOLITH2 X Y
[item]
x={X}
y={Y}
image=scenery/monolith2.png
[/item]
#enddef
#define ITM_MONOLITH3 X Y
[item]
x={X}
y={Y}
image=scenery/monolith3.png
[/item]
#enddef
#define ITM_MONOLITH4 X Y
[item]
x={X}
y={Y}
image=scenery/monolith4.png
[/item]
#enddef
#define ITM_BALL_GREEN X Y
[item]
x={X}
y={Y}
image=items/ball-green.png
[/item]
#enddef
#define ITM_BALL_BLUE X Y
[item]
x={X}
y={Y}
image=items/ball-blue.png
[/item]
#enddef
#define ITM_BARREL X Y
[item]
x={X}
y={Y}
image=items/barrel.png
[/item]
#enddef
#define ITM_LEANTO X Y
[item]
x={X}
y={Y}
image=scenery/leanto.png
[/item]
#enddef
#define ITM_TREE1 X Y
[item]
x={X}
@ -229,22 +21,6 @@
[/item]
#enddef
#define ITM_TREE2 X Y
[item]
x={X}
y={Y}
image=scenery/pine2.png
[/item]
#enddef
#define ITM_WELL X Y
[item]
x={X}
y={Y}
image=scenery/well.png
[/item]
#enddef
#define ITM_WISHINGWELL X Y
[item]
x={X}
@ -708,44 +484,3 @@ What would you like to wish for?"
[/object]
[/event]
#enddef
#define ACT_TELEPORT X1 Y1 X2 Y2
[item]
x={X1}
y={Y1}
image=items/ball-blue.png
[/item]
[item]
x={X2}
y={Y2}
image=items/ball-green.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X1}
y={Y1}
[/filter]
[teleport]
[filter]
x={X1}
y={Y1}
[/filter]
x={X2}
y={Y2}
[/teleport]
[scroll_to_unit]
x={X2}
y={Y2}
[/scroll_to_unit]
[message]
id=TELEPORT1
speaker=narrator
message= _ "Zap"
image=wesnoth-icon.png
[/message]
[/event]
#enddef