Ran wmlindent in mainline except for data/gui

This commit is contained in:
Ignacio R. Morelle 2011-08-02 00:01:08 +00:00
parent 833092009b
commit 53e260ca6b
46 changed files with 317 additions and 324 deletions

View file

@ -103,19 +103,19 @@
[/advanced_preference]
[advanced_preference]
field=flip_time
name= _ "Reverse Time Graphics"
description= _ "Choose whether the sun moves left-to-right or right-to-left"
type=boolean
default=no
field=flip_time
name= _ "Reverse Time Graphics"
description= _ "Choose whether the sun moves left-to-right or right-to-left"
type=boolean
default=no
[/advanced_preference]
[advanced_preference]
field=scroll_to_action
name= _ "Follow Unit Actions"
description= _ "Choose whether the map view should scroll to a unit when an action or move is animated"
type=boolean
default=yes
field=scroll_to_action
name= _ "Follow Unit Actions"
description= _ "Choose whether the map view should scroll to a unit when an action or move is animated"
type=boolean
default=yes
[/advanced_preference]
#[advanced_preference]
@ -313,4 +313,3 @@
max=16000
step=500
[/advanced_preference]

View file

@ -74,11 +74,11 @@ Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd
text="Location guarded (range = 3)"
[/label]
[event]
name=preload
first_time_only=no
[lua]
code = <<
[event]
name=preload
first_time_only=no
[lua]
code = <<
H = wesnoth.require "lua/helper.lua"
W = H.set_wml_action_metatable {}
_ = wesnoth.textdomain "my-campaign"
@ -107,59 +107,59 @@ Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd
>>
[/lua]
[/event]
[/lua]
[/event]
[event]
name=side 2 turn 1
first_time_only=yes
[event]
name=side 2 turn 1
first_time_only=yes
[add_ai_behavior]
side=2
[filter]
side=2
[filter]
name="Rark"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_rark()"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_rark()"
[/add_ai_behavior]
[/event]
[/event]
[event]
name=side 2 turn 1
first_time_only=yes
[event]
name=side 2 turn 1
first_time_only=yes
[add_ai_behavior]
side=2
[filter]
side=2
[filter]
name="Bilbo"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_bilbo()"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_bilbo()"
[/add_ai_behavior]
[/event]
[/event]
[event]
name=side 2 turn 1
first_time_only=yes
[event]
name=side 2 turn 1
first_time_only=yes
[add_ai_behavior]
side=2
[filter]
side=2
[filter]
name="Sally"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_sally()"
[/filter]
sticky=yes
loop_id=ca_loop
evaluation="return patrol_eval_rark()"
execution="patrol_sally()"
[/add_ai_behavior]
[/event]
[/event]
[event]
name=side 2 turn 1
first_time_only=yes
{MODIFY_AI_DELETE_CANDIDATE_ACTION 2 ca_loop firstca}
[/event]
[event]
name=side 2 turn 1
first_time_only=yes
{MODIFY_AI_DELETE_CANDIDATE_ACTION 2 ca_loop firstca}
[/event]
[side]
type=Dwarvish Steelclad
@ -280,13 +280,13 @@ Gs^Fp , Gs^Fp , Wwf , Wwf , Mm , Rd
generate_name=yes
[/unit]
[ai]
[ai]
version=10710
[aspect]
id=aggression
engine=lua
code = << return 0.23 >>
[/aspect]
[aspect]
id=aggression
engine=lua
code = << return 0.23 >>
[/aspect]
[engine]
name="lua"
code= <<
@ -360,11 +360,11 @@ return my_ai
[/engine]
[stage]
name=testing_ai_default::candidate_action_evaluation_loop
id=ca_loop
id=ca_loop
[candidate_action]
engine=lua
name=first
id=firstca
id=firstca
evaluation="return (...):candidate_action_evaluation_hello()"
execution="local ai, cfg = ...; ai:candidate_action_execution_hello(cfg)"
[/candidate_action]

View file

@ -248,23 +248,23 @@
[allow_undo][/allow_undo]
[/event]
# This event is commented out partly because crappy pseudo-profundities make my
# teeth ache, but more because it no longer really fits Malin's character
# arc. Since I filled in the backstory of his expulsion from the Academy, it
# has become pretty clear that pride and ego, not fear, is what pulled him
# to the dark side.
#
# [event]
# name=moveto
# [filter]
# x,y=24,20
# [/filter]
# [message]
# speaker=narrator
# message=_ "Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering."
# image=wesnoth-icon.png
# [/message]
# [/event]
# This event is commented out partly because crappy pseudo-profundities make my
# teeth ache, but more because it no longer really fits Malin's character
# arc. Since I filled in the backstory of his expulsion from the Academy, it
# has become pretty clear that pride and ego, not fear, is what pulled him
# to the dark side.
#
# [event]
# name=moveto
# [filter]
# x,y=24,20
# [/filter]
# [message]
# speaker=narrator
# message=_ "Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering."
# image=wesnoth-icon.png
# [/message]
# [/event]
# Defeat Conditions
[event]

View file

@ -314,28 +314,28 @@
[/message]
[/event]
# This event has been disabled because the campaign has evolved in
# a direction away from black comedy.
# [event]
# name=moveto
# [filter]
# type=Walking Corpse
# x,y=4,1
# [/filter]
# {NAMED_LOYAL_UNIT 2 (Goblin Spearman) 3 2 Shaun (_ "Shaun")}
# {NAMED_LOYAL_UNIT 2 (Goblin Spearman) 5 2 Ed (_ "Ed")}
# {SPEAK Ed (_ "Any zombies out there?")}
# {SPEAK Shaun (_ "Dont say that!")}
# {SPEAK Ed (_ "What?")}
# {SPEAK Shaun (_ "That!")}
# {SPEAK Ed (_ "What?")}
# {SPEAK Shaun (_ "The zee word. Dont say it!")}
# {SPEAK Ed (_ "Why not?")}
# {SPEAK Shaun (_ "Because its ridiculous!")}
# {SPEAK Ed (_ "Well... are there any?")}
# {SPEAK Shaun (_ "I dont see any. Maybe its not as bad as all that.")}
# {SPEAK Shaun (_ "Oh, no, wait, there they are.")}
# [/event]
# This event has been disabled because the campaign has evolved in
# a direction away from black comedy.
# [event]
# name=moveto
# [filter]
# type=Walking Corpse
# x,y=4,1
# [/filter]
# {NAMED_LOYAL_UNIT 2 (Goblin Spearman) 3 2 Shaun (_ "Shaun")}
# {NAMED_LOYAL_UNIT 2 (Goblin Spearman) 5 2 Ed (_ "Ed")}
# {SPEAK Ed (_ "Any zombies out there?")}
# {SPEAK Shaun (_ "Dont say that!")}
# {SPEAK Ed (_ "What?")}
# {SPEAK Shaun (_ "That!")}
# {SPEAK Ed (_ "What?")}
# {SPEAK Shaun (_ "The zee word. Dont say it!")}
# {SPEAK Ed (_ "Why not?")}
# {SPEAK Shaun (_ "Because its ridiculous!")}
# {SPEAK Ed (_ "Well... are there any?")}
# {SPEAK Shaun (_ "I dont see any. Maybe its not as bad as all that.")}
# {SPEAK Shaun (_ "Oh, no, wait, there they are.")}
# [/event]
# Defeat Conditions
{MALIN_DEATH}

View file

@ -226,7 +226,7 @@
{SCEPTRE_OF_FIRE_EFFECT}
[/object]
[message]
speaker=Gweddry
speaker=Gweddry
message= _ "We will fight soon, my lord. Look, night approaches; they will soon attack. I hope we can hold them off."
[/message]
[message]

View file

@ -22,37 +22,37 @@
random_start_time=no
allow_new_game=yes
#else
[scenario]
name= _ "The Uprooting"
id=01_The_Uprooting
next_scenario=02_Hostile_Mountains
[scenario]
name= _ "The Uprooting"
id=01_The_Uprooting
next_scenario=02_Hostile_Mountains
#endif
[item]
image=scenery/signpost.png
x=1
y=1
[/item]
[item]
image=scenery/signpost.png
x=1
y=1
[/item]
experience_modifier=100
{LOW_MAP Lintanir.map}
{LOW_MASK 01_The_Uprooting.mask 1 1}
experience_modifier=100
{LOW_MAP Lintanir.map}
{LOW_MASK 01_The_Uprooting.mask 1 1}
{TURNS 20 17 14}
{TURNS 20 17 14}
{INTRO_AND_SCENARIO_MUSIC elf-land.ogg breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC elvish-theme.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}
{EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}
{EXTRA_SCENARIO_MUSIC journeys_end.ogg}
{EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}
{INTRO_AND_SCENARIO_MUSIC elf-land.ogg breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC elvish-theme.ogg}
{EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg}
{EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}
{EXTRA_SCENARIO_MUSIC journeys_end.ogg}
{EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}
{DEFAULT_SCHEDULE}
{STARTING_VILLAGES 2 50}
{DEFAULT_SCHEDULE}
{STARTING_VILLAGES 2 50}
# {LOW_PRESTART}
# {LOW_PRESTART}
victory_when_enemies_defeated=no
victory_when_enemies_defeated=no
[story]
[part]
@ -416,7 +416,6 @@ This is the story of Kalenz, and of the Elves in the days of the humans in Wesno
[gold_carryover]
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]

View file

@ -39,7 +39,7 @@
{STARTING_VILLAGES_ALL 3}
{STARTING_VILLAGES_DWARF 2}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]
@ -446,12 +446,12 @@
{ai/aliases/stable_singleplayer.cfg}
[ai]
#TODO enable after the bug with the AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT macro is fixed.
##ifdef EASY
#TODO enable after the bug with the AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT macro is fixed.
##ifdef EASY
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter"}
##else
# {AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT}
##endif
##else
# {AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT}
##endif
[goal]
[criteria]
race=elf

View file

@ -37,7 +37,7 @@
experience_modifier=100
name= _ "Kalian under Attack"
# {LOW_PRESTART}
# {LOW_PRESTART}
#### Map setup ####
{LOW_MAP Kalian.map}

View file

@ -42,7 +42,7 @@
{EXTRA_SCENARIO_MUSIC knolls.ogg}
{EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

View file

@ -50,7 +50,7 @@
{STARTING_VILLAGES_ALL 2}
{STARTING_VILLAGES 3 20}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

View file

@ -37,7 +37,7 @@
{EXTRA_SCENARIO_MUSIC legends_of_the_north.ogg}
{EXTRA_SCENARIO_MUSIC northerners.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

View file

@ -67,7 +67,7 @@
{LOW_MASK 07_Elves_Last_Stand.mask 1 1}
{campaigns/Legend_of_Wesmere/maps/Kalian_map.cfg}
# {LOW_PRESTART}
# {LOW_PRESTART}
### /Map Setup ###
@ -203,10 +203,10 @@
recruit=Orcish Archer, Orcish Crossbowman, Orcish Slurbow, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Orcish Warlord, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
#endif
#ifdef EASY
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
#endif
{GOLD 550 700 900}
{ai/aliases/stable_singleplayer.cfg}
@ -245,10 +245,10 @@
recruit=Orcish Archer, Orcish Crossbowman, Orcish Slurbow, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Orcish Warlord, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
#endif
#ifdef EASY
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
#endif
{GOLD 300 500 730}
{INCOME 4 8 12}
@ -353,10 +353,10 @@
recruit=Orcish Archer, Orcish Crossbowman, Orcish Slurbow, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Orcish Warlord, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager, Direwolf Rider
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Slayer, Orcish Grunt, Orcish Warrior, Goblin Spearman, Goblin Impaler, Goblin Rouser, Wolf Rider, Goblin Knight, Goblin Pillager
#endif
#ifdef EASY
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
recruit=Orcish Archer, Orcish Crossbowman, Orcish Assassin, Orcish Grunt, Orcish Warrior, Goblin Spearman, Wolf Rider, Goblin Knight, Goblin Pillager
#endif
{GOLD 400 550 650}
{INCOME 4 8 12}
@ -619,18 +619,18 @@
#endif
{OLURF_SPEAK}
#TODO clean up
##ifndef MULTIPLAYER
# [allow_recruit]
# side=1
# type={DWARVES}
# [/allow_recruit]
# [message]
# speaker=narrator
# image=wesnoth-icon.png
# message= _ "Now that Olurf and his tribe joined you, you are ab#le to recruit Dwarves."
# [/message]
##endif
#TODO clean up
##ifndef MULTIPLAYER
# [allow_recruit]
# side=1
# type={DWARVES}
# [/allow_recruit]
# [message]
# speaker=narrator
# image=wesnoth-icon.png
# message= _ "Now that Olurf and his tribe joined you, you are ab#le to recruit Dwarves."
# [/message]
##endif
[objectives]
{OBJECTIVES}

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@ -39,7 +39,7 @@
{EXTRA_SCENARIO_MUSIC battle.ogg}
#TODO redo music playlist
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
#ifdef MULTIPLAYER

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@ -40,7 +40,7 @@
{EXTRA_SCENARIO_MUSIC northern_mountains.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

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@ -34,7 +34,7 @@
{EXTRA_SCENARIO_MUSIC suspense.ogg}
{EXTRA_SCENARIO_MUSIC into_the_shadows.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]
@ -74,7 +74,7 @@
# wmllint: recognize Olurf
extra_recruit=Dwarvish Fighter, Dwarvish Scout, Dwarvish Thunderer, Dwarvish Guardsman
x=29
y=28
y=28
[/unit]
[unit]
{CLEODIL}

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@ -27,7 +27,7 @@
{DEFAULT_SCHEDULE}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

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@ -31,7 +31,7 @@
{LOW_MAP 14_Human_Alliance.map}
#shortens the map on the left border for the later reenforcements
# {LOW_PRESTART}
# {LOW_PRESTART}
#define LOAD_SUBMAP X_SPAN Y_SPAN OFFSET_X OFFSET_Y
[store_unit]

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@ -33,7 +33,7 @@
{DAWN}
next_scenario=17_Breaking_the_Siege
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

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@ -27,7 +27,7 @@
{EXTRA_SCENARIO_MUSIC northerners.ogg}
{EXTRA_SCENARIO_MUSIC legends_of_the_north.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
{./North_elves_utils.cfg}
@ -118,7 +118,7 @@
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman
#endif
#ifdef NORMAL
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman, Orcish Slayer
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman, Orcish Slayer
#endif
#ifdef HARD
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt, Wolf Rider, Orcish Crossbowman, Goblin Knight, Goblin Pillager, Goblin Spearman, Orcish Slayer, Orcish Warrior

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@ -39,7 +39,7 @@
{DEFAULT_SCHEDULE}
# {LOW_PRESTART}
# {LOW_PRESTART}
next_scenario=20_Council_Ruling
[story]

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@ -8,7 +8,7 @@
{SCENARIO_MUSIC "transience.ogg"}
# {LOW_PRESTART}
# {LOW_PRESTART}
# wmllint: directory spelling Uradredia
[story]

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@ -30,7 +30,7 @@
{DEFAULT_SCHEDULE}
# {LOW_PRESTART}
# {LOW_PRESTART}
next_scenario=22_Northern_Battle
[story]

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@ -30,7 +30,7 @@
{EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg}
{EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
[story]
[part]

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@ -25,7 +25,7 @@
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC casualties_of_war.ogg}
# {LOW_PRESTART}
# {LOW_PRESTART}
next_scenario=24_Epilogue
[story]
@ -61,7 +61,6 @@
{RECALL_LOYALS}
[/event]
[side]
side=2
persistent=yes

View file

@ -25,7 +25,7 @@
type=Elvish Fighter
side=1
[filter_recall]
type={ELVES_STEEL}
type={ELVES_STEEL}
[/filter_recall]
[modifications]
{TRAIT_QUICK}

View file

@ -249,9 +249,9 @@
[message]
speaker=Baldras
#po: Some languages, including Norwegian and Old English, don't
#po: have a single word for "uncle", dividing it into
#po: have a single word for "uncle", dividing it into
#po: mother's-brother vs. father's-brother. Baldras is
#po: Harper's mother's brother. In some human societies,
#po: Harper's mother's brother. In some human societies,
#po: including the Navaho and Akan, this would give him a
#po: special responsibility for the boy.
message= _ "And Harper... dont get yourself killed. Im responsible for you now that your father is gone, and I wont dishonor his memory by breaking my promise to keep you safe."

View file

@ -1,137 +1,137 @@
#textdomain wesnoth
[scenario]
name= "01 Grass"
description=_"Test campaign - first scenario (grass)"
id=01_Grass
#next_scenario=02_Something
experience_modifier=100
map_data="{campaigns/test_campaign/maps/01_Grass.map}"
name= "01 Grass"
description=_"Test campaign - first scenario (grass)"
id=01_Grass
#next_scenario=02_Something
experience_modifier=100
map_data="{campaigns/test_campaign/maps/01_Grass.map}"
{TURNS 10 40 90}
{TURNS 10 40 90}
{DEFAULT_SCHEDULE}
{DEFAULT_SCHEDULE}
[side]
side=1
id=Alpha
name="Alpha leader"
type=Elvish Fighter
fog=no
shroud=no
save_id=Alpha
controller=human
team_name=players
user_team_name=_"Players"
recruit=Elvish Fighter, Elvish Archer
x=2
y=3
{GOLD 100 400 900}
[/side]
[side]
side=1
id=Alpha
name="Alpha leader"
type=Elvish Fighter
fog=no
shroud=no
save_id=Alpha
controller=human
team_name=players
user_team_name=_"Players"
recruit=Elvish Fighter, Elvish Archer
x=2
y=3
{GOLD 100 400 900}
[/side]
[side]
side=2
id=Bravo
name="Bravo leader"
type=Elvish Archer
fog=no
shroud=no
save_id=Bravo
controller=human
team_name=players
user_team_name=_"Players"
recruit=Elvish Fighter, Elvish Archer
x=2
y=7
{GOLD 100 400 900}
[/side]
[side]
side=2
id=Bravo
name="Bravo leader"
type=Elvish Archer
fog=no
shroud=no
save_id=Bravo
controller=human
team_name=players
user_team_name=_"Players"
recruit=Elvish Fighter, Elvish Archer
x=2
y=7
{GOLD 100 400 900}
[/side]
[side]
side=3
id=Charlie
name= "Charlie leader"
team_name=enemies
user_team_name=_"Enemies"
allow_player=no
controller=ai
type=Orcish Grunt
canrecruit=yes
x=18
y=5
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt
[side]
side=3
id=Charlie
name= "Charlie leader"
team_name=enemies
user_team_name=_"Enemies"
allow_player=no
controller=ai
type=Orcish Grunt
canrecruit=yes
x=18
y=5
recruit=Orcish Archer, Orcish Assassin, Orcish Grunt
{GOLD 100 100 100}
{INCOME 10 30 50}
[/side]
{GOLD 100 100 100}
{INCOME 10 30 50}
[/side]
[event]
name=prestart
[label]
x=8
y=1
immutable=yes
{COLOR_SUCCESS}
text =_"Passed test color"
[/label]
[label]
x=12
y=1
immutable=yes
{COLOR_FAIL}
text =_"Failed test color"
[/label]
[label]
x=5
y=3
immutable=yes
#ifdef EASY
text =_"Difficulty: Easy"
#endif
#ifdef NORMAL
text =_"Difficulty: Normal"
#endif
#ifdef HARD
text =_"Difficulty: Hard"
#endif
[/label]
[label]
x=5
y=4
immutable=yes
text =_"Main campaign define"
#ifdef CAMPAIGN_TEST_NEW_SYNTAX
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[label]
x=5
y=5
immutable=yes
text =_"Extra campaign define"
#ifdef CAMPAIGN_TEST_EXTRA_DEFINE
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[label]
x=5
y=6
immutable=yes
text =_"Multiplayer define"
#ifdef MULTIPLAYER
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[objectives]
side=0
[event]
name=prestart
[label]
x=8
y=1
immutable=yes
{COLOR_SUCCESS}
text =_"Passed test color"
[/label]
[label]
x=12
y=1
immutable=yes
{COLOR_FAIL}
text =_"Failed test color"
[/label]
[label]
x=5
y=3
immutable=yes
#ifdef EASY
text =_"Difficulty: Easy"
#endif
#ifdef NORMAL
text =_"Difficulty: Normal"
#endif
#ifdef HARD
text =_"Difficulty: Hard"
#endif
[/label]
[label]
x=5
y=4
immutable=yes
text =_"Main campaign define"
#ifdef CAMPAIGN_TEST_NEW_SYNTAX
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[label]
x=5
y=5
immutable=yes
text =_"Extra campaign define"
#ifdef CAMPAIGN_TEST_EXTRA_DEFINE
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[label]
x=5
y=6
immutable=yes
text =_"Multiplayer define"
#ifdef MULTIPLAYER
{COLOR_SUCCESS}
#else
{COLOR_FAIL}
#endif
[/label]
[objectives]
side=0
[objective]
description=_"Defeat enemy leader"
condition=win
[/objective]
[/objectives]
[/event]
[/event]
[/scenario]

View file

@ -1,7 +1,7 @@
#textdomain wesnoth
#define COLOR_SUCCESS
color = 150,240,70
color = 150,240,70
#enddef
#define COLOR_FAIL
color = 255,20,40
color = 255,20,40
#enddef

View file

@ -550,7 +550,6 @@
[/else]
#enddef
#define DEATH_ANIM_DIRECTIONAL_4_FRAME BASE_IMAGE_NAME
[death]
start_time=0
@ -747,7 +746,6 @@
[/movement_anim]
#enddef
#define MOVING_ANIM_DIRECTIONAL_12_FRAME BASE_IMAGE_NAME
[movement_anim]
start_time=0

View file

@ -13,4 +13,3 @@
[/deprecated_message]
#enddef
#wmllint: markcheck on

View file

@ -539,7 +539,7 @@
#wmllint: markcheck on
#define SCEPTRE_OF_FIRE_EFFECT
[effect]
[effect]
apply_to=new_attack
name=sceptre of fire
description= _ "sceptre of fire"

View file

@ -1487,7 +1487,7 @@ While undead lords arrived on the Great Continent in considerable numbers only i
[/resistance]
[/movetype]
[movetype]
[movetype]
name=khalifatearmoredfoot
[movement_costs]
shallow_water=3
@ -1528,7 +1528,7 @@ While undead lords arrived on the Great Continent in considerable numbers only i
arcane=80
[/resistance]
[/movetype]
[movetype]
name=khalifatehorse
[movement_costs]
@ -1576,7 +1576,7 @@ While undead lords arrived on the Great Continent in considerable numbers only i
[movement_costs]
shallow_water=4
reef=3
swamp_water=4
swamp_water=4
flat=1
sand=1
forest=3
@ -1590,7 +1590,7 @@ While undead lords arrived on the Great Continent in considerable numbers only i
[defense]
shallow_water=80
reef=70
swamp_water=80
swamp_water=80
flat=60
sand=50
forest=60

View file

@ -46,7 +46,7 @@
{DEFENSE_ANIM_DIRECTIONAL "units/human-loyalists/horseman-se-defend2.png" "units/human-loyalists/horseman-se-defend1.png" "units/human-loyalists/horseman-ne-defend2.png" "units/human-loyalists/horseman-ne-defend1.png" {SOUND_LIST:HORSE_HIT} }
#{STANDING_ANIM_DIRECTIONAL_6_FRAME "units/human-loyalists/horseman"} waiting on NE frames.
#{STANDING_ANIM_DIRECTIONAL_6_FRAME "units/human-loyalists/horseman"} waiting on NE frames.
{MOVING_ANIM_DIRECTIONAL_8_FRAME "units/human-loyalists/horseman"}
@ -65,5 +65,4 @@
start_time=0
{ATTACK_ANIM_QUAD_DIRECTIONAL_12_FRAME "units/human-loyalists/horseman" "attack" {SOUND_LIST:MISS} spear.ogg}
[/attack_anim]
[/unit_type]

View file

@ -11,7 +11,7 @@
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=60
usage=mixed fighter
{MAGENTA_IS_THE_TEAM_COLOR}

View file

@ -6,7 +6,7 @@
image="units/khalifate/elder-falcon.png"
{MAGENTA_IS_THE_TEAM_COLOR}
ellipse="misc/ellipse"
{TRAIT_FERAL_MUSTHAVE}
{TRAIT_FERAL_MUSTHAVE}
hitpoints=27
movement_type=lightfly
movement=9

View file

@ -6,7 +6,7 @@
image="units/khalifate/falcon.png"
{MAGENTA_IS_THE_TEAM_COLOR}
ellipse="misc/ellipse-nozoc"
{TRAIT_FERAL_MUSTHAVE}
{TRAIT_FERAL_MUSTHAVE}
hitpoints=18
movement_type=lightfly
movement=8

View file

@ -13,7 +13,7 @@
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=55
usage=fighter
description= _ "There is currently no description available for this unit."

View file

@ -11,7 +11,7 @@
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=50
usage=archer
undead_variation=mounted

View file

@ -13,7 +13,7 @@
fire=100
cold=120
arcane=80
[/resistance]
[/resistance]
movement=6
experience=48
level=1

View file

@ -13,7 +13,7 @@
level=4
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=78
usage=fighter
description= _ "There is currently no description available for this unit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_SLOW}

View file

@ -13,7 +13,7 @@
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=80
usage=fighter
description= _ "There is currently no description available for this unit."

View file

@ -6,7 +6,7 @@
ignore_race_traits=yes
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_RESILIENT}
image="units/khalifate/naffat.png"
hitpoints=28
movement_type=khalifatefoot
@ -14,7 +14,7 @@
experience=44
level=1
alignment=lawful
# Below unit id changed to use underscores in unit ID only (not in displayed name) to fix bug #18117
# Below unit id changed to use underscores in unit ID only (not in displayed name) to fix bug #18117
advances_to=Qatif_al_nar
cost=19
usage=archer

View file

@ -1,13 +1,13 @@
#textdomain wesnoth-units
[unit_type]
# Below unit id changed to use underscores in unit ID only (not in displayed name) to fix bug #18117
# Below unit id changed to use underscores in unit ID only (not in displayed name) to fix bug #18117
id=Qatif_al_nar
name= _ "Qatif-al-nar"
race=khalifate
ignore_race_traits=yes
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_RESILIENT}
image="units/khalifate/qatif-al-nar.png"
ellipse="misc/ellipse"
{MAGENTA_IS_THE_TEAM_COLOR}

View file

@ -13,7 +13,7 @@
level=3
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=58
usage=fighter
description= _ "There is currently no description available for this unit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}

View file

@ -17,7 +17,7 @@
level=2
alignment=lawful
advances_to=null
{AMLA_DEFAULT}
{AMLA_DEFAULT}
cost=35
usage=fighter
description= _ "There is currently no description available for this unit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_REGENERATES}

View file

@ -6,7 +6,7 @@
ignore_race_traits=yes
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
{TRAIT_RESILIENT}
image="units/khalifate/tineen.png"
ellipse="misc/ellipse"
{MAGENTA_IS_THE_TEAM_COLOR}