Strip trailing whitespace.

This commit is contained in:
Mark de Wever 2011-03-06 18:27:59 +00:00
parent b06e17931a
commit 71c0db2a12
16 changed files with 36 additions and 36 deletions

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@ -14,7 +14,7 @@
first_scenario=01_Defend_the_Forest
difficulties="EASY,NORMAL,HARD"
difficulty_descriptions={MENU_IMG_TXT2 "units/elves-wood/fighter.png~RC(magenta>red)" _"Fighter" _"(Beginner)"} +
";*" + {MENU_IMG_TXT2 "units/elves-wood/lord.png~RC(magenta>red)" _"Lord" _"(Normal)"} +
";*" + {MENU_IMG_TXT2 "units/elves-wood/lord.png~RC(magenta>red)" _"Lord" _"(Normal)"} +
";" + {MENU_IMG_TXT2 "units/elves-wood/high-lord.png~RC(magenta>red)" _"High Lord" _"(Challenging)"}
define="CAMPAIGN_AN_ORCISH_INCURSION"
description=_ "Defend the forests of the elves against the first orcs to reach the Great Continent, learning valuable tactics as you do so.

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@ -13,9 +13,9 @@
define=CAMPAIGN_DEAD_WATER
first_scenario=01_Invasion
difficulties="EASY,NORMAL,HARD,NIGHTMARE"
difficulty_descriptions={MENU_IMG_TXT2 "data/campaigns/Dead_Water/images/units/merfolk/citizen.png~RC(magenta>red)" ( _ "Citizen") (_ "(Beginner)")} +
difficulty_descriptions={MENU_IMG_TXT2 "data/campaigns/Dead_Water/images/units/merfolk/citizen.png~RC(magenta>red)" ( _ "Citizen") (_ "(Beginner)")} +
";*" + {MENU_IMG_TXT2 "units/merfolk/fighter.png~RC(magenta>red)" ( _ "Fighter") (_ "(Normal)")} +
";" + {MENU_IMG_TXT2 "units/merfolk/warrior.png~RC(magenta>red)" (_ "Warrior") (_ "(Challenging)")} +
";" + {MENU_IMG_TXT2 "units/merfolk/warrior.png~RC(magenta>red)" (_ "Warrior") (_ "(Challenging)")} +
";" + {MENU_IMG_TXT2 "units/merfolk/triton.png~RC(magenta>red)" (_ "Triton") (_ "(Difficult)")}
description= _ "You are Kai Krellis, son and heir of the last merman king but only a child. A necromancer is turning your subjects into undead slaves! Lead your people on a mission to convince a powerful mer-sorceress to help you repel the invasion. The oceans near the Northern Lands are perilous, so you will need cunning and bravery to survive. But first you need to gain the respect of your troops!

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@ -260,7 +260,7 @@
[event]
name=start
[message]
speaker=Kai Krellis
message= _ "Is something wrong, priestess?"
@ -464,7 +464,7 @@
# won't zombify villages until after turn 1 is over:
[event]
name=turn 2
# Pop up a couple zombies when the bad guys capture a village
# for the first time. (Recapturing doesn't do anything.)
[event]

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@ -312,7 +312,7 @@
amount=20
[/gold]
[/then]
[/if]
[/if]
[message]
speaker=$spy_unit.id

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@ -192,25 +192,25 @@
text=_ "stunned"
red,green,blue=196,196,128
[/unstore_unit]
[object]
silent=yes
duration=level
[filter]
x,y=$x2,$y2
[/filter]
[effect]
apply_to=image_mod
replace="CS(50,50,0)"
[/effect]
[effect]
apply_to=ellipse
ellipse="misc/ellipse-nozoc"
[/effect]
[effect]
apply_to=zoc
value=no
@ -242,32 +242,32 @@
[unstore_unit]
variable=stunned[$i]
[/unstore_unit]
[object]
silent=yes
duration=level
[filter]
x,y=$stunned[$i].x,$stunned[$i].y
[/filter]
[effect]
apply_to=image_mod
replace="NOP()"
[/effect]
[effect]
apply_to=ellipse
ellipse="misc/ellipse"
[/effect]
[effect]
apply_to=zoc
value=yes
[/effect]
[/object]
{NEXT i}
{CLEAR_VARIABLE stunned}
[/event]
[/unit_type]

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@ -116,7 +116,7 @@
[capture_village]
side=6
x=26-999
y=1-999
y=1-999
[/capture_village]
[/event]
#endif

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@ -144,7 +144,7 @@
# [unit]
# # wmllint: recognize Kalenz
# {KALENZ}
# {KALENZ}
# x=25
# y=11
# [/unit]

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@ -78,13 +78,13 @@
[topic]
id=laying
title= _ "Laying"
text= _ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
text= _ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
[/topic]
[topic]
id=hatching
title= _ "Hatching"
text= _ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
text= _ "A portion of the <ref>dst='breeding_cycle' text='breeding cycle'</ref>."
[/topic]
[topic]

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@ -1,7 +1,7 @@
#textdomain wesnoth-help
# wmllint: general spellings Aethen Glamdrol Romyr Heartfangs
# wmllint: general spellings Barag Gor Bitok Castelfrang Farzi Festog Memog
# wmllint: general spellings Barag Gor Bitok Castelfrang Farzi Festog Memog
# wmllint: general spellings Tirigaz Dorth Oumph Bork Borstep Grisbi Lmarig
# wmllint: general spellings Melmog Prestim Thelien
# wmllint: local spellings Clannate Grey
@ -37,7 +37,7 @@
title= _ "Morogor"
text= _ "Archipelago, located somewhere in the <ref>dst='great_ocean' text='Great ocean'</ref> west of the <ref>dst='green_isle' text='Green Isle'</ref> and east of the <ref>dst=old_continent text='Old Continent'</ref>.
It is mostly inhabited by <ref>dst='..race_drake' text='drakes'</ref>.
The central island of the archipelago is also called 'Morogor'."
The central island of the archipelago is also called 'Morogor'."
[/topic]
[topic]
@ -79,7 +79,7 @@ Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It i
◦ Dan'Tonk: Wesnoth's largest city, located in the center of the country, just west and north of Weldyn.
◦ Soradoc: The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River.
◦ Fort Tahn: The southernmost border outpost, controls the north/south road crossing the River Aethen.
◦ Tath: Important fort city north of Dan'Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the Ford of Abez.
◦ Tath: Important fort city north of Dan'Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the Ford of Abez.
• Notable land features:
◦ Gryphon Mountain: Home of the fabled Gryphons
@ -102,7 +102,7 @@ Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It i
• Notable cities:
◦ Elensefar: The capital, located on an island in the <ref>dst='great_river' text='Great River'</ref> delta
◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with Wesnoth
◦ Carcyn: City on the Wesnoth-Elensefar border, disputed with Wesnoth
• Notable land features:
◦ <ref>dst='great_river' text='Great River'</ref>: It is very wide at this point, and only ships can cross it."
[/topic]
@ -117,7 +117,7 @@ Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It i
◦ Romyr: Another Orcish tribal capital
◦ Wesmere: The location of the Ka'lian - the Elvish Council
◦ Dwarven Doors: A mixed human/dwarven town in the region of Knalga in the southern Heart Mountains. A major trade center.
◦ Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion. Now abandoned. The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.
◦ Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion. Now abandoned. The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.
• Notable land features:
◦ Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains.
@ -136,7 +136,7 @@ Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It i
text= _ "The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the <ref>dst='great_ocean' text='Ocean'</ref> to the west.
• Notable cities
◦ None known
◦ None known
• Notable land features:
◦ Aethen Forest: The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to <ref>dst='..race_elf' text='elves'</ref>."
[/topic]
@ -163,7 +163,7 @@ Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It i
◦ Lmarig
◦ Melmog
◦ Prestim
◦ Tirigaz
◦ Tirigaz
• Notable land features:
◦ Swamp of Desolation
◦ Mountains of Dorth

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@ -288,7 +288,7 @@
# For the Mac there has been some discussion whether a modifier was needed:
# - plain F5 is bound to Exposé and cmd+F5 to Voice Over - see bug #16744
# - reverted due to the comment in patch #2531
# Patch #2531 is approved by our Mac packager so it will be plain F5
# Patch #2531 is approved by our Mac packager so it will be plain F5
key=F5
[/hotkey]
[hotkey]

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@ -487,7 +487,7 @@
{TERRAIN_BASE Cv castle/elven/grounds}
{KEEP_BASE Kv castle/elven/keep}
{TERRAIN_BASE Ket interior/wood-tan}
{TERRAIN_BASE Ket interior/wood-tan}
{OVERLAY_RANDOM Ket interior/wood-tan-debris}
{TERRAIN_BASE (Ce*,Ke*) flat/dirt}

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@ -47,7 +47,7 @@
[/race]
# wmllint: general spellings drake drakes hatchling hatchlings nestlings
# wmllint: general spellings drakish scrollkeeper Morogor
# wmllint: general spellings drakish scrollkeeper Morogor
[race]
id=drake
male_name= _ "race^Drake"

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@ -14,7 +14,7 @@
automatic_placement = "true"
vertical_placement = "center"
horizontal_placement = "center"
[tooltip]
id = "tooltip_large"
[/tooltip]

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@ -121,7 +121,7 @@
[column]
# grow_factor = 1
# horizontal_grow = "true"
border = "all"
border_size = 5
horizontal_alignment = "right"

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@ -231,7 +231,7 @@
{_GUI_BUTTON "credits" _"Credits" _"View the credits"}
{_GUI_BUTTON "quit" _"Quit" _"Quit the game"}
# This debug feature doesn't need to be translated.
{_GUI_BUTTON "clock" "Clock" "Show debug clock"}
{_GUI_BUTTON "clock" "Clock" "Show debug clock"}
[/grid]
[/panel]

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@ -25,7 +25,7 @@
### # Text reached it maximum width, take all space.
### __GUI_IMAGE_WIDTH = gamemap_width - MAX_TEXT_WIDTH
### fi
###
###
### if __GUI_IMAGE_WIDTH < 250
### __GUI_IMAGE_WIDTH = 250
### fi
@ -45,7 +45,7 @@
# gamemap_width width needed to reach the MAX_TEXT_WIDTH
#define TEXT_WIDTH_SATURATION
((3 * {_GUI_HEIGHT_OFFSET}) / 2)
((3 * {_GUI_HEIGHT_OFFSET}) / 2)
#enddef
#define BEST_WIDTH