Silence several wmllint warnings
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parent
2f06922052
commit
98d0af2ca2
4 changed files with 30 additions and 28 deletions
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@ -1066,7 +1066,7 @@ sort=yes
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name = "Benny Lin"
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[/entry]
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[entry]
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name = "Irsyad Musthafa"
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name = "Irsyad Musthafa" # wmllint: noconvert
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comment = "translation maintainer"
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email = "sevennightmare_AT_tutanota.de"
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[/entry]
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@ -166,6 +166,7 @@ This turns any base terrain into a village, providing income and healing." + "
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Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the player’s units can see the hex."
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[/topic]
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# wmllint: markcheck off
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[topic]
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id=editor_terrain_elevation
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title= _ "Terrain Elevation Graphics"
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@ -202,6 +203,7 @@ The graphics used to represent the ledge borders are determined by the base terr
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" +
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_ "editor^<format>text='Note for UMC authors: The flood-filled tiles do not have their terrain codes changed, or any other properties affected, so filtering a location by elevation is not simple.' italic='yes' font_size=10 </format>"
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[/topic]
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# wmllint: markcheck on
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[topic]
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id=editor_deprecated_overlay
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@ -28,11 +28,11 @@
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{EDITOR_DEPRECATED *^Uf*}
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{EDITOR_DEPRECATED Xol}
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{EDITOR_DEPRECATED Xuce}
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{EDITOR_DEPRECATED Irs}
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{EDITOR_DEPRECATED Ias}
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{EDITOR_DEPRECATED Icr}
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{EDITOR_DEPRECATED Ior}
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{EDITOR_DEPRECATED Icn}
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{EDITOR_DEPRECATED Irs} # wmllint: noconvert
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{EDITOR_DEPRECATED Ias} # wmllint: noconvert
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{EDITOR_DEPRECATED Icr} # wmllint: noconvert
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{EDITOR_DEPRECATED Ior} # wmllint: noconvert
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{EDITOR_DEPRECATED Icn} # wmllint: noconvert
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#############################################################
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# Macros for where normal terrain code filtering doesn't work
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@ -44,11 +44,11 @@ Rb,Re,Rd,Rp,Rr,Rrc,Rra#enddef
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# deprecated codes, as of 1.17.9
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#define TG_BUILT_STONE
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Irs,Icr#enddef
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Irs,Icr#enddef # wmllint: noconvert
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# deprecated codes, as of 1.17.9
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#define TG_BUILT_WOOD
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Iwr,Ior,Icn#enddef
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Iwr,Ior,Icn#enddef # wmllint: noconvert
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#############################################################
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@ -638,11 +638,11 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:BASE (Isr,Isc) interior/stone-regular LAYER=-284 FLAG=raised_base}
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# deprecated codes, for compatibility
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{NEW:BASE Ias interior/stone-ancient}
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{NEW:BASE Ias interior/stone-ancient} # wmllint: noconvert
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# raised base to get it over the chasm images (LAYER=-284)
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{NEW:BASE Iwr,Icn interior/wood-regular LAYER=-284 FLAG=raised_base}
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{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base}
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{NEW:BASE Irs,Icr interior/stone-regular LAYER=-284 FLAG=raised_base}
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{NEW:BASE Iwr,Icn interior/wood-regular LAYER=-284 FLAG=raised_base} # wmllint: noconvert
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{NEW:BASE Ior interior/wood-ruined LAYER=-284 FLAG=raised_base} # wmllint: noconvert
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{NEW:BASE Irs,Icr interior/stone-regular LAYER=-284 FLAG=raised_base} # wmllint: noconvert
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#
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# Water base terrains
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@ -894,8 +894,8 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION_INVERTED Iwc !,Iwc -223 interior/regular-rug/rug FLAG=regular_rug}
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# deprecated terrain codes, for compatibility
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{NEW:TRANSITION_INVERTED Icr !,Icr -221 interior/royal-rug/rug FLAG=royal_rug}
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{NEW:TRANSITION_INVERTED Icn !,Icn -223 interior/regular-rug/rug FLAG=regular_rug}
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{NEW:TRANSITION_INVERTED Icr !,Icr -221 interior/royal-rug/rug FLAG=royal_rug} # wmllint: noconvert
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{NEW:TRANSITION_INVERTED Icn !,Icn -223 interior/regular-rug/rug FLAG=regular_rug} # wmllint: noconvert
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#
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# this one uses the Ur underlayer
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{NEW:DISABLE_TRANSITION (Urc) (Uu*) }
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@ -917,16 +917,16 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:TRANSITION Iw* Ql* -283 interior/wood-chasm/wood-burnt}
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# compatibility code for deprecated terrain codes
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{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-chasm/stone-regular}
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{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* W* -222 interior/stone-chasm/stone-dock-regular}
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{NEW:TRANSITION_CROWDED !,*^Qh*,!,Irs,Icr Q* -222 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION_CROWDED !,*^Qh*,!,Irs,Icr W*,S*,G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-regular}
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{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-chasm/stone-regular} # wmllint: noconvert
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{NEW:THREE_TERRAIN_TRANSITION Irs,Icr Q* W* -222 interior/stone-chasm/stone-dock-regular} # wmllint: noconvert
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{NEW:TRANSITION_CROWDED !,*^Qh*,!,Irs,Icr Q* -222 interior/stone-chasm/stone-regular} # wmllint: noconvert
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{NEW:TRANSITION_CROWDED !,*^Qh*,!,Irs,Icr W*,S*,G*,R*,D*,A*,Uu,Ur,Urc -222 interior/stone-regular} # wmllint: noconvert
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{NEW:TRANSITION {TG_BUILT_STONE} Q* -282 interior/stone-chasm/stone-regular}
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{NEW:TRANSITION !,*^Qh*,!,{TG_BUILT_STONE} W*,S* -222 interior/stone-dock-regular LAYER2=-221 ADJACENT2=!,Irs,Icr,W*,S*}
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{NEW:TRANSITION {TG_BUILT_STONE} !,Irs,Icr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -222 interior/stone-regular}
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{NEW:TRANSITION {TG_BUILT_WOOD} G*,R*,D*,A*,Ur,Urc,Ias -283 interior/wood-regular}
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{NEW:TRANSITION !,*^Qh*,!,{TG_BUILT_STONE} W*,S* -222 interior/stone-dock-regular LAYER2=-221 ADJACENT2=!,Irs,Icr,W*,S*} # wmllint: noconvert
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{NEW:TRANSITION {TG_BUILT_STONE} !,Irs,Icr,!,I*r,Q*,W*,G*,R*,D*,A*,Uu,Ur,Urc,S* -222 interior/stone-regular} # wmllint: noconvert
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{NEW:TRANSITION {TG_BUILT_WOOD} G*,R*,D*,A*,Ur,Urc,Ias -283 interior/wood-regular} # wmllint: noconvert
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{NEW:TRANSITION {TG_BUILT_WOOD} W*,S*,Qx* -283 interior/wood-chasm/wood-clean}
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{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular}
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{NEW:TRANSITION Ior W*,S*,Qx* -283 interior/wood-chasm/wood-regular} # wmllint: noconvert
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{NEW:TRANSITION {TG_BUILT_WOOD} Ql* -283 interior/wood-chasm/wood-burnt}
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# end compatibility code
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@ -1043,7 +1043,7 @@ C*,K*,X*,Q*,W*,Ai,M*,*^Qh*,*^V*,*^B*,_off^_usr#enddef
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{NEW:WALL_TRANSITION2 Ql Qx*,Xv,_off^_usr (!,Ql,Qx*) unwalkable/lava-chasm LAYER=-290 FLAG=ground}
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{NEW:WALL_TRANSITION2 Qlf Qx*,Xv,_off^_usr (!,Ql*,Qx*) unwalkable/lava-chasm LAYER=-290 FLAG=ground}
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# no compatibility code for ^Qh* overlays on Irs,Ias,Icr,Ior,Icn - no stable legacy maps would have such combinations
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# no compatibility code for ^Qh* overlays on Irs,Ias,Icr,Ior,Icn - no stable legacy maps would have such combinations # wmllint: noconvert
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{NEW:WALL_TRANSITION2 (!,I*,!,*^Qhu*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Is*) (!,*^Qh*,!,Isa) elevation/ancient-stone/corner-stone LAYER=-90 FLAG=ground}
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{NEW:WALL_TRANSITION2 (!,I*,!,*^Qhu*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Is*) (!,*^Qh*,!,Is*) elevation/stone/corner-stone LAYER=-90 FLAG=ground}
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{NEW:WALL_TRANSITION2 (!,I*,!,*^Qhu*) (!,Ql,Qx*,Xv,_off^_usr,*^Qh*,Iw*) (!,*^Qh*,!,Iw*) elevation/wood/corner-wood LAYER=-90 FLAG=ground}
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@ -3474,7 +3474,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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id=regular_stone_floor_deprecated
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symbol_image=interior/stone-regular
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editor_name= _ "Deprecated"
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string=Irs
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string=Irs # wmllint: noconvert
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aliasof=Gt
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hidden=yes
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hide_help=yes
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@ -3485,7 +3485,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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id=ancient_stone_floor_deprecated
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symbol_image=interior/stone-ancient
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editor_name= _ "Deprecated"
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string=Ias
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string=Ias # wmllint: noconvert
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aliasof=Gt
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hidden=yes
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hide_help=yes
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@ -3496,7 +3496,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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id=rug_floor_deprecated
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symbol_image=interior/royal-rug/rug-tile
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editor_name= _ "Deprecated"
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string=Icr
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string=Icr # wmllint: noconvert
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aliasof=Gt
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hidden=yes
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hide_help=yes
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@ -3507,7 +3507,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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id=rug2_floor_deprecated
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symbol_image=interior/regular-rug/rug-tile
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editor_name= _ "Deprecated"
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string=Icn
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string=Icn # wmllint: noconvert
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aliasof=Gt
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hidden=yes
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hide_help=yes
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@ -3518,7 +3518,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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id=old_wood_floor_deprecated
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symbol_image=interior/wood-ruined
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editor_name= _ "Deprecated"
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string=Ior
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string=Ior # wmllint: noconvert
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aliasof=Gt
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hidden=yes
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hide_help=yes
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