Merge remote-tracking branch 'origin/master' into guifixes

Conflicts:
	src/events.cpp
	src/hotkey/command_executor.hpp
	src/video.cpp

Resolved manually.
This commit is contained in:
Andreas Löf 2016-02-21 23:00:14 +13:00
commit b8f18919dd
1510 changed files with 212704 additions and 104420 deletions

View file

@ -61,7 +61,11 @@ option(ENABLE_LIBINTL "Enable using libintl for translations instead of Boost.Lo
option(ENABLE_HISTORY "Enable using GNU history for history in lua console" ON)
if(ENABLE_SDL2)
find_package(SDL2 2.0.0 REQUIRED)
if(UNIX AND NOT APPLE AND NOT CYGWIN)
find_package(SDL2 2.0.2 REQUIRED)
else (UNIX AND NOT APPLE AND NOT CYGWIN)
find_package(SDL2 2.0.4 REQUIRED)
endif (UNIX AND NOT APPLE AND NOT CYGWIN)
else(ENABLE_SDL2)
find_package(SDL 1.2.7 REQUIRED)
endif(ENABLE_SDL2)

12
INSTALL
View file

@ -26,11 +26,11 @@ order to build Wesnoth:
* Program Options >= 1.36.0
* System >= 1.36.0
* SDL2 libraries:
* SDL2 >= 2.0.4
* SDL2_image >= 2.0.0 (with PNG and JPEG support)
* SDL2_mixer >= 2.0.0 (with Ogg Vorbis support)
* SDL2_ttf >= 2.0.12
* SDL2_net >= 2.0.0
* SDL2 >= 2.0.2 (2.0.4 on Windows and OS X)
* SDL2_image >= 2.0.0 (with PNG and JPEG support)
* SDL2_mixer >= 2.0.0 (with Ogg Vorbis support)
* SDL2_ttf >= 2.0.12
* SDL2_net >= 2.0.0
* Fontconfig >= 2.4.1
* Pango >= 1.21.3 (with Cairo backend)
* Vorbisfile
@ -95,7 +95,7 @@ rebuild Wesnoth frequently (i.e. for development and testing).
NOTE: It has been reported that using GCC 3.3.6 and earlier versions with
optimizations enabled will result in a build that is incapable of using
multiplayer. See <https://gna.org/bugs/?10326> for further details. We
recommend using GCC 4.x to build Wesnoth.
recommend using GCC 4.x and later to build Wesnoth.
3. SCons Build

View file

@ -20,6 +20,7 @@ Example contents.
[rasection="WML/Lua compatibility changes and deprecations"]
[list]
[*]wesnoth.set/get_dialog_value now takes/returns an integer (0 or 1) instead of a boolean for toggelbuttons and toggelpanels. The reason is that wesnoth now also supports tristate buttons and comboboxes where it can returns values other than 0 or 1.
[/list]
[/rasection]
@ -31,6 +32,10 @@ The game now uses SDL2 for all operations. There is still a fall-back option of
The hotkey implementation has been changed to rely on scancodes over characters. This means that the hotkey configuration now uses the same physical buttons on the keyboard, regardless of the keyboard layout.
[/rasection]
[rasection="New WML event"]
A new 'unit placed' event has been added, making it possible to better implement certain kinds of event-driven behavior. [wiki=EventWML]See the wiki for details[/wiki].
[/rasection]
==========
KNOWN BUGS
==========
@ -40,7 +45,14 @@ KNOWN BUGS
[list]
[*]The MP server has trouble with Local player types in campaigns (bug [bug]21965[/bug]). We have decided to postpone dealing with this. In the meantime, you might try assigning such sides to the host, or running multiple instances of Wesnoth.
[*]2p mp survival map Dark Forecast is bugged (24200).
[/list]
[*]Doubled-up GUI1 dialogs don't redraw the secondary in SDL2 (bug [bug]24294[/bug]).
[*]Window state handling inconsistent across different OSes in SDL2 builds (bug [bug]24270[/bug]).
[*]Area under Objectives not redrawn on resize (bug [bug]24261[/bug]).
[*]Menu and Action buttons disappear on resize (bug [bug]24260[/bug]).
[*]Wesnoth does not exist on the panel (bug [bug]24202[/bug]).
[*]SDL2 build handled input incorrectly once window focus is lost when menus are open (bug [bug]24212[/bug]).
[/raissue]
[raissue="Carried over from 1.12.x"]
@ -66,13 +78,10 @@ This is likely caused by outdated libraries in the packaging process. There is n
The following issues affecting Wesnoth on Apple OS X are known and they are pending fixes. Many of them require significant re-engineering that can only be done in 1.13.x development releases later, or cannot be properly addressed due to a lack of experienced OS X coders in our team. Thus, unless someone can contribute patches to address them, it is unlikely that these bugs will be fixed.
[list]
[*]Color cursors are forcibly disabled on this platform due to severe performance issues (bug [bug]18112[/bug]).
[*]The default variable-width font is used instead of a monospace font even where a monospace font is required (bug [bug]23628[/bug]).
[*]Helvetica is used as the default variable-width font instead of DejaVu Sans (bug [bug]23560[/bug]).
[*]Fullscreen mode does not fill the entire screen when maximum resolution is selected in Preferences → Display, and user interface elements are scaled and distorted.
[*]System commands do not work while Wesnoth is running in fullscreen mode (bug [bug]21943[/bug]).
[*]The mouse cursor is not mapped correctly to the game screen contents on Retina displays due to problems with detected vs. real screen resolution mismatches (bug [bug]20332[/bug]).
A workaround is in place making Wesnoth default to 800x600 on OS X regardless of the incorrectly-detected maximum resolution.
[*]Trackpad tap clicking is sometimes not recognized ([url=http://forums.wesnoth.org/viewtopic.php?f=4&t=39788]forum post[/url]).
[*]Unofficial builds with OpenMP support enabled randomly freeze (bug [bug]18144[/bug]).
[*]Consecutive line breaks (paragraph breaks) are not rendered as expected (bug [bug]21649[/bug]).

View file

@ -179,6 +179,12 @@ if env['distcc']:
if env['ccache']: env.Tool('ccache')
SDL2_version = '';
if env["PLATFORM"] is "win32" or env["PLATFORM"] is "cygwin" or env["PLATFORM"] is "darwin":
SDL2_version = '2.0.4';
else:
SDL2_version = '2.0.2';
Help("""Arguments may be a mixture of switches and targets in any order.
Switches apply to the entire build regardless of where they are in the order.
@ -360,12 +366,12 @@ if env["prereqs"]:
if env['sdl2']:
def have_sdl_net():
return \
conf.CheckSDL(require_version = '2.0.0') & \
conf.CheckSDL(require_version = SDL2_version) & \
conf.CheckSDL("SDL2_net", header_file = "SDL_net")
def have_sdl_other():
return \
conf.CheckSDL(require_version = '2.0.0') & \
conf.CheckSDL(require_version = SDL2_version) & \
conf.CheckSDL("SDL2_ttf", header_file = "SDL_ttf") & \
conf.CheckSDL("SDL2_mixer", header_file = "SDL_mixer") & \
conf.CheckSDL("SDL2_image", header_file = "SDL_image")

View file

@ -1,28 +1,77 @@
Version 1.13.2+dev:
* Greatly improved SDL 2 support. SDL 2 is now used by default build when
building. This fixes the following bugs, among others:
* Bug #18112: Color cursors cause slow mouse movement at menus
* Bug #20332: Cursor not mapping correctly on Retina display when in Windowed
mode
* Bug #24138: SDL 2 crash on resize after starting a game and returning to
the title screen
* Bug #23908: SDL 2 SDL_BlitSurface causes crashes
* Bug #23821: Text input is broken in GUI1 under SDL 2
* Bug #23820: SDL 2 alpha blending issues
* Bug #23918: UI graphics garbled on OS X 10.11 El Capitan
* Bug #24214: SDL 2 build handles fullscreen toggle badly
* Bug #23934: Resize actions are laggy
* Bug #24209: Screen becomes black upon minimise and restore
* Bug #24213: SDL 2 build leaves menu items stuck if window dimensions
change while open
* Campaigns:
* Liberty:
* Added some animations for the Rogue Mage line.
* Fixed Relana appearing as male.
* Sceptre of Fire:
* Added some animations for Dwarvish Miner.
* Improved sprite for Dwarvish Caravan.
* Son of the Black-Eye:
* Added some animations for the Orcish Shamans.
* Under the Burning Suns:
* Updated sprites for Naga Hunter and Naga Guardian line.
* Updated sprites for Naga Hunter, Naga Guardian line, Crab Man.
* Crab Man changed to Monster Crab.
* Graphics:
* Improved or new terrain graphics: Stones with Sand Drifts, Igloo Village,
Adobe Village.
* Language and i18n:
* Updated translations: British English, Russian, Swedish
* New translation: Asturian
* Updated translations: British English, Galician, Russian, Swedish
* Sound effects:
* Fixed various subtle timing problems with attack sounds.
* Terrains:
* New terrain: Desert Mountains (Mdy), Impassable Desert Mountains (Mdy^Xm),
Ruined Adobe Village (^Vdr).
* User Interface:
* GUI1 comboboxes now use the thinner menu frame style.
* Implemented a new GUI2 Attack dialog
* Added gui2 comboboxes.
* Removed prompt when purging the WML cache from Preferences.
* WML engine:
* Added new event "unit placed", which triggers when (and regardless of how)
a unit appears on the map.
* Added support for color= in [unstore_unit] and [print]
* removed network and network_ai controlles, whether a side is networked is
now stored in the is_local attribute.
* Eventnames (received in wesnoth.game_events.on_event) now have all their
spaces replaced with underscores.
* lua can now read/write the 'persistent' attribute of sides.
* lua can now read/write the 'alignment' attribute of units.
* Added {CURRENT_FILE} and {CURRENT_DIRECTORY} macros.
* add support for relative dirs in wesnoth.dofile/require
* Added name= and write_name= attributes in [item]
* Miscellaneous and bug fixes:
* Fix the new log code on Windows to actually use Unicode-aware functions
in a couple of places so Wesnoth does not quit on startup when trying to
relocate the log file to a path with Unicode characters (bug #22897,
definitely fixed this time).
* Decreased high memory consumption caused by the animated water.
* Fix bug #23108: exclude aborted attacks from statistics
* imgcheck now runs on Python 3
* Fix bug #15259: Secondary click uses control-click instead of command-click in OS X
* New hi-res icon using new logo for OS X
* Greatly improved SDL2 support. SDL2 is now the default build.
* Fix bug #24138: SDL2 crash on resize after starting a game and returning to title screen
* Fix bug #23908: SDL2 SDL_BlitSurface Causes Crashes
* Fix bug #23821: Text input is broken in GUI1 under SDL2
* Fix bug #23820: SDL 2 alpha blending issues
* Fix bug #23918: UI Graphics in OS X 10.11 El Capitan
* Fix bug #18112: Color cursor causes slow mouse movement at menus
* Fix bug #24214: SDL2 build handles fullscreen toggle badly
* Fix bug #23934: Resize actions are laggy
* Removed the "wmlmove" Python tool
* Fixed [event] in [unit_type].
* Fixed oos caused by mp replay turn feature.
* Fixed oos bugs caused by plattform dependent rounding from double to int in lua.
* Fixed custom (lua-defined) scenario tags beeing removed from [replay_start]
* fixed savefile bloat caused by unit variations (walking corpses)
Version 1.13.2:
* Add-ons client:

View file

@ -1,28 +1,22 @@
#textdomain wesnoth
[advanced_preference]
field=compress_saves
# po: Associated save_compression_short^ entries need to be as short as
# po: possible to avoid stretching the advanced preferences list too
# po: much.
name= _ "Compress saved games"
type=combo
default=gzip
[option]
id=gzip
name= _ "save_compression^Gzip"
name_short= _ "save_compression_short^gzip"
description= _ "save_compression_desc^Default compression, faster"
[/option]
[option]
id=bzip2
name= _ "save_compression^Bzip2"
name_short= _ "save_compression_short^bzip2"
description= _ "save_compression_desc^Best compression, slower"
[/option]
[option]
id=none
name= _ "save_compression^No"
name_short= _ "save_compression_short^no"
description= _ "save_compression_desc^Large plain text files"
[/option]
[/advanced_preference]
@ -55,20 +49,6 @@
default=yes
[/advanced_preference]
[advanced_preference]
field=local_tod_lighting
name= _ "Local time of day area lighting"
type=boolean
default=yes
[/advanced_preference]
[advanced_preference]
field=startup_effect
name= _ "Show titlescreen animation"
type=boolean
default=no
[/advanced_preference]
[advanced_preference]
field=show_combat
name= _ "Show combat"
@ -87,13 +67,6 @@
step=5
[/advanced_preference]
[advanced_preference]
field=lobby_whisper_friends_only
name= _ "Accept whispers from friends only"
type=boolean
default=no
[/advanced_preference]
[advanced_preference]
field=lobby_auto_open_whisper_windows
name= _ "Auto-open whisper windows in lobby"
@ -108,14 +81,6 @@
default=yes
[/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
[/advanced_preference]
[advanced_preference]
field=scroll_to_action
name= _ "Follow unit actions"
@ -205,6 +170,18 @@
default=no
[/advanced_preference]
[advanced_preference]
field=advanced_graphic_options
name= _ "Graphics scaling options"
type=custom
[/advanced_preference]
[advanced_preference]
field=orb_color
name= _ "Customize orb colors"
type=custom
[/advanced_preference]
#ifdef __UNUSED__
[advanced_preference]
field=joystick_support_enabled

View file

@ -5,7 +5,7 @@
#endif
[ai]
id=ai_akihara
id=ai_dev_akihara
description=_"Multiplayer_AI^Dev AI: Default + Experimental Recruitment (C++ Akihara)" # wmllint: no spellcheck
version=10800
[stage]

View file

@ -5,7 +5,7 @@
name= _ "Micro AI Tests"
next_scenario=null
map_data="{multiplayer/maps/Dark_Forecast.map}"
map_data="{multiplayer/maps/Dark_Forecast_basic.map}"
{DEFAULT_SCHEDULE}
turns=-1

View file

@ -5,7 +5,7 @@
name= _ "Simple Attack"
next_scenario=micro_ai_test
map_data="{multiplayer/maps/Dark_Forecast.map}"
map_data="{multiplayer/maps/Dark_Forecast_basic.map}"
{DEFAULT_SCHEDULE}
turns=-1

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -50,10 +50,10 @@
[side]
side=1
controller=human
recruit="Elvish Archer, Elvish Fighter, Elvish Scout, Elvish Shaman"
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
{GOLD 200 150 100}
income=0
team_name=good
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -62,10 +62,19 @@
facing=nw
{NAMED_LOYAL_UNIT 1 "Elvish Rider" 15 18 "Lomarfel" ( _ "Lomarfel")}
[+unit]
facing=ne
[unit]
side=1
type=Elvish Rider
id=Lomarfel
name= _ "Lomarfel"
profile=portraits/lomarfel.png
x,y=15,18
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
facing=ne
[/unit]
[/side]
# wmllint: validate-on
@ -73,7 +82,7 @@
[side]
side=2
controller=ai
recruit="Orcish Archer, Orcish Grunt, Wolf Rider"
recruit="Orcish Archer,Orcish Grunt,Wolf Rider"
{GOLD 100 125 150}
income=0
team_name=Orcs

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -36,9 +36,9 @@
[side]
side=1
controller=human
recruit="Elvish Scout,Elvish Fighter,Elvish Archer,Elvish Shaman"
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
type=Elvish Lord
team_name=good
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -53,7 +53,7 @@
[side]
side=2
controller=ai
recruit="Orcish Assassin, Orcish Grunt, Wolf Rider"
recruit="Orcish Assassin,Orcish Grunt,Wolf Rider"
{GOLD 150 200 240}
{INCOME 0 0 2}
team_name=Orcs

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -44,9 +44,9 @@
[side]
side=1
controller=human
recruit="Elvish Scout,Elvish Fighter,Elvish Archer,Elvish Shaman"
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
{INCOME 12 9 9}
team_name=good
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -60,7 +60,7 @@
[side]
side=2
controller=ai
recruit="Orcish Archer, Orcish Crossbowman, Orcish Grunt, Orcish Warrior, Wolf Rider"
recruit="Orcish Archer,Orcish Crossbowman,Orcish Grunt,Orcish Warrior,Wolf Rider"
{GOLD 100 120 160}
{INCOME 8 12 12}
team_name=Orcs
@ -317,25 +317,6 @@
{CLEAR_VARIABLE camp_gold,orcs_recruited,modulo_factor}
[/event]
[event]
name=die
[filter]
id=Erlornas
[/filter]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Lord Erlornas never saw the blade that felled him. He died on the spot, with not a chance to issue last commands or farewells. Without him his wardens soon fell into confusion, and losing heart withdrew from the battle."
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "When reinforcements finally arrived, elves managed to dislodge the orcish tribe. But the threat from the north remained unresolved and loomed large over their future."
[/message]
[/event]
[event]
name=time over

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -40,8 +40,8 @@
[side]
side=1
controller=human
recruit="Elvish Scout,Elvish Fighter,Elvish Archer,Elvish Shaman"
team_name=good
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -57,9 +57,9 @@
side=2
controller=ai
#ifdef EASY
recruit="Troll, Troll Whelp"
recruit="Troll,Troll Whelp"
#else
recruit="Troll, Troll Rocklobber,Troll Whelp"
recruit="Troll,Troll Rocklobber,Troll Whelp"
#endif
{GOLD 30 40 50}
{INCOME 5 7 9}
@ -97,9 +97,9 @@
side=3
controller=ai
#ifdef EASY
recruit="Troll Rocklobber, Troll Whelp"
recruit="Troll Rocklobber,Troll Whelp"
#else
recruit="Troll, Troll Rocklobber,Troll Whelp"
recruit="Troll,Troll Rocklobber,Troll Whelp"
#endif
{GOLD 30 40 50}
{INCOME 5 7 9}
@ -181,7 +181,7 @@
name=start
[message]
role=Advisor
role=advisor
message= _ "We are far from our lands, now, Erlornas, and we have driven the orcs from the forest. Why do we not return home?"
[/message]
@ -196,7 +196,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "How did I?... Uneasy, lord. My dreams were bleak, some of them nightmares."
[/message]
@ -206,7 +206,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "It would be dire indeed for us if these orcs have magic to add to their battle-might."
[/message]
@ -216,7 +216,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "Information will do us no good if we are killed before we return with it! These mountains look like troll territory."
[/message]
@ -234,11 +234,11 @@
[not]
canrecruit=yes
[/not]
role=Advisor
role=advisor
[/role]
[message]
role=Advisor
role=advisor
message= _ "That was the last of the chieftains, lord. The lesser trolls seem to be retreating now."
[/message]
@ -248,7 +248,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "At once. How much time do you think we have?"
[/message]
@ -288,7 +288,7 @@
[not]
canrecruit=yes
[/not]
role=Advisor
role=advisor
[/role]
[message]
@ -298,7 +298,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "No! This cant be!"
[/message]
@ -319,7 +319,7 @@
name=time over
[message]
role=Advisor
role=advisor
message= _ "We cant get through, my Lord. These whelps are not individually very dangerous, but there are huge numbers of them."
[/message]
@ -329,7 +329,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "Terrible, my lord. Never in my life did I dream Id be bested by mere trolls. What are your orders?"
[/message]

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -41,10 +41,10 @@
[side]
side=1
controller=human
recruit=Elvish Archer, Elvish Fighter, Elvish Scout, Elvish Shaman
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
{GOLD 100 100 100}
{INCOME 0 0 0}
team_name=good
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -58,10 +58,10 @@
[side]
side=2
controller=ai
recruit=Goblin Knight, Orcish Archer, Orcish Crossbowman, Orcish Grunt, Orcish Warrior, Wolf Rider
recruit="Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Orcish Warrior,Wolf Rider"
{GOLD 190 220 250}
{INCOME 0 0 0}
team_name=orcs
team_name=Orcs
user_team_name= _ "Orcs"
{FLAG_VARIANT6 ragged}
@ -85,8 +85,9 @@
[side]
side=3
controller=ai
team_name=Wizards
user_team_name= _ "Wizards"
hidden=yes
team_name=Mages
user_team_name= _ "Mages"
# Use stock flags
# wmllint: recognize Linaera
@ -142,7 +143,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "A warband of orcs, no women or children among them, besieges a tower. Its of human design... but we are far from the lands granted to humans by treaty, my lord Erlornas."
[/message]
@ -152,12 +153,12 @@
[/message]
[message]
role="Advisor"
role=advisor
message= _"It trespasses, and should be driven out!"
[/message]
[message]
speaker="Erlornas"
speaker=Erlornas
message= _"Hold. It is only one human, or a few of them at most. Time enough to speak of driving it out when we have no enemies in common."
[/message]
@ -167,7 +168,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "No, lord. No traces of any construction. It looks like no bridge has ever existed there. There must be other, hidden means of access to the tower."
[/message]
@ -177,7 +178,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "... Glasses?"
[/message]
@ -196,7 +197,7 @@
#po: and fairies was extremely blurry. In Wesnoth it is
#po: deliberately unclear whether Faerie is a place that is
#po: the source of magical power or a label for the inner
#po: nonhuman/magical nature of the Elves. Translate freely.
#po: nonhuman/magical nature of the Elves. Translate freely.
message= _ "Erlornas closed his eyes and brought his hands forward, joined palms forming a cup open to the sky. Soon they began to glow, then to flare like a brazier with the fire of Faerie, casting a cold, blue light all around the elf-lord. A wisp of light emerged from the eerie flames, and at a few murmured words from the elf-lord flew away towards the tower below. Then the light around Erlornas faded and all was seemingly as before."
[/message]
@ -219,34 +220,14 @@
animate=yes
[/teleport]
{MODIFY_UNIT (side=1) facing se}
{LOYAL_UNIT 3 Mage 17 17}
{FACING se}
{GENERIC_UNIT 3 Mage 17 17}
[+unit]
facing=se
overlays="misc/loyal-icon.png"
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{LOYAL_UNIT 3 Mage 16 18}
{FACING se}
{GENERIC_UNIT 3 Mage 16 18}
[+unit]
facing=se
overlays="misc/loyal-icon.png"
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{GENERIC_UNIT 3 Mage 15 17}
[+unit]
facing=se
overlays="misc/loyal-icon.png"
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{LOYAL_UNIT 3 Mage 15 17}
{FACING se}
[message]
speaker=Erlornas
@ -278,7 +259,7 @@
[redraw][/redraw]
[message]
role=Advisor
role=advisor
message= _ "My lord... humans cannot be trusted! They shift their allegiances with the changing of the wind!"
[/message]

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -24,8 +24,8 @@
[side]
side=1
controller=human
recruit="Elvish Scout,Elvish Fighter,Elvish Archer,Elvish Shaman"
team_name=good
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -39,10 +39,10 @@
[side]
side=2
controller=ai
recruit="Ghoul, Revenant, Skeleton, Skeleton Archer, Ghost, Walking Corpse"
recruit="Ghost,Ghoul,Revenant,Skeleton,Skeleton Archer,Walking Corpse"
{GOLD 150 200 250}
income=0
team_name=undead
team_name=Undead
user_team_name= _ "Undead"
{FLAG_VARIANT undead}
@ -95,7 +95,10 @@
[/recall]
[role]
type="Red Mage,White Mage,Mage,Arch Mage,Mage of Light,Great Mage"
type="Red Mage,White Mage,Mage,Arch Mage,Silver Mage,Mage of Light,Great Mage"
[not]
canrecruit=yes
[/not]
role=mage
[/role]
@ -119,7 +122,10 @@
name=enemies defeated
[role]
type="Red Mage,White Mage,Mage,Arch Mage,Mage of Light,Great Mage"
type="Red Mage,White Mage,Mage,Arch Mage,Silver Mage,Mage of Light,Great Mage"
[not]
canrecruit=yes
[/not]
role=mage
[/role]

View file

@ -1,7 +1,7 @@
#textdomain wesnoth-aoi
# Warning: If you are not a native and literate English speaker, do
# not try to modify the storyline text. It is deliberately written
# not try to modify the storyline text. It is deliberately written
# in a somewhat archaic and poetic form of English, and some previous
# attempts to "fix" it inflicted damage that was difficult to undo.
@ -23,10 +23,10 @@
[side]
side=1
controller=human
recruit="Elvish Archer, Elvish Fighter, Elvish Scout, Elvish Shaman"
recruit="Elvish Archer,Elvish Fighter,Elvish Scout,Elvish Shaman"
gold=100
income=0
team_name=good
team_name=Elves
user_team_name= _ "Elves"
{FLAG_VARIANT wood-elvish}
@ -41,21 +41,21 @@
side=2
controller=ai
#ifdef EASY
recruit="Orcish Archer, Orcish Assassin, Orcish Crossbowman, Orcish Grunt, Orcish Warrior, Troll, Troll Whelp, Wolf Rider"
recruit="Orcish Archer,Orcish Assassin,Orcish Crossbowman,Orcish Grunt,Orcish Warrior,Troll,Troll Whelp,Wolf Rider"
gold=200
income=0
#endif
#ifdef NORMAL
recruit="Goblin Knight, Orcish Archer, Orcish Assassin, Orcish Crossbowman, Orcish Grunt, Orcish Warrior, Troll, Troll Whelp, Wolf Rider"
recruit="Goblin Knight,Orcish Archer,Orcish Assassin,Orcish Crossbowman,Orcish Grunt,Orcish Warrior,Troll,Troll Whelp,Wolf Rider"
gold=250
income=5
#endif
#ifdef HARD
recruit="Goblin Knight, Orcish Archer, Orcish Assassin, Orcish Crossbowman, Orcish Grunt, Orcish Warrior, Troll, Troll Whelp, Wolf Rider"
recruit="Goblin Knight,Orcish Archer,Orcish Assassin,Orcish Crossbowman,Orcish Grunt,Orcish Warrior,Troll,Troll Whelp,Wolf Rider"
gold=300
income=5
#endif
team_name=orcs
team_name=Orcs
user_team_name= _ "Orcs"
{FLAG_VARIANT6 ragged}
@ -114,13 +114,17 @@
[/move_unit_fake]
[unit]
side=1
type=Elvish Rider
id=Lomarfel
name= _ "Lomarfel"
profile=portraits/lomarfel.png
x,y=16,18
side=1
upkeep=loyal
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
facing=sw
[/unit]
@ -137,7 +141,10 @@
gender=female
x,y=17,18
side=1
upkeep=loyal
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
facing=sw
[/unit]
@ -154,7 +161,10 @@
gender=male
x,y=17,19
side=1
upkeep=loyal
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
facing=sw
[/unit]
@ -171,7 +181,10 @@
gender=female
x,y=18,18
side=1
upkeep=loyal
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
facing=sw
[/unit]
@ -188,7 +201,10 @@
gender=male
x,y=18,19
side=1
upkeep=loyal
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
facing=sw
[/unit]
@ -232,8 +248,11 @@
[/kill]
[role]
type="Elvish Champion,Elvish Marshal,Elvish Captain,Elvish Hero,Elvish Outrider,Elvish Rider,Elvish Avenger,Elvish Ranger,Elvish Sharpshooter,Elvish Marksman,Elvish Shyde,Elvish Druid,Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout"
role=Advisor
race=elf
[not]
canrecruit=yes
[/not]
role=advisor
[/role]
[message]
@ -242,7 +261,7 @@
[/message]
[message]
role=Advisor
role=advisor
message= _ "If the orcs press us, we shall need to become more accustomed to fighting."
[/message]

View file

@ -22,7 +22,7 @@
[/recall]
[/then]
[elseif]
# Else, make a new advisor from an elf unit
# Else, make a new advisor from an elf unit
[have_unit]
side=1
race=elf

View file

@ -63,7 +63,7 @@
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -75}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[attack_anim]
[filter_attack]

View file

@ -66,6 +66,6 @@
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -75}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -51,7 +51,7 @@
image="units/human-battleprincess-attack-[1,2,1].png:[100,175,100]"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -50}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
{WEAPON_SPECIAL_INITIATIVE_EVENTS}
[variation]
@ -133,7 +133,7 @@
image="units/human-battleprincess-scepter-attack-[1,2,1].png:[100,175,100]"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -50}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/variation]
[/unit_type]

View file

@ -40,6 +40,6 @@
image="units/sea-orc-attack.png:150"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -50}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]

View file

@ -94,14 +94,12 @@ Chapter Two"
{MP_SIDE 3 (
no_leader=yes
# {CLEODIL}
type=Elvish Shyde
save_id=Cleodil
{PLAYABLE}
fog=no
shroud=no
{PLAYER_GOLD}
)}
)}
[side]
side=4

View file

@ -114,7 +114,6 @@ Chapter Four"
[side]
fog=no
side=2
allow_player=yes
no_leader=yes
{PLAYABLE}
[unit]
@ -221,9 +220,7 @@ Chapter Four"
[side]
side=4
no_leader=yes
team_name=player
user_team_name= _ "Player"
controller=human
{PLAYABLE}
fog=no
save_id=Galtrid
previous_save_id=Kalenz

View file

@ -58,6 +58,6 @@
[frame]
image="units/monsters/great-ogre.png:300"
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -315,8 +315,6 @@
canrecruit=yes
placement=map,leader
recruit=Elvish Fighter,Elvish Archer,Elvish Ranger,Elvish Scout,Elvish Hero,Elvish Marksman
user_team_name= _ "Player"
team_name=player
#enddef
#define ANDUILAS

View file

@ -63,7 +63,11 @@
[/entry]
[entry]
name = "Blarumyrran"
comment = "story images"
comment = "story images, Rogue Mage line sprites"
[/entry]
[entry]
name = "Sonny T Yamada (SkyOne)"
comment = "Sprite animations (defense and attack) of Rogue Mage line"
[/entry]
[/about]
[/campaign]

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@ -63,7 +63,7 @@
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -75}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[attack_anim]
[filter_attack]

View file

@ -45,32 +45,22 @@
name=ice blast
[/filter_attack]
start_time=-200
missile_start_time=-200
sound_start_time=-100
start_time=-350
missile_start_time=-350
[missile_frame]
image="projectiles/icemissile-n-[1~7].png:60"
image_diagonal="projectiles/icemissile-ne-[1~7].png:60"
[/missile_frame]
[if]
hits=yes
[missile_frame]
image="projectiles/icemissile-n-[1,2,6,7].png:[50,100,25*2]"
image_diagonal="projectiles/icemissile-ne-[1,2,6,7].png:[50,100,25*2]"
offset=0.0~1.0
sound=magicmissile.wav
[/missile_frame]
[/if]
[else]
hits=no
[missile_frame]
image="projectiles/icemissile-n-[1,2,3,6,7].png:[75,25*4]"
image_diagonal="projectiles/icemissile-ne-[1,2,3,6,7].png:[75,25*4]"
offset=0.0~0.5
alpha=1:75,0.8~0.2:100
sound=magicmissile.wav
[/missile_frame]
[/else]
[frame]
image="units/human-outlaws/rogue-mage.png:300"
image="units/human-outlaws/rogue-mage-melee4.png:400"
[/frame]
[frame]
image="units/human-outlaws/rogue-mage.png:150"
[/frame]
{SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}
[/attack_anim]
[attack_anim]
[filter_attack]
@ -78,9 +68,13 @@
[/filter_attack]
start_time=-250
offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0
[frame]
image="units/human-outlaws/rogue-mage.png:400"
image="units/human-outlaws/rogue-mage-melee[1~4].png:100"
[/frame]
[frame]
image="units/human-outlaws/rogue-mage.png:50"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}

View file

@ -66,6 +66,6 @@
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -75}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -79,6 +79,10 @@ Their tale I now relate...
[entry]
name = "John-Robert Funck (XJaPaN)"
[/entry]
[entry]
name = "JonasNL"
comment = "Dwarvish Miner attack and defense animations"
[/entry]
[entry]
name = "Peter Geinitz (Wayfarer)"
[/entry]

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@ -16,30 +16,7 @@
cost=19
usage=fighter
description= _ "Dwarvish miners are the grunt workers of Dwarvish society. They take the precious ores out of the ground, but do not ever take part in the crafting of weapons or artifacts."
{DEFENSE_ANIM_FILTERED "units/dwarves/miner.png" "units/dwarves/miner.png" {SOUND_LIST:DWARF_HIT} (
[filter]
[not]
role=loaded
[or]
role=has_coal
[/or]
[or]
role=has_gold
[/or]
[/not]
[/filter]
)}
{DEFENSE_ANIM_FILTERED "units/dwarves/miner-laden.png" "units/dwarves/miner-laden.png" {SOUND_LIST:DWARF_HIT} (
[filter]
role=loaded
[or]
role=has_coal
[/or]
[or]
role=has_gold
[/or]
[/filter]
)}
{DEFENSE_ANIM "units/dwarves/miner-defend-2.png" "units/dwarves/miner-defend-1.png" {SOUND_LIST:DWARF_HIT}}
die_sound={SOUND_LIST:DWARF_DIE}
[attack]
name=pick
@ -89,48 +66,11 @@
[filter_attack]
name=pick
[/filter_attack]
[filter]
[not]
role=loaded
[or]
role=has_coal
[/or]
[or]
role=has_gold
[/or]
[/not]
[/filter]
start_time=-350
offset=0.0~0.3,0.3~0.5,0.5~0.6,0.6~0.5,0.5~0.3,0.3~0.0
[frame]
image=units/dwarves/miner.png:250
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
[frame]
image=units/dwarves/miner.png:350
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=pick
[/filter_attack]
[filter]
role=loaded
[or]
role=has_coal
[/or]
[or]
role=has_gold
[/or]
[/filter]
start_time=-350
offset=0.0~0.3,0.3~0.5,0.5~0.6,0.6~0.5,0.5~0.3,0.3~0.0
[frame]
image=units/dwarves/miner-laden.png:250
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
[frame]
image=units/dwarves/miner-laden.png:350
image=units/dwarves/miner-attack-[1~6].png:100
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -71,6 +71,6 @@
[frame]
image="units/masked_fighter-axe[5,1~5].png:[25,75,150,50*3]"
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -89,7 +89,7 @@
[frame]
image="units/masked_lord.png:150"
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[frame]
image="units/masked_lord-attack.png:150"
[/frame]

View file

@ -67,7 +67,7 @@
[frame]
image="units/masked_steelclad.png:150"
[/frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[frame]
image="units/masked_steelclad-attack.png:150"
[/frame]

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@ -80,7 +80,7 @@
halo="halo/elven/nature-halo[1~8].png"
halo_x,halo_y=0,-12
[/frame]
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 0}
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]

View file

@ -85,6 +85,6 @@
[frame]
image="units/elves-desert/rider.png:25"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -125}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]

View file

@ -85,7 +85,7 @@
halo=halo/elven/nature-halo[1~8].png:75
halo_x,halo_y=0,-12
[/frame]
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 125}
{SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100}
[/attack_anim]
[attack_anim]
[filter_attack]

View file

@ -79,6 +79,6 @@
[frame]
image="units/humans/human-commander-attack[1~2].png:200"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} 20}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]

View file

@ -20,7 +20,7 @@
[attack]
name=claws
description= _"claws"
icon=attacks/pincers.png
icon=attacks/claws-crab.png
type=blade
range=melee
damage=9

View file

@ -65,6 +65,6 @@
[frame]
image="units/nagas/hunter.png:570"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -120}
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[/unit_type]

View file

@ -67,6 +67,6 @@
sound=horse-canter.wav
[/horse_sound_frame]
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -75}
{SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
[/attack_anim]
[/unit_type]

View file

@ -303,7 +303,7 @@
{GENDER (
[message]
speaker=Delfador
message= _ "You have $student_hp hitpoints and a sword, boy. Im fairly sure youll win."
message= _ "Young man, you have $student_hp hitpoints and a sword. Im fairly sure youll win."
[/message]
) (
[message]

View file

@ -6,6 +6,7 @@
map_data="{campaigns/tutorial/maps/02_Tutorial_part_2.map}"
turns=26
experience_modifier=100
force_lock_settings=yes
{DEFAULT_SCHEDULE}
@ -76,8 +77,9 @@
[unit]
id=Galdrad
name= _ "Galdrad"
type=Elvish Captain
type=Elvish Champion
x,y=12,2
random_traits=no
{IS_HERO}
facing=sw
[/unit]
@ -186,13 +188,13 @@
[then]
[message]
speaker=Galdrad
message= _ "I see you have veteran troops from your training! You should <i>recall</i> them as as to start off the battle with more experienced units. Think carefully, though; if a unit has too little experience, it might be cheaper to recruit a new one."
message= _ "I see you have veteran troops from your training! You should <i>recall</i> them so as to start off the battle with more experienced units. Think carefully, though; if a unit has too little experience, it might be better to recruit a new one."
[/message]
# It's impossible to have a lvl 3 unit by now, and rare to even have a lvl 2, but let's mention it anyway
[message]
speaker=Galdrad
message= _ "Some of your units have also managed to level up. Theyre even more formidable, so you should recall them first."
message= _ "Some of your units have also managed to level up. Theyre even more formidable, so you should recall them as well."
[show_if]
[have_unit]
side=1
@ -266,7 +268,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
speaker=narrator
image=$unit.profile
caption= _ "Elvish Archer"
message= _ "Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. Its useful to attack enemy units with strong melee attacks with strong ranged attacks, and vice versa. This allows your units to take less damage when your enemy counterattacks."
message= _ "Unlike the Elvish Fighter, which has strong melee attacks, the Elvish Archer has strong ranged attacks. Its useful to attack enemy units with strong melee attacks with strong ranged attacks, and vice versa. This allows your units to take less damage overall when your enemy counterattacks."
[/message]
[/event]
@ -370,7 +372,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
message= _ "Alright. The bridge it is, then, but Ill be careful about the crossing."
[/message]
{TALK_ABOUT Dumbo ( _ "That Orcish Grunt is still blocking our path. He has no ranged attacks, so your archers should be able to engage him with little risk. Unfortunately, your units cannot reach him this turn, but you should not let them languish! Move them into position so they can attack next turn. There are also other villages on this side of the river. You should secure them for income and healing")}
{TALK_ABOUT Dumbo ( _ "That Orcish Grunt is still blocking our path. He has no ranged attacks, so your archers should be able to engage him with little risk. Unfortunately, your units cannot reach him this turn, but you should not let them languish! Move them into position so they can attack next turn. There are also other villages on this side of the river. You should secure them for income and healing.")}
[message]
speaker=narrator
@ -431,7 +433,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
speaker=narrator
caption= _ "Zone of Control"
image=wesnoth-icon.png
message= _ "The hexes immediately around a unit constitute its <i>Zone of Control</i>. When an enemy unit enters those hexes, they cannot move any further that turn. An exception are units with the <i>skirmish</i> ability, who are unaffected by zones of control. This can be used to create a blockade to prevent stronger enemies from reaching key locations, such as villages, even if you have limited manpower."
message= _ "The hexes immediately around a unit constitute its <i>Zone of Control</i>. When an enemy unit enters those hexes, they cannot move any further that turn. (An exception are units with the <i>skirmisher</i> ability, who are unaffected by zones of control.) This can be used to create a blockade to prevent stronger enemies from reaching key locations, such as villages, even if you have limited manpower."
[/message]
[remove_item]
@ -504,7 +506,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
message= _ "Well done! The island village is ours. You can use the trees to set up a blockade against the orcs; they can only come across the bridge one by one without wading through the water, and you will be securely on a terrain with good defense."
[/message]
{TALK_ABOUT_LOC 19,5 ( _ "Dont forget about that last village near the channel. They orcs will capture if it they try to sneak around via the ford! It will be hard to dislodge them of they do.")}
{TALK_ABOUT_LOC 19,5 ( _ "Dont forget about that last village near the channel. The orcs will capture it if they try to sneak around via the ford! It will be hard to dislodge them if they do.")}
[/event]
[event]

View file

@ -552,7 +552,7 @@
[/entry]
[entry]
name = "doofus-01"
comment = "orcish fort and villages, portraits for walking corpse and soulless"
comment = "orcish fort and villages, desert mountains, portraits for walking corpse and soulless"
[/entry]
[entry]
name = "Elena Astanina (ayona)"
@ -1211,6 +1211,9 @@
[entry]
name = "Justin DiSabatino (Turuk)"
[/entry]
[entry]
name = "Jyrki Vesterinen"
[/entry]
[entry]
name = "Kamil Kaczmarczyk (lampak)"
[/entry]
@ -1512,6 +1515,12 @@
[/entry]
[/about]
[about]
title = _"Asturian Translation" # wmllint: no spellcheck
# [entry]
# [/entry]
[/about]
[about]
title = _"Basque Translation" # wmllint: no spellcheck
[entry]

View file

@ -11,19 +11,7 @@
[topic]
id=aerie
title= _ "Aerie"
text= _ "A very large castle-like structure that is home to a <ref>dst='flight' text='flight'</ref>. It contains the <ref>dst='breeding_pen' text='breeding pens'</ref>."
[/topic]
[topic]
id=breeding_pen
title= _ "Breeding Pen"
text= _ "The portion of an <ref>dst='aerie' text='aerie'</ref> where the nonsentient <ref>dst='breeder' text='Breeders'</ref> live under the <ref>dst='dominant' text='Dominant'</ref>s eye."
[/topic]
[topic]
id=breeding_cycle
title= _ "Breeding Cycle"
text= _ "The time that passes between one <ref>dst=egg text='egg'</ref> laying to the next."
text= _ "A very large castle-like structure that is home to a <ref>dst='flight' text='flight'</ref>."
[/topic]
[topic]
@ -56,12 +44,6 @@
text= _ "The drakish tradition of perpetual expansion and conquest. This term is mostly used by the members of the <ref>dst='spiral_path' text='Spiral Path'</ref>."
[/topic]
[topic]
id=dominant
title= _ "Dominant"
text= _ "The <ref>dst='aspirant' text='Aspirant'</ref> that emerges as the drake leader, the only drake in the tribe that is allowed to reproduce with the <ref>dst='breeder' text='breeders'</ref>. Rarely, he may confer breeding privileges on others."
[/topic]
[topic]
id=vulcaniad
title= _ "Vulcaniad"
@ -74,36 +56,12 @@
text= _ "A Recorder is a Drakish scrollkeeper who has mastered the drakish <ref>dst='drakish_script' text='script'</ref>. The recorders are the only <ref>dst='caste' text='caste'</ref> of Drake not determined by biology: they recruit their members from all of the other castes."
[/topic]
[topic]
id=laying
title= _ "Laying"
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>."
[/topic]
[topic]
id=hatchling
title= _ "Hatchling"
text= _ "A young drake that has not yet seen another generation hatch. The younger of the current generation of hatchlings are the most aggressive is the behavior of the <ref>dst='flight' text='flight'</ref>."
[/topic]
[topic]
id=fledgling
title= _ "Fledgling"
text= _ "A young drake that has seen another generation hatch. If the <ref>dst='flight' text='flight'</ref> can afford the loss of a generation they start the <ref>dst='swarming' text='Swarming'</ref>."
[/topic]
[topic]
id=breeder
title= _ "Breeder"
text= _ "The female drake. They are rare since <ref>dst='egg' text='eggs'</ref> that become breeders have to be handled with extra care. The number of breeders is also limited by the amounts of non-breeders around, since breeders can't take care of their food for themselves when laying. Drake breeders become fertile after the next <ref>dst='hatching' text='hatching'</ref>."
[/topic]
[topic]
id=egg
title= _ "Egg, Drake"
@ -113,13 +71,7 @@
[topic]
id=flight
title= _ "Flight"
text= _ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, controlling a hunting range. Each tribe has one <ref>dst='dominant' text='Dominant'</ref>, who confers mating privileges."
[/topic]
[topic]
id=aspirant
title= _ "Aspirant"
text= _ "Male drake that has passed through a hormonal metamorphosis that makes him able to mate with the <ref>dst='breeder' text='breeders'</ref>. The secretion of the hormone is caused by hunt and combat actions in which the drake is involved."
text= _ "Tribe of Drakes, lives in an <ref>dst='aerie' text='Aerie'</ref>, controlling a hunting range."
[/topic]
[topic]
@ -128,24 +80,6 @@
text= _ "The drake name for a true <ref>dst='unit_Fire Dragon' text='dragon'</ref>."
[/topic]
[topic]
id=intendant
title= _ "Intendant"
text= _ "One of the <ref>dst='aspirant' text='Aspirant'</ref> lieutenants of a <ref>dst='dominant' text='Dominant'</ref>. Traditionally he has one of each <ref>dst=caste text='caste'</ref> other than his own. Additional 'Intendants' are sometimes designated for special duties. Intendants are likeliest to be granted mating privileges, especially after a notable service."
[/topic]
[topic]
id=swarm
title= _ "Swarm"
text= _ "The <ref>dst='swarmlings' text='Swarmlings'</ref> that have left the <ref>dst='aerie' text='aerie'</ref> to found a new one."
[/topic]
[topic]
id=swarming
title= _ "Swarming"
text= _ " The <ref>dst='flight' text='flight'</ref> for a new drake <ref>dst='aerie' text='aerie'</ref> that recurs every <ref>dst='breeding_cycle' text='breeding cycle'</ref>. See <ref>dst='swarm' text='Swarm'</ref>"
[/topic]
[topic]
id=runners
title= _ "Runners"
@ -158,12 +92,6 @@
text= _ "Volcanic mountain on the central island of the archipelago <ref>dst='morogor' text='Morogor'</ref>."
[/topic]
[topic]
id=long_count
title= _ "Long Count"
text= _ "The drake calender based on <ref>dst='vulcaniad' text='Vulcaniad'</ref> and <ref>dst=breeding_cycle text='Breeding cycles'</ref>."
[/topic]
[topic]
id=long_pig
title= _ "Long Pig"

View file

@ -30,7 +30,7 @@
[topic]
id=great_ocean
title= _ "Great Ocean"
text= _ "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> and all rivers eventually flow to it. Far to the west in the the Great Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
text= _ "Lies to the west of the <ref>dst='great_continent' text='continent'</ref> and all rivers eventually flow to it. Far to the west in the Great Ocean is a huge archipelago called <ref>dst='morogor' text='Morogor'</ref>."
[/topic]
[topic]

View file

@ -259,7 +259,7 @@ While most units have three levels, not all do. Occasional units (such as <ref>d
Each unit has a certain number of movement points which are used up when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type — in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>." + _ "
Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of control." + _ "
Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit — except for level 0 units — generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst='ability_skirmisher' text='skirmishers'</ref> can ignore zones of control." + _ "
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]

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