SotA: Comment fixes

This commit is contained in:
sigurdfdragon 2017-03-16 16:45:31 -04:00 committed by Charles Dang
parent 252b64245d
commit c04e4a4a39
8 changed files with 8 additions and 9 deletions

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@ -73,7 +73,7 @@ I decided to hide in the cemetery. That way I could try my experiment to animate
# archers from graves. UNIT is the unit type, UNIT_STRING is similar but has underscores
# and is used for the id and icon filename. GOLD is the cost (a number).
#define SET_MENU_ITEM_FOR UNIT UNIT_STRING GOLD
# We need a varialbe to use in the switch statement:
# We need a variable to use in the switch statement:
[set_variable]
name=unit_string
value={UNIT_STRING}

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@ -133,7 +133,6 @@ When the captain retained his memories, I reasoned that it may have been because
image=items/trap-doors-closed.png
[/item]
#debug:
[allow_recruit]
side=1
type=Ghoul,Skeleton,Skeleton Archer,Walking Corpse

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@ -254,7 +254,7 @@ I was so sure I had the answer! I was wrong. I wanted to believe that I was imag
# This checks to see if the conditions are correct for activating the bats. The
# bats will spawn as their turn ends, so they can't spawn and attack at the same
# time. (Which would be a bad surprise.) This way, the player gets one turn to
# arrange their defences.
# arrange their defenses.
[event]
name=side 3 turn end
first_time_only=no

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@ -5,7 +5,7 @@
# Moving a unit to the jailhouse gets you two loyal, level-0 units. One is a ruffian, and
# the other is a female version of a ruffian called a delinquent. She can't level into a
# thug, but both of them can level into DAs. (This is recommended. You can evenually have
# thug, but both of them can level into DAs. (This is recommended. You can eventually have
# a pair of loyal ancient liches if you take this option.) Winning the scenario also
# works to get these units.

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@ -202,7 +202,7 @@
[/else]
[/if]
# Remove the bones and show a resurected bird:
# Remove the bones and show a resurrected bird:
[animate_unit]
# Fire the recruitment animation (actually an extra_anim):
[filter]
@ -411,7 +411,7 @@
# shown yet, so the player won't know how much gold R-T is talking about. To
# fix that, we temporarily set the amount of gold shown at the top of the
# screen to be equal to the carryover amount. Then we have to set it back to
# make the carrover report correct.
# make the carryover report correct.
[gold]
side=1
amount="$(-1 * $gold + $rastabahn_gold)"

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@ -1,6 +1,6 @@
#textdomain wesnoth-sota
# A loyal saurain healer is added at the end of this scenario--very useful.
# A loyal saurian healer is added at the end of this scenario--very useful.
# This is slightly hackish since the closer contains VAR_NAME...
# wmlindent: opener "{NEAREST_HEX "

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@ -380,7 +380,7 @@ We left the fires of the mountain behind and plunged once more into darkness. Af
# the king while he talks about this, so that's what we're actually going to
# check: That a player's unit can see the side-2 leader. We can't use
# "sighted" for this because that only works when a unit is revealed for the
# first time, and the king may have aleady been revealed by a shadow or other
# first time, and the king may have already been revealed by a shadow or other
# hidden unit. (But, of course, the king wouldn't have been alerted in that
# case.) We fire a custom event to have the king open another chest of gold.
name=moveto

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@ -2,7 +2,7 @@
# Several enemies are placed on the map at the start. Three others are placed later on
# specific turns. It is possible for the player to occupy their castles before they
# appear, or wait nearby to assissinate them before they can recruit. This strategy will
# appear, or wait nearby to assassinate them before they can recruit. This strategy will
# backfire as the leader will get at least a castle's worth of units a turn earlier in
# this case. Several events and macros control this. (About half of this file actually.)