SotA: Comment fixes
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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
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# archers from graves. UNIT is the unit type, UNIT_STRING is similar but has underscores
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# and is used for the id and icon filename. GOLD is the cost (a number).
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#define SET_MENU_ITEM_FOR UNIT UNIT_STRING GOLD
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# We need a varialbe to use in the switch statement:
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# We need a variable to use in the switch statement:
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[set_variable]
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name=unit_string
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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
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image=items/trap-doors-closed.png
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[/item]
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#debug:
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[allow_recruit]
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side=1
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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
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# This checks to see if the conditions are correct for activating the bats. The
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# bats will spawn as their turn ends, so they can't spawn and attack at the same
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# time. (Which would be a bad surprise.) This way, the player gets one turn to
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# arrange their defences.
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# arrange their defenses.
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[event]
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name=side 3 turn end
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first_time_only=no
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@ -5,7 +5,7 @@
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# Moving a unit to the jailhouse gets you two loyal, level-0 units. One is a ruffian, and
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# the other is a female version of a ruffian called a delinquent. She can't level into a
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# thug, but both of them can level into DAs. (This is recommended. You can evenually have
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# thug, but both of them can level into DAs. (This is recommended. You can eventually have
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# a pair of loyal ancient liches if you take this option.) Winning the scenario also
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# works to get these units.
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@ -202,7 +202,7 @@
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[/else]
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[/if]
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# Remove the bones and show a resurected bird:
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# Remove the bones and show a resurrected bird:
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[animate_unit]
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# Fire the recruitment animation (actually an extra_anim):
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[filter]
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@ -411,7 +411,7 @@
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# shown yet, so the player won't know how much gold R-T is talking about. To
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# fix that, we temporarily set the amount of gold shown at the top of the
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# screen to be equal to the carryover amount. Then we have to set it back to
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# make the carrover report correct.
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# make the carryover report correct.
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[gold]
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side=1
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amount="$(-1 * $gold + $rastabahn_gold)"
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@ -1,6 +1,6 @@
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#textdomain wesnoth-sota
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# A loyal saurain healer is added at the end of this scenario--very useful.
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# A loyal saurian healer is added at the end of this scenario--very useful.
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# This is slightly hackish since the closer contains VAR_NAME...
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# 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
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# the king while he talks about this, so that's what we're actually going to
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# check: That a player's unit can see the side-2 leader. We can't use
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# "sighted" for this because that only works when a unit is revealed for the
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# first time, and the king may have aleady been revealed by a shadow or other
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# first time, and the king may have already been revealed by a shadow or other
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# hidden unit. (But, of course, the king wouldn't have been alerted in that
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# case.) We fire a custom event to have the king open another chest of gold.
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name=moveto
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@ -2,7 +2,7 @@
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# Several enemies are placed on the map at the start. Three others are placed later on
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# specific turns. It is possible for the player to occupy their castles before they
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# appear, or wait nearby to assissinate them before they can recruit. This strategy will
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# appear, or wait nearby to assassinate them before they can recruit. This strategy will
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# backfire as the leader will get at least a castle's worth of units a turn earlier in
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# this case. Several events and macros control this. (About half of this file actually.)
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