Typography update. Closes #8000.

[ci skip]
This commit is contained in:
Wedge009 2024-09-18 10:40:51 +10:00
parent 32e1bdb2e6
commit ca8a0aede8
29 changed files with 52 additions and 52 deletions

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@ -470,7 +470,7 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard
[message]
side=7
type=Vampire Bat
message= _ "Us four bats switch between running off to the corners of the map (each one to a different corner), and getting back in a group right here. Either behavior is set up with a single [micro_ai] tag, one with 'unique_goals=yes', the other without." # wmllint: no spellcheck
message= _ "Us four bats switch between running off to the corners of the map (each one to a different corner), and getting back in a group right here. Either behavior is set up with a single [micro_ai] tag, one with unique_goals=yes, the other without." # wmllint: no spellcheck
[/message]
[/event]
@ -488,7 +488,7 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard
[/message]
[message]
speaker=messenger1
message= _ "Dont worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible -- except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we dont corner them, theyll leave us alone."
message= _ "Dont worry, those are really shy ghosts. Nobody knows why, but they always appear in the north this time of year and move through to the south. Also, very unusually for ghosts, they seem to be scared of everybody and avoid other units as much as possible except for the bats and saurians, with which they seem to get along just fine for some reason. So as long as we dont corner them, theyll leave us alone."
[/message]
[event]
name=side 8 turn
@ -553,7 +553,7 @@ Note: This is a demonstration of how the Goto Micro AI can be used to code guard
speaker=messenger1
message= _ "Youre crazy. It might be shorter as the crow flies, but it will take you forever to get through those mountains.
Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, 'use_straight_line=yes/no'." # wmllint: no spellcheck
Note: The messengers are controlled by Goto Micro AI definitions that differ by a single line, use_straight_line=yes/no." # wmllint: no spellcheck
[/message]
[micro_ai]

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@ -398,7 +398,7 @@ separate attack Zone"
speaker=narrator
image=portraits/dwarves/guard.webp
caption= _ "Standard WML Guardian"
message= _ "This is the built-in WML guardian coded using 'ai_special=guardian'. These guardians attack if there is an enemy within their movement range, otherwise they do nothing (except maybe retreating to a village for healing)."
message= _ "This is the built-in WML guardian coded using ai_special=guardian. These guardians attack if there is an enemy within their movement range, otherwise they do nothing (except maybe retreating to a village for healing)."
[/message]
[/command]
[/set_menu_item]

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@ -147,7 +147,7 @@
[message]
speaker=Grnk
caption= _ "Guardian Micro AI demo"
message= _ "In Guardians, several variations of the standard Wesnoth guardian are shown, including a ""coward"" unit that runs away from any approaching unit (an ""inverse guardian"", in a way)."
message= _ "In Guardians, several variations of the standard Wesnoth guardian are shown, including a “coward” unit that runs away from any approaching unit (an “inverse guardian”, in a way)."
[/message]
[/command]
[/set_menu_item]
@ -224,7 +224,7 @@
[message]
speaker=Grnk
caption= _ "HttT: The Elves Besieged Micro AI demo"
message= _ "This is a reenactment of scenario ""The Elves Besieged"" of the mainline campaign ""Heir to the Throne"", just that the AI is playing Konrads side here. The same algorithm as for scenario ""Protect Unit"" is used."
message= _ "This is a reenactment of scenario “The Elves Besieged” of the mainline campaign “Heir to the Throne”, just that the AI is playing Konrads side here. The same algorithm as for scenario “Protect Unit” is used."
[/message]
[/command]
[/set_menu_item]

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@ -3,7 +3,7 @@
# This is AI test scenario which is not visible to casual player.
[test]
id=ai_arena_small
name= _ "AI Arena - small"
name= _ "AI Arena small"
description= _ "Small ai arena"
map_file=ai/maps/scenario-AI_Arena_small.map
random_start_time="no"
@ -310,7 +310,7 @@
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "And so, the AI for team 2 was redeployed from file '$test_path_to_ai'"
message= _ "And so, the AI for team 2 was redeployed from file $test_path_to_ai"
[/message]
[/event]
[/test]

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@ -673,7 +673,7 @@
[message]
speaker=Gweddry
#po: a huge number of undead are spawning
message= _ "Wha- How did so many of them flank us? Were cut off from Wesnoth!"
message= _ "Wha How did so many of them flank us? Were cut off from Wesnoth!"
[/message]
# Dacyn reappears and gives message about trapdoor.

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@ -1731,13 +1731,13 @@ The darkness between worlds opens its maw."
[/message]
[message]
speaker=unit
message= _ "<i>Journal of Ravan - 13 Blackfire, 588 YW.
message= _ "<i>Journal of Ravan 13 Blackfire, 588 YW.
This expedition is proving a greater success than I had anticipated. While Dacyn disarms the traps littered around this place, I have been able to conduct extensive research into the other plane beyond the Maw. There is a realm of souls that can be reached from our very own world, one that Iliah-Malal doubtlessly made contact with using the Amulet of the Veil. From time to time, I hear spirits whispering from the other side, but their voices are faint as of yet. I suspect that if I can somehow reach them, they will be able to answer some of the questions I have been pondering. However, there seems to be a piece of the puzzle still missing.</i>"
[/message]
[message]
speaker=unit
message= _ "<i>Journal of Ravan - 21 Whitefire, 589 YW.
message= _ "<i>Journal of Ravan 21 Whitefire, 589 YW.
I had a dream tonight. Was it a dream? It seemed much more like a vision. I saw a scorching light from twin orbs in the sky, radiating searing brightness over a land teeming with aberrations of constantly shifting flesh. I saw a jewel, no, a key, alight with fire bridging the vast nothingness of the Maw. I saw darkness, merged with light and transfigured, rending the indestructible core of those without form. I hear voices recounting these muddled dreams, yet their words are disjointed, incomprehensible. What are they trying to tell me?</i>"
[/message]
@ -1761,7 +1761,7 @@ I had a dream tonight. Was it a dream? It seemed much more like a vision. I saw
[/filter]
[message]
speaker=unit
message= _ "<i>Journal of Ravan - 5 Bleeding Moon, 597 YW.
message= _ "<i>Journal of Ravan 5 Bleeding Moon, 597 YW.
Nothing is going well. My research has come to a dead end and even the spirits from the other plane no longer speak to me. I can no longer rely on Dacyn either. That stupid man! He decided that playing politics would be a better use of his abilities than helping me decipher this crucial puzzle. As if he could do any good, being the advisor to that half-decrepit old King Haldric. Then again, maybe that is the game Dacyn wants to play. What a shame. I had held him in higher regard than that.</i>"
[/message]

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@ -802,7 +802,7 @@ And the strength of our Flight."
[message]
speaker=$found_unit.id
#po: Speaker is an orc, and Mortic is flying towards them. "What? Hey!" *gets killed by Mortic*
message= _ "Wha- hey!"
message= _ "Wha hey!"
[/message]
[animate_unit]
[filter]

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@ -1882,7 +1882,7 @@ And leave eternal night to remain."
[message]
speaker=Mel Guthrak
#po: last breath of Mel Guthrak
message= _ "Wha- but how?"
message= _ "Wha but how?"
[/message]
[message]
speaker=Gaennell

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@ -533,7 +533,7 @@ When an enemy unit of lower level within a 2 hex radius engages in combat, its a
id=arcane_damage_blessing
name= _ "arcane blessing"
description= _ "All attacks combine the arcane type with the type of the weapon used, so that resistance to arcane does not penalize the user."
special_note=_ "This unit's weapons are treated as arcane instead of the declared damage type if that would increase the damage."
special_note=_ "This units weapons are treated as arcane instead of the declared damage type if that would increase the damage."
alternative_type=arcane
affect_self=yes
overlay_image="misc/arcane-icon.png"
@ -545,7 +545,7 @@ When an enemy unit of lower level within a 2 hex radius engages in combat, its a
id=arcane_damage_ranged_blessing
name= _ "arcane blessing"
description= _ "All bow or crossbow attacks combine the arcane type with the type of the weapon used, so that resistance to arcane does not penalize the user."
special_note=_ "This unit's bow or crossbow attacks are treated as arcane instead of the declared damage type if that would increase the damage."
special_note=_ "This units bow or crossbow attacks are treated as arcane instead of the declared damage type if that would increase the damage."
alternative_type=arcane
affect_self=yes
overlay_image="misc/crystal-quiver-icon.png"

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@ -118,7 +118,7 @@
[message]
speaker=Dolburras
message= _ "Watch out behind ye- ach!" # wmllint: no spellcheck
message= _ "Watch out behind ye ach!" # wmllint: no spellcheck
[/message]
[message]
speaker=Gweddry

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@ -558,7 +558,7 @@
{MODIFY_TERRAIN Qxua 24 2}
[message]
speaker=Mal-Ravanal
message= _ "Wha- what is this?!"
message= _ "Wha what is this?!"
[/message]
{DACYN_ATTACK}
@ -768,7 +768,7 @@
[/message]
[message]
speaker=Dacyn
message= _ "Wha- where am I? Whats happening to me?"
message= _ "Wha where am I? Whats happening to me?"
[/message]
[message]
speaker=spirit

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@ -300,7 +300,7 @@
[message]
role=Supporter
message= _ "Great idea, Tallin. It's so dark I probably couldnt even fight a bat down here."
message= _ "Great idea, Tallin. Its so dark I probably couldnt even fight a bat down here."
[/message]
[move_unit_fake]

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@ -263,7 +263,7 @@
[message]
id=Alanin
message= _ "Oh no, more of them? And there I thought I could catch my breath"
message= _ "Oh no, more of them? And there I thought I could catch my breath..."
[/message]
[message]

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@ -113,7 +113,7 @@
[/ai]
[unit]
id=Gathor
name= _ "Bar'Gathor"
name= _ "BarGathor"
type=Orcish Warrior
profile=portraits/orcs/grunt-3.webp
[modifications]

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@ -764,7 +764,7 @@
[then]
{LOOT $stored_Gruu_side.gold 1}
[+message]
message= _ "You retrieve $amount_gold of Grüü's leftover gold."
message= _ "You retrieve $amount_gold of Grüüs leftover gold."
[/message]
[gold]

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@ -542,7 +542,7 @@ _f, _f, Re, _f
[message]
speaker=narrator
{NARRATOR: _"Deoran and Urza Afalas retreated quickly from Mebrin's fortress..."}
{NARRATOR: _"Deoran and Urza Afalas retreated quickly from Mebrins fortress..."}
image=wesnoth-icon.png
[/message]

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@ -1548,10 +1548,10 @@ _ "cooldown 1"#enddef
_ "cooldown 2"#enddef
#define STR_COOLDOWN_RESTRICT_2
_ "After using this attack, you can't use it during your next turn."#enddef
_ "After using this attack, you cant use it during your next turn."#enddef
#define STR_COOLDOWN_RESTRICT_3
_ "After using this attack, you can't use it during your next two turns."#enddef
_ "After using this attack, you cant use it during your next two turns."#enddef
#define WEAPON_SPECIAL_COOLDOWN X

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@ -1175,10 +1175,10 @@ sort=yes
email = "mishanhideaki88_AT_gmail.com"
[/entry]
[entry]
name = "いいむらなおき (amatubu) - Naoki Iimura"
name = "いいむらなおき (amatubu) Naoki Iimura"
[/entry]
[entry]
name = "岡田信人 - Nobuhito Okada"
name = "岡田信人 Nobuhito Okada"
email = "okyada_AT_gmail.com"
[/entry]
[entry]

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@ -192,7 +192,7 @@ The marker arrows are not very useful by themselves, but the bluffs/gulch-type t
An example use case would be:
1. Select the Bluffs (^Qhh) from the editor palette and use single-hex paint tool to outline a big blob over an empty, all-grass map.
2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the Bluffs border).
3. The blob should all be raised now, and as long as you don't overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed.
3. The blob should all be raised now, and as long as you dont overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed.
The graphics used to represent the ledge borders are determined by the base terrain.
" +
@ -403,7 +403,7 @@ To load a map that was created in the scenario editor, use “Load Map” from t
The map editor saves one file when in terrain mode (a .map) or two files when in scenario mode (both a .map and a .cfg).
Loading a .cfg file has different results depending on the contents of the .cfg file. For .cfg files that were created by the scenario editor, it will open the .cfg in the scenario editor. However, for .cfg files that cannot be opened by the scenario editor, the editor will attempt to find the scenario's map data and open the corresponding .map file in terrain-only mode, as if the .map file was chosen in the file selector. It is recommended in those cases to simply load the .map file directly instead."
Loading a .cfg file has different results depending on the contents of the .cfg file. For .cfg files that were created by the scenario editor, it will open the .cfg in the scenario editor. However, for .cfg files that cannot be opened by the scenario editor, the editor will attempt to find the scenarios map data and open the corresponding .map file in terrain-only mode, as if the .map file was chosen in the file selector. It is recommended in those cases to simply load the .map file directly instead."
[/topic]
# wmllint: markcheck on

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@ -1067,7 +1067,7 @@ Most units receive 20 to 40% defense in sand."
hidden=yes # deprecated, only kept around so old maps still work
#ifdef EDITOR
# po: this hint is only shown in the map editor, the ^Uf, ^Tf and Tb are all terrain codes and should be left as-is
help_topic_text= _ "editor^The overlays '^Uf' and '^Ufi' are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are '^Tf' and '^Tfi' which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, 'Tb' is a mushroom base terrain, which can be used with or without '^Tf' on top."
help_topic_text= _ "editor^The overlays ^Uf and ^Ufi are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are ^Tf and ^Tfi which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, Tb is a mushroom base terrain, which can be used with or without ^Tf on top."
#else
# po: this is only shown when the player opens the help by asking for the terrain description of a old mushroom terrain (^Uf or ^Ufi)
help_topic_text= _ "Dwarven tales describe different types of mushrooms — with some types the difficulty of walking on the spongy floor has no relation to the ground underneath, even when the ground underneath is still visible. This terrains defense and movement costs are purely based on the units stats for <italic>text='Fungus'</italic>."
@ -1087,7 +1087,7 @@ Most units receive 20 to 40% defense in sand."
hidden=yes # deprecated, only kept around so old maps still work
#ifdef EDITOR
# po: this hint is only shown in the map editor, the ^Uf, ^Tf and Tb are all terrain codes and should be left as-is
help_topic_text= _ "editor^The overlays '^Uf' and '^Ufi' are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are '^Tf' and '^Tfi' which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, 'Tb' is a mushroom base terrain, which can be used with or without '^Tf' on top."
help_topic_text= _ "editor^The overlays ^Uf and ^Ufi are deprecated because, although the graphics show an overlay with another terrain underneath, the movement and defense stats are purely fungus terrain, ignoring the underlying terrain. The recommended replacements are ^Tf and ^Tfi which look the same but have the stats implied by the graphics. For hexes where the stats of purely fungus are wanted, Tb is a mushroom base terrain, which can be used with or without ^Tf on top."
#else
# po: this is only shown when the player opens the help by asking for the terrain description of a old mushroom terrain (^Uf or ^Ufi)
help_topic_text= _ "Dwarven tales describe different types of mushrooms — with some types the difficulty of walking on the spongy floor has no relation to the ground underneath, even when the ground underneath is still visible. This terrains defense and movement costs are purely based on the units stats for <italic>text='Fungus'</italic>."

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@ -259,7 +259,7 @@ The Dunefolks inquisitive and explorative nature does not preclude military s
<header>text='Society'</header>
Saurians are very mysterious creatures due to their tendency to live in areas inhospitable to others, such as swamps. Fatalistic in the extreme, Saurians believe all the events in a life can be predicted by the use of a complex form of astrology.
Saurian culture is sharply segregated between the genders. Within each gender the members compete, and through skill, determination, and reputation establish a clear pecking order, with a chief at the top. On those occasions when the two genders interact they do not contest for dominance; instead, the situation determines the dominant gender. The chief of the males is alpha within the clan's village or encampment while the chief of females is dominant anywhere else. This continues down the rank structure with each male or female being dominant over any member of the opposite gender with lower rank and submitting to members of the opposite gender with higher rank.
Saurian culture is sharply segregated between the genders. Within each gender the members compete, and through skill, determination, and reputation establish a clear pecking order, with a chief at the top. On those occasions when the two genders interact they do not contest for dominance; instead, the situation determines the dominant gender. The chief of the males is alpha within the clans village or encampment while the chief of females is dominant anywhere else. This continues down the rank structure with each male or female being dominant over any member of the opposite gender with lower rank and submitting to members of the opposite gender with higher rank.
The segregation and alternating gender-dominance of Saurian society is an outgrowth of their clearly defined gender roles. It is the responsibility of the female to hunt and find food, skills which ultimately train them to be warriors: the skirmishers, flankers, and ambushers other races so fear. Males, meanwhile, are responsible for guarding the clutch — the eggs left by the females. While this leaves time for the males to develop and hone the arts of astrology, healing, and magic, it also exposes them to significant danger, as they are stationary targets for a Saurian clans number one enemy — other Saurian clans.

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@ -18,7 +18,7 @@
#wmllint: general spellings clasher Clasher clashers Clashers
description= _ "The Clashers are members of a unique caste among the drakes. Their thick armor, while compensating for the drakes natural weakness against spears and arrows, is so heavy and restricting that they are not able to fly or muster enough breath to use their inner fire. They have embraced this handicap, completely encasing their wings to emphasize that they do not need flight to triumph in battle.
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drakes traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drakes traditional metal claws, which makes them particularly good at “resolving” territorial disputes with other drakes and enforcing the laws of their tribe."
die_sound=drake-die.ogg
[attack]
name=war talon

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@ -44,7 +44,7 @@
cost=18
undead_variation=scorpion
usage=fighter
description= _ "Rock scorpions have featured in tales of highwaymen and drunks, but there has been scant evidence that they truly exist. They've been described as stealthy monsters with a hide of solid rock, and sharp, crystalline claws. Unlike most scorpions, they do not deliver their poison with a piercing stinger, but instead spray their enemies with a noxious, volatile stream."
description= _ "Rock scorpions have featured in tales of highwaymen and drunks, but there has been scant evidence that they truly exist. Theyve been described as stealthy monsters with a hide of solid rock, and sharp, crystalline claws. Unlike most scorpions, they do not deliver their poison with a piercing stinger, but instead spray their enemies with a noxious, volatile stream."
die_sound=hiss-big.wav
{DEFENSE_ANIM "units/monsters/scorpion/rock-scorpion-defend2.png" "units/monsters/scorpion/rock-scorpion-defend1.png" hiss.wav }
# {DEFENSE_ANIM_DIRECTIONAL "units/monsters/scorpion/rock-scorpion-defend2.png" "units/monsters/scorpion/rock-scorpion-defend1.png" "units/monsters/scorpion/rock-scorpion-ne-defend2.png" "units/monsters/scorpion/rock-scorpion-ne-defend1.png" hiss.wav }

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@ -30,7 +30,7 @@ The wind whirled ever faster, a torrent of gale force spiraling and spiraling in
As quickly as the storm came, it vanished, leaving Xylrix to contemplate his broken weapons. When he finally returned to his home many days later, he announced his new name: Zephyr, a warrior who serves the Wind on which his blades fly.
While the old tales drive the elite warriors of this legacy to focus on the thrown blade, this doesn't mean they are weak in melee combat, as the unbalanced chakram can be enhanced with spikes and smaller blades.
While the old tales drive the elite warriors of this legacy to focus on the thrown blade, this doesnt mean they are weak in melee combat, as the unbalanced chakram can be enhanced with spikes and smaller blades.
"
die_sound=naga-die.ogg
{DEFENSE_ANIM "units/nagas/mixed/zephyr-defend2.png" "units/nagas/mixed/zephyr-defend1.png" {SOUND_LIST:NAGA_HIT} }

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@ -318,7 +318,7 @@
id = "open_ext"
definition = "default"
label = _ "Open External"
tooltip = _ "Open selected using platform's default applications"
tooltip = _ "Open selected using platforms default applications"
[/button]
[/column]

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@ -8,8 +8,8 @@
id=Wesnoth_MP_Dark_Forecast
name= _ "Foresight of Triumph"
name_completed= _ "Foresight of Triumph"
description= _ "Complete the survival scenario <i>2p - Dark Forecast</i>."
description_completed= _ "Completed the survival scenario <i>2p - Dark Forecast</i>."
description= _ "Complete the survival scenario <i>2p Dark Forecast</i>."
description_completed= _ "Completed the survival scenario <i>2p Dark Forecast</i>."
icon="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/drakes/blademaster.png~RC(magenta>red), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/drakes/blademaster.png~RC(magenta>red), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
[/achievement]
@ -19,8 +19,8 @@
id=Wesnoth_MP_Isle_of_Mists
name= _ "Banish the Mists"
name_completed= _ "Banished the Mists"
description= _ "Complete the survival scenario <i>2p - Isle of Mists</i>."
description_completed= _ "Completed the survival scenario <i>2p - Isle of Mists</i>."
description= _ "Complete the survival scenario <i>2p Isle of Mists</i>."
description_completed= _ "Completed the survival scenario <i>2p Isle of Mists</i>."
icon="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/dunefolk/soldier/blademaster.png~RC(magenta>blue), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/dunefolk/soldier/blademaster.png~RC(magenta>blue), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
[/achievement]
@ -30,8 +30,8 @@
id=Wesnoth_MP_Team_Survival
name= _ "Flawless Teamwork"
name_completed= _ "Flawless Teamwork"
description= _ "Complete the survival scenario <i>6p - Team Survival</i>."
description_completed= _ "Completed the survival scenario <i>6p - Team Survival</i>."
description= _ "Complete the survival scenario <i>6p Team Survival</i>."
description_completed= _ "Completed the survival scenario <i>6p Team Survival</i>."
icon="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/elves-wood/sorceress.png~RC(magenta>green), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/elves-wood/sorceress.png~RC(magenta>green), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
[/achievement]
@ -41,8 +41,8 @@
id=Wesnoth_MP_ANL
name= _ "Return to Glory"
name_completed= _ "Return to Glory"
description= _ "Complete the survival scenario <i>4p - A New Land</i>."
description_completed= _ "Completed the survival scenario <i>4p - A New Land</i>."
description= _ "Complete the survival scenario <i>4p A New Land</i>."
description_completed= _ "Completed the survival scenario <i>4p A New Land</i>."
icon="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/human-loyalists/general.png~RC(magenta>gold), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/blank-attack.png~SCALE(72,72)~BLIT(units/human-loyalists/general-leading2.png~RC(magenta>gold), 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
[/achievement]
@ -51,8 +51,8 @@
id=Wesnoth_MP_ANL_mines
name= _ "Economic Recession"
name_completed= _ "Economic Recession"
description= _ "Destroy all enemy mushroom mines in <i>4p - A New Land</i>."
description_completed= _ "Destroyed all enemy mushroom mines in <i>4p - A New Land</i>."
description= _ "Destroy all enemy mushroom mines in <i>4p A New Land</i>."
description_completed= _ "Destroyed all enemy mushroom mines in <i>4p A New Land</i>."
icon="attacks/blank-attack.png~SCALE(72,72)~BLIT(scenery/mine-abandoned.png, 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/blank-attack.png~SCALE(72,72)~BLIT(scenery/mine-abandoned.png, 0, 0)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
max_progress=4
@ -62,8 +62,8 @@
id=Wesnoth_MP_ANL_rescue_allies
name= _ "Rescue!"
name_completed= _ "Rescue!"
description= _ "Rescue the trapped units in <i>4p - A New Land</i>."
description_completed= _ "Rescued the trapped units in <i>4p - A New Land</i>."
description= _ "Rescue the trapped units in <i>4p A New Land</i>."
description_completed= _ "Rescued the trapped units in <i>4p A New Land</i>."
icon="attacks/heater-shield.png~SCALE(72,72)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
icon_completed="attacks/heater-shield.png~SCALE(72,72)~BLIT(misc/achievement-frame-mp.png, 0, 0)"
max_progress=4

View file

@ -2,7 +2,7 @@
[multiplayer]
id=multiplayer_test_Elevation_Demo
name= _ "3p - Elevation Test"
name= _ "3p Elevation Test"
description= _ "This map is an example of how to use the new (BfW v1.17) elevated terrain graphics. Please be advised that it is not intended for playing."
map_file=multiplayer/maps/3p_Elevation_Example.map

View file

@ -256,7 +256,7 @@ Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu, Uu"
[/message]
[message]
speaker=unit
message=_"Um, ""friend""? (Hopefully not ""foe""....)
message=_"Um, “friend”? (Hopefully not “foe”....)
" + {ASIDE (_"This is the second part of a sighted event.")}
[/message]