replace true/false with yes/no in mainline

This commit is contained in:
gfgtdf 2016-12-09 02:54:03 +01:00
parent c8236777ab
commit d98525d951
50 changed files with 216 additions and 216 deletions

View file

@ -16,5 +16,5 @@
advances_to=null
cost=1
usage=scout
hide_help=true
hide_help=yes
[/unit_type]

View file

@ -111,7 +111,7 @@
[/then]
[effect]
apply_to=resistance
replace=true
replace=yes
[resistance]
arcane=30
[/resistance]

View file

@ -169,7 +169,7 @@
[if]
[variable]
name=delf_has_staff
boolean_equals=true
boolean_equals=yes
[/variable]
[then]
[endlevel]
@ -316,7 +316,7 @@
[set_variable]
name=delf_has_staff
value=false
value=no
[/set_variable]
[/event]

View file

@ -408,7 +408,7 @@
[event]
name=die
first_time_only=true
[filter_second]
id=Delfador
[/filter_second]

View file

@ -268,7 +268,7 @@
[then]
[set_variable]
name=undead_veterans
value=true
value=yes
[/set_variable]
[message]
speaker=narrator
@ -368,7 +368,7 @@
[else]
[set_variable]
name=undead_veterans
value=false
value=no
[/set_variable]
# Delfador can kill him
[event]
@ -500,7 +500,7 @@
[if]
[variable]
name=undead_veterans
boolean_equals=true
boolean_equals=yes
[/variable]
#wmllint: local spelling un-life
[then]

View file

@ -3,7 +3,7 @@
id=21_Clash_at_the_Manor
name= _ "Clash at the Manor"
next_scenario="22_Face_of_the_Enemy"
victory_when_enemies_defeated=false
victory_when_enemies_defeated=no
{MEMOIRS_MAP 21_Clash_at_the_Manor.map}
{TURNS 40 32 30}
{DEFAULT_SCHEDULE}

View file

@ -85,7 +85,7 @@
[/object]
[set_variable]
name=delf_has_staff
value=true
value=yes
[/set_variable]
[/event]
#enddef

View file

@ -6,6 +6,6 @@
id=Dark Adept
[/base_unit]
advances_to=Dark Sorcerer DiD
hide_help=true
hide_help=yes
do_not_list=yes
[/unit_type]

View file

@ -7,6 +7,6 @@
[/base_unit]
id=Dark Sorcerer DiD
advances_to=Necromancer
hide_help=true
hide_help=yes
do_not_list=yes
[/unit_type]

View file

@ -364,7 +364,7 @@
image=scenery/trapdoor-open.png
[/item]
{VARIABLE stored_Dacyn.resting false}
{VARIABLE stored_Dacyn.resting no}
[unstore_unit]
variable=stored_Dacyn

View file

@ -78,7 +78,7 @@
[show_if]
[variable]
name=enemies_defeated
boolean_equals=false
boolean_equals=no
[/variable]
[/show_if]
[/objective]
@ -88,7 +88,7 @@
[show_if]
[variable]
name=Dacyn_researching
boolean_equals=false
boolean_equals=no
[/variable]
[/show_if]
[/objective]
@ -115,12 +115,12 @@
[set_variable]
name=enemies_defeated
value=false
value=no
[/set_variable]
[set_variable]
name=Dacyn_researching
value=false
value=no
[/set_variable]
[/event]
@ -200,7 +200,7 @@
[filter_condition]
[variable]
name=Dacyn_researching
boolean_equals=false
boolean_equals=no
[/variable]
[/filter_condition]
[message]
@ -260,14 +260,14 @@
[set_variable]
name=Dacyn_researching
value=true
value=yes
[/set_variable]
# If we've already defeated all enemies, end the scenario now
[if]
[variable]
name=enemies_defeated
boolean_equals=true
boolean_equals=yes
[/variable]
[then]
[delay]
@ -302,7 +302,7 @@
[set_variable]
name=enemies_defeated
value=true
value=yes
[/set_variable]
[/event]
@ -313,11 +313,11 @@
[filter_condition]
[variable]
name=enemies_defeated
boolean_equals=true
boolean_equals=yes
[/variable]
[variable]
name=Dacyn_researching
boolean_equals=true
boolean_equals=yes
[/variable]
[/filter_condition]

View file

@ -178,7 +178,7 @@
[effect]
apply_to=resistance
replace=true
replace=yes
[resistance]
arcane=60
cold=30
@ -464,7 +464,7 @@
[effect]
apply_to=resistance
replace=true
replace=yes
[resistance]
arcane=30
cold=70

View file

@ -378,7 +378,7 @@
[event]
name=prestart
{VARIABLE moved_too_close false}
{VARIABLE moved_too_close no}
[objectives]
side=1
[objective]
@ -411,7 +411,7 @@
[note]
[show_if]
{VARIABLE_CONDITIONAL moved_too_close boolean_equals false}
{VARIABLE_CONDITIONAL moved_too_close boolean_equals no}
[/show_if]
description= _ "If Delfador rests, he can concentrate on the location of the Sceptre of Fire."
[/note]
@ -599,7 +599,7 @@
[if]
{VARIABLE_CONDITIONAL delfador_moves.moves numerical_equals $delfador_moves.max_moves}
{VARIABLE_CONDITIONAL moved_too_close boolean_equals false}
{VARIABLE_CONDITIONAL moved_too_close boolean_equals no}
[then]
[floating_text]
[filter]
@ -607,10 +607,10 @@
[/filter]
text= _ "Concentrating"
[/floating_text]
{VARIABLE concentrating true}
{VARIABLE concentrating yes}
[/then]
[else]
{VARIABLE concentrating false}
{VARIABLE concentrating no}
[/else]
[/if]
@ -632,7 +632,7 @@
message= _ "I sense we are quite near the Sceptre; in fact, we should be able to see it right about now..."
[/message]
{VARIABLE moved_too_close true}
{VARIABLE moved_too_close yes}
[/event]
[event]
@ -645,7 +645,7 @@
name=side 1 turn refresh
first_time_only=no
[filter_condition]
{VARIABLE_CONDITIONAL concentrating boolean_equals true}
{VARIABLE_CONDITIONAL concentrating boolean_equals yes}
[/filter_condition]
# The revealing of the path is much easier done in lua. Thanks mattsc for the code!

View file

@ -252,7 +252,7 @@ fire: +10%"
#
[effect]
apply_to=resistance
replace=true
replace=yes
[resistance]
blade=50
pierce=60

View file

@ -602,7 +602,7 @@
[/effect]
[effect]
apply_to=defense
replace=true
replace=yes
[defense]
deep_water=30
shallow_water=30

View file

@ -322,7 +322,7 @@
#sounds=ambient/river/ford.ogg
delay=0
chance=100
check_fogged=false
check_fogged=no
loop=-1
x={X}
y={Y}
@ -340,7 +340,7 @@
#sounds=ambient/river/slow.ogg
delay=0
chance=100
check_fogged=false
check_fogged=no
loop=-1
x={X}
y={Y}
@ -358,7 +358,7 @@
#sounds=ambient/river/fast.ogg
delay=0
chance=100
check_fogged=false
check_fogged=no
loop=-1
x={X}
y={Y}
@ -395,7 +395,7 @@
sounds=ambient/birds1.ogg,ambient/birds2.ogg,ambient/birds3.ogg
delay=50000
chance=10
check_fogged=false
check_fogged=no
loop=1
x={X}
y={Y}

View file

@ -525,7 +525,7 @@
[/effect]
[effect]
apply_to=resistance
replace=true
replace=yes
[resistance]
fire=30
arcane=20

View file

@ -17,7 +17,7 @@
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
hide_help=true
hide_help=yes
description= _ "King of Wesnoth."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
{DEFENSE_ANIM "units/heroes/haldric-ii-defend.png" "units/heroes/haldric-ii.png" {SOUND_LIST:HUMAN_HIT} }
[attack]

View file

@ -17,6 +17,6 @@
advances_to=null
cost=52
usage=healer
hide_help=true
hide_help=yes
do_not_list=yes
[/unit_type]

View file

@ -147,7 +147,7 @@
#ifdef EASY
[set_variable]
name=leader_attacked
value=false
value=no
[/set_variable]
#endif
@ -653,7 +653,7 @@
[/filter_second]
[set_variable]
name=leader_attacked
value=true
value=yes
[/set_variable]
[/event]
@ -662,7 +662,7 @@
[if]
[variable]
name=leader_attacked
boolean_not_equals=true
boolean_not_equals=yes
[/variable]
[then]
[scroll_to_unit]

View file

@ -150,7 +150,7 @@
[/filter]
[effect]
apply_to=movement_costs
replace=true
replace=yes
[movement_costs]
deep_water={UNREACHABLE}
shallow_water={UNREACHABLE}

View file

@ -16,12 +16,12 @@
[if]
[variable]
name=sg_thug_info
not_equals=true
not_equals=yes
[/variable]
[then]
[set_variable]
name=sg_thug_info
value=true
value=yes
[/set_variable]
[message]
speaker=narrator
@ -43,12 +43,12 @@
[if]
[variable]
name=sg_thief_info
not_equals=true
not_equals=yes
[/variable]
[then]
[set_variable]
name=sg_thief_info
value=true
value=yes
[/set_variable]
[message]
speaker=narrator
@ -70,12 +70,12 @@
[if]
[variable]
name=sg_footpad_info
not_equals=true
not_equals=yes
[/variable]
[then]
[set_variable]
name=sg_footpad_info
value=true
value=yes
[/set_variable]
[message]
speaker=narrator
@ -97,12 +97,12 @@
[if]
[variable]
name=sg_skeleton_info
not_equals=true
not_equals=yes
[/variable]
[then]
[set_variable]
name=sg_skeleton_info
value=true
value=yes
[/set_variable]
[message]
speaker=narrator
@ -124,12 +124,12 @@
[if]
[variable]
name=sg_walking_corpse_info
not_equals=true
not_equals=yes
[/variable]
[then]
[set_variable]
name=sg_walking_corpse_info
value=true
value=yes
[/set_variable]
[message]
speaker=narrator

View file

@ -254,7 +254,7 @@ Besides... I want my brother back."
[not]
[variable]
name=found_kidnappers
boolean_equals=true
boolean_equals=yes
[/variable]
[/not]
[/show_if]
@ -271,7 +271,7 @@ Besides... I want my brother back."
[not]
[variable]
name=found_kidnappers
boolean_equals=true
boolean_equals=yes
[/variable]
[/not]
[/show_if]
@ -282,7 +282,7 @@ Besides... I want my brother back."
[show_if]
[variable]
name=found_kidnappers
boolean_equals=true
boolean_equals=yes
[/variable]
[/show_if]
description= _ "Kill the Dark Adept before his reinforcements arrive"
@ -403,7 +403,7 @@ Besides... I want my brother back."
message= _ "Curses! If they had been an hour slower our masters reinforcements would already be here to meet us."
[/message]
{VARIABLE found_kidnappers true}
{VARIABLE found_kidnappers yes}
[show_objectives][/show_objectives]
[/event]

View file

@ -1072,7 +1072,7 @@
[object]
[effect]
apply_to=movement_costs
replace="true"
replace=yes
[movement_costs]
sand=1
[/movement_costs]

View file

@ -351,7 +351,7 @@
silent=yes
[effect]
apply_to=movement_costs
replace=true
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
@ -377,7 +377,7 @@
silent=yes
[effect]
apply_to=movement_costs
replace=true
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}

View file

@ -1072,7 +1072,7 @@
[object]
[effect]
apply_to=movement_costs
replace="true"
replace=yes
[movement_costs]
sand=1
[/movement_costs]

View file

@ -351,7 +351,7 @@
silent=yes
[effect]
apply_to=movement_costs
replace=true
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}
@ -377,7 +377,7 @@
silent=yes
[effect]
apply_to=movement_costs
replace=true
replace=yes
[movement_costs]
cave={UNREACHABLE}
flat={UNREACHABLE}

View file

@ -148,8 +148,8 @@
[base_unit]
id=Desert Archer
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -89,8 +89,8 @@
[base_unit]
id=Desert Fighter
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -117,8 +117,8 @@
[base_unit]
id=Desert Hunter
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -105,8 +105,8 @@
[base_unit]
id=Desert Scout
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -106,8 +106,8 @@
[base_unit]
id=Desert Shaman
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -100,7 +100,7 @@
arcane=200
[/resistance]
hide_help=true
hide_help=yes
do_not_list=yes
die_sound=wail-long.wav

View file

@ -5,7 +5,7 @@
[/base_unit]
id=Fire Guardian2
hitpoints=23
hide_help=true
hide_help=yes
do_not_list=yes
[attack]
# This attack intentionally left blank.

View file

@ -5,7 +5,7 @@
[/base_unit]
id=Dark Assassin2
hitpoints=60 # +8 from Dark Assassin1
hide_help=true
hide_help=yes
do_not_list=yes
[attack]
# Change first attack (scythe)

View file

@ -6,7 +6,7 @@
[/base_unit]
id=Dark Assassin3
hitpoints=68 # +16 from Dark Assassin1
hide_help=true
hide_help=yes
do_not_list=yes
[attack]
# Change first attack (scythe)

View file

@ -58,8 +58,8 @@
[base_unit]
id=Quenoth Fighter
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -92,8 +92,8 @@
[base_unit]
id=Quenoth Mystic
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -87,8 +87,8 @@
[base_unit]
id=Tauroch Rider
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -80,8 +80,8 @@
[base_unit]
id=Quenoth Scout
[/base_unit]
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
cost={COST}
[/unit_type]
#enddef

View file

@ -467,8 +467,8 @@
usage=fighter
description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."
die_sound={SOUND_LIST:ELF_HIT}
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
[attack]
name=sword
description= _"sword"
@ -519,8 +519,8 @@
usage=fighter
description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."
die_sound={SOUND_LIST:ELF_HIT}
hide_help=true
do_not_list=true
hide_help=yes
do_not_list=yes
[attack]
name=sword
description= _"sword"

View file

@ -53,7 +53,7 @@
[/movetype]
[movetype]
name=desert_float
flies=true
flies=yes
[movement_costs]
deep_water={UNREACHABLE}
shallow_water=1
@ -239,7 +239,7 @@
[movetype]
name=quenoth_float
flies=true
flies=yes
[movement_costs]
deep_water={UNREACHABLE}
shallow_water=1

View file

@ -25,7 +25,7 @@
aliasof=Vt
mvt_alias=Mt
heals=0
gives_income=true
gives_income=yes
editor_group=utbs
[/terrain_type]
@ -36,8 +36,8 @@
editor_name= _ "Phantom Castle"
string=Cyd
aliasof=Ct
recruit_onto=true
no_overlay=true
recruit_onto=yes
no_overlay=yes
editor_group=utbs
[/terrain_type]
@ -48,8 +48,8 @@
editor_name= _ "Phantom Keep"
string=Kyd
aliasof=Ct
recruit_onto=true
recruit_from=true
no_overlay=true
recruit_onto=yes
recruit_from=yes
no_overlay=yes
editor_group=utbs
[/terrain_type]

View file

@ -262,7 +262,7 @@
[missile_frame]
halo="halo/holy/light-beam-[1~7,6~1].png:[30*6,130,70*6]"
offset=1.0
auto_vflip=false
auto_vflip=no
[/missile_frame]
#enddef
@ -368,7 +368,7 @@
[missile_frame]
halo="projectiles/fireball-impact-[1~16].png:60"
offset=1.0
auto_vflip=false
auto_vflip=no
[/missile_frame]
[/if]
[else]
@ -379,7 +379,7 @@
halo="projectiles/fireball-fail-[1~7].png:100"
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~0
auto_vflip=false
auto_vflip=no
[/missile_frame]
[/else]
#enddef
@ -388,7 +388,7 @@
[halo_frame]
duration=420
halo=halo/saurian-magic-halo-[1~7].png:60
auto_vflip=false
auto_vflip=no
[/halo_frame]
#enddef
@ -448,7 +448,7 @@
halo=halo/lightning-bolt-{DIRECTION_NUMBER}-[1~4].png:100
halo_y=-125
offset=1.0
auto_vflip=false
auto_vflip=no
[/missile_frame]
#enddef
@ -819,7 +819,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.25:200
auto_vflip=false
auto_vflip=no
[/flame_trail_1_frame]
[flame_trail_2_frame]
duration=500
@ -827,7 +827,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.20:200
auto_vflip=false
auto_vflip=no
[/flame_trail_2_frame]
[flame_trail_3_frame]
duration=500
@ -835,7 +835,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.15:200
auto_vflip=false
auto_vflip=no
[/flame_trail_3_frame]
[flame_trail_4_frame]
duration=500
@ -843,7 +843,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.10:200
auto_vflip=false
auto_vflip=no
[/flame_trail_4_frame]
[flame_trail_5_frame]
duration=500
@ -851,7 +851,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.05:200
auto_vflip=false
auto_vflip=no
[/flame_trail_5_frame]
start_time=-900
@ -884,7 +884,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.5:200
auto_vflip=false
auto_vflip=no
[/flame_trail_1_frame]
[flame_trail_2_frame]
duration=500
@ -892,7 +892,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.4:200
auto_vflip=false
auto_vflip=no
[/flame_trail_2_frame]
[flame_trail_3_frame]
duration=500
@ -900,7 +900,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.3:200
auto_vflip=false
auto_vflip=no
[/flame_trail_3_frame]
[flame_trail_4_frame]
duration=500
@ -908,7 +908,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.2:200
auto_vflip=false
auto_vflip=no
[/flame_trail_4_frame]
[flame_trail_5_frame]
duration=500
@ -916,7 +916,7 @@
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.1:200
auto_vflip=false
auto_vflip=no
[/flame_trail_5_frame]
start_time=-900

View file

@ -12,7 +12,7 @@
# during the blinking.
[scroll_to]
x,y={X},{Y}
check_fogged=false
check_fogged=no
[/scroll_to]
[repeat]

View file

@ -258,7 +258,7 @@ Resilient units can be useful at all stages of a campaign, and this is a useful
help_text= _ "Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defense in any land-based village regardless of base terrain."
[effect]
apply_to=defense
replace=true
replace=yes
[defense]
village=-50

View file

@ -319,7 +319,7 @@ Most units receive 20 to 40% defense in sand."
string=^Do
aliasof=_bas
heals=8
#gives_income=true
#gives_income=yes
editor_group=desert, forest
[/terrain_type]
@ -1246,7 +1246,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Dd
heals=8
gives_income=true
gives_income=yes
editor_group=village, desert
[/terrain_type]
@ -1259,7 +1259,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Dd
heals=8
gives_income=true
gives_income=yes
editor_group=village, desert
[/terrain_type]
@ -1272,7 +1272,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Dd
heals=8
gives_income=true
gives_income=yes
editor_group=village, desert
[/terrain_type]
@ -1285,7 +1285,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Re
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1300,7 +1300,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gd
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1313,7 +1313,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1328,7 +1328,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1341,7 +1341,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gg
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1356,7 +1356,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gs
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1369,7 +1369,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1382,7 +1382,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gd
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1395,7 +1395,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Rr
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1408,7 +1408,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gg
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1421,7 +1421,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Rrc
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1434,7 +1434,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Rp
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1447,7 +1447,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Hh
heals=8
gives_income=true
gives_income=yes
editor_group=village, rough
[/terrain_type]
@ -1460,7 +1460,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Ha
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen, rough
[/terrain_type]
@ -1473,7 +1473,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Hhd
heals=8
gives_income=true
gives_income=yes
editor_group=village, rough
[/terrain_type]
@ -1486,7 +1486,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gs
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1499,7 +1499,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Rr
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1514,7 +1514,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Uu
heals=8
gives_income=true
gives_income=yes
editor_group=village, cave
[/terrain_type]
@ -1527,7 +1527,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Uu
heals=8
gives_income=true
gives_income=yes
editor_group=village, cave
[/terrain_type]
@ -1540,7 +1540,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gs
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1553,7 +1553,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1566,7 +1566,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Gs
heals=8
gives_income=true
gives_income=yes
editor_group=village
[/terrain_type]
@ -1579,7 +1579,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1592,7 +1592,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Aa
heals=8
gives_income=true
gives_income=yes
editor_group=village, frozen
[/terrain_type]
@ -1607,7 +1607,7 @@ Most units have about 50% defense in rocky caves, whereas cavalry are limited to
aliasof=_bas, Vt
default_base=Ss
heals=8
gives_income=true
gives_income=yes
editor_group=water, village
[/terrain_type]
@ -1624,7 +1624,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
default_base=Ww
submerge=0.4
heals=8
gives_income=true
gives_income=yes
editor_group=water, village
[/terrain_type]
@ -1637,7 +1637,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=^Vov
aliasof=_bas
heals=8
gives_income=true
gives_income=yes
editor_group=village, special
hide_help=yes
[/terrain_type]
@ -1654,7 +1654,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Ce
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1666,7 +1666,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Cea
aliasof=Ct, At
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1678,7 +1678,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Co
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1690,7 +1690,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Coa
aliasof=Ct, At
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1702,7 +1702,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Ch
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1713,7 +1713,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_name= _ "Snowy Human Castle"
string=Cha
aliasof=Ct, At
recruit_onto=true
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1725,7 +1725,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Cv
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1737,7 +1737,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Cud
aliasof=Ct
unit_height_adjust=0
recruit_onto=true
recruit_onto=yes
editor_group=castle, cave
[/terrain_type]
@ -1749,7 +1749,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Chr
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1762,7 +1762,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
aliasof=Ct, Wst
submerge=0.4
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1775,7 +1775,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
aliasof=Ct, St
submerge=0.4
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1787,7 +1787,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Cd
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, desert
[/terrain_type]
@ -1799,7 +1799,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Cdr
aliasof=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, desert
[/terrain_type]
@ -1812,7 +1812,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
aliasof=Ct,Wwr
submerge=0.3
unit_height_adjust=0
recruit_onto=true
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1825,7 +1825,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
aliasof=Ct,Wwr
submerge=0.4
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1840,8 +1840,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Ke
aliasof=Ct
unit_height_adjust=0
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1853,8 +1853,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Ket
aliasof=Ct
unit_height_adjust=17
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1866,8 +1866,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kea
aliasof=Ct, At
unit_height_adjust=0
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1879,8 +1879,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Ko
aliasof=Ct
unit_height_adjust=17
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1892,8 +1892,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Koa
aliasof=Ct, At
unit_height_adjust=17
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1905,8 +1905,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kh
aliasof=Ct
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1918,8 +1918,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kha
aliasof=Ct, At
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, frozen
[/terrain_type]
@ -1931,8 +1931,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kv
aliasof=Ct
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1944,8 +1944,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kud
aliasof=Ct
unit_height_adjust=0
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, cave
[/terrain_type]
@ -1957,8 +1957,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Khr
aliasof=Ct
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle
[/terrain_type]
@ -1970,8 +1970,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Khw
aliasof=Ct, Wst
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1983,8 +1983,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Khs
aliasof=Ct, St
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, water
[/terrain_type]
@ -1996,8 +1996,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kd
aliasof=Ct
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, desert
[/terrain_type]
@ -2009,8 +2009,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kdr
aliasof=Ct
unit_height_adjust=20
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, desert
[/terrain_type]
@ -2022,8 +2022,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
string=Kme
aliasof=Ct, Wwr
unit_height_adjust=2
recruit_onto=true
recruit_from=true
recruit_onto=yes
recruit_from=yes
editor_group=castle, water
[/terrain_type]
@ -2036,8 +2036,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
aliasof=Ct, Wwr
submerge=0.4
unit_height_adjust=10
recruit_onto=true
recruit_from=true
recruit_onto=yes
recruit_from=yes
editor_group=castle, water
[/terrain_type]
@ -2049,7 +2049,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_name= _ "Castle Overlay"
string=^Cov
aliasof=_bas
recruit_onto=true
recruit_onto=yes
editor_group=castle, special
hide_help=yes
[/terrain_type]
@ -2062,8 +2062,8 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
editor_name= _ "Keep Overlay"
string=^Kov
aliasof=_bas
recruit_from=true
recruit_onto=true
recruit_from=yes
recruit_onto=yes
editor_group=castle, special
hide_help=yes
[/terrain_type]
@ -2506,7 +2506,7 @@ Most units make do with 20 to 30% defense in shallow water, whereas both naga an
editor_name= _ "Castle"
string=Ct
unit_height_adjust=3
recruit_onto=true
recruit_onto=yes
editor_group=castle
help_topic_text= _ "<italic>text='Castles'</italic> are any sort of permanent fortification.
Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.

View file

@ -675,7 +675,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=woodlandfloat
flies=true
flies=yes
[movement_costs]
deep_water=2
shallow_water=1
@ -797,7 +797,7 @@ The life span of the wose is unknown, although the most ancient members of this
#enddef
[movetype]
name=fly
flies=true
flies=yes
[movement_costs]
{FLY_MOVE}
cave=3
@ -813,7 +813,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=smallfly
flies=true
flies=yes
[movement_costs]
{FLY_MOVE}
cave=1
@ -829,7 +829,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=lightfly
flies=true
flies=yes
[movement_costs]
{FLY_MOVE}
cave=3
@ -986,7 +986,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=float
flies=true
flies=yes
[movement_costs]
deep_water=1
shallow_water=1
@ -1165,7 +1165,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=undeadfly
flies=true
flies=yes
[movement_costs]
{FLY_MOVE}
cave=1
@ -1188,7 +1188,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=undeadspirit
flies=true
flies=yes
[movement_costs]
deep_water=2
shallow_water=2
@ -1226,7 +1226,7 @@ The life span of the wose is unknown, although the most ancient members of this
#only used in some UMC
[movetype]
name=spirit
flies=true
flies=yes
[movement_costs]
deep_water=4
shallow_water=3
@ -1261,7 +1261,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=lizard
flies=false
flies=no
[movement_costs]
shallow_water=3
reef=2
@ -1306,7 +1306,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=none
flies=false
flies=no
[movement_costs]
[/movement_costs]
[defense]
@ -1436,7 +1436,7 @@ The life span of the wose is unknown, although the most ancient members of this
name=drakefly
# this has been commented out because it interferes with the standard
# drake standing/flying animations
# flies=true
# flies=yes
# Drakes are huge (easy targets) flying beasts, but are different
# from the classical flying unit: to fight they have to land
@ -1465,7 +1465,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=drakeglide
#flies=true
#flies=yes
{DRAKEFLY_MOVE}
[defense]
{FLY_DEFENSE 60}
@ -1477,7 +1477,7 @@ The life span of the wose is unknown, although the most ancient members of this
[movetype]
name=drakeglide2
#flies=true
#flies=yes
[movement_costs]
{FLY_MOVE}
cave=3

View file

@ -73,7 +73,7 @@
[halo_frame]
halo="halo/dragonguard/dg-muzzle-flash-s-[1~17].png:[80*3,90,100,120*3,100*9]"
auto_vflip=false
auto_vflip=no
[/halo_frame]
[/if]
[else]
@ -103,7 +103,7 @@
[halo_frame]
halo="halo/dragonguard/dg-muzzle-flash-ne-[1~17].png:[80*3,90,100,120*3,100*9]"
auto_vflip=false
auto_vflip=no
[/halo_frame]
[/else]
[else]
@ -133,7 +133,7 @@
[halo_frame]
halo="halo/dragonguard/dg-muzzle-flash-n-[1~17].png:[80*3,90,100,120*3,100*9]"
auto_vflip=false
auto_vflip=no
[/halo_frame]
[/else]
[else]
@ -163,7 +163,7 @@
[halo_frame]
halo="halo/dragonguard/dg-muzzle-flash-se-[1~17].png:[80*3,90,100,120*3,100*9]"
auto_vflip=false
auto_vflip=no
[/halo_frame]
[/else]
[else]

View file

@ -22,6 +22,6 @@
advances_to=null
cost=1
usage=scout
hide_help=true
hide_help=yes
do_not_list=yes
[/unit_type]