UtBS: Update special notes syntax

This commit is contained in:
Celtic Minstrel 2019-09-15 11:30:08 -04:00
parent 99b79fb74d
commit f94d0bb80a
39 changed files with 166 additions and 59 deletions

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@ -1,7 +1,9 @@
#textdomain wesnoth-utbs
#define UNDEAD_TROLL_DESCRIPTION
_ "These undead trolls fight again in death as they did in life, except this time they smell much worse."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} #enddef
_ "These undead trolls fight again in death as they did in life, except this time they smell much worse."
{NOTE_PLAGUE}
#enddef
[scenario]
id=06a_In_the_Tunnels_of_the_Trolls

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@ -27,7 +27,8 @@
{ABILITY_LEADERSHIP}
[/abilities]
usage=fighter
description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
[attack]
name=sword

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@ -36,7 +36,8 @@
cost=20
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "This thing is impossible to describe, no one has seen anything like it before."
{NOTE_MAGICAL}
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png") ("units/alien/core-compact.png") ("wail.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png~FL(horiz)") ("units/alien/core-compact.png~FL(horiz)") ("wail.wav") (direction=nw,sw)}

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@ -30,7 +30,8 @@
cost=20
usage=fighter
do_not_list=yes
description= _ "This thing is impossible to describe, no one has seen anything like it before."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}
description= _ "This thing is impossible to describe, no one has seen anything like it before."
{NOTE_MAGICAL}
die_sound=wail.wav
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png") ("units/alien/spire.png") ("wail-sml.wav") (direction=n,ne,se,s)}
{DEFENSE_ANIM_FILTERED ("units/alien/spire.png~FL(horiz)") ("units/alien/spire.png~FL(horiz)") ("wail-sml.wav") (direction=nw,sw)}

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@ -12,7 +12,10 @@
hitpoints=36
alignment=neutral
cost=20
description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SWARM}+{SPECIAL_NOTES_ARCANE}
description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."
{NOTE_MAGICAL}
{NOTE_SWARM}
{NOTE_ARCANE}
{DEFENSE_ANIM "units/monsters/dust-devil.png" "units/monsters/dust-devil.png" wose-hit.ogg }
die_sound=groan.wav
movement_type=undeadfly

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@ -21,7 +21,8 @@
advances_to=null
cost=30
usage=fighter
description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK}
description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters."
{NOTE_BERSERK}
{DEFENSE_ANIM "units/monsters/flesh-golem-defend.png" "units/monsters/flesh-golem.png" {SOUND_LIST:TROLL_HIT} }
die_sound={SOUND_LIST:TROLL_HIT}
[attack]

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@ -15,7 +15,8 @@
{AMLA_DEFAULT}
cost=15
usage=archer
description= _ "Naga Hunters are Naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
description= _ "Naga Hunters are Naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey."
{NOTE_POISON}
die_sound=naga-die.ogg
{DEFENSE_ANIM_RANGE "units/nagas/hunter-melee-defend.png" "units/nagas/hunter-attack-melee-1.png" {SOUND_LIST:NAGA_HIT} melee}
{DEFENSE_ANIM_RANGE "units/nagas/hunter-defend.png" "units/nagas/hunter.png" {SOUND_LIST:NAGA_HIT} ranged}

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@ -16,7 +16,8 @@
advances_to=null
cost=25
usage=fighter
description= _ "The Dark Assassin appears and disappears at a moments notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}
description= _ "The Dark Assassin appears and disappears at a moments notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable."
{NOTE_POISON}
[defend]
start_time=-150
sound_start_time=-25

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@ -18,7 +18,8 @@
advances_to=Quenoth Marksman
cost=18
usage=scout
description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}
description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."
{NOTE_DISENGAGE}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

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@ -21,7 +21,9 @@
{AMLA_DEFAULT}
cost=15
usage=fighter
description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

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@ -16,7 +16,9 @@
cost=100
usage=fighter
do_not_list=yes
description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}+{SPECIAL_NOTES_MAGICAL}
description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords."
{NOTE_FIRSTSTRIKE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_HIT}
[attack]
name=glaive

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@ -19,7 +19,9 @@
cost=10
usage=null
do_not_list=yes
description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."+{SPECIAL_NOTES}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_MAGICAL}
description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."
{NOTE_ARCANE}
{NOTE_MAGICAL}
{DEFENSE_ANIM "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" magicmissile.wav}
die_sound=magic-holy-miss-2.ogg
[attack]

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@ -10,7 +10,9 @@
experience=150
level=3
do_not_list=yes
description= _ "Divine Incarnations are said to be the closest thing to a gods actual presence in this world. They can be both awe-inspiring and terrifying."+{SPECIAL_NOTES}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_MAGICAL}
description= _ "Divine Incarnations are said to be the closest thing to a gods actual presence in this world. They can be both awe-inspiring and terrifying."
{NOTE_ARCANE}
{NOTE_MAGICAL}
[attack]
damage=9
[/attack]

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@ -19,7 +19,10 @@
[abilities]
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL}
description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers."
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

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@ -20,7 +20,9 @@
advances_to=Quenoth Warrior,Quenoth Flanker
cost=15
usage=fighter
description= _ "Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

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@ -29,7 +29,9 @@
{AMLA_DEFAULT}
cost=18
usage=mixed fighter
description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SHOCK}
description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}

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@ -20,7 +20,9 @@
advances_to=Quenoth Ranger
cost=15
usage=fighter
description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_POISON}
description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."
{NOTE_SKIRMISHER}
{NOTE_POISON}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}

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@ -21,7 +21,9 @@
usage=scout
description= _ "In times past, the elves supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle.
A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_MARKSMAN}
A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback."
{NOTE_DISENGAGE}
{NOTE_MARKSMAN}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

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@ -19,7 +19,9 @@
[abilities]
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves new powers, which they employ to great effect in their homes in the deserts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_DAZE}
description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves new powers, which they employ to great effect in their homes in the deserts."
{NOTE_UTBS_HEALS}
{NOTE_DAZE}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

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@ -19,7 +19,9 @@
{AMLA_DEFAULT}
cost=18
usage=scout
description= _ "Described as riders who rush like the wind, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_SLOW}
description= _ "Described as riders who rush like the wind, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."
{NOTE_DISENGAGE}
{NOTE_SLOW}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

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@ -18,7 +18,9 @@
advances_to=Quenoth Outrider
cost=18
usage=scout
description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_SLOW}
description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."
{NOTE_DISENGAGE}
{NOTE_SLOW}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

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@ -40,7 +40,8 @@ The orcs ambushed me near the oasis at twilight. I had to flee into the desert,
-----------------------
I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Elohs grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning Protector in our tongue. I am sure we will have many more adventures together."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Elohs grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning Protector in our tongue. I am sure we will have many more adventures together."
{NOTE_STEADFAST}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}

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@ -21,7 +21,9 @@
{AMLA_DEFAULT}
cost=50
usage=fighter
description= _ "The title Ranger is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_POISON}
description= _ "The title Ranger is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."
{NOTE_SKIRMISHER}
{NOTE_POISON}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_SKIRMISHER}

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@ -15,7 +15,8 @@
advances_to=Quenoth Pathfinder,Quenoth Archer
cost=17
usage=scout
description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}
description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen."
{NOTE_DISENGAGE}
die_sound=horse-die.ogg
[abilities]
{ABILITY_DISENGAGE}

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@ -19,7 +19,10 @@
[abilities]
{UTBS_ABILITY_CURES}
[/abilities]
description= _ "Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL}
description= _ "Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again."
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

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@ -22,7 +22,10 @@
[/abilities]
description= _ "From the teachings of Analia, the healer of the Emerald Blossom:
“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”"+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL}
“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”"
{NOTE_UTBS_CURES}
{NOTE_DAZE}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=staff

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@ -33,7 +33,8 @@
advances_to=Tauroch Protector
cost=18
usage=mixed fighter
description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST}
description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."
{NOTE_STEADFAST}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_STEADFAST}

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@ -19,7 +19,9 @@
[abilities]
{UTBS_ABILITY_HEALS}
[/abilities]
description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdyas wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and lifes demise."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_MAGICAL}
description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdyas wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and lifes demise."
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch

View file

@ -22,7 +22,10 @@
{UTBS_ABILITY_HEALS}
{ABILITY_ILLUMINATES}
[/abilities]
description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ILLUMINATES}
description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction."
{NOTE_UTBS_HEALS}
{NOTE_MAGICAL}
{NOTE_ILLUMINATES}
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
[attack]
name=touch

View file

@ -28,7 +28,9 @@
advances_to=Tauroch Flagbearer
cost=18
usage=mixed fighter
description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SHOCK}
description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."
{NOTE_LEADERSHIP}
{NOTE_SHOCK}
die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"
[abilities]
{ABILITY_LEADERSHIP}

View file

@ -20,7 +20,9 @@
advances_to=Quenoth Champion
cost=15
usage=fighter
description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."
{NOTE_FORMATION}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:ELF_HIT}
[abilities]
{ABILITY_FORMATION}

View file

@ -15,5 +15,9 @@
advances_to=EWraith,EShadow
description= _ "It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying.
Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."
Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -17,5 +17,12 @@
__remove=yes
[/hides]
[/abilities]
description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_SKIRMISHER}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."+_"SPECIAL_NOTE^ Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night."
description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night."
[/special_note]
[/unit_type]

View file

@ -20,5 +20,12 @@
advances_to=ENightgaunt
description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why.
That is a question which is easily answered by a necromancer."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_SKIRMISHER}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."+_"SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night."
That is a question which is easily answered by a necromancer."
{NOTE_BACKSTAB}
{NOTE_SPIRIT}
{NOTE_SKIRMISHER}
{NOTE_ETHEREAL}
[special_note]
note=_"SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night."
[/special_note]
[/unit_type]

View file

@ -13,5 +13,8 @@
[/defense]
description= _ "Sometimes called the hollow men, spectres form the right arm of their masters power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their masters domain.
The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."
The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -14,5 +14,8 @@
advances_to=ESpectre
description= _ "These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth.
Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."
Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ETHEREAL}
[/unit_type]

View file

@ -13,5 +13,8 @@
deep_water={UNREACHABLE}
[/movement_costs]
experience=30
description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}
description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over."
{NOTE_DRAIN}
{NOTE_SPIRIT}
{NOTE_ARCANE}
[/unit_type]

View file

@ -15,7 +15,10 @@
advances_to=null
cost=62
usage=fighter
description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. "+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}
description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. "
{NOTE_DRAIN}
{NOTE_MAGICAL}
{NOTE_ARCANE}
die_sound=lich-die.ogg
[attack]
name=touch

View file

@ -61,13 +61,23 @@ A poisoned unit cannot be cured of its poison by a healer, and must seek the car
#textdomain wesnoth-utbs
#define SPECIAL_NOTES_UTBS_HEALS
_"
• This unit is capable of basic healing and slowing dehydration."#enddef
#define NOTE_UTBS_HEALS
[special_note]
note=_"This unit is capable of basic healing and slowing dehydration."
[/special_note]
#enddef
#define SPECIAL_NOTES_UTBS_CURES
_"
• This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
#define NOTE_UTBS_CURES
[special_note]
note=_"This unit is capable of healing those around it, slowing dehydration, and curing them of poison."
[/special_note]
#enddef
#define NOTE_ETHEREAL
[special_note]
note=_"SPECIAL_NOTE^This unit is able to move through solid stone walls."
[/special_note]
#enddef
# This is the Teaching ability owned by Garak
@ -177,25 +187,35 @@ Marksman attacks are only affected if the chance to hit is greater than 60%."
[/dummy]
#enddef
#define SPECIAL_NOTES_SHOCK
_"
• This units melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef
#define NOTE_SHOCK
[special_note]
note=_"This units melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."
[/special_note]
#enddef
#define SPECIAL_NOTES_FORMATION
_"
• Groups of units of this type are able to shield each other in combat."#enddef
#define NOTE_FORMATION
[special_note]
note=_"Groups of units of this type are able to shield each other in combat."
[/special_note]
#enddef
#define SPECIAL_NOTES_DISENGAGE
_"
• This unit can move either before or after attacking."#enddef
#define NOTE_DISENGAGE
[special_note]
note=_"This unit can move either before or after attacking."
[/special_note]
#enddef
#define SPECIAL_NOTES_DAZE
_"
• This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef
#define NOTE_DAZE
[special_note]
note=_"This unit can daze its enemies, reducing their accuracy and defense until they end a turn."
[/special_note]
#enddef
#define SPECIAL_NOTES_DISTRACT
_"
• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
#define NOTE_DISTRACT
[special_note]
note=_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."
[/special_note]
#enddef
#define ABILITY_DISENGAGE_EVENTS
[event]