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[Wesnoth-cvs-commits] wesnoth/data scenarios/Heir_To_The_Throne/A_Cho...
From: |
James Spencer |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data scenarios/Heir_To_The_Throne/A_Cho... |
Date: |
Tue, 08 Feb 2005 15:35:54 -0500 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: James Spencer <address@hidden> 05/02/08 20:35:54
Modified files:
data/scenarios/Heir_To_The_Throne: A_Choice_Must_Be_Made.cfg
Elven_Council.cfg
Hasty_Alliance.cfg
Sceptre.cfg
data/scenarios/The_Rise_of_Wesnoth: A_Final_Spring.cfg
data/scenarios/tutorial: Basic_Training.cfg
Traits_and_Specialties.cfg
data : items.cfg scenario-test.cfg
Log message:
A Mixed bag of Typos from ott: We'll use a scepter in everything that's
not a file name, Fix a Dwarvern Wasteland, and play scenarios and not levels
from now on...
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg.diff?tr1=1.16&tr2=1.17&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg.diff?tr1=1.13&tr2=1.14&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg.diff?tr1=1.17&tr2=1.18&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Basic_Training.cfg.diff?tr1=1.3&tr2=1.4&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/items.cfg.diff?tr1=1.24&tr2=1.25&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenario-test.cfg.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
Patches:
Index: wesnoth/data/items.cfg
diff -u wesnoth/data/items.cfg:1.24 wesnoth/data/items.cfg:1.25
--- wesnoth/data/items.cfg:1.24 Sun Oct 31 20:13:43 2004
+++ wesnoth/data/items.cfg Tue Feb 8 20:35:54 2005
@@ -20,7 +20,7 @@
# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration)
# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement)
# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon)
-# OBJ_SCEPTRE_FIRE (Weapon)
+# OBJ_SCEPTER_FIRE (Weapon)
#
# ACTIONS
# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit
@@ -735,7 +735,7 @@
[/event]
#enddef
-#define OBJ_SCEPTRE_FIRE X Y ID
+#define OBJ_SCEPTER_FIRE X Y ID
[item]
x={X}
y={Y}
@@ -752,11 +752,11 @@
[/filter]
[object]
id={ID}
- name= _ "Sceptre of Fire"
+ name= _ "Scepter of Fire"
image=misc/item-sceptreoffire.png
duration=forever
- description= _ "This ancient Sceptre was forged by the Dwarves.
A symbol of the kingship of Wesnoth, the Sceptre has the power to shoot
fireballs at enemies of the bearer!"
- cannot_use_message= _ "This is the Sceptre of Fire. Only a true
successor to the throne can possibly dare to take this!"
+ description= _ "This ancient Scepter was forged by the Dwarves.
A symbol of the kingship of Wesnoth, the Scepter has the power to shoot
fireballs at enemies of the bearer!"
+ cannot_use_message= _ "This is the Scepter of Fire. Only a true
successor to the throne can possibly dare to take this!"
[filter]
type=Princess,Commander,Lord
x,y={X},{Y}
Index: wesnoth/data/scenario-test.cfg
diff -u wesnoth/data/scenario-test.cfg:1.38 wesnoth/data/scenario-test.cfg:1.39
--- wesnoth/data/scenario-test.cfg:1.38 Thu Nov 25 17:59:49 2004
+++ wesnoth/data/scenario-test.cfg Tue Feb 8 20:35:54 2005
@@ -85,7 +85,7 @@
{OBJ_POTION_DECAY 11 5 OBJ7}
{OBJ_TRIDENT_STORM 12 5 OBJ8}
{OBJ_SWORD_FIRE 13 5 OBJ9}
- {OBJ_SCEPTRE_FIRE 14 5 OBJ10}
+ {OBJ_SCEPTER_FIRE 14 5 OBJ10}
{ACT_TELEPORT 10 3 27 15}
Index: wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg
diff -u
wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg:1.16
wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg:1.17
--- wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg:1.16
Sat Jan 29 12:02:05 2005
+++ wesnoth/data/scenarios/Heir_To_The_Throne/A_Choice_Must_Be_Made.cfg Tue Feb
8 20:35:53 2005
@@ -108,7 +108,7 @@
[command]
[if]
[variable]
- name=sceptre
+ name=scepter
equals=Konrad
[/variable]
Index: wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg
diff -u wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg:1.13
wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg:1.14
--- wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg:1.13 Tue Jan
11 08:38:19 2005
+++ wesnoth/data/scenarios/Heir_To_The_Throne/Elven_Council.cfg Tue Feb 8
20:35:53 2005
@@ -142,7 +142,7 @@
[/message]
[if]
[variable]
- name=sceptre
+ name=scepter
equals=Konrad
[/variable]
[then]
Index: wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg
diff -u wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg:1.17
wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg:1.18
--- wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg:1.17 Sat Jan
29 12:02:06 2005
+++ wesnoth/data/scenarios/Heir_To_The_Throne/Hasty_Alliance.cfg Tue Feb
8 20:35:53 2005
@@ -7,7 +7,7 @@
{UNDERGROUND}
- next_scenario=Sceptre
+ next_scenario=Scepter
music="underground.ogg"
Index: wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg
diff -u wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg:1.20
wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg:1.21
--- wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg:1.20 Sat Jan 29
12:02:06 2005
+++ wesnoth/data/scenarios/Heir_To_The_Throne/Sceptre.cfg Tue Feb 8
20:35:53 2005
@@ -1,7 +1,7 @@
[scenario]
-id=Sceptre
+id=Scepter
textdomain=wesnoth-httt
-name= _ "The Sceptre of Fire"
+name= _ "The Scepter of Fire"
scenario_generation=cave
next_scenario=A_Choice_Must_Be_Made
@@ -9,8 +9,8 @@
[settings]
- id=Sceptre
- name= _ "The Sceptre of Fire"
+ id=Scepter
+ name= _ "The Scepter of Fire"
map_data="{maps/Heir_To_The_Throne/Sceptre}"
{TURNS 43 40 37}
victory_when_enemies_defeated=no
@@ -23,7 +23,7 @@
objectives= _ "
Victory:
address@hidden the Sceptre of Fire with Konrad or Li'sar
address@hidden the Scepter of Fire with Konrad or Li'sar
Defeat:
#Death of Konrad
#Death of Delfador
@@ -45,7 +45,7 @@
[/recall]
[message]
description=Konrad
- message= _ "The Sceptre must be getting close now!
Where shall we go?"
+ message= _ "The Scepter must be getting close now!
Where shall we go?"
[/message]
[message]
description=Delfador
@@ -278,12 +278,12 @@
y=32
[/filter]
[object]
- id=object_sceptre
- name= _ "Sceptre of Fire"
+ id=object_scepter
+ name= _ "Scepter of Fire"
image=misc/item-sceptreoffire.png
duration=forever
- description= _ "This ancient Sceptre was forged
by the Dwarves. A symbol of the kingship of Wesnoth, the Sceptre has the power
to shoot fireballs at enemies of the bearer!"
- cannot_use_message= _ "This is the Sceptre of
Fire. Only a true successor to the throne can possibly dare to take this!"
+ description= _ "This ancient Scepter was forged
by the Dwarves. A symbol of the kingship of Wesnoth, the Scepter has the power
to shoot fireballs at enemies of the bearer!"
+ cannot_use_message= _ "This is the Scepter of
Fire. Only a true successor to the throne can possibly dare to take this!"
[filter]
type=Princess,Battle
Princess,Fighter,Commander,Lord
[/filter]
@@ -301,12 +301,12 @@
description=Konrad
[/filter]
[set_variable]
- name=sceptre
+ name=scepter
value="Konrad"
[/set_variable]
[message]
description=Konrad
- message= _ "Here it is at last, I have the
Sceptre!"
+ message= _ "Here it is at last, I have the
Scepter!"
[/message]
[message]
description=Kalenz
@@ -329,12 +329,12 @@
description=Li'sar
[/filter]
[set_variable]
- name=sceptre
+ name=scepter
value="Li'sar"
[/set_variable]
[message]
description=Li'sar
- message= _ "At last! I have the Sceptre!"
+ message= _ "At last! I have the Scepter!"
[/message]
[message]
description=Konrad
@@ -346,7 +346,7 @@
[/message]
[message]
description=Delfador
- message= _ "The Sceptre makes its wielder
powerful, but hardly immortal, child. Use it prudently. Now come, I believe
there is an exit to the north!"
+ message= _ "The Scepter makes its wielder
powerful, but hardly immortal, child. Use it prudently. Now come, I believe
there is an exit to the north!"
[/message]
[message]
description=Li'sar
Index: wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg
diff -u wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg:1.34
wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg:1.35
--- wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg:1.34 Tue Feb
1 12:57:49 2005
+++ wesnoth/data/scenarios/The_Rise_of_Wesnoth/A_Final_Spring.cfg Tue Feb
8 20:35:54 2005
@@ -274,7 +274,7 @@
[/move_unit_fake]
[message]
description=Prince Haldric
- message= _ "Ouch! Hot, hot, hot! Gee, somebody should
really attach this thing to a sceptre or something! I think I'll save it for
closer ranged combat for now."
+ message= _ "Ouch! Hot, hot, hot! Gee, somebody should
really attach this thing to a scepter or something! I think I'll save it for
closer ranged combat for now."
[/message]
[message]
description=Lady Jessica
Index: wesnoth/data/scenarios/tutorial/Basic_Training.cfg
diff -u wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.3
wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.4
--- wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.3 Mon Feb 7
11:52:39 2005
+++ wesnoth/data/scenarios/tutorial/Basic_Training.cfg Tue Feb 8 20:35:54 2005
@@ -190,7 +190,7 @@
{QUESTION_OPTIONS_START (_"What do I do next?")}
#define VILLAGE_QUESTIONS
{QUESTION_OPTION (_"What happens when a unit moves onto a village?")
(_"Whenever a unit moves onto a village, he flags the village for his side.
This action takes all of the unit's remaining movement. Villages flagged for a
side give the side several benefits, including giving the side an extra gold
coin every turn, and reducing the total upkeep cost of that side's units by
one. The total number of villages you control is also displayed on the status
bar after the picture of a house. In addition to the economic benefit of
villages, villages can be used in battle. Villages heal the units on them 8 HP
per turn.")}
-{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?")
(_"There are ways to heal even without villages. If a unit does not move or
attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him
he cannot receive rest-heal. Also, there are some units which heal the units
surrounding them. The Elvish Shaman is one such unit; units next to an Elvish
Shaman are healed 4 HP per turn. Finally, whenever you win a level all your
units are healed fully.")}
+{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?")
(_"There are ways to heal even without villages. If a unit does not move or
attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him
he cannot receive rest-heal. Also, there are some units which heal the units
surrounding them. The Elvish Shaman is one such unit; units next to an Elvish
Shaman are healed 4 HP per turn. Finally, whenever you beat a scenario all of
your units are fully healed.")}
#enddef
{VILLAGE_QUESTIONS}
{QUESTION_OPTIONS_END}
@@ -250,14 +250,14 @@
[/message]
{QUESTION_OPTIONS_START (_"Hooray!")}
#define VICTORY_QUESTIONS
-{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always
tell me?") (_"Sometimes it is not clear how to win a scenario just by listening
to the dialog. In this case you need to look at the scenario objectives, which
appear after the opening dialog. It can also be accessed by clicking
'Objectives' on the menu. The scenario objectives are a list of victory
conditions and defeat conditions, and when any of the conditions are met, the
level is over. Hopefully, it was a victory condition that was met.")}
+{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always
tell me?") (_"Sometimes it is not clear how to win a scenario just by listening
to the dialog. In this case you need to look at the scenario objectives, which
appear after the opening dialog. It can also be accessed by clicking
'Objectives' on the menu. The scenario objectives are a list of victory
conditions and defeat conditions, and when any of the conditions are met, the
scenario is over. Hopefully, it was a victory condition that was met.")}
{QUESTION_OPTION (_"What happens when I win a scenario?") (_"When you win a
scenario, all of your units survive and are revived to full health, and you do
not have to pay them for the remaining turns. Also, if your army remains in the
area after you win, all villages surrender to you immediately after you win.
However between scenarios, 20% of your gold is lost.")}
#enddef
{VICTORY_QUESTIONS}
{QUESTION_OPTIONS_END}
[message]
description=Delfador
- message= _ "Do you want to review any of the skills learned on
this level?"
+ message= _ "Do you want to review any of the skills learned in
this scenario?"
[option]
message= _ "Yes"
[command]
Index: wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg
diff -u wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.6
wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.7
--- wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.6 Sun Feb
6 16:11:25 2005
+++ wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg Tue Feb 8
20:35:54 2005
@@ -106,7 +106,7 @@
{QUESTION_OPTIONS_START (_"En guarde!")}
#define GOLD_QUESTIONS
{QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each
unit you recruit or recall gold when you recruit it. The cost of recruiting a
unit is displayed under the unit's name. The cost of recalling a unit is always
20 gold. A unit also costs gold for each turn it is under your control. This
cost, called 'upkeep', is equal to the level of the unit. However, units you do
not recruit or recall such as your leader do not cost any gold at all. The
total upkeep cost of your units is displayed on the status bar at the top after
a picture of gold and then a red arrow.")}
-{QUESTION_OPTION (_"How do I get gold?") (_"You begin each level with a
percentage of gold from the previous level. If this is less than 100 gold, you
begin with 100 gold instead. The amount of gold you have is displayed on the
status bar after the picture of gold. After the start of a scenario, you
receive 2 gold every turn. Since you usually need more gold than that, you
should flag villages, which give you 1 gold per turn.")}
+{QUESTION_OPTION (_"How do I get gold?") (_"You begin each scenario with a
percentage of gold from the previous scenario. If this is less than 100 gold,
you begin with 100 gold instead. The amount of gold you have is displayed on
the status bar after the picture of gold. After the start of a scenario, you
receive 2 gold every turn. Since you usually need more gold than that, you
should flag villages, which give you 1 gold per turn.")}
#enddef
{GOLD_QUESTIONS}
{QUESTION_OPTIONS_END}
@@ -195,7 +195,7 @@
{QUESTION_OPTIONS_START (_"En guarde!")}
#define OBJECT_QUESTIONS
{QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The
objects you encounter are put in by the scenario designer, so they vary from
campaign to campaign. In Heir to the Throne, most objects give the unit who
picks them up a new weapon. However there are usually not that many objects in
a campaign.")}
-{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are
permanent changes to the unit that receives them. However a few objects, such
as holy water, last only until the remainder of the level.")}
+{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are
permanent changes to the unit that receives them. However a few objects, such
as holy water, last only until the end of the scenario.")}
#enddef
{OBJECT_QUESTIONS}
{QUESTION_OPTIONS_END}
@@ -247,7 +247,7 @@
{QUESTION_OPTIONS_END}
[message]
description=Delfador
- message= _ "Do you want to review any of the skills learned on
this level?"
+ message= _ "Do you want to review any of the skills learned in
this scenario?"
[option]
message= _ "Yes"
[command]
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