mail[Wesnoth-commits] r20396 - in /trunk/data: campaigns/tutorial/scenarios/ core/ core/units/undead/


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Posted by Soliton on September 15, 2007 - 14:10:
Author: soliton
Date: Sat Sep 15 14:09:33 2007
New Revision: 20396

URL: http://svn.gna.org/viewcvs/wesnoth?rev=20396&view=rev
Log:
remove double spaces also in multiline strings

Modified:
    trunk/data/campaigns/tutorial/scenarios/1_Tutorial.cfg
    trunk/data/core/help.cfg
    trunk/data/core/units/undead/Corpse_Necrophage.cfg
    trunk/data/core/units/undead/Necro_Dark_Sorcerer.cfg

Modified: trunk/data/campaigns/tutorial/scenarios/1_Tutorial.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/campaigns/tutorial/scenarios/1_Tutorial.cfg?rev=20396&r1=20395&r2=20396&view=diff
==============================================================================
--- trunk/data/campaigns/tutorial/scenarios/1_Tutorial.cfg (original)
+++ trunk/data/campaigns/tutorial/scenarios/1_Tutorial.cfg Sat Sep 15 
14:09:33 2007
@@ -466,7 +466,7 @@
                [message]
                        description=Delfador
                        message=_ "Yes: it's a magical quintain.
-See the 3-5 in its description? The first number tells you that it does 
three points of damage when it hits.  The second tells you that it gets five 
chances to hit you per combat round. 
+See the 3-5 in its description? The first number tells you that it does 
three points of damage when it hits. The second tells you that it gets five 
chances to hit you per combat round. 
 If it hits every time, you'll drop from $student_hp to $future_hp hit 
points. Brace yourself!"
                [/message]
                {PRINT (_ "Click on the End Turn button on the bottom right")}

Modified: trunk/data/core/help.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/help.cfg?rev=20396&r1=20395&r2=20396&view=diff
==============================================================================
--- trunk/data/core/help.cfg (original)
+++ trunk/data/core/help.cfg Sat Sep 15 14:09:33 2007
@@ -222,7 +222,7 @@
 
 Units have a certain amount of experience required to advance (this is 20% 
less for units with the Intelligent trait). Once they achieve this amount, 
they immediately advance to the next level, healing fully in the process. In 
some cases, you will be given a choice of advancement options." + _"
 
-While most units have three levels, not all do. Occasional units (such as 
<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached 
its maximum level, it may have an After Maximum Level Advancement (AMLA) 
available to it. The AMLA will modify the unit each time the unit reaches the 
experience goal, but the unit will remain the same level. The typical AMLA 
effect is for the unit to raise the maximum HP by 3.  The first AMLA will 
normally be reached with 100 XP gained (80 XP for intelligent units).  
However, gaining an AMLA becomes progressively harder for each AMLA the unit 
receives, and so it is often more useful to try to advance your lower level 
units.
+While most units have three levels, not all do. Occasional units (such as 
<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached 
its maximum level, it may have an After Maximum Level Advancement (AMLA) 
available to it. The AMLA will modify the unit each time the unit reaches the 
experience goal, but the unit will remain the same level. The typical AMLA 
effect is for the unit to raise the maximum HP by 3. The first AMLA will 
normally be reached with 100 XP gained (80 XP for intelligent units). 
However, gaining an AMLA becomes progressively harder for each AMLA the unit 
receives, and so it is often more useful to try to advance your lower level 
units.
 
 Note that only a small number of units, for example the Necrophage, will 
actually heal with AMLA effects. Most units just gain the bonus to the 
Maximum HP."
     [/topic]

Modified: trunk/data/core/units/undead/Corpse_Necrophage.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/units/undead/Corpse_Necrophage.cfg?rev=20396&r1=20395&r2=20396&view=diff
==============================================================================
--- trunk/data/core/units/undead/Corpse_Necrophage.cfg (original)
+++ trunk/data/core/units/undead/Corpse_Necrophage.cfg Sat Sep 15 14:09:33 
2007
@@ -19,7 +19,7 @@
     usage=fighter
     unit_description= _ "The necrophage, or 'devourer of the dead', is a 
monstrous, corpulent thing, which bears only a crude resemblance to a man. 
They appear to be quite rotten in spite of their ability to move; they are 
rife with disease and poisons of the blood, and have a stench to match. 
Likely the most unhinging fact about them, for fact it appears to be, is that 
they were somehow made from living men - a process about which almost nothing 
is known, but which can be nothing but nightmarish.
 
-Special Notes:  When this creature gains enough experience in combat, it 
renews itself as if freshly summoned, healing all damage 
sustained."+{SPECIAL_NOTES_POISON}
+Special Notes: When this creature gains enough experience in combat, it 
renews itself as if freshly summoned, healing all damage 
sustained."+{SPECIAL_NOTES_POISON}
     die_sound=ghoul-hit.wav
     {DEFENSE_ANIM "units/undead/necrophage-defend-2.png" 
"units/undead/necrophage-defend-1.png" ghoul-hit.wav }
     [attack]

Modified: trunk/data/core/units/undead/Necro_Dark_Sorcerer.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/units/undead/Necro_Dark_Sorcerer.cfg?rev=20396&r1=20395&r2=20396&view=diff
==============================================================================
--- trunk/data/core/units/undead/Necro_Dark_Sorcerer.cfg (original)
+++ trunk/data/core/units/undead/Necro_Dark_Sorcerer.cfg Sat Sep 15 14:09:33 
2007
@@ -17,7 +17,7 @@
     usage=mixed fighter
     unit_description= _ "The dread inspired by black magic comes chiefly 
from how little is known about it by the common man. Dark sorcerers have 
begun to unlock the secrets of life and death, the latter of which is all too 
easy to inflict. This labor gives the first glimmerings of the connection 
between the soul and inert matter, and the first successful experiments in 
manipulating this bond. The terrible unknown that lurks beyond death is 
glimpsed, and will inevitably be fathomed.
 
-Despite any design they may have of using this to wrest their own 
immortality from nature's grasp, the first results of their work have 
immediate, and unpleasant applications.  The life they breathe into dead 
matter can create servants for them, servants which will work, but which will 
also kill, and will never question their masters.  These creations have a 
loyalty any tyrant would dream of, and it is tempting to those with even the 
merest desire for power.
+Despite any design they may have of using this to wrest their own 
immortality from nature's grasp, the first results of their work have 
immediate, and unpleasant applications. The life they breathe into dead 
matter can create servants for them, servants which will work, but which will 
also kill, and will never question their masters. These creations have a 
loyalty any tyrant would dream of, and it is tempting to those with even the 
merest desire for power.
 
 Special Notes:"+{SPECIAL_NOTES_MAGICAL}
     die_sound={SOUND_LIST:HUMAN_DIE}




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