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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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