Author: esr
Date: Sat Apr 7 07:35:53 2007
New Revision: 16663
URL: http://svn.gna.org/viewcvs/wesnoth?rev=16663&view=rev
Log:
Add explanatory documentation comments to various utils files.
Modified:
trunk/data/utils/animation-utils.cfg
trunk/data/utils/conditional-utils.cfg
trunk/data/utils/event-utils.cfg
trunk/data/utils/interface-utils.cfg
trunk/data/utils/scenario-utils.cfg
trunk/data/utils/sound-utils.cfg
trunk/data/utils/teleport-utils.cfg
trunk/data/utils/utils.cfg
Modified: trunk/data/utils/animation-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/animation-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/animation-utils.cfg (original)
+++ trunk/data/utils/animation-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,3 +1,6 @@
+# Macros for setting animations.
+# These don't rely on any other macros. Please don't change this.
+
#define DEFENSE_ANIM FRAME BASEFRAME HITSOUND
[defend]
start_time=-126
@@ -390,12 +393,11 @@
#enddef
-#this macro is called on top of every idle animation, to provide a standard
set of
-#conditions to play the idle animation
+# this macro is called on top of every idle animation,
+# to provide a standard set of conditions to play the idle animation
#define STANDARD_IDLE_FILTER
-
-#poisoned units hould have no idle animation
+# Poisoned units should have no idle animation
[unit_filter]
[not]
[wml_filter]
Modified: trunk/data/utils/conditional-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/conditional-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/conditional-utils.cfg (original)
+++ trunk/data/utils/conditional-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,3 +1,6 @@
+# Conditionals for MP scenarios.
+# These don't depend on any other macros.
+
# Condition triggering if PLAYER has at least one unit left.
# For example, if the player 2 is still alive, kill all his units.
# {IF_ALIVE 2 (
Modified: trunk/data/utils/event-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/event-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/event-utils.cfg (original)
+++ trunk/data/utils/event-utils.cfg Sat Apr 7 07:35:53 2007
@@ -4,7 +4,8 @@
# It is recommended that you only use these if you're confident you could write
# the expanded form as well; these are mostly intended as shortcuts for
# experienced WML authors.
-
+#
+# These don't depend on any other macros. Please don't change this.
# Creates a generic event, only intended to be used when no other event can be
# used.
@@ -311,4 +312,4 @@
[/filter]
{ACTION}
[/event]
-#enddef
+#enddef
Modified: trunk/data/utils/interface-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/interface-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/interface-utils.cfg (original)
+++ trunk/data/utils/interface-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,6 +1,9 @@
+# Interface shortcut macros.
+# These don't depend on any other macros. Please don't change this.
+
# Displays a text message spoken by SPEAKER.
# Speaker can be any of: narrator, unit and second_unit
-# For example, lets have the narrator, which looks like a feary
+# For example, let's have the narrator, which looks like a feary
# express some feelings on the undead:
# {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be
undeadies! Loooks at them.."}
Modified: trunk/data/utils/scenario-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/scenario-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/scenario-utils.cfg (original)
+++ trunk/data/utils/scenario-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,6 +1,11 @@
+# Utility macros for scenario-objectivew control.
+# These macros don't depend on any others. Please don't change this.
+
# Sets the objectives for a given player
-# Side 0 means every player. Does not affect gameplay except tells the player
what the objectives of a scenario are.
-# For example, we could set the objective for all players to: "survive for 3
turns".
+# Side 0 means every player. Does not affect gameplay,
+# except that it tells the player what the objectives of a scenario are.
+# For example, we could set the objective for all players to: "survive for
+# 3 turns" wuth this:
# {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}
#
#define SET_OBJECTIVES SIDE SUMMARY NOTE CONDITIONS
@@ -12,7 +17,8 @@
[/objectives]
#enddef
-# Used in conjunction with SET_OBJECTIVES this sets a victory condition
(marked green)
+# Used in conjunction with SET_OBJECTIVES this sets a victory condition
+# (marked green).
# For example we could tell player 2 to win by killing all other players
# {SET_OBJECTIVES 0 "Kill eachother." (
# {VICTORY_CONDITION "Kill all other players."}
@@ -25,7 +31,8 @@
[/objective]
#enddef
-# Used in conjunction with SET_OBJECTIVES this sets a defeat condition (marked
red)
+# Used in conjunction with SET_OBJECTIVES this sets a defeat condition
+# (marked red).
# For example we could tell all players that they lose if they die.
# {SET_OBJECTIVES 0 "Survive." (
# {DEFEAT_CONDITION "Death of your leader."}
@@ -39,7 +46,8 @@
#enddef
# Defines a multiplayer side in a scenario that is controllable by the player.
-# For example we can set side 1 to be a player belonging to team "Good Guys"
starting with 200g and no income.
+# For example we can set side 1 to be a player belonging to team "Good Guys"
+# starting with 200g and no income:
# {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}
#
#define SIDE_PLAYER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_PARMS
@@ -56,8 +64,9 @@
#enddef
# Defines a multiplayer side in a scenario that is controllad by the computer.
-# For example we can set side 4 to be a computer belonging to team "Evil Guys"
starting with 666g and no 99 income.
-# We also makes it more aggressive:
+# For example we can set side 4 to be a computer belonging to team "Evil Guys"
+# starting with 666g and no 99 income.
+# We also make it more aggressive:
# {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 99 (
# aggression=0.95
# )}
Modified: trunk/data/utils/sound-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/sound-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/sound-utils.cfg (original)
+++ trunk/data/utils/sound-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,6 +1,8 @@
# For some animations some units use a list of sounds, from which one is
# randomly picked every time, instead of a single sound. Here the most commonly
# used lists are wrapped inside macros.
+#
+# These macros do not rely on any other macros. Please don't change this.
#
# These are used in unit .cfg's for example like this:
#
Modified: trunk/data/utils/teleport-utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/teleport-utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/teleport-utils.cfg (original)
+++ trunk/data/utils/teleport-utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,5 +1,8 @@
+# Macros for terleporting units.
+# These don't depend on any other macros. Please don't change this.
+
# Teleports a unit matching FILTER to NEWX,NEWY
-# For example, teleport player3s leader to 4,5
+# For example, teleport player 3's leader to 4,5
# {TELEPORT_UNIT (
# side=3
# canrecruit=1
Modified: trunk/data/utils/utils.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/utils.cfg?rev=16663&r1=16662&r2=16663&view=diff
==============================================================================
--- trunk/data/utils/utils.cfg (original)
+++ trunk/data/utils/utils.cfg Sat Apr 7 07:35:53 2007
@@ -1,6 +1,7 @@
# This file contains general utility macros for WML authors.
#
-# Also see
+# Later macros in this file are built using earlier ones, which
+# is why they live hear rather than being broken out into topic-specific files.
#### TABLE OF CONTENTS ####
@@ -510,16 +511,18 @@
# 2. the [story]-level music key
# 3. any [event]-level [music] tags
#
-# If you change the music at a lower level, the tags above it will NOT be
re-parsed
-# and your scenario will sound wrong. For example, if you set scenario music
-# with the normal [scenario]-level music tag but change the music during the
[story],
-# it is never reset back to normal. Therefore, these macros are intended to
catch
-# instances like that. Of course, if you want something more elaborate, code
it
+# If you change the music at a lower level, the tags above it will NOT
+# be re-parsed and your scenario will sound wrong. For example, if
+# you set scenario music with the normal [scenario]-level music tag
+# but change the music during the [story], it is never reset back to
+# normal. Therefore, these macros are intended to catch instances
+# like that. Of course, if you want something more elaborate, code it
# manually.
-# A macro to define a standard playlist suitable for any level. The music is
defined
-# twice to catch instances where music is changed in a story and not set back.
+# A macro to define a standard playlist suitable for any level. The
+# music is defined twice to catch instances where music is changed in
+# a story and not set back.
#define DEFAULT_MUSIC_PLAYLIST
[music]
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