Author: sapient
Date: Sat Apr  7 21:55:30 2007
New Revision: 16676

URL: http://svn.gna.org/viewcvs/wesnoth?rev=16676&view=rev
Log:
correct a few minor typos and errors

Modified:
    trunk/data/utils/deprecated-utils.cfg
    trunk/data/utils/event-utils.cfg

Modified: trunk/data/utils/deprecated-utils.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/deprecated-utils.cfg?rev=16676&r1=16675&r2=16676&view=diff
==============================================================================
--- trunk/data/utils/deprecated-utils.cfg (original)
+++ trunk/data/utils/deprecated-utils.cfg Sat Apr  7 21:55:30 2007
@@ -1,40 +1,22 @@
-# These are clutter, scheduled to be removed.
-
-# This one it used to tag macros for removal, the number in the name is the
-# release where the message is shown the first time.
-# The removal will be 2 versions later.
-#define DEPRECATE_132 NAME
-       [deprecated_message]
-               message="Macro '" + {NAME} + "' is scheduled for removal in 
Wesnoth 1.3.4."
-       [/deprecated_message]
-#enddef        
-
-# Allows the player to undo the effects of a moveto event.
-# For example, lets allow undoing reading a note:
-# {ON_TILE 5 7 () (
-#      {ALLOW_UNDO (
-#              [message]
-#                      speaker=narrator
-#                      message="This is a note."
-#              [/message]
-#      )}
-# )}
-
-#define ALLOW_UNDO ACTION
-       {DEPRECATE_132 ALLOW_UNDO_ACTION}
-       [allow_undo]
-               {ACTION}
-       [/allow_undo]
-#enddef
-
-# Gives a side an amount of gold
-# For example, lets make player 1 rich:
-# {ADD_GOLD 1 999}
-
-#define ADD_GOLD SIDE AMOUNT
-       {DEPRECATE_132 ADD_GOLD}
-       [gold]
-               side={SIDE}
-               amount={AMOUNT}
-       [/gold]
-#enddef
+# These are clutter, scheduled to be removed.
+
+# This one it used to tag macros for removal, the number in the name is the
+# release where the message is shown the first time.
+# The removal will be 2 versions later.
+#define DEPRECATE_132 NAME
+       [deprecated_message]
+               message="Macro '" + {NAME} + "' is scheduled for removal in 
Wesnoth 1.3.4."
+       [/deprecated_message]
+#enddef        
+
+# Gives a side an amount of gold
+# For example, lets make player 1 rich:
+# {ADD_GOLD 1 999}
+
+#define ADD_GOLD SIDE AMOUNT
+       {DEPRECATE_132 ADD_GOLD}
+       [gold]
+               side={SIDE}
+               amount={AMOUNT}
+       [/gold]
+#enddef

Modified: trunk/data/utils/event-utils.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/utils/event-utils.cfg?rev=16676&r1=16675&r2=16676&view=diff
==============================================================================
--- trunk/data/utils/event-utils.cfg (original)
+++ trunk/data/utils/event-utils.cfg Sat Apr  7 21:55:30 2007
@@ -1,315 +1,328 @@
-# This file contains shortcuts for common WML events (such as prestart, side
-# turn, and such), which can be used to write events faster and in less space.
-#
-# 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.
-
-#define ON_EVENT NAME ACTION
-    [event]
-        name={NAME}
-        {ACTION}
-    [/event]
-#enddef
-
-
-# Creates an event that triggers when the scenario starts but before the user
-# gets any visible output.
-#
-# For example, you can make side 2 start the scenario with ownership of the
-# village at 13,15:
-#
-# {ON_PRESTART (
-#   [capture_village]
-#       side=2
-#       x,y=13,15
-#   [/capture_village]
-# )}
-
-#define ON_PRESTART ACTION
-    [event]
-        name=prestart
-        {ACTION}
-    [/event]
-#enddef
-
-
-# Creates an event that triggers when the scenario starts, after the map is
-# displayed but before the player can act.
-#
-# For example you could display some dialogue when the scenario starts:
-#
-# {ON_START (
-#   [message]
-#       speaker=Konrad
-#       message= _ "Hey, I can see some enemies up ahead!"
-#   [/message]
-#
-#   [message]
-#       speaker=Delfador
-#       message= _ "Yes, so it would seem. Charge!"
-#   [/message]
-# )}
-
-#define ON_START ACTION
-    [event]
-        name=start
-        {ACTION}
-    [/event]
-#enddef
-
-
-# Creates an event that triggers at the end of every turn.
-#
-# For example, you could give a player some gold at the end every turn:
-#
-# {ON_NEXT_TURN (
-#   [gold]
-#       amount=35
-#       side=1
-#   [/gold]
-# )}
-
-#define ON_NEXT_TURN ACTION
-    [event]
-        name=new turn
-        first_time_only=no
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers at the end of the current turn.
-# For example you could give a player some gold before his/hers next turn.:
-# {ON_NEXT_TURN (
-#   [gold]
-#       amount=100
-#       side=1
-#   [/gold]
-# )}
-
-#define ON_NEXT_TURN_ONCE ACTION
-    [event]
-        name=new turn
-        first_time_only=yes
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers at the start of every players turn
-# For example you could set each players gold to a fixed amount every turn.
-# {ON_SIDETURN (
-#   [modify_side]
-#       side=3
-#       gold=0
-#   [/modify_side]
-# )}
-
-#define ON_SIDETURN ACTION
-    [event]
-        name=side turn
-        first_time_only=no
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers at the start of turn TURN
-# For example you can create a Wose belonging to player 1 at turn 3:
-# {ON_TURN 3 (
-#   [unit]
-#       side=1
-#       type=wose
-#       x,y=12,4
-#   [/unit]
-# )}
-
-#define ON_TURN TURN ACTION
-    [event]
-        name=turn {TURN}
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers when the last turn ends.
-# For example you could display a message saying they suck:
-# {ON_LAST_TURN (
-#   [message]
-#       speaker=narrator
-#       message="They suck!"
-#   [/message]
-# )}
-
-#define ON_LAST_TURN ACTION
-    [event]
-        name=time over
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers when a player wins the game, before the game 
ends.
-# For example you could congratulate the player:
-# {ON_VICTORY (
-#   [message]
-#       speaker=narrator
-#       message="Congratulations!"
-#   [/message]
-# )}
-
-#define ON_VICTORY ACTION
-    [event]
-        name=victory
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers when a player wins the game, before the game 
ends.
-# For example you could suggest an easier difficulty the player:
-# {ON_DEFEAT (
-#   [message]
-#   speaker=narrator
-#   message="Aww.. you lost. Try again with 800g and +40g income?"
-#   [/message]
-# )}
-
-#define ON_DEFEAT ACTION
-    [event]
-        name=defeat
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers anytime a unit steps on a given tile.
-# The filter can be used to only affect special units, or units of a given 
player.
-# For example we could make a tree where the first players leader can read a 
note, but noone else:
-# {ON_TILE 5 7 (
-#   side=1
-#   canrecruit=1
-# ) (
-#   [message]
-#   speaker=narrator
-#   message="This is a note."
-#   [/message]
-# )}
-
-#define ON_TILE X Y FILTER ACTION
-    [event]
-        name=moveto
-        first_time_only=no
-        [filter]
-        x={X}
-        y={Y}
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers the first time a unit steps on a given tile.
-# The filter can be used to only affect special units, or units of a given 
player.
-# For example we could make a text-message that is only readable once:
-# {ON_TILE_ONCE 5 7 () (
-#   [message]
-#       speaker=narrator
-#       message="This is a note."
-#   [/message]
-# )}
-
-#define ON_TILE_ONCE X Y FILTER ACTION
-    [event]
-        name=moveto
-        first_time_only=yes
-        [filter]
-        x={X}
-        y={Y}
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers anytime a unit matching FILTER dies.
-# For example we can make all units scream in pain upon death:
-# {ON_DEATH () (
-#   [message]
-#       speaker=unit
-#       message="AAaaaaAAaaAAaarrrghh!!!"
-#   [/message]
-# )}
-
-#define ON_DEATH FILTER ACTION
-    [event]
-        name=die
-        first_time_only=no
-        [filter]
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers the first time a unit matching FILTER dies.
-# For example we can make only player 3s leader units scream in pain upon 
death:
-# {ON_DEATH (
-#   side=3
-#   canrecruit=1
-# ) (
-#   [message]
-#       speaker=unit
-#       message="AAaaaaAAaaAAaarrrghh!!!"
-#   [/message]
-# )}
-
-#define ON_DEATH_ONCE FILTER ACTION
-    [event]
-        name=die
-        first_time_only=yes
-        [filter]
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers before any unit matching FILTER advances to a 
new class.
-# For example we could make it smile:
-# {ON_ADVANCEMENT () (
-#   [message]
-#       speaker=unit
-#       message=":D"
-#   [/message]
-# )}
-
-#define ON_ADVANCEMENT FILTER ACTION
-    [event]
-        name=advance
-        first_time_only=no
-        [filter]
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
-
-# Creates an event that triggers after any unit matching FILTER advanced to a 
new class.
-# For example we could make it claim to be the strongest one alive:
-# {ON_POSTADVANCEMENT () (
-#   [message]
-#       speaker=unit
-#       message="I'm the strongest one alive!"
-#   [/message]
-# )}
-
-#define ON_POSTADVANCEMENT FILTER ACTION
-    [event]
-        name=post_advance
-        first_time_only=no
-        [filter]
-        {FILTER}
-        [/filter]
-        {ACTION}
-    [/event]
-#enddef
+# This file contains shortcuts for common WML events (such as prestart, side
+# turn, and such), which can be used to write events faster and in less space.
+#
+# 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.
+
+#define ON_EVENT NAME ACTION
+    [event]
+        name={NAME}
+        {ACTION}
+    [/event]
+#enddef
+
+# Creates an event that triggers when the scenario starts but before the user
+# gets any visible output.
+#
+# For example, you can make side 2 start the scenario with ownership of the
+# village at 13,15:
+#
+# {ON_PRESTART (
+#   [capture_village]
+#       side=2
+#       x,y=13,15
+#   [/capture_village]
+# )}
+
+#define ON_PRESTART ACTION
+    [event]
+        name=prestart
+        {ACTION}
+    [/event]
+#enddef
+
+
+# Creates an event that triggers when the scenario starts, after the map is
+# displayed but before the player can act.
+#
+# For example you could display some dialogue when the scenario starts:
+#
+# {ON_START (
+#   [message]
+#       speaker=Konrad
+#       message= _ "Hey, I can see some enemies up ahead!"
+#   [/message]
+#
+#   [message]
+#       speaker=Delfador
+#       message= _ "Yes, so it would seem. Charge!"
+#   [/message]
+# )}
+
+#define ON_START ACTION
+    [event]
+        name=start
+        {ACTION}
+    [/event]
+#enddef
+
+
+# Creates an event that triggers at the end of every turn.
+#
+# For example, you could give a player some gold at the end every turn:
+#
+# {ON_NEXT_TURN (
+#   [gold]
+#       amount=35
+#       side=1
+#   [/gold]
+# )}
+
+#define ON_NEXT_TURN ACTION
+    [event]
+        name=new turn
+        first_time_only=no
+        {ACTION}
+    [/event]
+#enddef
+
+# Creates an event that triggers at the end of the current turn.
+# For example you could give a player some gold before his/hers next turn.:
+# {ON_NEXT_TURN (
+#   [gold]
+#       amount=100
+#       side=1
+#   [/gold]
+# )}
+
+#define ON_NEXT_TURN_ONCE ACTION
+    [event]
+        name=new turn
+        first_time_only=yes
+        {ACTION}
+    [/event]
+#enddef
+
+# Creates an event that triggers at the start of every players turn
+# For example you could set each players gold to a fixed amount every turn
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