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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