64 Commits

Author SHA1 Message Date
Richard Kettering
d37c6279a9 Updated the riderless wolf with new graphics...
...and a two-frame defense animation.
2010-01-01 05:03:25 +00:00
Eric S. Raymond
0aa99781cf Reindent mainline. 2009-11-23 14:39:03 +00:00
Gunter Labes
a10f58a55f don't generate names for wolves 2009-10-24 16:57:04 +00:00
Eric S. Raymond
c5a70496a2 A final pre-1.8 prose polish on the units subtree. 2009-09-26 22:41:57 +00:00
Alexander van Gessel
28c1211828 Give the Fire Dragon 100% fire resistance 2009-09-19 00:57:26 +01:00
Gunter Labes
eae06aba78 some more movetype refactoring 2009-09-10 04:55:21 +00:00
Eric S. Raymond
99cae53110 Address bug #13967: Animation glitches with terrain filters.
This needed both fixes in mainline and a bit of wmllint logic to ensure
that incoming UMC gets converted.
2009-07-31 22:24:49 +00:00
Gunter Labes
3b02a3c4b2 synchronized mudcrawler configs 2009-07-09 01:52:23 +00:00
Steven Panek
3345e5dff4 Added fangs-snake.png and wired it into the Water Serpent...
...and the Sea Serpent. (Art approved by Jetryl)
2009-04-04 15:52:05 +00:00
Eric S. Raymond
47d3d2168c Use the translation-note passthrough feature of new wmlgettext...
...in various places where it is appropriate.  Also, fix up a
textdomain and polish some dialog in SoF a bit.
2009-04-04 15:10:29 +00:00
Eric S. Raymond
09d42468f9 Added the Water Serpent. Art approved by Jetryl. 2009-04-03 23:18:28 +00:00
Ali El Gariani
c0b0b9ba8d Remove the now useless 'in_hex' key from mainline units 2009-03-26 01:10:08 +00:00
Ali El Gariani
d930c3b7fc Fix few in_hex errors in 2009-03-21T10:38:32Z!jeremy.rosen@enst-bretagne.fr,
...but some of them are only caused by dirty low-alpha pixels. These
images must be cleaned, but in the meantime, use correctly in_hex to
prevent glitch. Example (visible with 1.4): a grand marshall on a
village slowly draw a gray rectangle near his foot.
2009-03-21 17:07:16 +00:00
Jérémy Rosen
2b89ee58a8 mark in_hex for all mainline units, jetryl:
not that it might be usefull to review units with in_hex=no since some
of them are just one pixel off
2009-03-21 10:38:32 +00:00
Ignacio R. Morelle
60069dcfb2 Make the Giant Scorpion portrait appear on the right side. 2009-02-18 20:24:52 +00:00
Lari Nieminen
b01c634afa Improved yeti's attack animation. 2009-02-15 21:01:31 +00:00
Eric S. Raymond
718cbdfa78 thespaceinvader's big portrait rationalization. 2009-01-31 00:15:02 +00:00
Eric S. Raymond
aa6e7629e0 wmllint double-quotes IDs containing single-quote.
This diff also fixes two comments where the lift code was 
a bit overzealous.  No real harm done, fortunately.
2008-11-10 12:03:47 +00:00
Eric S. Raymond
434d0bcf28 Systematically doublequote enclose IDs containing single quotes.
This avoids confusing wesnoth-mode.el.
2008-11-10 11:25:55 +00:00
Eric S. Raymond
ff898341e1 This revision fixes almost all spellcheck exceptions in mainline.
The few that remaim probably indicate spellchecker bugs.
2008-11-03 00:49:29 +00:00
Alexander van Gessel
1ec9e5cd09 Changed the Wolf's race to wolf. (from monster) 2008-10-14 13:25:45 +01:00
Eric S. Raymond
76abc35ca6 wmllint now does translation-mark and doublespace checks outside scenrio tags.
This diff fixes some glitches found that way and tells wmllint to ignore
various edge cases.  A few cannot_use_message=NONE instances are removed,
as this simplifies the check and zookeeper says it's safe.
2008-10-09 17:46:10 +00:00
Eric S. Raymond
fec0ec9d71 advancesto -> advances_to. 2008-08-29 19:03:00 +00:00
Lari Nieminen
f10ae2c736 Added a forgotten sea serpent portrait by Pic. 2008-05-03 21:26:46 +00:00
Gunter Labes
9a3a7285b7 decreased the cost of the Giant Scorpion from 32 to 22 2008-04-23 21:59:00 +00:00
Patrick Parker
14247b09cd patch #1037: Filter_x renaming 2008-04-08 07:15:25 +00:00
Eric S. Raymond
e5e500ca60 [unit_type] unit_description -> description 2008-03-21 03:26:09 +00:00
Eric S. Raymond
9655d59081 [unit] enclosing UnitWML becomes [unit_type]
Note: This change breaks backward compatibility with the 1.4 branch!
2008-03-12 08:08:37 +00:00
Benoît Timbert
7fa20f7c84 Terrain type revamp step #1:
Use some proper terrain type names:

- "grassland" becomes "flat"

- "tundra" (which was displayed as "snow") becomes "frozen" (not sure
  it's the optimal name here - can be changed if we find a bettter
  name)

- "canyon" (which was displayed as "chasm") becomes "unwalkable"

- "cavewall" becomes "impassable"

- The renamings of the wml key used in the stats will probably stay.

- The 4 added "virtual" terrains will be axed by the next step, once
  we get proper terrain type support.

- The labels might be changed (Noy had some ideas about it, it will be
  easier when we have terrain types)
2008-03-07 20:50:06 +00:00
Eric S. Raymond
26bb580d9f Eliminate [comment] tags. 2008-02-17 16:31:52 +00:00
Eric S. Raymond
6f88e87671 This should have been part of the commit that moved utils directories. 2008-02-13 03:56:42 +00:00
Eric S. Raymond
1b24006284 Fix some places where 'unused' frames were not wired in...
...but clearly should have been.
2008-02-11 14:44:52 +00:00
Gunter Labes
9472237408 gave some monsters appropriate undead_variations 2008-01-12 19:46:15 +00:00
Lari Nieminen
e520faad5a Turned the default AMLA into a combined +3 max HP, +20% max XP and fullheal,
and upped the standard AMLA XP limit from 100 to 150. Wired to core
units.
2007-12-27 09:24:25 +00:00
Gunter Labes
62f57f802e add a missing special note 2007-12-22 12:20:41 +00:00
Nils Kneuper
3b60d55a3f some more missing SPECIAL_NOTES markers 2007-12-20 23:09:40 +00:00
Nils Kneuper
170c33654e seperate 'Special Notes:' from the units into a macro on its own (patch #889) 2007-12-20 19:23:12 +00:00
Lari Nieminen
8f99271a40 Implement the fullheal AMLA (fullheal with +25% max XP).
Now all max-level units have an {AMLA_DEFAULT}, which contains both
{AMLA_TOUGH 3} and {AMLA_FULLHEAL}. Necrophage gets the "feeding"
ability.
2007-12-08 18:51:47 +00:00
Lari Nieminen
dfa08f2835 Remove the macros and all remaining uses of FRAME_ON_SLOW and FRAME_ON_POISON. 2007-12-05 23:44:13 +00:00
Lari Nieminen
00a45887c5 Converted core units using slow to use the new slow sound macro. 2007-12-05 23:26:40 +00:00
Lari Nieminen
a4cafbc997 Add some new macros for greatly beautify the macroifying...
...of sounds in animations. For starters, converted all core units
using poison to use the new poison sound macro.
2007-12-05 23:02:45 +00:00
Joseph Simmons
d43bcf648f wired in new animations - the timing might need tweakment 2007-12-04 00:40:08 +00:00
Lari Nieminen
cb58cf84c8 Added a dragon tail attack icon for Fire Dragon. 2007-11-30 12:33:26 +00:00
Benoît Timbert
5041eee60d Fixed the Giant Scorpion usage from "mixed fighter" to "fighter" 2007-11-26 22:52:31 +00:00
Lari Nieminen
0c5d61aadb Use .ogg for the skeleton sounds after all (to save space). 2007-11-07 15:59:08 +00:00
Lari Nieminen
c901ff5f8e The full set of the new skeleton sounds (by Chessmate), wired to core units. 2007-11-07 15:06:23 +00:00
Gunter Labes
1de99d10ba [[New Gryphon race]]
* create a gryphon race (GRYPHON_NAMES needs to be filled) and moved
  the appropriate units to their own directory

* create undead variations for the bat and gryphon race (using the
  drake image.. needs better fitting art)

* sorted names.cfg and races in units.cfg alphabetically
2007-09-22 16:57:14 +00:00
Gunter Labes
1b98547119 last double space fixes.. done by hand :-/ 2007-09-15 13:05:21 +00:00
Jérémy Rosen
d6cb5ce98c move attack animations out of [attack] and into [unit], update to WML 2007-09-08 07:52:30 +00:00
Ali El Gariani
c20e564d06 Mudcracwlers had the race "Monster" instead of "monster".
My last commit reveals the error (no [race]Monster[/race])
so fix the bad "M"
2007-09-03 03:57:04 +00:00