wesnoth/data/core/macros/deprecated-utils.cfg
2015-04-22 00:09:52 +11:00

82 lines
2.5 KiB
INI

#textdomain wesnoth
# These are clutter, scheduled to be removed.
# ! in comments is used for generating HTML documentation, ignore it otherwise.
#wmllint: markcheck off
#define DEPRECATE MACRO_NAME VERSION_NAME
# Tag macros for removal, where VERSION_NAME is the the next development series from the date of deprecation.
[deprecated_message]
message="Macro '" + {MACRO_NAME} + "' is scheduled for removal in Wesnoth " + {VERSION_NAME} + "."
[/deprecated_message]
#enddef
#wmllint: markcheck on
#define EARLY_FINISH_BONUS_CAPTION
# Deprecated; use the below EARLY_FINISH_BONUS_FOOTNOTE instead
_"<small>(early finish bonus)</small>"#enddef
#define EARLY_FINISH_BONUS_NOTE
_"Early finish bonus."#enddef
#define NO_EARLY_FINISH_BONUS_NOTE
_"No early finish bonus."#enddef
#define NO_GOLD_CARRYOVER_NOTE
_"No gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_100
_"
100% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_40
_"
40% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_20
_"
20% of finishing gold carried over to the next scenario."#enddef
#define MISSILE_FRAME_FIREBALL
# Deprecated; use MISSILE_FRAME_FIREBALL_XY X_OFFSET Y_OFFSET instead
{MISSILE_FRAME_FIREBALL_XY 0 0}
#enddef
#define MESSAGE SPEAKER_ID IMAGE CAPTION_TEXT MESSAGE_TEXT
# Displays a text message spoken by SPEAKER_ID.
# Speaker can be any of: narrator, unit and second_unit
# For example, let's have the narrator, which looks like a faery
# express some feelings on the undead:
#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
[message]
speaker={SPEAKER_ID}
message={MESSAGE_TEXT}
image={IMAGE}
caption={CAPTION_TEXT}
[/message]
#enddef
#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
[part]
story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
[background_layer]
image={BACKGROUND_IMAGE}
scale=no
[/background_layer]
[/part]
#enddef
#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
# Create a unit with the Undead and Loyal traits.
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
overlays="misc/loyal-icon.png"
[/unit]
#enddef