From e1cabedc0392c7bd902145ad58d37e3b70166ffd Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 1 Sep 2019 23:03:32 -0400 Subject: [PATCH 01/19] Add [special_note] tag in [unit_type] as a neater way of specifying special notes for the unit's description --- data/core/macros/special-notes.cfg | 322 +++++++++++++++++++++++------ data/schema/units/types.cfg | 4 + data/tools/wmllint | 95 ++++----- src/help/help_topic_generators.cpp | 10 +- src/units/types.cpp | 13 ++ src/units/types.hpp | 3 + 6 files changed, 337 insertions(+), 110 deletions(-) diff --git a/data/core/macros/special-notes.cfg b/data/core/macros/special-notes.cfg index f45af03712d2..c6d993c0e7ec 100644 --- a/data/core/macros/special-notes.cfg +++ b/data/core/macros/special-notes.cfg @@ -1,125 +1,323 @@ #textdomain wesnoth-help #define SPECIAL_NOTES - _" +#deprecated 2 Use [special_note]note= tags instead to apply special notes, or use the {NOTE_*} macros (note the singular). + " -Special Notes:"#enddef +"+_"Special Notes:"#enddef + +# SPECIAL_NOTES_* are the deprecated versions that provide the strings. +# NOTE_* are the new versions that provide an entire tag. +# For now, the new are defined in terms of the old, but when adding new special notes, +# only a NOTE_* form should be added. #define SPECIAL_NOTES_SPIRIT -_" -• Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef +#deprecated 1 Use {NOTE_SPIRIT} instead (note the singular), which generates a [special_note] tag. +_"Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef #define SPECIAL_NOTES_ARCANE -_" -• This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef +#deprecated 1 Use {NOTE_ARCANE} instead (note the singular), which generates a [special_note] tag. +_"This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef #define SPECIAL_NOTES_HEALS -_" -• This unit is capable of basic healing."#enddef +#deprecated 1 Use {NOTE_HEALS} instead (note the singular), which generates a [special_note] tag. +_"This unit is capable of basic healing."#enddef #define SPECIAL_NOTES_EXTRA_HEAL -_" -• This unit is capable of rapid healing."#enddef +#deprecated 1 Use {NOTE_EXTRA_HEAL} instead (note the singular), which generates a [special_note] tag. +_"This unit is capable of rapid healing."#enddef #define SPECIAL_NOTES_CURES -_" -• This unit is capable of healing those around it, and curing them of poison."#enddef +#deprecated 1 Use {NOTE_CURES} instead (note the singular), which generates a [special_note] tag. +_"This unit is capable of healing those around it, and curing them of poison."#enddef #define SPECIAL_NOTES_UNPOISON -_" -• This unit is capable of neutralizing the effects of poison in units around it."#enddef +#deprecated 1 Use {NOTE_UNPOISON} instead (note the singular), which generates a [special_note] tag. +_"This unit is capable of neutralizing the effects of poison in units around it."#enddef #define SPECIAL_NOTES_REGENERATES -_" -• This unit regenerates, which allows it to heal as though always stationed in a village."#enddef +#deprecated 1 Use {NOTE_REGENERATES} instead (note the singular), which generates a [special_note] tag. +_"This unit regenerates, which allows it to heal as though always stationed in a village."#enddef #define SPECIAL_NOTES_STEADFAST -_" -• The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef +#deprecated 1 Use {NOTE_STEADFAST} instead (note the singular), which generates a [special_note] tag. +_"The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef #define SPECIAL_NOTES_LEADERSHIP -_" -• The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef +#deprecated 1 Use {NOTE_LEADERSHIP} instead (note the singular), which generates a [special_note] tag. +_"The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef #define SPECIAL_NOTES_SKIRMISHER -_" -• This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef +#deprecated 1 Use {NOTE_SKIRMISHER} instead (note the singular), which generates a [special_note] tag. +_"This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef #define SPECIAL_NOTES_ILLUMINATES -_" -• Illumination increases the lighting level in adjacent areas."#enddef +#deprecated 1 Use {NOTE_ILLUMINATES} instead (note the singular), which generates a [special_note] tag. +_"Illumination increases the lighting level in adjacent areas."#enddef #define SPECIAL_NOTES_TELEPORT -_" -• This unit can use one move to teleport between any two empty villages controlled by its side."#enddef +#deprecated 1 Use {NOTE_TELEPORT} instead (note the singular), which generates a [special_note] tag. +_"This unit can use one move to teleport between any two empty villages controlled by its side."#enddef #define SPECIAL_NOTES_AMBUSH -_" -• In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef +#deprecated 1 Use {NOTE_AMBUSH} instead (note the singular), which generates a [special_note] tag. +_"In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef #define SPECIAL_NOTES_NIGHTSTALK -_" -• This unit is able to hide at night, leaving no trace of its presence."#enddef +#deprecated 1 Use {NOTE_NIGHTSTALK} instead (note the singular), which generates a [special_note] tag. +_"This unit is able to hide at night, leaving no trace of its presence."#enddef #define SPECIAL_NOTES_CONCEALMENT -_" -• This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef +#deprecated 1 Use {NOTE_CONCEALMENT} instead (note the singular), which generates a [special_note] tag. +_"This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef #define SPECIAL_NOTES_SUBMERGE -_" -• This unit can move unseen in deep water, requiring no air from the surface."#enddef +#deprecated 1 Use {NOTE_SUBMERGE} instead (note the singular), which generates a [special_note] tag. +_"This unit can move unseen in deep water, requiring no air from the surface."#enddef #define SPECIAL_NOTES_FEEDING -_" -• This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef +#deprecated 1 Use {NOTE_FEEDING} instead (note the singular), which generates a [special_note] tag. +_"This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef #define SPECIAL_NOTES_BERSERK -_" -• Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef +#deprecated 1 Use {NOTE_BERSERK} instead (note the singular), which generates a [special_note] tag. +_"Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef #define SPECIAL_NOTES_BACKSTAB -_" -• If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef +#deprecated 1 Use {NOTE_BACKSTAB} instead (note the singular), which generates a [special_note] tag. +_"If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef #define SPECIAL_NOTES_PLAGUE -_" -• Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef +#deprecated 1 Use {NOTE_PLAGUE} instead (note the singular), which generates a [special_note] tag. +_"Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef #define SPECIAL_NOTES_SLOW -_" -• This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef +#deprecated 1 Use {NOTE_SLOW} instead (note the singular), which generates a [special_note] tag. +_"This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef #define SPECIAL_NOTES_PETRIFY -_" -• The ability to turn the living to stone makes this unit extremely dangerous."#enddef +#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. +_"The ability to turn the living to stone makes this unit extremely dangerous."#enddef + +#define SPECIAL_NOTES_STONE +#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. +{SPECIAL_NOTES_PETRIFY}#enddef #define SPECIAL_NOTES_MARKSMAN -_" -• This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef +#deprecated 1 Use {NOTE_MARKSMAN} instead (note the singular), which generates a [special_note] tag. +_"This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef #define SPECIAL_NOTES_MAGICAL -_" -• This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef +#deprecated 1 Use {NOTE_MAGICAL} instead (note the singular), which generates a [special_note] tag. +_"This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef #define SPECIAL_NOTES_SWARM -_" -• The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef +#deprecated 1 Use {NOTE_SWARM} instead (note the singular), which generates a [special_note] tag. +_"The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef #define SPECIAL_NOTES_CHARGE -_" -• Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef +#deprecated 1 Use {NOTE_CHARGE} instead (note the singular), which generates a [special_note] tag. +_"Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef #define SPECIAL_NOTES_DRAIN -_" -• During battle, this unit can drain life from victims to renew its own health."#enddef +#deprecated 1 Use {NOTE_DRAIN} instead (note the singular), which generates a [special_note] tag. +_"During battle, this unit can drain life from victims to renew its own health."#enddef #define SPECIAL_NOTES_FIRSTSTRIKE -_" -• The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef +#deprecated 1 Use {NOTE_FIRSTRIKE} instead (note the singular), which generates a [special_note] tag. +_"The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef #define SPECIAL_NOTES_POISON -_" -• The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef +#deprecated 1 Use {NOTE_POISON} instead (note the singular), which generates a [special_note] tag. +_"The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef #define SPECIAL_NOTES_DEFENSE_CAP -_" -• This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef +#deprecated 1 Use {NOTE_DEFENSE_CAP} instead (note the singular), which generates a [special_note] tag. +_"This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef + +# New versions start here! + +#define NOTE_SPIRIT +[special_note] + note={SPECIAL_NOTES_SPIRIT} +[/special_note] +#enddef + +#define NOTE_ARCANE +[special_note] + note={SPECIAL_NOTES_ARCANE} +[/special_note] +#enddef + +#define NOTE_HEALS +[special_note] + note={SPECIAL_NOTES_HEALS} +[/special_note] +#enddef + +#define NOTE_EXTRA_HEAL +[special_note] + note={SPECIAL_NOTES_EXTRA_HEAL} +[/special_note] +#enddef + +#define NOTE_CURES +[special_note] + note={SPECIAL_NOTES_CURES} +[/special_note] +#enddef + +#define NOTE_UNPOISON +[special_note] + note={SPECIAL_NOTES_UNPOISON} +[/special_note] +#enddef + +#define NOTE_REGENERATES +[special_note] + note={SPECIAL_NOTES_REGENERATES} +[/special_note] +#enddef + +#define NOTE_SELF_HEAL +[special_note] + note=_"This unit heals itself each turn, though not as much as if stationed in a village." +[/special_note] +#enddef + +#define NOTE_STEADFAST +[special_note] + note={SPECIAL_NOTES_STEADFAST} +[/special_note] +#enddef + +#define NOTE_LEADERSHIP +[special_note] + note={SPECIAL_NOTES_LEADERSHIP} +[/special_note] +#enddef + +#define NOTE_SKIRMISHER +[special_note] + note={SPECIAL_NOTES_SKIRMISHER} +[/special_note] +#enddef + +#define NOTE_ILLUMINATES +[special_note] + note={SPECIAL_NOTES_ILLUMINATES} +[/special_note] +#enddef + +#define NOTE_TELEPORT +[special_note] + note={SPECIAL_NOTES_TELEPORT} +[/special_note] +#enddef + +#define NOTE_AMBUSH +[special_note] + note={SPECIAL_NOTES_AMBUSH} +[/special_note] +#enddef + +#define NOTE_NIGHTSTALK +[special_note] + note={SPECIAL_NOTES_NIGHTSTALK} +[/special_note] +#enddef + +#define NOTE_CONCEALMENT +[special_note] + note={SPECIAL_NOTES_CONCEALMENT} +[/special_note] +#enddef + +#define NOTE_SUBMERGE +[special_note] + note={SPECIAL_NOTES_SUBMERGE} +[/special_note] +#enddef + +#define NOTE_FEEDING +[special_note] + note={SPECIAL_NOTES_FEEDING} +[/special_note] +#enddef + +#define NOTE_BERSERK +[special_note] + note={SPECIAL_NOTES_BERSERK} +[/special_note] +#enddef + +#define NOTE_BACKSTAB +[special_note] + note={SPECIAL_NOTES_BACKSTAB} +[/special_note] +#enddef + +#define NOTE_PLAGUE +[special_note] + note={SPECIAL_NOTES_PLAGUE} +[/special_note] +#enddef + +#define NOTE_SLOW +[special_note] + note={SPECIAL_NOTES_SLOW} +[/special_note] +#enddef + +#define NOTE_PETRIFY +[special_note] + note={SPECIAL_NOTES_PETRIFY} +[/special_note] +#enddef + +#define NOTE_MARKSMAN +[special_note] + note={SPECIAL_NOTES_MARKSMAN} +[/special_note] +#enddef + +#define NOTE_MAGICAL +[special_note] + note={SPECIAL_NOTES_MAGICAL} +[/special_note] +#enddef + +#define NOTE_SWARM +[special_note] + note={SPECIAL_NOTES_SWARM} +[/special_note] +#enddef + +#define NOTE_CHARGE +[special_note] + note={SPECIAL_NOTES_CHARGE} +[/special_note] +#enddef + +#define NOTE_DRAIN +[special_note] + note={SPECIAL_NOTES_DRAIN} +[/special_note] +#enddef + +#define NOTE_FIRSTSTRIKE +[special_note] + note={SPECIAL_NOTES_FIRSTSTRIKE} +[/special_note] +#enddef + +#define NOTE_POISON +[special_note] + note={SPECIAL_NOTES_POISON} +[/special_note] +#enddef + +#define NOTE_DEFENSE_CAP +[special_note] + note={SPECIAL_NOTES_DEFENSE_CAP} +[/special_note] +#enddef diff --git a/data/schema/units/types.cfg b/data/schema/units/types.cfg index 938153dd1d0f..b2a22e7b8542 100644 --- a/data/schema/units/types.cfg +++ b/data/schema/units/types.cfg @@ -65,6 +65,10 @@ name="abilities" {./abilities.cfg} [/tag] + [tag] + name="special_note" + {REQUIRED_KEY note t_string} + [/tag] {LINK_TAG "units/movetype/resistance"} {LINK_TAG "units/movetype/defense"} {LINK_TAG "units/movetype/movement_costs"} diff --git a/data/tools/wmllint b/data/tools/wmllint index 6d29b149630c..8708862c1420 100755 --- a/data/tools/wmllint +++ b/data/tools/wmllint @@ -155,7 +155,7 @@ # # A comment of the form # -# #wmllint: match {ABILITY_FOO} with {SPECIAL_NOTES_IOO} +# #wmllint: match {ABILITY_FOO} with {NOTE_FOO} # # will declare an ability macro and a special-notes macro to be tied # together for reference-checking purposes. @@ -1035,44 +1035,45 @@ def standard_unit_filter(): # Associations for the ability sanity checks. notepairs = [ - ("movement_type=mounted", "{SPECIAL_NOTES_DEFENSE_CAP}"), - ("movement_type=undeadspirit", "{SPECIAL_NOTES_SPIRIT}"), - ("type=arcane", "{SPECIAL_NOTES_ARCANE}"), - ("{ABILITY_HEALS}", "{SPECIAL_NOTES_HEALS}"), - ("{ABILITY_EXTRA_HEAL}", "{SPECIAL_NOTES_EXTRA_HEAL}"), - ("{ABILITY_UNPOISON}", "{SPECIAL_NOTES_UNPOISON}"), - ("{ABILITY_CURES}", "{SPECIAL_NOTES_CURES}"), - ("{ABILITY_REGENERATES}", "{SPECIAL_NOTES_REGENERATES}"), - ("{ABILITY_STEADFAST}", "{SPECIAL_NOTES_STEADFAST}"), - ("{ABILITY_LEADERSHIP}", "{SPECIAL_NOTES_LEADERSHIP}"), - ("{ABILITY_SKIRMISHER}", "{SPECIAL_NOTES_SKIRMISHER}"), - ("{ABILITY_ILLUMINATES}", "{SPECIAL_NOTES_ILLUMINATES}"), - ("{ABILITY_TELEPORT}", "{SPECIAL_NOTES_TELEPORT}"), - ("{ABILITY_AMBUSH}", "{SPECIAL_NOTES_AMBUSH}"), - ("{ABILITY_NIGHTSTALK}", "{SPECIAL_NOTES_NIGHTSTALK}"), - ("{ABILITY_CONCEALMENT}", "{SPECIAL_NOTES_CONCEALMENT}"), - ("{ABILITY_SUBMERGE}", "{SPECIAL_NOTES_SUBMERGE}"), - ("{ABILITY_FEEDING}", "{SPECIAL_NOTES_FEEDING}"), - ("{ABILITY_INSPIRE}", "{SPECIAL_NOTES_INSPIRE}"), - ("{ABILITY_INITIATIVE}", "{SPECIAL_NOTES_INITIATIVE}"), - ("{ABILITY_DISTRACT}", "{SPECIAL_NOTES_DISTRACT}"), - ("{ABILITY_DISENGAGE}", "{SPECIAL_NOTES_DISENGAGE}"), - ("{ABILITY_FORMATION}", "{SPECIAL_NOTES_FORMATION}"), - ("{WEAPON_SPECIAL_BERSERK}", "{SPECIAL_NOTES_BERSERK}"), - ("{WEAPON_SPECIAL_BACKSTAB}", "{SPECIAL_NOTES_BACKSTAB}"), - ("{WEAPON_SPECIAL_PLAGUE", "{SPECIAL_NOTES_PLAGUE}"), # No } deliberately - ("{WEAPON_SPECIAL_SLOW}", "{SPECIAL_NOTES_SLOW}"), - ("{WEAPON_SPECIAL_PETRIFY}", "{SPECIAL_NOTES_PETRIFY}"), - ("{WEAPON_SPECIAL_MARKSMAN}", "{SPECIAL_NOTES_MARKSMAN}"), - ("{WEAPON_SPECIAL_MAGICAL}", "{SPECIAL_NOTES_MAGICAL}"), - ("{WEAPON_SPECIAL_SWARM}", "{SPECIAL_NOTES_SWARM}"), - ("{WEAPON_SPECIAL_CHARGE}", "{SPECIAL_NOTES_CHARGE}"), - ("{WEAPON_SPECIAL_DRAIN}", "{SPECIAL_NOTES_DRAIN}"), - ("{WEAPON_SPECIAL_FIRSTSTRIKE}", "{SPECIAL_NOTES_FIRSTSTRIKE}"), - ("{WEAPON_SPECIAL_POISON}", "{SPECIAL_NOTES_POISON}"), - ("{WEAPON_SPECIAL_STUN}", "{SPECIAL_NOTES_STUN}"), - ("{WEAPON_SPECIAL_SHOCK}", "{SPECIAL_NOTES_SHOCK}"), - ("{WEAPON_SPECIAL_DAZE}", "{SPECIAL_NOTES_DAZE}"), + ("movement_type=mounted", "{NOTE_DEFENSE_CAP}"), + ("movement_type=undeadspirit", "{NOTE_SPIRIT}"), + ("type=arcane", "{NOTE_ARCANE}"), + ("{ABILITY_HEALS}", "{NOTE_HEALS}"), + ("{ABILITY_EXTRA_HEAL}", "{NOTE_EXTRA_HEAL}"), + ("{ABILITY_UNPOISON}", "{NOTE_UNPOISON}"), + ("{ABILITY_CURES}", "{NOTE_CURES}"), + ("{ABILITY_REGENERATES}", "{NOTE_REGENERATES}"), + ("{ABILITY_SELF_HEAL}", "{NOTE_SELF_HEAL}"), + ("{ABILITY_STEADFAST}", "{NOTE_STEADFAST}"), + ("{ABILITY_LEADERSHIP}", "{NOTE_LEADERSHIP}"), + ("{ABILITY_SKIRMISHER}", "{NOTE_SKIRMISHER}"), + ("{ABILITY_ILLUMINATES}", "{NOTE_ILLUMINATES}"), + ("{ABILITY_TELEPORT}", "{NOTE_TELEPORT}"), + ("{ABILITY_AMBUSH}", "{NOTE_AMBUSH}"), + ("{ABILITY_NIGHTSTALK}", "{NOTE_NIGHTSTALK}"), + ("{ABILITY_CONCEALMENT}", "{NOTE_CONCEALMENT}"), + ("{ABILITY_SUBMERGE}", "{NOTE_SUBMERGE}"), + ("{ABILITY_FEEDING}", "{NOTE_FEEDING}"), + ("{ABILITY_INSPIRE}", "{NOTE_INSPIRE}"), + ("{ABILITY_INITIATIVE}", "{NOTE_INITIATIVE}"), + ("{ABILITY_DISTRACT}", "{NOTE_DISTRACT}"), + ("{ABILITY_DISENGAGE}", "{NOTE_DISENGAGE}"), + ("{ABILITY_FORMATION}", "{NOTE_FORMATION}"), + ("{WEAPON_SPECIAL_BERSERK}", "{NOTE_BERSERK}"), + ("{WEAPON_SPECIAL_BACKSTAB}", "{NOTE_BACKSTAB}"), + ("{WEAPON_SPECIAL_PLAGUE", "{NOTE_PLAGUE}"), # No } deliberately + ("{WEAPON_SPECIAL_SLOW}", "{NOTE_SLOW}"), + ("{WEAPON_SPECIAL_PETRIFY}", "{NOTE_PETRIFY}"), + ("{WEAPON_SPECIAL_MARKSMAN}", "{NOTE_MARKSMAN}"), + ("{WEAPON_SPECIAL_MAGICAL}", "{NOTE_MAGICAL}"), + ("{WEAPON_SPECIAL_SWARM}", "{NOTE_SWARM}"), + ("{WEAPON_SPECIAL_CHARGE}", "{NOTE_CHARGE}"), + ("{WEAPON_SPECIAL_DRAIN}", "{NOTE_DRAIN}"), + ("{WEAPON_SPECIAL_FIRSTSTRIKE}", "{NOTE_FIRSTSTRIKE}"), + ("{WEAPON_SPECIAL_POISON}", "{NOTE_POISON}"), + ("{WEAPON_SPECIAL_STUN}", "{NOTE_STUN}"), + ("{WEAPON_SPECIAL_SHOCK}", "{NOTE_SHOCK}"), + ("{WEAPON_SPECIAL_DAZE}", "{NOTE_DAZE}"), ] # This dictionary will pair macros with the characters they recall or create, @@ -1470,21 +1471,19 @@ def global_sanity_check(filename, lines): nt = note_trait[note] if nt not in traits and nt not in missing_traits: missing_traits.append(nt) - if (notes or traits) and not has_special_notes: - missing_notes = ["{SPECIAL_NOTES}"] + missing_notes # If the unit didn't specify hitpoints, there is some wacky # stuff going on (possibly pseudo-[base_unit] behavior via # macro generation) so disable some of the consistency checks. if not hitpoints_specified: continue if notecheck and missing_notes: - print('"%s", line %d: unit %s is missing notes +%s' \ - % (filename, in_unit_type, unit_id, "+".join(missing_notes))) + print('"%s", line %d: unit %s is missing notes %s' \ + % (filename, in_unit_type, unit_id, " ".join(missing_notes))) if missing_traits: print('"%s", line %d: unit %s is missing traits %s' \ - % (filename, in_unit_type, unit_id, "+".join(missing_traits))) + % (filename, in_unit_type, unit_id, " ".join(missing_traits))) if notecheck and not (notes or traits) and has_special_notes: - print('"%s", line %d: unit %s has superfluous {SPECIAL_NOTES}' \ + print('"%s", line %d: unit %s has superfluous {NOTE_*}' \ % (filename, in_unit_type, unit_id)) if "[theme]" not in nav.ancestors() and "[base_unit]" not in nav.ancestors() and not unit_race: print('"%s", line %d: unit %s has no race' \ @@ -1496,6 +1495,8 @@ def global_sanity_check(filename, lines): base_unit = "" has_special_notes = False unit_race = None + elif nav.element == "[special_note]": + has_special_notes = True if '[unit_type]' in nav.ancestors() and "[filter_attack]" not in nav.ancestors(): try: (key, prefix, value, comment) = parse_attribute(nav.text) @@ -1531,7 +1532,7 @@ def global_sanity_check(filename, lines): precomment = nav.text if '#' in nav.text: precomment = nav.text[:nav.text.find("#")] - if "{SPECIAL_NOTES}" in precomment: + if "{NOTE" in precomment: has_special_notes = True for (p, q) in notepairs: if p in precomment: @@ -3371,7 +3372,7 @@ In your case, your system interprets your arguments as: print(fn + ":") spellcheck(fn, d) except ImportError: - print("wmllint: spell check unavailable, install python3-enchant to enable", file=sys.stderr) + print("wmllint: spell check unavailable, install python-enchant to enable", file=sys.stderr) if failed_any_dirs: sys.exit(1) except KeyboardInterrupt: diff --git a/src/help/help_topic_generators.cpp b/src/help/help_topic_generators.cpp index 4ecae75371a6..33c0a6416bf0 100644 --- a/src/help/help_topic_generators.cpp +++ b/src/help/help_topic_generators.cpp @@ -12,6 +12,8 @@ See the COPYING file for more details. */ +#define GETTEXT_DOMAIN "wesnoth-help" + #include "help/help_topic_generators.hpp" #include "font/sdl_ttf.hpp" // for line_width @@ -544,7 +546,13 @@ std::string unit_topic_generator::operator()() const { } // Print the detailed description about the unit. - ss << "\n\n" << detailed_description; + ss << "\n\n" << detailed_description; + if(type_.has_special_notes()) { + ss << "\n\n" << _("Special Notes:") << '\n'; + for(const auto& note : type_.special_notes()) { + ss << "• " << note << '\n'; + } + } // Print the different attacks a unit has, if it has any. if (!type_.attacks().empty()) { diff --git a/src/units/types.cpp b/src/units/types.cpp index 19673633fb2f..e1221ec31283 100644 --- a/src/units/types.cpp +++ b/src/units/types.cpp @@ -241,6 +241,10 @@ void unit_type::build_help_index( icon_ = cfg_["image_icon"].str(); small_profile_ = cfg_["small_profile"].str(); profile_ = cfg_["profile"].str(); + + for(const config& sn : cfg_.child_range("special_note")) { + special_notes_.push_back(sn["note"]); + } adjust_profile(profile_); @@ -482,6 +486,15 @@ t_string unit_type::unit_description() const } } +bool unit_type::has_special_notes() const +{ + return !special_notes_.empty(); +} + +const std::vector& unit_type::special_notes() const { + return special_notes_; +} + const std::vector& unit_type::animations() const { if(animations_.empty()) { diff --git a/src/units/types.hpp b/src/units/types.hpp index 14b03b594e71..dc34243266e3 100644 --- a/src/units/types.hpp +++ b/src/units/types.hpp @@ -143,6 +143,8 @@ class unit_type // NOTE: this used to be a const object reference, but it messed up with the // translation engine upon changing the language in the same session. t_string unit_description() const; + bool has_special_notes() const; + const std::vector& special_notes() const; int hitpoints() const { return hitpoints_; } double hp_bar_scaling() const { return hp_bar_scaling_; } double xp_bar_scaling() const { return xp_bar_scaling_; } @@ -296,6 +298,7 @@ class unit_type std::string base_id_; /// The id of the top ancestor of this unit_type. t_string type_name_; t_string description_; + std::vector special_notes_; int hitpoints_; double hp_bar_scaling_, xp_bar_scaling_; int level_; From 67473b02626d4cba87f61fbe94b7bc023de7fc9a Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 1 Sep 2019 23:05:58 -0400 Subject: [PATCH 02/19] Move all core units to the new special notes system --- data/core/units/bats/Bat_Blood.cfg | 3 ++- data/core/units/bats/Bat_Dread.cfg | 3 ++- data/core/units/bats/Bat_Vampire.cfg | 3 ++- data/core/units/drakes/Arbiter.cfg | 3 ++- data/core/units/drakes/Clasher.cfg | 3 ++- data/core/units/drakes/Flameheart.cfg | 3 ++- data/core/units/drakes/Flare.cfg | 3 ++- data/core/units/drakes/Glider.cfg | 3 ++- data/core/units/drakes/Hurricane.cfg | 3 ++- data/core/units/drakes/Sky.cfg | 3 ++- data/core/units/drakes/Warden.cfg | 3 ++- data/core/units/dunefolk/Alchemist.cfg | 4 +++- data/core/units/dunefolk/Apothecary.cfg | 4 +++- data/core/units/dunefolk/Blademaster.cfg | 3 ++- data/core/units/dunefolk/Captain.cfg | 3 ++- data/core/units/dunefolk/Cataphract.cfg | 3 ++- data/core/units/dunefolk/Harrier.cfg | 5 ++++- data/core/units/dunefolk/Herbalist.cfg | 4 +++- data/core/units/dunefolk/Luminary.cfg | 4 +++- data/core/units/dunefolk/Paragon.cfg | 3 ++- data/core/units/dunefolk/Skirmisher.cfg | 4 +++- data/core/units/dunefolk/Spearguard.cfg | 3 ++- data/core/units/dunefolk/Spearmaster.cfg | 3 ++- data/core/units/dunefolk/Strider.cfg | 5 ++++- data/core/units/dunefolk/Swordsman.cfg | 3 ++- data/core/units/dunefolk/Warmaster.cfg | 3 ++- data/core/units/dwarves/Arcanister.cfg | 3 ++- data/core/units/dwarves/Berserker.cfg | 3 ++- data/core/units/dwarves/Guardsman.cfg | 3 ++- data/core/units/dwarves/Runemaster.cfg | 3 ++- data/core/units/dwarves/Runesmith.cfg | 3 ++- data/core/units/dwarves/Sentinel.cfg | 3 ++- data/core/units/dwarves/Stalwart.cfg | 3 ++- data/core/units/dwarves/Ulfserker.cfg | 3 ++- data/core/units/elves/Avenger.cfg | 3 ++- data/core/units/elves/Captain.cfg | 3 ++- data/core/units/elves/Druid.cfg | 5 ++++- data/core/units/elves/Enchantress.cfg | 5 ++++- data/core/units/elves/High_Lord.cfg | 4 +++- data/core/units/elves/Lord.cfg | 4 +++- data/core/units/elves/Marksman.cfg | 3 ++- data/core/units/elves/Marshal.cfg | 3 ++- data/core/units/elves/Ranger.cfg | 3 ++- data/core/units/elves/Shaman.cfg | 4 +++- data/core/units/elves/Sharpshooter.cfg | 3 ++- data/core/units/elves/Shyde.cfg | 5 ++++- data/core/units/elves/Sorceress.cfg | 5 ++++- data/core/units/elves/Sylph.cfg | 5 ++++- data/core/units/goblins/Direwolf_Rider.cfg | 3 ++- data/core/units/goblins/Impaler.cfg | 3 ++- data/core/units/goblins/Pillager.cfg | 3 ++- data/core/units/goblins/Rouser.cfg | 3 ++- data/core/units/humans/Horse_Grand_Knight.cfg | 4 +++- data/core/units/humans/Horse_Knight.cfg | 4 +++- data/core/units/humans/Horse_Lancer.cfg | 4 +++- data/core/units/humans/Horse_Paladin.cfg | 6 +++++- data/core/units/humans/Horseman.cfg | 4 +++- data/core/units/humans/Loyalist_Cavalier.cfg | 3 ++- data/core/units/humans/Loyalist_Cavalryman.cfg | 3 ++- data/core/units/humans/Loyalist_Dragoon.cfg | 3 ++- data/core/units/humans/Loyalist_Duelist.cfg | 3 ++- data/core/units/humans/Loyalist_Fencer.cfg | 3 ++- data/core/units/humans/Loyalist_General.cfg | 3 ++- data/core/units/humans/Loyalist_Grand_Marshal.cfg | 3 ++- data/core/units/humans/Loyalist_Halberdier.cfg | 3 ++- data/core/units/humans/Loyalist_Javelineer.cfg | 3 ++- data/core/units/humans/Loyalist_Lieutenant.cfg | 3 ++- data/core/units/humans/Loyalist_Master_at_Arms.cfg | 3 ++- data/core/units/humans/Loyalist_Pikeman.cfg | 3 ++- data/core/units/humans/Loyalist_Sergeant.cfg | 3 ++- data/core/units/humans/Loyalist_Spearman.cfg | 3 ++- data/core/units/humans/Mage.cfg | 3 ++- data/core/units/humans/Mage_Arch.cfg | 3 ++- data/core/units/humans/Mage_Elder.cfg | 3 ++- data/core/units/humans/Mage_Great.cfg | 3 ++- data/core/units/humans/Mage_Red.cfg | 3 ++- data/core/units/humans/Mage_Silver.cfg | 4 +++- data/core/units/humans/Mage_White.cfg | 5 ++++- data/core/units/humans/Mage_of_Light.cfg | 6 +++++- data/core/units/humans/Outlaw_Assassin.cfg | 5 ++++- data/core/units/humans/Outlaw_Fugitive.cfg | 3 ++- data/core/units/humans/Outlaw_Rogue.cfg | 4 +++- data/core/units/humans/Outlaw_Thief.cfg | 3 ++- data/core/units/humans/Woodsman_Huntsman.cfg | 3 ++- data/core/units/merfolk/Diviner.cfg | 6 +++++- data/core/units/merfolk/Enchantress.cfg | 3 ++- data/core/units/merfolk/Entangler.cfg | 3 ++- data/core/units/merfolk/Hoplite.cfg | 3 ++- data/core/units/merfolk/Initiate.cfg | 3 ++- data/core/units/merfolk/Netcaster.cfg | 3 ++- data/core/units/merfolk/Priestess.cfg | 5 ++++- data/core/units/merfolk/Siren.cfg | 3 ++- data/core/units/monsters/Cuttle_Fish.cfg | 4 +++- data/core/units/monsters/Elder_Falcon.cfg | 3 ++- data/core/units/monsters/Falcon.cfg | 3 ++- data/core/units/monsters/Fire_Dragon.cfg | 4 +++- data/core/units/monsters/Giant_Scorpion.cfg | 6 ++++-- data/core/units/monsters/Giant_Scorpling.cfg | 3 ++- data/core/units/monsters/Giant_Spider.cfg | 4 +++- data/core/units/monsters/Jinn.cfg | 1 + data/core/units/monsters/Roc.cfg | 1 + data/core/units/monsters/Skeletal_Dragon.cfg | 3 ++- data/core/units/monsters/Tentacle.cfg | 3 ++- data/core/units/monsters/Water_Serpent.cfg | 3 ++- data/core/units/orcs/Assassin.cfg | 4 +++- data/core/units/orcs/Leader.cfg | 3 ++- data/core/units/orcs/Nightblade.cfg | 4 +++- data/core/units/orcs/Ruler.cfg | 3 ++- data/core/units/orcs/Slayer.cfg | 4 +++- data/core/units/orcs/Sovereign.cfg | 3 ++- data/core/units/saurians/Ambusher.cfg | 3 ++- data/core/units/saurians/Augur.cfg | 4 +++- data/core/units/saurians/Flanker.cfg | 3 ++- data/core/units/saurians/Oracle.cfg | 4 +++- data/core/units/saurians/Skirmisher.cfg | 3 ++- data/core/units/saurians/Soothsayer.cfg | 4 +++- data/core/units/trolls/Great.cfg | 3 ++- data/core/units/trolls/Hero.cfg | 3 ++- data/core/units/trolls/Rocklobber.cfg | 3 ++- data/core/units/trolls/Troll.cfg | 3 ++- data/core/units/trolls/Troll_Shaman.cfg | 4 +++- data/core/units/trolls/Warrior.cfg | 3 ++- data/core/units/trolls/Whelp.cfg | 3 ++- data/core/units/undead/Corpse_Ghast.cfg | 4 +++- data/core/units/undead/Corpse_Ghoul.cfg | 3 ++- data/core/units/undead/Corpse_Necrophage.cfg | 4 +++- data/core/units/undead/Corpse_Soulless.cfg | 7 +++++-- data/core/units/undead/Corpse_Walking.cfg | 7 +++++-- data/core/units/undead/Necro_Ancient_Lich.cfg | 6 +++++- data/core/units/undead/Necro_Dark_Adept.cfg | 4 +++- data/core/units/undead/Necro_Dark_Sorcerer.cfg | 7 +++++-- data/core/units/undead/Necro_Lich.cfg | 6 +++++- data/core/units/undead/Necromancer.cfg | 5 ++++- data/core/units/undead/Skele_Banebow.cfg | 3 ++- data/core/units/undead/Skele_Bone_Shooter.cfg | 3 ++- data/core/units/undead/Skele_Chocobone.cfg | 7 +++++-- data/core/units/undead/Skele_Death_Knight.cfg | 4 +++- data/core/units/undead/Skele_Deathblade.cfg | 3 ++- data/core/units/undead/Skele_Draug.cfg | 3 ++- data/core/units/undead/Skele_Revenant.cfg | 3 ++- data/core/units/undead/Skeleton.cfg | 3 ++- data/core/units/undead/Skeleton_Archer.cfg | 3 ++- data/core/units/undead/Spirit_Ghost.cfg | 5 ++++- data/core/units/undead/Spirit_Nightgaunt.cfg | 6 +++++- data/core/units/undead/Spirit_Shadow.cfg | 6 +++++- data/core/units/undead/Spirit_Spectre.cfg | 5 ++++- data/core/units/undead/Spirit_Wraith.cfg | 5 ++++- data/core/units/wose/Ancient.cfg | 4 +++- data/core/units/wose/Elder.cfg | 4 +++- data/core/units/wose/Wose.cfg | 4 +++- data/core/units/wose/Wose_Shaman.cfg | 5 ++++- 151 files changed, 396 insertions(+), 154 deletions(-) diff --git a/data/core/units/bats/Bat_Blood.cfg b/data/core/units/bats/Bat_Blood.cfg index 7cd3fe4ccb11..d6fc5c59bfae 100644 --- a/data/core/units/bats/Bat_Blood.cfg +++ b/data/core/units/bats/Bat_Blood.cfg @@ -15,7 +15,8 @@ advances_to=Dread Bat cost=21 usage=scout - description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims." + {NOTE_DRAIN} die_sound=bat-flapping.wav [resistance] diff --git a/data/core/units/bats/Bat_Dread.cfg b/data/core/units/bats/Bat_Dread.cfg index c5cad900dbde..b19c142a5842 100644 --- a/data/core/units/bats/Bat_Dread.cfg +++ b/data/core/units/bats/Bat_Dread.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=34 usage=scout - description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims." + {NOTE_DRAIN} die_sound=bat-flapping.wav [resistance] diff --git a/data/core/units/bats/Bat_Vampire.cfg b/data/core/units/bats/Bat_Vampire.cfg index 32e88f29cf3b..dac8a291ae7a 100644 --- a/data/core/units/bats/Bat_Vampire.cfg +++ b/data/core/units/bats/Bat_Vampire.cfg @@ -16,7 +16,8 @@ advances_to=Blood Bat cost=13 usage=scout - description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats." + {NOTE_DRAIN} die_sound=bat-flapping.wav [resistance] diff --git a/data/core/units/drakes/Arbiter.cfg b/data/core/units/drakes/Arbiter.cfg index c3edcded08c5..9f40b46cb6f7 100644 --- a/data/core/units/drakes/Arbiter.cfg +++ b/data/core/units/drakes/Arbiter.cfg @@ -14,7 +14,8 @@ cost=31 usage=fighter profile=portraits/drakes/warden.png - description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes’ traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes’ traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales." + {NOTE_FIRSTSTRIKE} die_sound=drake-die.ogg {DEFENSE_ANIM "units/drakes/arbiter-defend-2.png" "units/drakes/arbiter-defend-1.png" {SOUND_LIST:DRAKE_HIT} } # [death] diff --git a/data/core/units/drakes/Clasher.cfg b/data/core/units/drakes/Clasher.cfg index f967f0e76eb2..51e7ca7624e2 100644 --- a/data/core/units/drakes/Clasher.cfg +++ b/data/core/units/drakes/Clasher.cfg @@ -17,7 +17,8 @@ #wmllint: general spellings clasher Clasher clashers Clashers description= _ "The Clashers are members of a unique caste among the drakes. Their thick armor, while compensating for the drakes’ natural weakness against spears and arrows, is so heavy and restricting that they are not able to fly or muster enough breath to use their inner fire. They have embraced this handicap, completely encasing their wings to emphasize that they do not need flight to triumph in battle. -This is also the only caste that is allowed to break taboo and fight with spears in addition to the drake’s traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} +This is also the only caste that is allowed to break taboo and fight with spears in addition to the drake’s traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe." + {NOTE_FIRSTSTRIKE} die_sound=drake-die.ogg [attack] name=war talon diff --git a/data/core/units/drakes/Flameheart.cfg b/data/core/units/drakes/Flameheart.cfg index 197e7c4f2590..a74c75edebd7 100644 --- a/data/core/units/drakes/Flameheart.cfg +++ b/data/core/units/drakes/Flameheart.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=51 usage=mixed fighter - description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribe’s leader for supremacy, and only if he is sure of the support of his fellow drakes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribe’s leader for supremacy, and only if he is sure of the support of his fellow drakes." + {NOTE_LEADERSHIP} die_sound=drake-die.ogg {LEADING_ANIM "units/drakes/flameheart-lead-2.png" "units/drakes/flameheart-lead-1.png" 39,-29} {DEFENSE_ANIM "units/drakes/flameheart-defend-2.png" "units/drakes/flameheart-defend-1.png" {SOUND_LIST:DRAKE_HIT} } diff --git a/data/core/units/drakes/Flare.cfg b/data/core/units/drakes/Flare.cfg index 339e2ed554d1..50c17791a5b3 100644 --- a/data/core/units/drakes/Flare.cfg +++ b/data/core/units/drakes/Flare.cfg @@ -14,7 +14,8 @@ advances_to=Drake Flameheart cost=35 usage=mixed fighter - description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand." + {NOTE_LEADERSHIP} die_sound=drake-die.ogg {LEADING_ANIM "units/drakes/flare-lead-2.png" "units/drakes/flare-lead-1.png" 37,-19} {DEFENSE_ANIM "units/drakes/flare-defend-2.png" "units/drakes/flare-defend-1.png" {SOUND_LIST:DRAKE_HIT} } diff --git a/data/core/units/drakes/Glider.cfg b/data/core/units/drakes/Glider.cfg index 8a2b1cff9331..e044196c260c 100644 --- a/data/core/units/drakes/Glider.cfg +++ b/data/core/units/drakes/Glider.cfg @@ -17,7 +17,8 @@ description= _ "Many drakes enjoy the flow of air over scales, leading them to don the light robes of the Glider caste. The long forays to the far reaches of the tribal territory are their passion, though other drakes often wonder what could lead someone to take on the drudgery of hunting when more glory could be found on the battlefield. -Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes’ ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance – and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} +Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes’ ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance – and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible." + {NOTE_MARKSMAN} die_sound=drake-die.ogg {DEFENSE_ANIM "units/drakes/glider-defend-2.png" "units/drakes/glider-defend-1.png" {SOUND_LIST:DRAKE_HIT} } diff --git a/data/core/units/drakes/Hurricane.cfg b/data/core/units/drakes/Hurricane.cfg index 130ec41606a5..7d226fb0fe5b 100644 --- a/data/core/units/drakes/Hurricane.cfg +++ b/data/core/units/drakes/Hurricane.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=43 usage=scout - description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes’ military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where it’s least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} + description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes’ military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where it’s least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight." + {NOTE_MARKSMAN} die_sound=drake-die.ogg {DEFENSE_ANIM "units/drakes/hurricane-defend-2.png" "units/drakes/hurricane-defend-1.png" {SOUND_LIST:DRAKE_HIT} } [recruit_anim] diff --git a/data/core/units/drakes/Sky.cfg b/data/core/units/drakes/Sky.cfg index 6a5a52122601..53290b9b5a75 100644 --- a/data/core/units/drakes/Sky.cfg +++ b/data/core/units/drakes/Sky.cfg @@ -14,7 +14,8 @@ advances_to=Hurricane Drake cost=30 usage=scout - description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} + description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females." + {NOTE_MARKSMAN} die_sound=drake-die.ogg {DEFENSE_ANIM "units/drakes/sky-defend-2.png" "units/drakes/sky-defend-1.png" {SOUND_LIST:DRAKE_HIT} } [recruit_anim] diff --git a/data/core/units/drakes/Warden.cfg b/data/core/units/drakes/Warden.cfg index 1c44a39bb72d..41a6ac29f4f2 100644 --- a/data/core/units/drakes/Warden.cfg +++ b/data/core/units/drakes/Warden.cfg @@ -15,7 +15,8 @@ cost=46 usage=fighter profile=portraits/drakes/warden.png - description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half." + {NOTE_FIRSTSTRIKE} die_sound=drake-die.ogg {DEFENSE_ANIM "units/drakes/warden-defend-2.png" "units/drakes/warden-defend-1.png" {SOUND_LIST:DRAKE_HIT} } [resistance] diff --git a/data/core/units/dunefolk/Alchemist.cfg b/data/core/units/dunefolk/Alchemist.cfg index 1c28b5d6c660..4fdc047502f6 100644 --- a/data/core/units/dunefolk/Alchemist.cfg +++ b/data/core/units/dunefolk/Alchemist.cfg @@ -18,7 +18,9 @@ [abilities] {ABILITY_REGENERATES} [/abilities] - description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens’ focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists’ art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_REGENERATES} + description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens’ focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists’ art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated." + {NOTE_POISON} + {NOTE_REGENERATES} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/alchemist.png" "units/dunefolk/alchemist.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Apothecary.cfg b/data/core/units/dunefolk/Apothecary.cfg index 1608038dcc52..03e7ddd65baa 100644 --- a/data/core/units/dunefolk/Apothecary.cfg +++ b/data/core/units/dunefolk/Apothecary.cfg @@ -18,7 +18,9 @@ advances_to=Dune Luminary cost=33 usage=fighter - description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."+{SPECIAL_NOTES}+{SPECIAL_NOTES_EXTRA_HEAL}+{SPECIAL_NOTES_REGENERATES} + description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind." + {NOTE_EXTRA_HEAL} + {NOTE_SELF_HEAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/apothecary.png" "units/dunefolk/apothecary.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Blademaster.cfg b/data/core/units/dunefolk/Blademaster.cfg index 71ebd538a12f..ea9dac026a34 100644 --- a/data/core/units/dunefolk/Blademaster.cfg +++ b/data/core/units/dunefolk/Blademaster.cfg @@ -21,7 +21,8 @@ usage=fighter description= _ "Dunefolk swordsmen are known for playing a game called the ‘Laeqad Challenge’, in which Laeqads—thick, sturdy reeds that are several sword-lengths in height—are hurled at them like javelins and they attempt to split the reed length-wise in midair. The trick to the game is that the reed is not circularly symmetric: most of the stalk is quite hard, but there is a thin line across the cross section that is softer and easier to cut. For even an experienced swordsman, splitting an entire Laeqad down its length would be an extraordinary achievement; most would be hard-pressed to cut even a single sword length, given the precise aim required to line up the blade with the reed’s soft spot. For a Blademaster, however, splitting several Laeqads in quick succession is quite ordinary, and some are even able to cut through two or three reeds simultaneously with a single sword swish. -This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} +This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/blademaster.png" "units/dunefolk/blademaster.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Captain.cfg b/data/core/units/dunefolk/Captain.cfg index ee66f3969b50..16f34bbd2170 100644 --- a/data/core/units/dunefolk/Captain.cfg +++ b/data/core/units/dunefolk/Captain.cfg @@ -22,7 +22,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains’ abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains’ abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/captain.png" "units/dunefolk/captain.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Cataphract.cfg b/data/core/units/dunefolk/Cataphract.cfg index 4e5988482c96..ae6aac1fd7fd 100644 --- a/data/core/units/dunefolk/Cataphract.cfg +++ b/data/core/units/dunefolk/Cataphract.cfg @@ -14,7 +14,8 @@ {AMLA_DEFAULT} cost=61 usage=fighter - description= _ "Cataphracts are eminent horsemen, riders of mounts that are possessed less of speed or endurance, but tremendous power instead. Bearing a lance along with their signature maces, these warriors are most often the secondary strike force after a primary assault. After enemy forces are already occupied and weakened by a flank of swordsmen, a common and terrifying sight is a group of Cataphracts lining up, lances pitched at the ready. A gap is made amongst the Dunefolk ranks, and in a single charge, these mighty horsemen pierce straight through enemy formations, dealing a lethal blow in a single stroke. Those who try to flee swiftly discover that neither sand nor hills deter these riders in the slightest, and the displaced air of a descending mace is the last sound they hear."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description= _ "Cataphracts are eminent horsemen, riders of mounts that are possessed less of speed or endurance, but tremendous power instead. Bearing a lance along with their signature maces, these warriors are most often the secondary strike force after a primary assault. After enemy forces are already occupied and weakened by a flank of swordsmen, a common and terrifying sight is a group of Cataphracts lining up, lances pitched at the ready. A gap is made amongst the Dunefolk ranks, and in a single charge, these mighty horsemen pierce straight through enemy formations, dealing a lethal blow in a single stroke. Those who try to flee swiftly discover that neither sand nor hills deter these riders in the slightest, and the displaced air of a descending mace is the last sound they hear." + {NOTE_CHARGE} die_sound=horse-die.ogg {DEFENSE_ANIM "units/dunefolk/cataphract.png" "units/dunefolk/cataphract.png" {SOUND_LIST:HORSE_HIT} } diff --git a/data/core/units/dunefolk/Harrier.cfg b/data/core/units/dunefolk/Harrier.cfg index f27cb8878d16..30b53da15ec2 100644 --- a/data/core/units/dunefolk/Harrier.cfg +++ b/data/core/units/dunefolk/Harrier.cfg @@ -18,7 +18,10 @@ [abilities] {ABILITY_SKIRMISHER} [/abilities] - description= _ "While Dune Harriers can fulfill a similar role to Striders in hampering enemy forces, their name is actually derived from the harrier falcons they employ to maintain contact with the bulk of a Dunefolk army. Most commonly found operating behind enemy lines, Harriers are usually tasked with providing useful intelligence on enemy troop movements. However, when the time is right, these agile warriors gather together and strike at the rear of weakened supply lines or flanks. A rain of bolas followed by a piercing thrust of spears is often enough to severely cripple the target, allowing the main Dunefolk force to close in and finish the job. The choice to stand and fight is not an easy one either: Harriers are considerably skilled in wielding their spears, and their falcons can provide an extra attack when absolutely necessary."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_SLOW} + description= _ "While Dune Harriers can fulfill a similar role to Striders in hampering enemy forces, their name is actually derived from the harrier falcons they employ to maintain contact with the bulk of a Dunefolk army. Most commonly found operating behind enemy lines, Harriers are usually tasked with providing useful intelligence on enemy troop movements. However, when the time is right, these agile warriors gather together and strike at the rear of weakened supply lines or flanks. A rain of bolas followed by a piercing thrust of spears is often enough to severely cripple the target, allowing the main Dunefolk force to close in and finish the job. The choice to stand and fight is not an easy one either: Harriers are considerably skilled in wielding their spears, and their falcons can provide an extra attack when absolutely necessary." + {NOTE_SKIRMISHER} + {NOTE_SLOW} + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/dunefolk/harrier.png" "units/dunefolk/harrier.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } diff --git a/data/core/units/dunefolk/Herbalist.cfg b/data/core/units/dunefolk/Herbalist.cfg index 8930e270eef1..4e1dd7b9fe63 100644 --- a/data/core/units/dunefolk/Herbalist.cfg +++ b/data/core/units/dunefolk/Herbalist.cfg @@ -20,7 +20,9 @@ usage=healer description= _ "As those responsible for caring for the ill and wounded among the Dunefolk, Herbalists possess both the medicinal skills to heal a variety of afflictions and the skill to seek and gather restorative herbs. Their motivations are many; some look to it as an adventure or as a steady source of pay while others feel it to be a duty to their society. No matter the reason, Herbalists are an invaluable part of Dunefolk society and are especially useful for their ability to administer quick treatments in the midst of battle or while traveling in the desert. -Even among the nomadic Dunefolk, healers journey a great deal in search of the various flora and fauna that supply their work. Hardened by their travels, many of these men are even able to heal themselves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_HEALS} +Even among the nomadic Dunefolk, healers journey a great deal in search of the various flora and fauna that supply their work. Hardened by their travels, many of these men are even able to heal themselves." + {NOTE_HEALS} + {NOTE_SELF_HEAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/herbalist.png" "units/dunefolk/herbalist.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Luminary.cfg b/data/core/units/dunefolk/Luminary.cfg index 616f9d61cf7f..67c7713d534e 100644 --- a/data/core/units/dunefolk/Luminary.cfg +++ b/data/core/units/dunefolk/Luminary.cfg @@ -20,7 +20,9 @@ usage=fighter description= _ "On the surface, it is not entirely clear what distinguishes a Luminary from other healers among the Dunefolk. Certainly, a Luminary may be marginally more knowledgeable, well-traveled, or skilled in combat compared to Herbalists or Apothecaries, but the difference is usually modest at best. Nevertheless, ‘Luminary’ is a formal title granted to the highest order of Dunefolk healers and grants these men both the greatest esteem and the greatest envy. -There is some speculation that a secret order exists among the Luminaries. These so called ‘Eminents’ hoard a great deal of forbidden knowledge and advise many Dunefolk leaders from the shadows. Such a thing has never been proven, but the fact remains that some Luminaries seem to hold much more influence than their abilities should afford."{SPECIAL_NOTES}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_REGENERATES} +There is some speculation that a secret order exists among the Luminaries. These so called ‘Eminents’ hoard a great deal of forbidden knowledge and advise many Dunefolk leaders from the shadows. Such a thing has never been proven, but the fact remains that some Luminaries seem to hold much more influence than their abilities should afford." + {NOTE_CURES} + {NOTE_SELF_HEAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/luminary.png" "units/dunefolk/luminary" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Paragon.cfg b/data/core/units/dunefolk/Paragon.cfg index 267892c7c77b..10f5e8af9efa 100644 --- a/data/core/units/dunefolk/Paragon.cfg +++ b/data/core/units/dunefolk/Paragon.cfg @@ -17,7 +17,8 @@ usage=fighter description= _ "In many Dunefolk city-states, the process for selecting the next generation of leaders is a long process that takes place over many years. In each generation, a few particularly talented youths among the nobility are trained separately from their peers. Eat, sleep, and train, these warriors learn to live and breathe swordsmanship as their core identity more than even an extension of themselves. From adolescence, ten years of intense training paves the path to the final test, a series of duels to the death between pairs of these fighters. When the dust settles and the process is ended, eight are left remaining. These men are granted the title Kal, or collectively, Kalai. -Among the Dunefolk, while great leaders are required to have mastered the blade, the ruling caste is required to know far more than mere swordplay. Gruelling training is usually followed by either several years of nomadic roving through the deserts or dedication of the mind to the sciences, the purpose of which is to find a self-motivated path toward enlightened wisdom. No matter the case, at the end of the second training period, the remaining Kalai return and demonstrate their knowledge to the elders of the current ruling caste. Those who are found worthy are then called Paragon, warriors of great strength and acuity who may then be considered as candidates to lead the next generation of Dunefolk."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} +Among the Dunefolk, while great leaders are required to have mastered the blade, the ruling caste is required to know far more than mere swordplay. Gruelling training is usually followed by either several years of nomadic roving through the deserts or dedication of the mind to the sciences, the purpose of which is to find a self-motivated path toward enlightened wisdom. No matter the case, at the end of the second training period, the remaining Kalai return and demonstrate their knowledge to the elders of the current ruling caste. Those who are found worthy are then called Paragon, warriors of great strength and acuity who may then be considered as candidates to lead the next generation of Dunefolk." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/paragon.png" "units/dunefolk/paragon.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Skirmisher.cfg b/data/core/units/dunefolk/Skirmisher.cfg index 1b5ea28e7c4e..956ee38c05fb 100644 --- a/data/core/units/dunefolk/Skirmisher.cfg +++ b/data/core/units/dunefolk/Skirmisher.cfg @@ -14,7 +14,9 @@ advances_to=Dune Strider cost=16 usage=mixed fighter - description= _ "Born and raised out on the open sands, Dune Skirmishers are accustomed to the harsh, arid desert heat and inhospitable terrain. Compared to even other Dunefolk, Skirmishers are unnaturally agile on the unstable dunes, allowing them to safeguard their herds and hunt the barrens with ease. When applied to battle, the same agility allows them to both slip through enemy lines and avoid all manner of attack. These skills make Skirmishers effective saboteurs, capable of cutting of escape routes and supply lines, assassinating key units, or pincering an enemy formation into a disadvantageous position."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "Born and raised out on the open sands, Dune Skirmishers are accustomed to the harsh, arid desert heat and inhospitable terrain. Compared to even other Dunefolk, Skirmishers are unnaturally agile on the unstable dunes, allowing them to safeguard their herds and hunt the barrens with ease. When applied to battle, the same agility allows them to both slip through enemy lines and avoid all manner of attack. These skills make Skirmishers effective saboteurs, capable of cutting of escape routes and supply lines, assassinating key units, or pincering an enemy formation into a disadvantageous position." + {NOTE_SKIRMISHER} + {NOTE_FIRSTSTRIKE} [abilities] {ABILITY_SKIRMISHER} [/abilities] diff --git a/data/core/units/dunefolk/Spearguard.cfg b/data/core/units/dunefolk/Spearguard.cfg index 1f6c5a225d97..2d96a70950fe 100644 --- a/data/core/units/dunefolk/Spearguard.cfg +++ b/data/core/units/dunefolk/Spearguard.cfg @@ -13,7 +13,8 @@ advances_to=Dune Spearmaster cost=38 usage=fighter - description= _ "The push and pull of any battle requires varying degrees of offense and defense. The Dunefolk no doubt value offense as the greater of the two and focus their greatest efforts on training skilled swordsmen, but in any band of warriors, a small number of soldiers opt to trade in their sword and instead fulfill the vital duties of the Spearguard. Guarding crucial supply lines and vantage points, Spearguards are most often positioned slightly behind the main line and used as a supporting force or a deterrent to flanking attacks. Though these fighters tend to see less direct combat than their sword-wielding brethren, they are highly skilled with spear and shield and more than capable of repelling most advances."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "The push and pull of any battle requires varying degrees of offense and defense. The Dunefolk no doubt value offense as the greater of the two and focus their greatest efforts on training skilled swordsmen, but in any band of warriors, a small number of soldiers opt to trade in their sword and instead fulfill the vital duties of the Spearguard. Guarding crucial supply lines and vantage points, Spearguards are most often positioned slightly behind the main line and used as a supporting force or a deterrent to flanking attacks. Though these fighters tend to see less direct combat than their sword-wielding brethren, they are highly skilled with spear and shield and more than capable of repelling most advances." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/spearguard.png" "units/dunefolk/spearguard.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Spearmaster.cfg b/data/core/units/dunefolk/Spearmaster.cfg index 02a95f20c571..62d6ea999d8b 100644 --- a/data/core/units/dunefolk/Spearmaster.cfg +++ b/data/core/units/dunefolk/Spearmaster.cfg @@ -16,7 +16,8 @@ usage=fighter description= _ "Among the Dunefolk armies, the highest prestige goes to the master swordsmen leading every assault. Though honored for their service in battle, those who wield the spear and shield are largely forgotten beyond that: the path of a spearman is to fulfill the least desirable role in combat without glory or recognition. When a Dunefolk assault fails and a retreat must be had, a rank of Spearguards is usually left behind to hold back the counterassault. Though providing a formidable defense, the shield line is inevitably overwhelmed and most of the Spearguards lost to the maw of war. On the off chance that one manages to survive and find his way back to the recuperating army, he is often reprimanded for failing to stand his ground and die with the rest of his unnamed brethren. Nevertheless, after a minor scolding, the warrior is accepted back and carries his hard won experience into the next battle. -It is not a formal title, but ‘Spearmaster’ is what Spearguards call their companions who manage to return from the usually suicidal defense that the Dunefolk mount to guard their retreats. Hardly a term of praise or distinction, it is still a modicum of recognition for those who were prepared to die as nameless martyrs to protect their brethren."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} +It is not a formal title, but ‘Spearmaster’ is what Spearguards call their companions who manage to return from the usually suicidal defense that the Dunefolk mount to guard their retreats. Hardly a term of praise or distinction, it is still a modicum of recognition for those who were prepared to die as nameless martyrs to protect their brethren." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/spearmaster.png" "units/dunefolk/spearmaster.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Strider.cfg b/data/core/units/dunefolk/Strider.cfg index 3c684565f091..129e8a85060f 100644 --- a/data/core/units/dunefolk/Strider.cfg +++ b/data/core/units/dunefolk/Strider.cfg @@ -14,7 +14,10 @@ advances_to=Dune Harrier cost=33 usage=mixed fighter - description= _ "The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, Dune Striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, Striders are fairly fragile in direct combat and are easily taken down if left exposed."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_SLOW} + description= _ "The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, Dune Striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, Striders are fairly fragile in direct combat and are easily taken down if left exposed." + {NOTE_SKIRMISHER} + {NOTE_SLOW} + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/dunefolk/strider.png" "units/dunefolk/strider.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } diff --git a/data/core/units/dunefolk/Swordsman.cfg b/data/core/units/dunefolk/Swordsman.cfg index 14d9c949af1a..6abfc19f6259 100644 --- a/data/core/units/dunefolk/Swordsman.cfg +++ b/data/core/units/dunefolk/Swordsman.cfg @@ -13,7 +13,8 @@ advances_to=Dune Blademaster cost=38 usage=fighter - description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed ‘Shield Walls’ or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging; an enemy formation might leave only small, brief gaps between shields and armor, while threatening a counterstrike with a thrust of spears and projectiles. Thus, Dunefolk swordplay places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced Dune Swordsman is more than likely to seize the opportunity and make his strike count. Honing in with nearly unnatural accuracy, a contingent of of Swordsmen is enough to crack even the sternest of defenses."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} + description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed ‘Shield Walls’ or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging; an enemy formation might leave only small, brief gaps between shields and armor, while threatening a counterstrike with a thrust of spears and projectiles. Thus, Dunefolk swordplay places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced Dune Swordsman is more than likely to seize the opportunity and make his strike count. Honing in with nearly unnatural accuracy, a contingent of of Swordsmen is enough to crack even the sternest of defenses." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/swordsman.png" "units/dunefolk/swordsman.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dunefolk/Warmaster.cfg b/data/core/units/dunefolk/Warmaster.cfg index 2609a1070823..5628055854e3 100644 --- a/data/core/units/dunefolk/Warmaster.cfg +++ b/data/core/units/dunefolk/Warmaster.cfg @@ -23,7 +23,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "In direct contrast with other Dunefolk commanders, Warmasters focus heavily on rousing their troops and maintaining high morale. These generals are often found at the forefront of battle, leading by example and fighting and bleeding alongside their soldiers. While Warmasters usually leave the finer details of strategy to their Captains, they are certainly capable tacticians as well; many a battle has been won on an inventive or surprise maneuver that is often the creative byproduct of combat experience rather than formal training. Said to be a veteran of a thousand battles, a Warmaster is an expert leader that should never be underestimated."{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "In direct contrast with other Dunefolk commanders, Warmasters focus heavily on rousing their troops and maintaining high morale. These generals are often found at the forefront of battle, leading by example and fighting and bleeding alongside their soldiers. While Warmasters usually leave the finer details of strategy to their Captains, they are certainly capable tacticians as well; many a battle has been won on an inventive or surprise maneuver that is often the creative byproduct of combat experience rather than formal training. Said to be a veteran of a thousand battles, a Warmaster is an expert leader that should never be underestimated." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dunefolk/warmaster.png" "units/dunefolk/warmaster.png" {SOUND_LIST:HUMAN_HIT} } diff --git a/data/core/units/dwarves/Arcanister.cfg b/data/core/units/dwarves/Arcanister.cfg index 53a11e7d48a8..2b47e83c7ce2 100644 --- a/data/core/units/dwarves/Arcanister.cfg +++ b/data/core/units/dwarves/Arcanister.cfg @@ -27,7 +27,8 @@ [/advancefrom] #endif {AMLA_DEFAULT} - description= _ "The most powerful of all the runecrafters, the Dwarvish Arcanister destroys wounded enemies almost instantly, and rarely fails to cause a wound when that is his intent. His skill in runecrafting is unrivaled, and the glyphs he carves into his weapons and armor deflect the blows of his enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "The most powerful of all the runecrafters, the Dwarvish Arcanister destroys wounded enemies almost instantly, and rarely fails to cause a wound when that is his intent. His skill in runecrafting is unrivaled, and the glyphs he carves into his weapons and armor deflect the blows of his enemies." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/dwarves/arcanister.png" "units/dwarves/arcanister.png" {SOUND_LIST:DWARF_HIT} } die_sound={SOUND_LIST:DWARF_DIE} [attack] diff --git a/data/core/units/dwarves/Berserker.cfg b/data/core/units/dwarves/Berserker.cfg index 6eebd5516d6c..9b5bd8885f74 100644 --- a/data/core/units/dwarves/Berserker.cfg +++ b/data/core/units/dwarves/Berserker.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=33 usage=fighter - description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK} + description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary." + {NOTE_BERSERK} die_sound={SOUND_LIST:DWARF_DIE} [standing_anim] start_time=0 diff --git a/data/core/units/dwarves/Guardsman.cfg b/data/core/units/dwarves/Guardsman.cfg index c33459322836..0591a127a1b3 100644 --- a/data/core/units/dwarves/Guardsman.cfg +++ b/data/core/units/dwarves/Guardsman.cfg @@ -14,7 +14,8 @@ advances_to=Dwarvish Stalwart cost=19 usage=fighter - description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} [defense] mountains=40 diff --git a/data/core/units/dwarves/Runemaster.cfg b/data/core/units/dwarves/Runemaster.cfg index a0d3a9353e80..75248c3a3032 100644 --- a/data/core/units/dwarves/Runemaster.cfg +++ b/data/core/units/dwarves/Runemaster.cfg @@ -21,7 +21,8 @@ experience=150 advances_to=null {AMLA_DEFAULT} - description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/dwarves/runemaster.png" "units/dwarves/runemaster.png" {SOUND_LIST:DWARF_HIT} } die_sound={SOUND_LIST:DWARF_DIE} [attack] diff --git a/data/core/units/dwarves/Runesmith.cfg b/data/core/units/dwarves/Runesmith.cfg index 36fea149a84c..a62d7ca95872 100644 --- a/data/core/units/dwarves/Runesmith.cfg +++ b/data/core/units/dwarves/Runesmith.cfg @@ -25,7 +25,8 @@ unit=Dwarvish Fighter [/advancefrom] #endif - description= _ "Dwarvish runesmiths, now practiced at their craft, carve arcane runes into their weapons and armor. These runes infuse the runesmith’s blows with power and accuracy, and disrupt the blows of their enemies, causing them to strike softly, weakly and on the armor of the defender."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Dwarvish runesmiths, now practiced at their craft, carve arcane runes into their weapons and armor. These runes infuse the runesmith’s blows with power and accuracy, and disrupt the blows of their enemies, causing them to strike softly, weakly and on the armor of the defender." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/dwarves/runesmith-defend-2.png" "units/dwarves/runesmith-defend-1.png" {SOUND_LIST:DWARF_HIT} } die_sound={SOUND_LIST:DWARF_DIE} [attack] diff --git a/data/core/units/dwarves/Sentinel.cfg b/data/core/units/dwarves/Sentinel.cfg index 453651c1078e..de4bb8b392a4 100644 --- a/data/core/units/dwarves/Sentinel.cfg +++ b/data/core/units/dwarves/Sentinel.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=44 usage=fighter - description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/dwarves/sentinel-defend-2.png" "units/dwarves/sentinel-defend-1.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/core/units/dwarves/Stalwart.cfg b/data/core/units/dwarves/Stalwart.cfg index d7fa20528623..3d42e08d58c0 100644 --- a/data/core/units/dwarves/Stalwart.cfg +++ b/data/core/units/dwarves/Stalwart.cfg @@ -15,7 +15,8 @@ advances_to=Dwarvish Sentinel cost=32 usage=fighter - description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/dwarves/stalwart-defend-2.png" "units/dwarves/stalwart-defend-1.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/core/units/dwarves/Ulfserker.cfg b/data/core/units/dwarves/Ulfserker.cfg index 3ee04898459f..3d276a5fd987 100644 --- a/data/core/units/dwarves/Ulfserker.cfg +++ b/data/core/units/dwarves/Ulfserker.cfg @@ -15,7 +15,8 @@ advances_to=Dwarvish Berserker cost=19 usage=fighter - description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK} + description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive." + {NOTE_BERSERK} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/dwarves/ulfserker-idle-2.png" "units/dwarves/ulfserker-idle-1.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/core/units/elves/Avenger.cfg b/data/core/units/elves/Avenger.cfg index 0d6418f427c0..d373c614d3b0 100644 --- a/data/core/units/elves/Avenger.cfg +++ b/data/core/units/elves/Avenger.cfg @@ -19,7 +19,8 @@ usage=mixed fighter description= _ "The curious name of the Elvish ‘Avengers’ comes from a tactic often employed by these master rangers. The enemy is allowed to break through a feint defense and when the vulnerable troops behind the front line follow, these archers break cover and attack, cutting supply lines and surrounding the enemy in one fell stroke. This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. While not so base in design, it is not at all inaccurate. -Even more than other elves, Avengers are a part of the realm of the forests, spending most of their time living among the arboreal creatures and learning the hidden secrets in the woods. As the keepers of nature, these elves have the propensity to explore the wilds even beyond the boundaries of the forests and are adept at traversing rough terrains like mountains and deserts. Even in such unfamiliar territories, Avengers are already powerful combatants; in their homes in the trees, they are nigh unassailable, capable of assassinating enemies from the shadows with little chance of retaliation. It is this ability which instills the most fear into any invading army, for fighting a force that can barely be tracked or seen in the forests leaves very little room for counterattack and customarily results in crushing defeat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH} +Even more than other elves, Avengers are a part of the realm of the forests, spending most of their time living among the arboreal creatures and learning the hidden secrets in the woods. As the keepers of nature, these elves have the propensity to explore the wilds even beyond the boundaries of the forests and are adept at traversing rough terrains like mountains and deserts. Even in such unfamiliar territories, Avengers are already powerful combatants; in their homes in the trees, they are nigh unassailable, capable of assassinating enemies from the shadows with little chance of retaliation. It is this ability which instills the most fear into any invading army, for fighting a force that can barely be tracked or seen in the forests leaves very little room for counterattack and customarily results in crushing defeat." + {NOTE_AMBUSH} die_sound={SOUND_LIST:ELF_HIT} [movement_costs] shallow_water=2 diff --git a/data/core/units/elves/Captain.cfg b/data/core/units/elves/Captain.cfg index f412b535dc26..30fdba7c6359 100644 --- a/data/core/units/elves/Captain.cfg +++ b/data/core/units/elves/Captain.cfg @@ -22,7 +22,8 @@ advances_to=Elvish Marshal cost=32 usage=fighter - description= _ "Elvish captains usually lead patrols and command garrisons that stand guard over the vast forests in elvish territory. Unlike leaders from other races, they are mostly proficient at navigating small skirmishes rather than large-scale battles, and are especially skilled at defensive maneuvering. Captains typically command small units that remain together for extended periods of time, allowing them to personally mentor and befriend their troops. They are often observed to lead through camaraderie and amicability, but still command great respect from their kin."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Elvish captains usually lead patrols and command garrisons that stand guard over the vast forests in elvish territory. Unlike leaders from other races, they are mostly proficient at navigating small skirmishes rather than large-scale battles, and are especially skilled at defensive maneuvering. Captains typically command small units that remain together for extended periods of time, allowing them to personally mentor and befriend their troops. They are often observed to lead through camaraderie and amicability, but still command great respect from their kin." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/captain-defend.png" "units/elves-wood/captain.png" {SOUND_LIST:ELF_HIT} melee} {DEFENSE_ANIM_RANGE "units/elves-wood/captain-bow-defend.png" "units/elves-wood/captain-bow.png" {SOUND_LIST:ELF_HIT} ranged } diff --git a/data/core/units/elves/Druid.cfg b/data/core/units/elves/Druid.cfg index f6b67da7ccea..2a0adf4521b5 100644 --- a/data/core/units/elves/Druid.cfg +++ b/data/core/units/elves/Druid.cfg @@ -18,7 +18,10 @@ usage=healer description= _ "The magic of the wood-elves is poorly suited for combat, but effective nonetheless. The forests in which they thrive can become quickened by a word of command, and will lash out at those who threaten their peace. -The chief ability of Druids lies in healing, and it is for this skill that they are revered by their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_MAGICAL} +The chief ability of Druids lies in healing, and it is for this skill that they are revered by their people." + {NOTE_SLOW} + {NOTE_CURES} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [abilities] {ABILITY_CURES} diff --git a/data/core/units/elves/Enchantress.cfg b/data/core/units/elves/Enchantress.cfg index e1f00f1ce249..0e9c7e31aad7 100644 --- a/data/core/units/elves/Enchantress.cfg +++ b/data/core/units/elves/Enchantress.cfg @@ -16,7 +16,10 @@ advances_to=Elvish Sylph cost=55 usage=mixed fighter - description= _ "The magic of the elves is wholly unlike that of humanity, so much so that humans are almost universally incapable of understanding it, let alone using it. Likewise, those who are masters of it are equally enigmatic; though it can be said that they are revered by their people, very little can be said about their actual function or purpose within that society."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_ARCANE} + description= _ "The magic of the elves is wholly unlike that of humanity, so much so that humans are almost universally incapable of understanding it, let alone using it. Likewise, those who are masters of it are equally enigmatic; though it can be said that they are revered by their people, very little can be said about their actual function or purpose within that society." + {NOTE_MAGICAL} + {NOTE_SLOW} + {NOTE_ARCANE} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=90 diff --git a/data/core/units/elves/High_Lord.cfg b/data/core/units/elves/High_Lord.cfg index c944af297baa..45df47d8b468 100644 --- a/data/core/units/elves/High_Lord.cfg +++ b/data/core/units/elves/High_Lord.cfg @@ -16,7 +16,9 @@ cost=56 usage=fighter # po: "awesome" is used here in the sense of "causing awe", not in the sense of "very good". - description= _ "The leaders of elvenkind command an instinctive loyalty from their people that rulers of other races can only envy, and earn it with great mindfulness and wisdom. Quiet and contemplative in times of peace, a High Lord in the full of his wrath is an awesome sight indeed."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description= _ "The leaders of elvenkind command an instinctive loyalty from their people that rulers of other races can only envy, and earn it with great mindfulness and wisdom. Quiet and contemplative in times of peace, a High Lord in the full of his wrath is an awesome sight indeed." + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:ELF_HIT} [defend] start_time=-151 diff --git a/data/core/units/elves/Lord.cfg b/data/core/units/elves/Lord.cfg index c557bd02619d..50f120defa9d 100644 --- a/data/core/units/elves/Lord.cfg +++ b/data/core/units/elves/Lord.cfg @@ -17,7 +17,9 @@ usage=fighter description= _ "Succession among the Elvish nobility is a highly structured process determined by a number of stringent constraints. The future leaders of the elves have the difficult task of governing the three-fold aspects of Elvish society: warriors and rangers who defend the forests, peaceable civilians who shy away from combat altogether, and the collective group of healers and mystics who study the art of faerie magic. Being able to reconcile the differences between these factions and effectively lead their people requires considerable personal merit and a deep understanding of all elves, be they warrior, mystic, or pacifist. -Many elves begin training in archery and swordsmanship from a young age, and especially promising adolescent boys of appropriate lineage are selected to study under Enchantresses who have mastered the mystic arts. Since the nature of faerie magic lends itself more to female elves than to male elves, only the most talented learn to temper the volatile way of the faerie and connect themselves to the world of the arcane. Those who prove their personal mettle in swordsmanship and sorcery must then learn to apply their newfound powers wisely, for violent conflict is something never to be taken lightly, and just because a battle can be won does not mean it should be fought in the first place. Reconciling potent combat prowess with diplomatic restraint is difficult for most, but those who can do so are granted the title of Lord and become the next generation of Elvish leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} +Many elves begin training in archery and swordsmanship from a young age, and especially promising adolescent boys of appropriate lineage are selected to study under Enchantresses who have mastered the mystic arts. Since the nature of faerie magic lends itself more to female elves than to male elves, only the most talented learn to temper the volatile way of the faerie and connect themselves to the world of the arcane. Those who prove their personal mettle in swordsmanship and sorcery must then learn to apply their newfound powers wisely, for violent conflict is something never to be taken lightly, and just because a battle can be won does not mean it should be fought in the first place. Reconciling potent combat prowess with diplomatic restraint is difficult for most, but those who can do so are granted the title of Lord and become the next generation of Elvish leadership." + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/lord-defend.png" "units/elves-wood/lord.png" {SOUND_LIST:ELF_HIT} melee} {DEFENSE_ANIM_RANGE "units/elves-wood/lord-magic-defend.png" "units/elves-wood/lord-magic.png" {SOUND_LIST:ELF_HIT} ranged} diff --git a/data/core/units/elves/Marksman.cfg b/data/core/units/elves/Marksman.cfg index 47b1b9af0451..6ed560eb2604 100644 --- a/data/core/units/elves/Marksman.cfg +++ b/data/core/units/elves/Marksman.cfg @@ -16,7 +16,8 @@ advances_to=Elvish Sharpshooter cost=37 usage=archer - description= _ "Elves have an intimate connection to the world of faerie, which innately imbues them with a small amount of magic and grants them highly acute senses. This, combined with years of hunting in the deep forests, makes the elves incredibly keen-sighted, a gift which contributes greatly to their mastery of the bow. An elf practiced at archery is capable of hitting a pinhole-sized target from hundreds of paces away and can shoot quickly and precisely enough to split falling branches. Of course, training the body to keep up with the eyes is no easy feat, and realizing this prodigious skill does come with the cost of weakness in close quarters."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} + description= _ "Elves have an intimate connection to the world of faerie, which innately imbues them with a small amount of magic and grants them highly acute senses. This, combined with years of hunting in the deep forests, makes the elves incredibly keen-sighted, a gift which contributes greatly to their mastery of the bow. An elf practiced at archery is capable of hitting a pinhole-sized target from hundreds of paces away and can shoot quickly and precisely enough to split falling branches. Of course, training the body to keep up with the eyes is no easy feat, and realizing this prodigious skill does come with the cost of weakness in close quarters." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:ELF_HIT} [death] start_time=0 diff --git a/data/core/units/elves/Marshal.cfg b/data/core/units/elves/Marshal.cfg index 422b0c3b045c..4c1bc9e49290 100644 --- a/data/core/units/elves/Marshal.cfg +++ b/data/core/units/elves/Marshal.cfg @@ -23,7 +23,8 @@ {AMLA_DEFAULT} cost=54 usage=fighter - description= _ "Elves are not often the instigators of open war, but will not shy away when the time comes to do battle. Of course, blindly engaging in combat without any strategy or tactic is foolish, and so the elves maintain a small number of strategically-minded commanders at all times. Selected from the most talented captains, marshals undergo extensive training in various military styles, including those of the humans and orcs. They are brilliant, unorthodox strategists who excel at breaking down large battlefronts into smaller skirmishes, transforming ordinary campaigns into dispersed guerrilla warfare. Engaging elves in their own homes is always a daunting task for any invasion force, and it is precisely because of the skillful maneuvering of the marshals that manage the protection of their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Elves are not often the instigators of open war, but will not shy away when the time comes to do battle. Of course, blindly engaging in combat without any strategy or tactic is foolish, and so the elves maintain a small number of strategically-minded commanders at all times. Selected from the most talented captains, marshals undergo extensive training in various military styles, including those of the humans and orcs. They are brilliant, unorthodox strategists who excel at breaking down large battlefronts into smaller skirmishes, transforming ordinary campaigns into dispersed guerrilla warfare. Engaging elves in their own homes is always a daunting task for any invasion force, and it is precisely because of the skillful maneuvering of the marshals that manage the protection of their people." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_LEADERSHIP} diff --git a/data/core/units/elves/Ranger.cfg b/data/core/units/elves/Ranger.cfg index 1656304cb35b..b4e36465406b 100644 --- a/data/core/units/elves/Ranger.cfg +++ b/data/core/units/elves/Ranger.cfg @@ -16,7 +16,8 @@ advances_to=Elvish Avenger cost=38 usage=mixed fighter - description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH} + description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests." + {NOTE_AMBUSH} die_sound={SOUND_LIST:ELF_HIT} [movement_costs] shallow_water=2 diff --git a/data/core/units/elves/Shaman.cfg b/data/core/units/elves/Shaman.cfg index a69e28417c11..916a4f480f40 100644 --- a/data/core/units/elves/Shaman.cfg +++ b/data/core/units/elves/Shaman.cfg @@ -18,7 +18,9 @@ usage=healer description= _ "Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by roots and hindered by the very ground they stand on. -The healing abilities of the elves are also remarkable, and of capital use in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_HEALS} +The healing abilities of the elves are also remarkable, and of capital use in battle." + {NOTE_SLOW} + {NOTE_HEALS} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [abilities] {ABILITY_HEALS} diff --git a/data/core/units/elves/Sharpshooter.cfg b/data/core/units/elves/Sharpshooter.cfg index a12792f7f1a3..fd35e4dac387 100644 --- a/data/core/units/elves/Sharpshooter.cfg +++ b/data/core/units/elves/Sharpshooter.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=51 usage=archer - description= _ "Though not a formal title, ‘Sharpshooter’ is the epithet given to the most gifted Elvish marksmen. These expert archers are capable of feats that, even by Elven standards, border on miraculous: they have the precision to split incoming arrows midair and can loose a second arrow before the first hits, all while maintaining enough power to damage steel armor. A single volley of their arrows is enough to bring down a knight on horseback, and even heavily-armored infantry will survive few additional shots. The sharpshooters of the elves have honed their art to its highest form and are the undisputed masters of archery."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} + description= _ "Though not a formal title, ‘Sharpshooter’ is the epithet given to the most gifted Elvish marksmen. These expert archers are capable of feats that, even by Elven standards, border on miraculous: they have the precision to split incoming arrows midair and can loose a second arrow before the first hits, all while maintaining enough power to damage steel armor. A single volley of their arrows is enough to bring down a knight on horseback, and even heavily-armored infantry will survive few additional shots. The sharpshooters of the elves have honed their art to its highest form and are the undisputed masters of archery." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:ELF_HIT} [attack] name=sword diff --git a/data/core/units/elves/Shyde.cfg b/data/core/units/elves/Shyde.cfg index a51000d69fc2..11c60f78df5e 100644 --- a/data/core/units/elves/Shyde.cfg +++ b/data/core/units/elves/Shyde.cfg @@ -19,7 +19,10 @@ {AMLA_DEFAULT} cost=52 usage=healer - description= _ "Devotion to the path of faerie may eventually transform an elf maiden into a creature of both worlds. Guided by a power which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Devotion to the path of faerie may eventually transform an elf maiden into a creature of both worlds. Guided by a power which is little understood, these beautiful stewards of the elven forests epitomize the grace and mystery of their people." + {NOTE_SLOW} + {NOTE_CURES} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [abilities] {ABILITY_CURES} diff --git a/data/core/units/elves/Sorceress.cfg b/data/core/units/elves/Sorceress.cfg index 036fc0a769cf..5fad0026ea2a 100644 --- a/data/core/units/elves/Sorceress.cfg +++ b/data/core/units/elves/Sorceress.cfg @@ -18,7 +18,10 @@ usage=mixed fighter description= _ "The world of faerie is far more potent than the corporeal world. Simply bringing some of this world into our own can have violent results. This is well-understood by the elves, although rarely used with malicious intent; doing so is no easy task, and is a very ill-regarded use of their strength. -Those able to do so are roughly titled as ‘sorceresses’ by other races; and certainly are capable of acting the part."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_ARCANE} +Those able to do so are roughly titled as ‘sorceresses’ by other races; and certainly are capable of acting the part." + {NOTE_MAGICAL} + {NOTE_SLOW} + {NOTE_ARCANE} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=100 diff --git a/data/core/units/elves/Sylph.cfg b/data/core/units/elves/Sylph.cfg index adecb8714912..b7d16f65a9a3 100644 --- a/data/core/units/elves/Sylph.cfg +++ b/data/core/units/elves/Sylph.cfg @@ -18,7 +18,10 @@ {AMLA_DEFAULT} cost=67 usage=mixed fighter - description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers. Legends concerning these have given other races a healthy fear of the elves."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description= _ "Rarely seen, the sage-like Sylphs are masters of both their faerie and mundane natures. They are possessed of wondrous, and sometimes terrifying powers. Legends concerning these have given other races a healthy fear of the elves." + {NOTE_SLOW} + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=80 diff --git a/data/core/units/goblins/Direwolf_Rider.cfg b/data/core/units/goblins/Direwolf_Rider.cfg index befff0e6582e..5834e6eb54c3 100644 --- a/data/core/units/goblins/Direwolf_Rider.cfg +++ b/data/core/units/goblins/Direwolf_Rider.cfg @@ -18,7 +18,8 @@ usage=scout description= _ "‘Dire wolves’ differ from the common variety only in size and color. They typically stand taller than a horse at the shoulder, and have an appetite to match. Only a madman would willingly encounter them; but goblins, at great cost to themselves, have managed to tame and ride them. -The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts’ paws into a most deadly stroke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} +The claws of a wolf are not generally regarded as being the more dangerous parts, but on a beast this large, they are thicker and longer than iron nails. Their riders smear a poison on the front set, not unlike that used by the orcish assassins, making a swipe from these beasts’ paws into a most deadly stroke." + {NOTE_POISON} die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/goblins/direwolver-defend-2.png" "units/goblins/direwolver-defend-1.png" {SOUND_LIST:WOLF_HIT} } [movement_anim] diff --git a/data/core/units/goblins/Impaler.cfg b/data/core/units/goblins/Impaler.cfg index 4163fdeadb0c..0f92d16b8d28 100644 --- a/data/core/units/goblins/Impaler.cfg +++ b/data/core/units/goblins/Impaler.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=13 usage=fighter - description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy’s battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminutive frames."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Goblins are used by the orcs as skirmishers to disrupt the enemy’s battle line. Those who manage to survive their first few battles equip themselves with a long spear to compensate for their short reach, and better armor to guard their diminutive frames." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:GOBLIN_DIE} {DEFENSE_ANIM_DIRECTIONAL "units/goblins/impaler-defend.png" "units/goblins/impaler.png" "units/goblins/impaler-ne-defend.png" "units/goblins/impaler-ne.png" {SOUND_LIST:GOBLIN_HIT} } diff --git a/data/core/units/goblins/Pillager.cfg b/data/core/units/goblins/Pillager.cfg index 3dde9a2c21a3..99c343f5adca 100644 --- a/data/core/units/goblins/Pillager.cfg +++ b/data/core/units/goblins/Pillager.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=32 usage=scout - description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW} + description= _ "Some Goblins train their wolves to overcome their fear of fire. In raids, these goblins take a supporting role; they will torch the homes and crops of their foes, and also carry nets to wreak havoc against those attempting to rally for defense or reprisal." + {NOTE_SLOW} die_sound={SOUND_LIST:WOLF_DIE} [movement_anim] start_time=0 diff --git a/data/core/units/goblins/Rouser.cfg b/data/core/units/goblins/Rouser.cfg index 117e0e1617dc..d867342ea5dd 100644 --- a/data/core/units/goblins/Rouser.cfg +++ b/data/core/units/goblins/Rouser.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=13 usage=fighter - description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser’s frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Standard-bearers are an oddity amongst goblins. A goblin who has survived enough battles to be considered a veteran is rare enough, and it is rarer still for the other goblins to recognize and respect his veteran status. Nonetheless, a rouser’s frenzied goading effectively steels the less veteran fighters to strive harder and longer before they die." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:GOBLIN_DIE} {DEFENSE_ANIM_DIRECTIONAL "units/goblins/rouser-defend.png" "units/goblins/rouser.png" "units/goblins/rouser-ne-defend.png" "units/goblins/rouser-ne.png" {SOUND_LIST:GOBLIN_HIT} } diff --git a/data/core/units/humans/Horse_Grand_Knight.cfg b/data/core/units/humans/Horse_Grand_Knight.cfg index 48fb4c868d19..3d959e9e1ee9 100644 --- a/data/core/units/humans/Horse_Grand_Knight.cfg +++ b/data/core/units/humans/Horse_Grand_Knight.cfg @@ -17,7 +17,9 @@ undead_variation=mounted cost=58 usage=fighter - description= _ "Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Grand Knights have reached the acme of skill with sword and lance. Wearing full plate, and riding steeds bred more for power than for speed, these warriors form the core of any serious cavalry force. A grand knight at the head of a charge is a terrifying sight for infantry, and is often enough to break right through a defensive line." + {NOTE_CHARGE} + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [attack] name=sword diff --git a/data/core/units/humans/Horse_Knight.cfg b/data/core/units/humans/Horse_Knight.cfg index a2440b0e7f8d..6cb7dfbc312a 100644 --- a/data/core/units/humans/Horse_Knight.cfg +++ b/data/core/units/humans/Horse_Knight.cfg @@ -16,7 +16,9 @@ undead_variation=mounted cost=40 usage=fighter - description= _ "Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Horsemen of skill and discipline are promoted to Knights. Veterans of combat, they have seen the often-fatal results of a failed charge, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a charge. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt." + {NOTE_CHARGE} + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [attack] name=sword diff --git a/data/core/units/humans/Horse_Lancer.cfg b/data/core/units/humans/Horse_Lancer.cfg index deaae528c2df..1809e4381d8d 100644 --- a/data/core/units/humans/Horse_Lancer.cfg +++ b/data/core/units/humans/Horse_Lancer.cfg @@ -16,7 +16,9 @@ undead_variation=mounted cost=40 usage=fighter - description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Lancers are among the bravest and most feared riders in all of Wesnoth. Clad in minimal armor, they free themselves to ride swiftly, faster than any of their peers. The daring tactics they employ are like a double-edged sword, for they often win either glory or a swift death. Lancers excel in hunting down infantrymen who have made the mistake of breaking formation, and in piercing defensive lines. However, they have limited use in defense." + {NOTE_CHARGE} + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [attack] name=lance diff --git a/data/core/units/humans/Horse_Paladin.cfg b/data/core/units/humans/Horse_Paladin.cfg index 2b1322fca51e..451e537265c3 100644 --- a/data/core/units/humans/Horse_Paladin.cfg +++ b/data/core/units/humans/Horse_Paladin.cfg @@ -19,7 +19,11 @@ usage=fighter description= _ "Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They may serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins’ loyalty is only as strong as the liege’s apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service. -Full paladins are generally not quite as fearsome as the ‘Grand Knights’ that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_HEALS}+{SPECIAL_NOTES_DEFENSE_CAP} +Full paladins are generally not quite as fearsome as the ‘Grand Knights’ that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing." + {NOTE_CHARGE} + {NOTE_ARCANE} + {NOTE_HEALS} + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [resistance] arcane=40 diff --git a/data/core/units/humans/Horseman.cfg b/data/core/units/humans/Horseman.cfg index 50ebbe381361..bbc50cc4982c 100644 --- a/data/core/units/humans/Horseman.cfg +++ b/data/core/units/humans/Horseman.cfg @@ -15,7 +15,9 @@ undead_variation=mounted cost=23 usage=fighter - description= _ "Often hailing from the wilder and untamed regions of Wesnoth, Horsemen are trained from childhood to ride and to follow a strict code of honor. A charge made by a horseman is a powerful though risky tactic, the worth of which has been proven time and time again on the battlefield. Horsemen excel against most infantry, especially those who have fallen out of line, but must take care against both spearmen and archers for whom their large size provide inviting targets."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Often hailing from the wilder and untamed regions of Wesnoth, Horsemen are trained from childhood to ride and to follow a strict code of honor. A charge made by a horseman is a powerful though risky tactic, the worth of which has been proven time and time again on the battlefield. Horsemen excel against most infantry, especially those who have fallen out of line, but must take care against both spearmen and archers for whom their large size provide inviting targets." + {NOTE_CHARGE} + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [attack] diff --git a/data/core/units/humans/Loyalist_Cavalier.cfg b/data/core/units/humans/Loyalist_Cavalier.cfg index deecc5251542..a30f23a333b9 100644 --- a/data/core/units/humans/Loyalist_Cavalier.cfg +++ b/data/core/units/humans/Loyalist_Cavalier.cfg @@ -18,7 +18,8 @@ #extra resistance for these units usage=scout # wmllint: notecheck off - description= _ "Cavaliers are masters at the use of both sword and crossbow from horseback. Their combination of striking power and mobility is fearsome; and they have a reputation for dash and aggressiveness to match it. The daring deeds of Cavaliers are the subject of many a tale and song."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Cavaliers are masters at the use of both sword and crossbow from horseback. Their combination of striking power and mobility is fearsome; and they have a reputation for dash and aggressiveness to match it. The daring deeds of Cavaliers are the subject of many a tale and song." + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [movement_anim] start_time=0 diff --git a/data/core/units/humans/Loyalist_Cavalryman.cfg b/data/core/units/humans/Loyalist_Cavalryman.cfg index 47cc74067eec..416c1032a5b4 100644 --- a/data/core/units/humans/Loyalist_Cavalryman.cfg +++ b/data/core/units/humans/Loyalist_Cavalryman.cfg @@ -19,7 +19,8 @@ # wmllint: notecheck off description= _ "Cavalrymen are distinguished from horsemen by their tactics and equipment. A cavalryman wears heavier armor, and carries a sword and shield, rather than a lance. Their tactics do not include charging; instead they maneuver to slash with a sword, using both horse and rider as an effective tool of melee. -Cavalrymen are very useful for taking and holding positions on open ground, for screening friendly soldiers, and also for scouting work."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP} +Cavalrymen are very useful for taking and holding positions on open ground, for screening friendly soldiers, and also for scouting work." + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [movement_anim] start_time=0 diff --git a/data/core/units/humans/Loyalist_Dragoon.cfg b/data/core/units/humans/Loyalist_Dragoon.cfg index 9fdb0e5daff5..fd7c441686ec 100644 --- a/data/core/units/humans/Loyalist_Dragoon.cfg +++ b/data/core/units/humans/Loyalist_Dragoon.cfg @@ -17,7 +17,8 @@ #extra resistance for these units usage=scout # wmllint: notecheck off - description= _ "The more talented cavalrymen in the armies of Wesnoth are trained in the use of the crossbow, and matched with much more powerful steeds. Well-armored, and skilled in the use of their swords, these soldiers can drive forward and hold the ground they take. Their mobility and resilience make them of great value on the battlefield."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "The more talented cavalrymen in the armies of Wesnoth are trained in the use of the crossbow, and matched with much more powerful steeds. Well-armored, and skilled in the use of their swords, these soldiers can drive forward and hold the ground they take. Their mobility and resilience make them of great value on the battlefield." + {NOTE_DEFENSE_CAP} die_sound=horse-die.ogg [movement_anim] start_time=0 diff --git a/data/core/units/humans/Loyalist_Duelist.cfg b/data/core/units/humans/Loyalist_Duelist.cfg index d669a0f9b17f..79a10ea5836b 100644 --- a/data/core/units/humans/Loyalist_Duelist.cfg +++ b/data/core/units/humans/Loyalist_Duelist.cfg @@ -16,7 +16,8 @@ usage=mixed fighter description= _ "It is a peculiar custom of Wesnoth’s nobility that they typically enroll their sons into one of two orders of armigers, training them either in the art of horsemanship or fencing. Duelists are so named for an unfortunately common practice of young aristocrats, for whom the sting of insult, whether real or fancied, can incite a rash demonstration of their natural right. -Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} +Experienced fencers carry with them a small crossbow that is easily concealed under a coat or cape. Slow to load and sometimes thought dishonorable to use, it is in fact very useful, and those of their ranks who live long enough to be veterans typically do so by making such concessions to utility and survival." + {NOTE_SKIRMISHER} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-loyalists/duelist-defend.png" "units/human-loyalists/duelist.png" {SOUND_LIST:HUMAN_HIT} } [resistance] diff --git a/data/core/units/humans/Loyalist_Fencer.cfg b/data/core/units/humans/Loyalist_Fencer.cfg index d9db279dbd99..eee4f2228bd3 100644 --- a/data/core/units/humans/Loyalist_Fencer.cfg +++ b/data/core/units/humans/Loyalist_Fencer.cfg @@ -16,7 +16,8 @@ usage=fighter description= _ "Fencers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it leaves the defender completely unharmed. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training. -Outfitted with only a dagger and saber, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish dancing circles around troops like heavy infantry, mocking the weight of their full armor."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} +Outfitted with only a dagger and saber, fencers are light on their feet and useful in many situations where their armor-bound peers are at a disadvantage. They relish dancing circles around troops like heavy infantry, mocking the weight of their full armor." + {NOTE_SKIRMISHER} die_sound={SOUND_LIST:HUMAN_DIE} [resistance] cold=90 diff --git a/data/core/units/humans/Loyalist_General.cfg b/data/core/units/humans/Loyalist_General.cfg index 9f6b32e9818c..003d12cecf78 100644 --- a/data/core/units/humans/Loyalist_General.cfg +++ b/data/core/units/humans/Loyalist_General.cfg @@ -26,7 +26,8 @@ #endif cost=54 usage=fighter - description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms to which they have sworn fealty. Well seasoned in the art of war, Generals can direct even the freshest recruits to strike strategically against imposing odds and emerge victorious. Recognized by nobility and citizenry alike, they are outfitted in ornate plate armor and granted some of the finest weaponry that human craftsmen can offer."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "As the leaders of their armies, Generals are responsible for the protection of large or important areas in the kingdoms to which they have sworn fealty. Well seasoned in the art of war, Generals can direct even the freshest recruits to strike strategically against imposing odds and emerge victorious. Recognized by nobility and citizenry alike, they are outfitted in ornate plate armor and granted some of the finest weaponry that human craftsmen can offer." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-loyalists/general-defend-2.png" "units/human-loyalists/general-defend-1.png" {SOUND_LIST:HUMAN_HIT} melee } {DEFENSE_ANIM_RANGE "units/human-loyalists/general-crossbow-defend.png" "units/human-loyalists/general-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged } diff --git a/data/core/units/humans/Loyalist_Grand_Marshal.cfg b/data/core/units/humans/Loyalist_Grand_Marshal.cfg index 68441cc2a992..d4d327bd10a3 100644 --- a/data/core/units/humans/Loyalist_Grand_Marshal.cfg +++ b/data/core/units/humans/Loyalist_Grand_Marshal.cfg @@ -21,7 +21,8 @@ {AMLA_DEFAULT} cost=66 usage=fighter - description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "The rank of Grand Marshal is one of the most esteemed in the armies of humanity, and those who bear its title have survived many trials by fire, proving both their tactical wit and their considerable mettle at personal combat." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-defend-2.png" "units/human-loyalists/marshal-defend-1.png" {SOUND_LIST:HUMAN_HIT} melee } {DEFENSE_ANIM_RANGE "units/human-loyalists/marshal-crossbow-defend.png" "units/human-loyalists/marshal-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged } diff --git a/data/core/units/humans/Loyalist_Halberdier.cfg b/data/core/units/humans/Loyalist_Halberdier.cfg index 6c62840a5296..4800193c150d 100644 --- a/data/core/units/humans/Loyalist_Halberdier.cfg +++ b/data/core/units/humans/Loyalist_Halberdier.cfg @@ -17,7 +17,8 @@ usage=fighter description= _ "A halberd is a heavy weapon and difficult to use, but very powerful in the hands of an expert. It is also much more flexible than the spear from which it descended. As any halberdier can tell you, the weapon possesses four primary striking points, two more than a spear or pike; these are the tip, the blade, the spike at the base of the shaft, and the inner point on the blade, which can be used in a motion pulling back towards the wielder. All this makes for a very versatile weapon in melee, especially against cavalry. -However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} +However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-loyalists/halberdier-defend.png" "units/human-loyalists/halberdier.png" {SOUND_LIST:HUMAN_HIT} } [resistance] diff --git a/data/core/units/humans/Loyalist_Javelineer.cfg b/data/core/units/humans/Loyalist_Javelineer.cfg index 8287dc287f81..9000a851354b 100644 --- a/data/core/units/humans/Loyalist_Javelineer.cfg +++ b/data/core/units/humans/Loyalist_Javelineer.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=25 usage=fighter - description= _ "Spearmen almost always equip themselves with a few javelins, to harry, if not kill, enemies at range. Some, however, take to them rather well, finding that they have a natural talent in their use. Javelineers are a valuable asset to an army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance, often without retribution, and still hold their ground in melee."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Spearmen almost always equip themselves with a few javelins, to harry, if not kill, enemies at range. Some, however, take to them rather well, finding that they have a natural talent in their use. Javelineers are a valuable asset to an army, being able to supplement their skill in melee combat with an ability to handle distant foes. They can hurl javelins into enemy ranks from a distance, often without retribution, and still hold their ground in melee." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend.png" "units/human-loyalists/javelineer.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-loyalists/javelineer-defend-ranged.png" "units/human-loyalists/javelineer-attack-ranged-1.png" {SOUND_LIST:HUMAN_HIT} ranged} diff --git a/data/core/units/humans/Loyalist_Lieutenant.cfg b/data/core/units/humans/Loyalist_Lieutenant.cfg index 698a6b2596a2..fbb0d217dab4 100644 --- a/data/core/units/humans/Loyalist_Lieutenant.cfg +++ b/data/core/units/humans/Loyalist_Lieutenant.cfg @@ -15,7 +15,8 @@ advances_to=General cost=35 usage=fighter - description= _ "Lieutenants are some of the more respected commanding officers among humans and are often seen leading smaller-scale incursions and managing the battlefield. Trained both with sword and crossbow, they excel at neither, and are somewhat less resilient than the warlords of other races — this is more than made up for by their superior knowledge and training in military strategy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Lieutenants are some of the more respected commanding officers among humans and are often seen leading smaller-scale incursions and managing the battlefield. Trained both with sword and crossbow, they excel at neither, and are somewhat less resilient than the warlords of other races — this is more than made up for by their superior knowledge and training in military strategy." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-defend.png" "units/human-loyalists/lieutenant.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-loyalists/lieutenant-crossbow-defend.png" "units/human-loyalists/lieutenant-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged} diff --git a/data/core/units/humans/Loyalist_Master_at_Arms.cfg b/data/core/units/humans/Loyalist_Master_at_Arms.cfg index 80b2101910a9..e31f1f59010f 100644 --- a/data/core/units/humans/Loyalist_Master_at_Arms.cfg +++ b/data/core/units/humans/Loyalist_Master_at_Arms.cfg @@ -17,7 +17,8 @@ usage=mixed fighter description= _ "Master fencers have an envied place in life. Though the journey to their station was a dangerous way of life, they have reached the time wherein they reap its rewards. Famed for their skill and dashing manner, these gentlemen have the bearing of natural aristocrats, and are followed by the eyes of many a high born lady. -They usually have the luxury of choosing their appointments, and are free to roam the land should they so elect. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} +They usually have the luxury of choosing their appointments, and are free to roam the land should they so elect. Often, they will be found as the captains of a castle guard, or as the master of a military academy, positions in which their flamboyant nature is not only accepted, but is perhaps even useful." + {NOTE_SKIRMISHER} {DEFENSE_ANIM "units/human-loyalists/master-at-arms-defend-2.png" "units/human-loyalists/master-at-arms-defend-1.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [resistance] diff --git a/data/core/units/humans/Loyalist_Pikeman.cfg b/data/core/units/humans/Loyalist_Pikeman.cfg index 1626e211f103..1b4276fcd798 100644 --- a/data/core/units/humans/Loyalist_Pikeman.cfg +++ b/data/core/units/humans/Loyalist_Pikeman.cfg @@ -14,7 +14,8 @@ advances_to=Halberdier cost=25 usage=fighter - description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-loyalists/pikeman-defend.png" "units/human-loyalists/pikeman.png" {SOUND_LIST:HUMAN_HIT} } [resistance] diff --git a/data/core/units/humans/Loyalist_Sergeant.cfg b/data/core/units/humans/Loyalist_Sergeant.cfg index fd261d923d12..15b9c3e1bc1d 100644 --- a/data/core/units/humans/Loyalist_Sergeant.cfg +++ b/data/core/units/humans/Loyalist_Sergeant.cfg @@ -15,7 +15,8 @@ advances_to=Lieutenant cost=19 usage=fighter - description= _ "Sergeants are low-ranking officers of human armies. Though academically trained, they need some experience in the field before their leadership is sound and acknowledged. Still, their diligent bearing and basic insight of combat means they can more effectively rouse civilians and peasants in trying situations."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Sergeants are low-ranking officers of human armies. Though academically trained, they need some experience in the field before their leadership is sound and acknowledged. Still, their diligent bearing and basic insight of combat means they can more effectively rouse civilians and peasants in trying situations." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-loyalists/sergeant-defend.png" "units/human-loyalists/sergeant.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-loyalists/sergeant-crossbow-defend.png" "units/human-loyalists/sergeant-crossbow.png" {SOUND_LIST:HUMAN_HIT} ranged} diff --git a/data/core/units/humans/Loyalist_Spearman.cfg b/data/core/units/humans/Loyalist_Spearman.cfg index 7fb413ee5f29..1fc465e64725 100644 --- a/data/core/units/humans/Loyalist_Spearman.cfg +++ b/data/core/units/humans/Loyalist_Spearman.cfg @@ -15,7 +15,8 @@ advances_to=Swordsman,Pikeman,Javelineer cost=14 usage=fighter - description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a spearhead, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only the most basic training."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Swords are, for many, an expensive luxury, and one which peasants can ill afford. Spears are much easier to make and will do well even without a spearhead, though most can afford one. Clad in leather armor, and often armed with a shield and a few javelins, spearmen are the staple of most armies, often thrown into the front lines with only the most basic training." + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] start_time=0 diff --git a/data/core/units/humans/Mage.cfg b/data/core/units/humans/Mage.cfg index e9ea2aff94d8..8e918360acf0 100644 --- a/data/core/units/humans/Mage.cfg +++ b/data/core/units/humans/Mage.cfg @@ -20,7 +20,8 @@ It is an irony that, with all their knowledge, and their unassuming monopoly thereof, the collective community of magi could likely rule society, were they ever to try. However, their true love is neither money, nor power, and those who see the study of magic as a means to such ends often lack the very conviction required for true mastery. -Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-magi/mage-defend.png" "units/human-magi/mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [attack] diff --git a/data/core/units/humans/Mage_Arch.cfg b/data/core/units/humans/Mage_Arch.cfg index 9de10d9414c6..f0c79f138e1c 100644 --- a/data/core/units/humans/Mage_Arch.cfg +++ b/data/core/units/humans/Mage_Arch.cfg @@ -17,7 +17,8 @@ usage=mixed fighter description= _ "The title of Arch Mage is traditionally conferred only after a lifetime of study and achievement to match. Arch Magi are often employed in positions of education, or as advisors to those sensible enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional thaumaturgy or word of advice, it gives the mage leave to pursue their research undisturbed. From this flows the greater body of human knowledge; the sciences, the philosophies, and the arts which give beauty to the world at large. -Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-magi/arch-mage-defend.png" "units/human-magi/arch-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [resistance] diff --git a/data/core/units/humans/Mage_Elder.cfg b/data/core/units/humans/Mage_Elder.cfg index 9e610e38a839..061d5cb34a26 100644 --- a/data/core/units/humans/Mage_Elder.cfg +++ b/data/core/units/humans/Mage_Elder.cfg @@ -20,7 +20,8 @@ cost=65 usage=mixed fighter die_sound={SOUND_LIST:HUMAN_OLD_DIE} - description= _ "Once great, Elder Magi have seen their power a little diminished from wearying years of battle. Nevertheless they remain feared on the battlefield on account of their powerful lightning bolts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Once great, Elder Magi have seen their power a little diminished from wearying years of battle. Nevertheless they remain feared on the battlefield on account of their powerful lightning bolts." + {NOTE_MAGICAL} [attack] name=staff description= _"staff" diff --git a/data/core/units/humans/Mage_Great.cfg b/data/core/units/humans/Mage_Great.cfg index 8b4f0203fc64..d7d9694dd2b6 100644 --- a/data/core/units/humans/Mage_Great.cfg +++ b/data/core/units/humans/Mage_Great.cfg @@ -18,7 +18,8 @@ usage=mixed fighter description= _ "Any person who is even considered for the title of Great Mage is quite nearly a legend in their own time, and town criers have forcibly learnt discretion in applying the title. Merit for the title is carefully considered by a council of the leading magi of the age, and the conferment of the title is given only by a majority vote. Regardless, anyone who is seriously nominated for the honor of being called a Great Mage is, without question, a master of their art, and has surpassed almost any of their peers in skill. -Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-magi/great-mage-defend.png" "units/human-magi/great-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [resistance] diff --git a/data/core/units/humans/Mage_Red.cfg b/data/core/units/humans/Mage_Red.cfg index 9941735a3b31..bce1b72e275a 100644 --- a/data/core/units/humans/Mage_Red.cfg +++ b/data/core/units/humans/Mage_Red.cfg @@ -17,7 +17,8 @@ usage=mixed fighter description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as ‘Red Magi’. Likewise, the symbolism of the change in colors is often mistaken to signify the mage’s ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge. -Though physically frail, and untrained as warriors, the ‘Red Magi’ have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Though physically frail, and untrained as warriors, the ‘Red Magi’ have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [resistance] diff --git a/data/core/units/humans/Mage_Silver.cfg b/data/core/units/humans/Mage_Silver.cfg index 03bde9c187bc..a514ff3dcc37 100644 --- a/data/core/units/humans/Mage_Silver.cfg +++ b/data/core/units/humans/Mage_Silver.cfg @@ -20,7 +20,9 @@ They have, in fact, their own order amongst the ranks of magi, an order which withholds certain secrets from their peers. One of these is an apparent ability to cross great distances, faster than one could possibly travel on foot. Members of the silver order ardently refuse to discuss the workings of this with any of their fellow magi, and on those rare occasions when others have pried into their work, they have abandoned the endeavor, never to speak of it again. -Silver magi are often more physically adept than other magi, and their skills are of undeniable use on the battlefield, if one can manage to induce the mage to apply them."+{SPECIAL_NOTES}+_"SPECIAL_NOTE^ Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage."+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_TELEPORT} +Silver magi are often more physically adept than other magi, and their skills are of undeniable use on the battlefield, if one can manage to induce the mage to apply them."+_"SPECIAL_NOTE^ Silver Magi are well-attuned to their magical natures and are highly resistant to non-physical damage." + {NOTE_MAGICAL} + {NOTE_TELEPORT} die_sound={SOUND_LIST:HUMAN_DIE} [resistance] fire=50 diff --git a/data/core/units/humans/Mage_White.cfg b/data/core/units/humans/Mage_White.cfg index e7a7c1e6c4a3..ca23bf810ae1 100644 --- a/data/core/units/humans/Mage_White.cfg +++ b/data/core/units/humans/Mage_White.cfg @@ -17,7 +17,10 @@ usage=healer description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury. -Though not trained for combat, they are a potent ally against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES} +Though not trained for combat, they are a potent ally against magical or unnatural things." + {NOTE_MAGICAL} + {NOTE_ARCANE} + {NOTE_CURES} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-magi/white-mage-defend.png" "units/human-magi/white-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} } [abilities] diff --git a/data/core/units/humans/Mage_of_Light.cfg b/data/core/units/humans/Mage_of_Light.cfg index 74c7a268fade..c296d7acc779 100644 --- a/data/core/units/humans/Mage_of_Light.cfg +++ b/data/core/units/humans/Mage_of_Light.cfg @@ -19,7 +19,11 @@ usage=healer description= _ "After years of experience, the most devout of white magi develop vast spiritual powers. By strict devotion to the path of the light, they can call upon its aid to chase away the shadows of the night. -Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES} +Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live." + {NOTE_MAGICAL} + {NOTE_ARCANE} + {NOTE_CURES} + {NOTE_ILLUMINATES} die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-magi/white-cleric-defend.png" "units/human-magi/white-cleric.png" {SOUND_LIST:HUMAN_OLD_HIT} } [abilities] diff --git a/data/core/units/humans/Outlaw_Assassin.cfg b/data/core/units/humans/Outlaw_Assassin.cfg index 6f9d5a1713b0..bb00373e80bc 100644 --- a/data/core/units/humans/Outlaw_Assassin.cfg +++ b/data/core/units/humans/Outlaw_Assassin.cfg @@ -16,7 +16,10 @@ {AMLA_DEFAULT} cost=44 usage=fighter - description= _ "The greatest of thieves are sometimes tasked to take far more than their victim’s belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the sun."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "The greatest of thieves are sometimes tasked to take far more than their victim’s belongings. Masters of knife-fighting and uncannily light on their feet, these menacing figures will employ any means to dispatch their victims, be it poisoned knives thrown from afar, or a dagger planted in the back. Deadly at night, assassins are less able fighting under the sun." + {NOTE_BACKSTAB} + {NOTE_POISON} + {NOTE_SKIRMISHER} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-outlaws/assassin-defend-2.png" "units/human-outlaws/assassin-defend-1.png" {SOUND_LIST:HUMAN_HIT} } [abilities] diff --git a/data/core/units/humans/Outlaw_Fugitive.cfg b/data/core/units/humans/Outlaw_Fugitive.cfg index 480b2203fd43..58dec4d47826 100644 --- a/data/core/units/humans/Outlaw_Fugitive.cfg +++ b/data/core/units/humans/Outlaw_Fugitive.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=53 usage=mixed fighter - description= _ "Veteran criminals become notorious for both their ruthlessness and ability to elude capture. They can be dangerous in their element, though no match for the sheer numbers that law-abiding soldiery can throw at them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CONCEALMENT} + description= _ "Veteran criminals become notorious for both their ruthlessness and ability to elude capture. They can be dangerous in their element, though no match for the sheer numbers that law-abiding soldiery can throw at them." + {NOTE_CONCEALMENT} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-outlaws/fugitive-defend.png" "units/human-outlaws/fugitive.png" {SOUND_LIST:HUMAN_HIT} } [abilities] diff --git a/data/core/units/humans/Outlaw_Rogue.cfg b/data/core/units/humans/Outlaw_Rogue.cfg index 6fdcebb499a7..4718f3099137 100644 --- a/data/core/units/humans/Outlaw_Rogue.cfg +++ b/data/core/units/humans/Outlaw_Rogue.cfg @@ -15,7 +15,9 @@ advances_to=Assassin cost=24 usage=fighter - description= _ "The ringleaders of any group of thieves earn their positions by skill. These rogues have spent many an unpleasant moment darting through crowds and dodging away from those who wish them ill, a set of skills which is very handy in a fight. Masters of knifework, they can also throw knives with reliable accuracy, and their long hours of prowling around at night leave them more comfortable fighting in the dark."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "The ringleaders of any group of thieves earn their positions by skill. These rogues have spent many an unpleasant moment darting through crowds and dodging away from those who wish them ill, a set of skills which is very handy in a fight. Masters of knifework, they can also throw knives with reliable accuracy, and their long hours of prowling around at night leave them more comfortable fighting in the dark." + {NOTE_BACKSTAB} + {NOTE_SKIRMISHER} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-outlaws/rogue-defend-1.png" "units/human-outlaws/rogue-defend-2.png" {SOUND_LIST:HUMAN_HIT} } [abilities] diff --git a/data/core/units/humans/Outlaw_Thief.cfg b/data/core/units/humans/Outlaw_Thief.cfg index 4246a95991d5..0e08eee0a188 100644 --- a/data/core/units/humans/Outlaw_Thief.cfg +++ b/data/core/units/humans/Outlaw_Thief.cfg @@ -15,7 +15,8 @@ advances_to=Rogue cost=13 usage=fighter - description= _ "For as long as anyone can remember, the members of the various ‘guilds’ of rat-catchers that spring up in any larger city have had a curious practice of bleaching their hair with lime till it becomes a pale shade of blue. It is a bold thing to do, as their profession often delves into less-than-legal enterprises. Thieves have many skills, and by necessity are both light on their feet, and good with knives. They happily employ less-than-honorable tactics in combat, seeing little merit in a ‘fair fight’."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB} + description= _ "For as long as anyone can remember, the members of the various ‘guilds’ of rat-catchers that spring up in any larger city have had a curious practice of bleaching their hair with lime till it becomes a pale shade of blue. It is a bold thing to do, as their profession often delves into less-than-legal enterprises. Thieves have many skills, and by necessity are both light on their feet, and good with knives. They happily employ less-than-honorable tactics in combat, seeing little merit in a ‘fair fight’." + {NOTE_BACKSTAB} die_sound={SOUND_LIST:HUMAN_DIE} [death] start_time=0 diff --git a/data/core/units/humans/Woodsman_Huntsman.cfg b/data/core/units/humans/Woodsman_Huntsman.cfg index 93f1fdd8c483..79ce09fbd310 100644 --- a/data/core/units/humans/Woodsman_Huntsman.cfg +++ b/data/core/units/humans/Woodsman_Huntsman.cfg @@ -18,7 +18,8 @@ usage=archer description= _ "Hunting is a popular sport of noblemen, but it can also be a livelihood for commoners. Like any other craft, it has men of masterful skill in its practice. Huntsmen know all the tricks of their trade, and are skilled at navigating the wilderness, at tracking, and at the use of the bow. They are a fair shot at moving targets, and targets hiding under brush and cover; a skill wrought from years of practice at shooting game, and one which garrisoned bowmen often lack. -Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN} +Master hunters are employed by any group living in or passing through wild country, be they men of the law, or those working against it. Even nature itself can have deadly surprises, and any commander who fails to hire a such a guide can lose his men to nothing more than terrain. Good woodsmen can save lives, ease travel, provide food, and their skill with a bow is capitally useful in a fight." + {NOTE_MARKSMAN} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-defend.png" "units/human-outlaws/huntsman.png" {SOUND_LIST:HUMAN_HIT} melee } {DEFENSE_ANIM_RANGE "units/human-outlaws/huntsman-bow-defend.png" "units/human-outlaws/huntsman-bow.png" {SOUND_LIST:HUMAN_HIT} ranged } diff --git a/data/core/units/merfolk/Diviner.cfg b/data/core/units/merfolk/Diviner.cfg index d6d6c4d0ff3b..eaa88c065709 100644 --- a/data/core/units/merfolk/Diviner.cfg +++ b/data/core/units/merfolk/Diviner.cfg @@ -20,7 +20,11 @@ {AMLA_DEFAULT} cost=57 usage=healer - description= _ "Years of devotion may endow a priestess with great wisdom on the workings of the world, and grants some the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES}+{SPECIAL_NOTES_ILLUMINATES} + description= _ "Years of devotion may endow a priestess with great wisdom on the workings of the world, and grants some the favor of the light. The power thus given to these ladies of the water is a recurring motif in tale and song; such as the that of the knights of the silver spire, cornered and slain to a man at the banks of the Alavynne, but who rode again the next day, in full number, and wrought the downfall of the crimson duke." + {NOTE_MAGICAL} + {NOTE_ARCANE} + {NOTE_CURES} + {NOTE_ILLUMINATES} die_sound=mermaid-die.ogg {DEFENSE_ANIM "units/merfolk/diviner-defend2.png" "units/merfolk/diviner-defend1.png" mermaid-hit.ogg } [abilities] diff --git a/data/core/units/merfolk/Enchantress.cfg b/data/core/units/merfolk/Enchantress.cfg index ba464bd87073..17ee935e3536 100644 --- a/data/core/units/merfolk/Enchantress.cfg +++ b/data/core/units/merfolk/Enchantress.cfg @@ -15,7 +15,8 @@ advances_to=Mermaid Siren cost=33 usage=mixed fighter - description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different than that of the elves. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which humanity would never dream. The obvious use in war is forbidden against their own race — this power is the greater part of what protects their people from the monsters that wander out of the abyss."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Mermaids, like elves, have a powerful and native ability in magic, though theirs is considerably different than that of the elves. Those who master this ability are held in high regard, and their skill is used in a multitude of crafts, many of which humanity would never dream. The obvious use in war is forbidden against their own race — this power is the greater part of what protects their people from the monsters that wander out of the abyss." + {NOTE_MAGICAL} die_sound=mermaid-die.ogg {DEFENSE_ANIM "units/merfolk/enchantress-defend2.png" "units/merfolk/enchantress-defend1.png" mermaid-hit.ogg } [attack] diff --git a/data/core/units/merfolk/Entangler.cfg b/data/core/units/merfolk/Entangler.cfg index d768b12ff340..613b7c7896b2 100644 --- a/data/core/units/merfolk/Entangler.cfg +++ b/data/core/units/merfolk/Entangler.cfg @@ -18,7 +18,8 @@ usage=mixed fighter description= _ "Merfolk tend to use a combination of both nets and clubs in fishing; nets to collect the fish, and clubs to finish the kill. Both of these tools have seen adaptation for warfare, and are valuable enough that auxiliaries who specialize in using them are deliberately brought to battle. -Merfolk often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, merfolk cannot give any effective chase over land, and are at a great disadvantage in hand-to-hand combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW} +Merfolk often find themselves in a standoff with land-based enemies; the merfolk are too strong in the water, and are too weak to make any offense on land. Nets are a key bit of leverage; without nets, merfolk cannot give any effective chase over land, and are at a great disadvantage in hand-to-hand combat." + {NOTE_SLOW} {DEFENSE_ANIM "units/merfolk/entangler-defend2.png" "units/merfolk/entangler-defend1.png" mermen-hit.wav } die_sound=mermen-die.ogg [attack] diff --git a/data/core/units/merfolk/Hoplite.cfg b/data/core/units/merfolk/Hoplite.cfg index ef989e54bfee..cef7361e53e5 100644 --- a/data/core/units/merfolk/Hoplite.cfg +++ b/data/core/units/merfolk/Hoplite.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=43 usage=fighter - description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line in the maelstrom of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "With their towering shields, the Merman Hoplites form the elite guard of the watery realm. Their powerful armor and rigid discipline allow them to hold a steadfast line in the maelstrom of battle. In times of desperation, they can even do so on land, though not nearly as well as a creature with legs." + {NOTE_STEADFAST} die_sound=mermen-die.ogg {DEFENSE_ANIM "units/merfolk/hoplite-defend2.png" "units/merfolk/hoplite-defend1.png" mermen-hit.wav } [resistance] diff --git a/data/core/units/merfolk/Initiate.cfg b/data/core/units/merfolk/Initiate.cfg index 7d4e239de6c5..f8f0ec0eecbc 100644 --- a/data/core/units/merfolk/Initiate.cfg +++ b/data/core/units/merfolk/Initiate.cfg @@ -17,7 +17,8 @@ usage=mixed fighter description= _ "Young mermaids are often initiated into the water magics native to their people. The wondrous abilities this grants are inimitable by any other race, a mark of the faerie side of these creatures. -Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Despite their frailty, this makes them quite formidable in combat, as they can call upon the very water about them to smite their enemies." + {NOTE_MAGICAL} die_sound=mermaid-die.ogg {DEFENSE_ANIM "units/merfolk/initiate-defend-2.png" "units/merfolk/initiate-defend-1.png" mermaid-hit.ogg } [attack] diff --git a/data/core/units/merfolk/Netcaster.cfg b/data/core/units/merfolk/Netcaster.cfg index 423ad082273f..c2a3f4cc63e8 100644 --- a/data/core/units/merfolk/Netcaster.cfg +++ b/data/core/units/merfolk/Netcaster.cfg @@ -17,7 +17,8 @@ usage=mixed fighter description= _ "Fishing, as practiced by merfolk, is largely a matter of chasing schools of fish into waiting nets, where oar-like clubs are used to dispatch the prey. The improvisation of using these against soldiers proved very effective; most land-native creatures are already quite awkward when waist-deep in water, and getting caught in a net can render them nearly helpless. -The effectiveness of this method led to the development of smaller, weighted nets, which could be cast through the air; these were useless for fishing, but were useful both in combat and in hunting game that came too close to shore. Clubs were used in combat with little or no adaptation from fishing, since they were already quite deadly."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW} +The effectiveness of this method led to the development of smaller, weighted nets, which could be cast through the air; these were useless for fishing, but were useful both in combat and in hunting game that came too close to shore. Clubs were used in combat with little or no adaptation from fishing, since they were already quite deadly." + {NOTE_SLOW} {DEFENSE_ANIM "units/merfolk/netcaster-defend2.png" "units/merfolk/netcaster-defend1.png" mermen-hit.wav } die_sound=mermen-die.ogg [attack] diff --git a/data/core/units/merfolk/Priestess.cfg b/data/core/units/merfolk/Priestess.cfg index 5f16fe9c6649..9cb08ed72813 100644 --- a/data/core/units/merfolk/Priestess.cfg +++ b/data/core/units/merfolk/Priestess.cfg @@ -18,7 +18,10 @@ advances_to=Mermaid Diviner cost=38 usage=healer - description= _ "Among merfolk, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_CURES} + description= _ "Among merfolk, mysticism is generally left to the mermaids, who are more inclined to it. It is they who dedicate themselves to the ideal of bringing peace and life to the world, and to the arts which make that possible. Their piety also grants them certain powers, allowing them to guard their people against magical or unnatural things." + {NOTE_MAGICAL} + {NOTE_ARCANE} + {NOTE_CURES} die_sound=mermaid-die.ogg {DEFENSE_ANIM "units/merfolk/priestess-defend2.png" "units/merfolk/priestess-defend1.png" mermaid-hit.ogg } [abilities] diff --git a/data/core/units/merfolk/Siren.cfg b/data/core/units/merfolk/Siren.cfg index 807a20d5573d..ef1d249d7133 100644 --- a/data/core/units/merfolk/Siren.cfg +++ b/data/core/units/merfolk/Siren.cfg @@ -18,7 +18,8 @@ usage=mixed fighter description= _ "The faerie nature of the mermaids is strongest in the Sirens, whose connection to the currents of magic often causes them to be mistaken for naiads themselves. Though certainly far from the truth, the mistake is understandable, as true naiads are rarely seen even by mermaids. The manifestation of their magic is certainly very similar; the water about a siren can be commanded at whim, like an extension of herself. -The myriad applications of this rarely occur to land dwellers, who simply regard it with wonder."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +The myriad applications of this rarely occur to land dwellers, who simply regard it with wonder." + {NOTE_MAGICAL} die_sound=mermaid-die.ogg {DEFENSE_ANIM "units/merfolk/siren-defend2.png" "units/merfolk/siren-defend1.png" mermaid-hit.ogg } [attack] diff --git a/data/core/units/monsters/Cuttle_Fish.cfg b/data/core/units/monsters/Cuttle_Fish.cfg index 639b9a80fff8..7923acc7d4c0 100644 --- a/data/core/units/monsters/Cuttle_Fish.cfg +++ b/data/core/units/monsters/Cuttle_Fish.cfg @@ -16,7 +16,9 @@ cost=40 undead_variation=swimmer usage=fighter - description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SWARM} + description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore." + {NOTE_POISON} + {NOTE_SWARM} die_sound=water-blast.wav {DEFENSE_ANIM "units/monsters/cuttlefish-defend-2.png" "units/monsters/cuttlefish-defend-1.png" squishy-hit.wav } [death] diff --git a/data/core/units/monsters/Elder_Falcon.cfg b/data/core/units/monsters/Elder_Falcon.cfg index d8cb48f9f69f..24c9639900de 100644 --- a/data/core/units/monsters/Elder_Falcon.cfg +++ b/data/core/units/monsters/Elder_Falcon.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=18 usage=scout - description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemy's head. "+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description= _ "Elder Falcons bear the telltale scars of veteran warriors from protecting their masters, their bodies proof of repeated dives into a swirling melee. Stronger and faster than their younger kin, they are rumored to hit with enough force to remove an enemy's head. " + {NOTE_CHARGE} die_sound={SOUND_LIST:GRYPHON_DIE} {DEFENSE_ANIM "units/monsters/elder-falcon.png" "units/monsters/elder-falcon.png" {SOUND_LIST:GRYPHON_HIT} } [defense] diff --git a/data/core/units/monsters/Falcon.cfg b/data/core/units/monsters/Falcon.cfg index 7363702d3e04..ba9c244cde15 100644 --- a/data/core/units/monsters/Falcon.cfg +++ b/data/core/units/monsters/Falcon.cfg @@ -14,7 +14,8 @@ advances_to=Elder Falcon cost=12 usage=scout - description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally used for sport. The same techniques are employed to rend and tear foes on the battlefield, and their great speed is a boon to scouting out the land."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description= _ "Seen as status symbols of the nobles, falcons are precious possessions normally used for sport. The same techniques are employed to rend and tear foes on the battlefield, and their great speed is a boon to scouting out the land." + {NOTE_CHARGE} die_sound={SOUND_LIST:GRYPHON_DIE} {DEFENSE_ANIM "units/monsters/falcon.png" "units/monsters/falcon.png" {SOUND_LIST:GRYPHON_HIT} } [defense] diff --git a/data/core/units/monsters/Fire_Dragon.cfg b/data/core/units/monsters/Fire_Dragon.cfg index b82e943f0d6c..2feb1d72f69d 100644 --- a/data/core/units/monsters/Fire_Dragon.cfg +++ b/data/core/units/monsters/Fire_Dragon.cfg @@ -22,7 +22,9 @@ usage=archer description= _ "A dragon is a legendary creature, normally seen only in fantastic tales. They are very rare, and were it not for the historical events, the singlehanded destruction of cities and towns that these creatures have wrought, they might be dismissed as mere myth. Legends are very specific about the ravages of dragons; noting their great strength, speed, their preternatural cunning, and above all else, the great fire that burns inside of them. -Battling a dragon is said to be the pinnacle of danger itself, fit only for fools, or the bravest of knights."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_LEADERSHIP} +Battling a dragon is said to be the pinnacle of danger itself, fit only for fools, or the bravest of knights." + {NOTE_MARKSMAN} + {NOTE_LEADERSHIP} die_sound=drake-die.ogg [resistance] fire=0 diff --git a/data/core/units/monsters/Giant_Scorpion.cfg b/data/core/units/monsters/Giant_Scorpion.cfg index 11268f24657d..efeb6563f77c 100644 --- a/data/core/units/monsters/Giant_Scorpion.cfg +++ b/data/core/units/monsters/Giant_Scorpion.cfg @@ -39,7 +39,8 @@ cost=22 undead_variation=spider usage=fighter - description= _ "A normal scorpion is dangerous enough — the deadliness of one the size of a man needs little explanation."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "A normal scorpion is dangerous enough — the deadliness of one the size of a man needs little explanation." + {NOTE_POISON} die_sound=hiss-big.wav {DEFENSE_ANIM_DIRECTIONAL "units/monsters/scorpion/scorpion-defend2.png" "units/monsters/scorpion/scorpion-defend1.png" "units/monsters/scorpion/scorpion-ne-defend2.png" "units/monsters/scorpion/scorpion-ne-defend1.png" hiss.wav } [attack] @@ -111,7 +112,8 @@ variation_name= _ "Sand Scuttler" inherit=yes image="units/monsters/scorpion/sand-scuttler.png" - description= _ "Blending in nearly seamlessly into sandy dunes, these critters are an odd mix of mundane creature and elemental beast. Though usually timid, Sand Scuttlers sometimes attack unwary travelers, especially when startled."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "Blending in nearly seamlessly into sandy dunes, these critters are an odd mix of mundane creature and elemental beast. Though usually timid, Sand Scuttlers sometimes attack unwary travelers, especially when startled." + {NOTE_POISON} [standing_anim] start_time=0 direction=s,sw,se diff --git a/data/core/units/monsters/Giant_Scorpling.cfg b/data/core/units/monsters/Giant_Scorpling.cfg index 9851dbb8ac2d..38b68ce52d46 100644 --- a/data/core/units/monsters/Giant_Scorpling.cfg +++ b/data/core/units/monsters/Giant_Scorpling.cfg @@ -24,7 +24,8 @@ cost=10 usage=fighter undead_variation=spider - description= _ "One of the most potent known venoms is that of the monstrous scorpions of the frontier. Fetching a high price by assassins and apothecaries alike, this venom is often seen as a quick way to make coin, alluring bold hunters to venture into the wilderness to harvest it. However, even in a juvenile state, these scorpions can deliver deadly stings and are faster than most men. What's worse is that they can live in rather large nests, and angering a seemingly lone scorpion can lead to swarms of them crawling up from the ground — quickly turning the hunter into the hunted."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "One of the most potent known venoms is that of the monstrous scorpions of the frontier. Fetching a high price by assassins and apothecaries alike, this venom is often seen as a quick way to make coin, alluring bold hunters to venture into the wilderness to harvest it. However, even in a juvenile state, these scorpions can deliver deadly stings and are faster than most men. What's worse is that they can live in rather large nests, and angering a seemingly lone scorpion can lead to swarms of them crawling up from the ground — quickly turning the hunter into the hunted." + {NOTE_POISON} die_sound=hiss-big.wav {DEFENSE_ANIM "units/monsters/scorpion/scorpling-defend2.png" "units/monsters/scorpion/scorpling-defend1.png" hiss.wav } [attack] diff --git a/data/core/units/monsters/Giant_Spider.cfg b/data/core/units/monsters/Giant_Spider.cfg index 7a030352dbb9..3fbbf00e5157 100644 --- a/data/core/units/monsters/Giant_Spider.cfg +++ b/data/core/units/monsters/Giant_Spider.cfg @@ -20,7 +20,9 @@ cost=55 usage=fighter undead_variation=spider - description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air to trap their prey."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SLOW} + description= _ "Giant Spiders are said to roam the depths of Knalga, devouring many victims. They have a vicious bite, made worse by the fact that it is poisoned, and can also fling webs through the air to trap their prey." + {NOTE_POISON} + {NOTE_SLOW} die_sound=hiss-big.wav {DEFENSE_ANIM "units/monsters/spider-melee-2.png" "units/monsters/spider-melee-1.png" hiss.wav } [attack] diff --git a/data/core/units/monsters/Jinn.cfg b/data/core/units/monsters/Jinn.cfg index c0cf351e1f71..2f69fa189989 100644 --- a/data/core/units/monsters/Jinn.cfg +++ b/data/core/units/monsters/Jinn.cfg @@ -16,6 +16,7 @@ cost=56 usage=archer description="" + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_DIE} undead_variation=null {DEFENSE_ANIM "units/monsters/jinn.png" "units/monsters/jinn.png" {SOUND_LIST:HUMAN_HIT}} diff --git a/data/core/units/monsters/Roc.cfg b/data/core/units/monsters/Roc.cfg index cec8562754c7..04804bb16e95 100644 --- a/data/core/units/monsters/Roc.cfg +++ b/data/core/units/monsters/Roc.cfg @@ -17,6 +17,7 @@ cost=45 usage=scout description="" + {NOTE_CHARGE} die_sound={SOUND_LIST:GRYPHON_DIE} {DEFENSE_ANIM "units/monsters/roc.png" "units/monsters/roc.png" {SOUND_LIST:GRYPHON_HIT} } [defense] diff --git a/data/core/units/monsters/Skeletal_Dragon.cfg b/data/core/units/monsters/Skeletal_Dragon.cfg index dda0d521bd59..84e56e1a6009 100644 --- a/data/core/units/monsters/Skeletal_Dragon.cfg +++ b/data/core/units/monsters/Skeletal_Dragon.cfg @@ -23,7 +23,8 @@ #you have many arcane units by now, probably, and he shouldn't die all that easily. arcane=100 [/resistance] - description= _ "Long ago one of the mightiest living creatures, the feared Dragon has become only bones and dark sinew. Long after its death, it was raised through the dark powers of necromancy, which it now serves. The Skeletal Dragon may look like nothing more than a pile of bones, but few people who thought that way lived long enough to change their minds."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Long ago one of the mightiest living creatures, the feared Dragon has become only bones and dark sinew. Long after its death, it was raised through the dark powers of necromancy, which it now serves. The Skeletal Dragon may look like nothing more than a pile of bones, but few people who thought that way lived long enough to change their minds." + {NOTE_DRAIN} die_sound=skeleton-big-die.ogg [attack] name=jaw diff --git a/data/core/units/monsters/Tentacle.cfg b/data/core/units/monsters/Tentacle.cfg index 61e17f4ddc19..ab5b277c605e 100644 --- a/data/core/units/monsters/Tentacle.cfg +++ b/data/core/units/monsters/Tentacle.cfg @@ -23,7 +23,8 @@ cost=12 undead_variation=swimmer usage=fighter - description= _ "These tendrils are the appendages of some greater monster that lurks below the waves. They are obviously incapable of venturing far from the water, and not very threatening individually in spite of their ability to mend injuries swiftly. Many are understandably hesitant to approach, though, for fear of being caught and dragged underwater to face whatever beast the tentacles are attached to."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "These tendrils are the appendages of some greater monster that lurks below the waves. They are obviously incapable of venturing far from the water, and not very threatening individually in spite of their ability to mend injuries swiftly. Many are understandably hesitant to approach, though, for fear of being caught and dragged underwater to face whatever beast the tentacles are attached to." + {NOTE_REGENERATES} die_sound=water-blast.wav [abilities] {ABILITY_REGENERATES} diff --git a/data/core/units/monsters/Water_Serpent.cfg b/data/core/units/monsters/Water_Serpent.cfg index 7a062e490a06..8b3fb4fa1895 100644 --- a/data/core/units/monsters/Water_Serpent.cfg +++ b/data/core/units/monsters/Water_Serpent.cfg @@ -34,7 +34,8 @@ cost=26 undead_variation=swimmer usage=fighter - description= _ "Scholars differ as to the ancestry of the Water Serpent. Some hold that they are the immature young, or mature cousins, of Sea Serpents. Others hold them up as a primitive offshoot of the Nagas. What is certain is that it is wise to avoid waters where they are known to congregate."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "Scholars differ as to the ancestry of the Water Serpent. Some hold that they are the immature young, or mature cousins, of Sea Serpents. Others hold them up as a primitive offshoot of the Nagas. What is certain is that it is wise to avoid waters where they are known to congregate." + {NOTE_POISON} die_sound=hiss-die.wav {DEFENSE_ANIM_DIRECTIONAL "units/monsters/water-serpent-attack-se-1.png" "units/monsters/water-serpent-attack-se-2.png" "units/monsters/water-serpent-attack-ne-1.png" "units/monsters/water-serpent-attack-ne-2.png" hiss-hit.wav} [attack] diff --git a/data/core/units/orcs/Assassin.cfg b/data/core/units/orcs/Assassin.cfg index 7e2e1c56b6c4..304fd33cf089 100644 --- a/data/core/units/orcs/Assassin.cfg +++ b/data/core/units/orcs/Assassin.cfg @@ -17,7 +17,9 @@ advances_to=Orcish Slayer cost=17 usage=mixed fighter - description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically frail by orcish standards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_POISON} + description= _ "Though some consider it cowardly to use, poison is a weapon favored by orcs, especially those weak of frame. Orcish assassins, who use it on throwing knives, are typically frail by orcish standards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their larger and more brutal kin." + {NOTE_MARKSMAN} + {NOTE_POISON} die_sound={SOUND_LIST:ORC_SMALL_DIE} {DEFENSE_ANIM_RANGE "units/orcs/assassin-defend-2.png" "units/orcs/assassin-defend-1.png" {SOUND_LIST:ORC_SMALL_HIT} melee } {DEFENSE_ANIM_RANGE "units/orcs/assassin-defend.png" "units/orcs/assassin.png" {SOUND_LIST:ORC_SMALL_HIT} ranged } diff --git a/data/core/units/orcs/Leader.cfg b/data/core/units/orcs/Leader.cfg index 5b1b0bd8caec..f6ec52ba687e 100644 --- a/data/core/units/orcs/Leader.cfg +++ b/data/core/units/orcs/Leader.cfg @@ -15,7 +15,8 @@ advances_to=Orcish Ruler cost=20 usage=mixed fighter - description= _ "Unusually cunning orcs tend to find themselves as the leaders of warrior bands. They carry a crossbow out of necessity, but are much more skilled with the sword. These orcs are powerful fighters, but they also have a certain rapport with their kin, especially goblins, and can inspire them to fight with uncharacteristic boldness."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Unusually cunning orcs tend to find themselves as the leaders of warrior bands. They carry a crossbow out of necessity, but are much more skilled with the sword. These orcs are powerful fighters, but they also have a certain rapport with their kin, especially goblins, and can inspire them to fight with uncharacteristic boldness." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM_RANGE "units/orcs/leader-defend-2.png" "units/orcs/leader-defend-1.png" {SOUND_LIST:ORC_HIT} melee} {DEFENSE_ANIM_RANGE "units/orcs/leader-ranged-defend.png" "units/orcs/leader-ranged.png" {SOUND_LIST:ORC_HIT} ranged} diff --git a/data/core/units/orcs/Nightblade.cfg b/data/core/units/orcs/Nightblade.cfg index 2c49e3c5549b..476395a1712b 100644 --- a/data/core/units/orcs/Nightblade.cfg +++ b/data/core/units/orcs/Nightblade.cfg @@ -24,7 +24,9 @@ {AMLA_DEFAULT} cost=43 usage=mixed fighter - description= _ "A blade in the dark, dripping with poison — for many orcish warlords the last thing they see. Due to their high fees, orcish nightblades specialize in “resolving internal conflicts” and are rarely seen on the battlefield. Practice makes perfect, and few can rival them in that regard: they have long lost count of their victims, though that admittedly isn’t too hard for an orc with only ten fingers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_POISON} + description= _ "A blade in the dark, dripping with poison — for many orcish warlords the last thing they see. Due to their high fees, orcish nightblades specialize in “resolving internal conflicts” and are rarely seen on the battlefield. Practice makes perfect, and few can rival them in that regard: they have long lost count of their victims, though that admittedly isn’t too hard for an orc with only ten fingers." + {NOTE_MARKSMAN} + {NOTE_POISON} die_sound={SOUND_LIST:ORC_DIE} [attack] name=blade diff --git a/data/core/units/orcs/Ruler.cfg b/data/core/units/orcs/Ruler.cfg index f01e0b7f8a25..042bd32d1ca7 100644 --- a/data/core/units/orcs/Ruler.cfg +++ b/data/core/units/orcs/Ruler.cfg @@ -15,7 +15,8 @@ advances_to=Orcish Sovereign cost=35 usage=mixed fighter - description= _ "Any orc who can keep a large tribe from feuding and in-fighting is often unusually intelligent and commanding, and is inevitably very strong as well. They are skilled with both sword and crossbow, but their real talent lies in their rare ability to rally other orcs to battle, to give orders that are followed not out of fear, but loyalty."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Any orc who can keep a large tribe from feuding and in-fighting is often unusually intelligent and commanding, and is inevitably very strong as well. They are skilled with both sword and crossbow, but their real talent lies in their rare ability to rally other orcs to battle, to give orders that are followed not out of fear, but loyalty." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM_RANGE "units/orcs/ruler-defend-2.png" "units/orcs/ruler-defend-1.png" {SOUND_LIST:ORC_HIT} melee} {DEFENSE_ANIM_RANGE "units/orcs/ruler-ranged-defend.png" "units/orcs/ruler-ranged.png" {SOUND_LIST:ORC_HIT} ranged} diff --git a/data/core/units/orcs/Slayer.cfg b/data/core/units/orcs/Slayer.cfg index 76fb1204cd43..b34206a56f62 100644 --- a/data/core/units/orcs/Slayer.cfg +++ b/data/core/units/orcs/Slayer.cfg @@ -18,7 +18,9 @@ {AMLA_DEFAULT} cost=33 usage=mixed fighter - description= _ "The larger or more skilled orcish assassins are called ‘Slayers’ by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_POISON} + description= _ "The larger or more skilled orcish assassins are called ‘Slayers’ by their enemies. Slayers are fast on their feet, and quite nimble in combat, although they achieve that end by forgoing armor. Their weapon of choice, poison, is a vicious tool, and its common use on the battlefield is often the real cause of orcish supremacy." + {NOTE_MARKSMAN} + {NOTE_POISON} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM "units/orcs/slayer-defend.png" "units/orcs/slayer.png" {SOUND_LIST:ORC_HIT} } [attack] diff --git a/data/core/units/orcs/Sovereign.cfg b/data/core/units/orcs/Sovereign.cfg index 1cd1ca6c39ab..20cf92bfd679 100644 --- a/data/core/units/orcs/Sovereign.cfg +++ b/data/core/units/orcs/Sovereign.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=50 usage=mixed fighter - description= _ "From time to time, an orc will arise who has a natural charisma and command over his ilk. If he is also strong and cunning enough to survive early leadership struggles, he will inevitably find himself leading a great horde of warriors, and he will also inevitably cause a great deal of trouble for the civilized races of the world. The surest way to disperse such a host is to slay this rare orc who can hold it together."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "From time to time, an orc will arise who has a natural charisma and command over his ilk. If he is also strong and cunning enough to survive early leadership struggles, he will inevitably find himself leading a great horde of warriors, and he will also inevitably cause a great deal of trouble for the civilized races of the world. The surest way to disperse such a host is to slay this rare orc who can hold it together." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM_RANGE "units/orcs/sovereign-defend-2.png" "units/orcs/sovereign-defend-1.png" {SOUND_LIST:ORC_HIT} melee} {DEFENSE_ANIM_RANGE "units/orcs/sovereign-ranged-defend.png" "units/orcs/sovereign-ranged.png" {SOUND_LIST:ORC_HIT} ranged} diff --git a/data/core/units/saurians/Ambusher.cfg b/data/core/units/saurians/Ambusher.cfg index 9b33205bfcb2..7b32e509135c 100644 --- a/data/core/units/saurians/Ambusher.cfg +++ b/data/core/units/saurians/Ambusher.cfg @@ -15,7 +15,8 @@ advances_to=Saurian Flanker cost=30 usage=scout - description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this natural mobility is combined with experience, strength, and proper equipment, their warriors can become particularly threatening in battle — if only because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "Saurians are light on their feet, and able at navigating terrain that often confounds their enemies. When this natural mobility is combined with experience, strength, and proper equipment, their warriors can become particularly threatening in battle — if only because they are so much more difficult to confine than other foes. Even in armor, saurian warriors can take advantage of the smallest gap in an enemy line, and have the prowess to make the enemy regret tactical mistakes." + {NOTE_SKIRMISHER} die_sound=hiss-die.wav [abilities] {ABILITY_SKIRMISHER} diff --git a/data/core/units/saurians/Augur.cfg b/data/core/units/saurians/Augur.cfg index bb367abb8729..929de579047a 100644 --- a/data/core/units/saurians/Augur.cfg +++ b/data/core/units/saurians/Augur.cfg @@ -14,7 +14,9 @@ advances_to=Saurian Oracle,Saurian Soothsayer cost=16 usage=healer - description= _ "Saurians have some knowledge of what men call sorcery, but their practice of it reeks of augury and black magic. It is little understood, but rightly regarded with fear by those against whom it is used."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS} + description= _ "Saurians have some knowledge of what men call sorcery, but their practice of it reeks of augury and black magic. It is little understood, but rightly regarded with fear by those against whom it is used." + {NOTE_MAGICAL} + {NOTE_HEALS} die_sound=hiss-die.wav [abilities] {ABILITY_HEALS} diff --git a/data/core/units/saurians/Flanker.cfg b/data/core/units/saurians/Flanker.cfg index 9072b983e2ee..71925a883bed 100644 --- a/data/core/units/saurians/Flanker.cfg +++ b/data/core/units/saurians/Flanker.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=46 usage=scout - description= _ "Saurian warriors are generally weaker in frame than their elven or human counterparts. This is of course a relative term, and they can still become considerably powerful, whilst losing none of their natural mobility. This is very dangerous in combat, as a careless enemy can soon find their support troops flanked by these creatures."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "Saurian warriors are generally weaker in frame than their elven or human counterparts. This is of course a relative term, and they can still become considerably powerful, whilst losing none of their natural mobility. This is very dangerous in combat, as a careless enemy can soon find their support troops flanked by these creatures." + {NOTE_SKIRMISHER} die_sound=hiss-die.wav [abilities] {ABILITY_SKIRMISHER} diff --git a/data/core/units/saurians/Oracle.cfg b/data/core/units/saurians/Oracle.cfg index b6416a7b97c5..3d1d56d46c08 100644 --- a/data/core/units/saurians/Oracle.cfg +++ b/data/core/units/saurians/Oracle.cfg @@ -15,7 +15,9 @@ {AMLA_DEFAULT} cost=27 usage=archer - description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever ‘societal’ function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS} + description= _ "Certain saurians are seen dressed in arcane regalia and covered head to toe in horrifying, esoteric shapes and markings, both with paint and tattoo. Some suspect them to be visionaries, or oracles amongst their ilk. But whatever ‘societal’ function they may have, they are undeniably powerful in the strange magics their kind possess, and are beings to be wary of if ever seen." + {NOTE_MAGICAL} + {NOTE_HEALS} die_sound=hiss-die.wav [abilities] {ABILITY_HEALS} diff --git a/data/core/units/saurians/Skirmisher.cfg b/data/core/units/saurians/Skirmisher.cfg index a03ef14d702f..a037fca31a21 100644 --- a/data/core/units/saurians/Skirmisher.cfg +++ b/data/core/units/saurians/Skirmisher.cfg @@ -17,7 +17,8 @@ usage=scout description= _ "Saurians are very small of frame, and though they are somewhat frail because of this, they are very, very agile. In combat, their size allows them to dart past defenses that would hold any grown man at bay, making them a tricky foe to deal with. -Spears are their preferred weapon, as their powerful hind legs can drive a spear with enough force to do considerable damage, either in hand or thrown."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} +Spears are their preferred weapon, as their powerful hind legs can drive a spear with enough force to do considerable damage, either in hand or thrown." + {NOTE_SKIRMISHER} die_sound=hiss-die.wav [abilities] {ABILITY_SKIRMISHER} diff --git a/data/core/units/saurians/Soothsayer.cfg b/data/core/units/saurians/Soothsayer.cfg index 431d84f6c8d9..d5cebe47739f 100644 --- a/data/core/units/saurians/Soothsayer.cfg +++ b/data/core/units/saurians/Soothsayer.cfg @@ -15,7 +15,9 @@ {AMLA_DEFAULT} cost=27 usage=healer - description= _ "Saurians are known to have some strange skills, arts bordering on the magical and mysterious. It is clear that some of them are particularly skilled at a sort of medicine, which is of great benefit whenever battle is brought against them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_CURES} + description= _ "Saurians are known to have some strange skills, arts bordering on the magical and mysterious. It is clear that some of them are particularly skilled at a sort of medicine, which is of great benefit whenever battle is brought against them." + {NOTE_MAGICAL} + {NOTE_CURES} die_sound=hiss-die.wav [abilities] {ABILITY_CURES} diff --git a/data/core/units/trolls/Great.cfg b/data/core/units/trolls/Great.cfg index cafbdfbe1736..1b42aa4ab66e 100644 --- a/data/core/units/trolls/Great.cfg +++ b/data/core/units/trolls/Great.cfg @@ -14,7 +14,8 @@ advances_to=null {AMLA_DEFAULT} cost=48 - description= _ "When a troll, gifted with abnormal strength of life, matches that with age and wisdom, it becomes something extraordinary, a beast remembered for generations. Their feats of strength and cunning are the source of most tales about trolls, and to see the stories made flesh does nothing to diminish their grandeur."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "When a troll, gifted with abnormal strength of life, matches that with age and wisdom, it becomes something extraordinary, a beast remembered for generations. Their feats of strength and cunning are the source of most tales about trolls, and to see the stories made flesh does nothing to diminish their grandeur." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} usage=fighter [abilities] diff --git a/data/core/units/trolls/Hero.cfg b/data/core/units/trolls/Hero.cfg index fe48f1c7b415..713b94ece300 100644 --- a/data/core/units/trolls/Hero.cfg +++ b/data/core/units/trolls/Hero.cfg @@ -13,7 +13,8 @@ alignment=chaotic advances_to=Great Troll cost=30 - description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "Some trolls are born with an exceptional share of the strength and vitality that characterizes their race. In a society where might makes right, those of their ilk revere them as heroes." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} usage=fighter {DEFENSE_ANIM "units/trolls/troll-hero-defend-2.png" "units/trolls/troll-hero-defend-1.png" {SOUND_LIST:TROLL_HIT} } diff --git a/data/core/units/trolls/Rocklobber.cfg b/data/core/units/trolls/Rocklobber.cfg index e189bed2fefb..2e63ec3e3c53 100644 --- a/data/core/units/trolls/Rocklobber.cfg +++ b/data/core/units/trolls/Rocklobber.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=29 usage=mixed fighter - description= _ "The thought of throwing a boulder in combat has certainly occurred to many trolls, and some have taken to them as a weapon of choice. Because stones well-shaped to fly true are not always easy to find, Rocklobbers have taken to carrying them in sacks slung over their shoulders. The same leather out of which the sack is formed is easily adapted to a crude sling."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "The thought of throwing a boulder in combat has certainly occurred to many trolls, and some have taken to them as a weapon of choice. Because stones well-shaped to fly true are not always easy to find, Rocklobbers have taken to carrying them in sacks slung over their shoulders. The same leather out of which the sack is formed is easily adapted to a crude sling." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} [abilities] {ABILITY_REGENERATES} diff --git a/data/core/units/trolls/Troll.cfg b/data/core/units/trolls/Troll.cfg index 9ffa08e6ec46..76ebccee38aa 100644 --- a/data/core/units/trolls/Troll.cfg +++ b/data/core/units/trolls/Troll.cfg @@ -13,7 +13,8 @@ alignment=chaotic advances_to=Troll Warrior cost=29 - description= _ "Trolls have long troubled the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "Trolls have long troubled the thoughts of humanity and dwarf-kind. Sages remain baffled at the origins of these creatures and the driving force behind their unnatural vitality and strength. A fully-grown troll towers above a man, and, even unarmed, would be a great threat in combat. The large clubs typically favored in fighting act as extensions of their arms, used for the same purpose of mauling their prey into submission." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} usage=fighter [abilities] diff --git a/data/core/units/trolls/Troll_Shaman.cfg b/data/core/units/trolls/Troll_Shaman.cfg index bf0880c23a93..cc4cb1200933 100644 --- a/data/core/units/trolls/Troll_Shaman.cfg +++ b/data/core/units/trolls/Troll_Shaman.cfg @@ -26,7 +26,9 @@ {AMLA_DEFAULT} cost=32 usage=mixed fighter - description= _ "Troll shamans are the mystical leaders of the trolls. Though not as strong or tough as other trolls, their true power lies in their fire magic, which they use to blast enemies with gouts of flame."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Troll shamans are the mystical leaders of the trolls. Though not as strong or tough as other trolls, their true power lies in their fire magic, which they use to blast enemies with gouts of flame." + {NOTE_REGENERATES} + {NOTE_MAGICAL} {DEFENSE_ANIM "units/trolls/shaman-defend-2.png" "units/trolls/shaman-defend-1.png" {SOUND_LIST:TROLL_HIT} } die_sound={SOUND_LIST:TROLL_DIE} #melee attack should be worse than troll rocklobber, diff --git a/data/core/units/trolls/Warrior.cfg b/data/core/units/trolls/Warrior.cfg index c7f4e8e291bd..e28411edf78d 100644 --- a/data/core/units/trolls/Warrior.cfg +++ b/data/core/units/trolls/Warrior.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=44 usage=fighter - description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large ‘sticks and stones’ serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "Trolls typically neither need nor prefer to use any proper armament in combat, as large ‘sticks and stones’ serve them all too well. However, trolls have been seen on numerous occasions clad in rough-shod armor and bearing metal hammers. It is speculated that orcish allies are the source and crafters of these; expeditions into several forcibly-vacated troll holes have shown little evidence of tool use, and certainly no metalworking of any kind. Given how dangerous a troll is with its bare hands, the thought of a troll with proper armament is entirely unsettling." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} [abilities] {ABILITY_REGENERATES} diff --git a/data/core/units/trolls/Whelp.cfg b/data/core/units/trolls/Whelp.cfg index 7077d1e59087..78572ac69593 100644 --- a/data/core/units/trolls/Whelp.cfg +++ b/data/core/units/trolls/Whelp.cfg @@ -14,7 +14,8 @@ advances_to=Troll,Troll Rocklobber cost=13 usage=fighter - description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any difficulty this causes them is more than made up for by the raw strength of their race."+{SPECIAL_NOTES}+{SPECIAL_NOTES_REGENERATES} + description= _ "Describing a troll as a whelp is something of an oxymoron, given that their bodies are already much hardier than that of a grown man. They are clumsy and not yet capable of walking properly, forced instead to shamble about on all fours, but any difficulty this causes them is more than made up for by the raw strength of their race." + {NOTE_REGENERATES} die_sound={SOUND_LIST:TROLL_DIE} [abilities] {ABILITY_REGENERATES} diff --git a/data/core/units/undead/Corpse_Ghast.cfg b/data/core/units/undead/Corpse_Ghast.cfg index 9e837074ee94..3ad2e180934c 100644 --- a/data/core/units/undead/Corpse_Ghast.cfg +++ b/data/core/units/undead/Corpse_Ghast.cfg @@ -16,7 +16,9 @@ {AMLA_DEFAULT} cost=43 usage=fighter - description= _ "The ghast is a creature taken from humankind’s most primal nightmares. Unlike their lesser cousins, ghouls and necrophages, ghasts are not patient enough to wait for their victim to die from poison before consuming the body. They attack directly with their enormous mouths, trying to rip the flesh straight from their foes. Once their enemy is defeated, they eat the rest of the body, gaining strength in the process."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_FEEDING} + description= _ "The ghast is a creature taken from humankind’s most primal nightmares. Unlike their lesser cousins, ghouls and necrophages, ghasts are not patient enough to wait for their victim to die from poison before consuming the body. They attack directly with their enormous mouths, trying to rip the flesh straight from their foes. Once their enemy is defeated, they eat the rest of the body, gaining strength in the process." + {NOTE_POISON} + {NOTE_FEEDING} die_sound=ghoul-hit.wav [abilities] {ABILITY_FEEDING} diff --git a/data/core/units/undead/Corpse_Ghoul.cfg b/data/core/units/undead/Corpse_Ghoul.cfg index 2a3ec87dbd2e..c4a1dbfd8d06 100644 --- a/data/core/units/undead/Corpse_Ghoul.cfg +++ b/data/core/units/undead/Corpse_Ghoul.cfg @@ -17,7 +17,8 @@ usage=fighter description= _ "Only the more perverse and sadistic of necromancers know what must be done to turn a person into a ghoul, and it is a secret they are not telling. The result, however, is all too well known; it is a beast that knows nothing of its days as a human being, a creature that shambles about as naked as the day it was born, and gorges itself on the flesh of the dead. -It is because of such things that necromancy is condemned with an almost primal hatred in all civilized lands."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} +It is because of such things that necromancy is condemned with an almost primal hatred in all civilized lands." + {NOTE_POISON} die_sound=ghoul-hit.wav {DEFENSE_ANIM "units/undead/ghoul-defend-2.png" "units/undead/ghoul-defend-1.png" ghoul-hit.wav } [attack] diff --git a/data/core/units/undead/Corpse_Necrophage.cfg b/data/core/units/undead/Corpse_Necrophage.cfg index 21db555619c9..6395a64fde02 100644 --- a/data/core/units/undead/Corpse_Necrophage.cfg +++ b/data/core/units/undead/Corpse_Necrophage.cfg @@ -15,7 +15,9 @@ advances_to=Ghast cost=27 usage=fighter - description= _ "The necrophage, or ‘devourer of the dead’, is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. But the most revolting fact about these fratures, apparent only to those who can perceive the traces of foul magic on them, is that they were somehow made from living men — a process about which almost nothing is known, but which can be nothing but nightmarish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_FEEDING} + description= _ "The necrophage, or ‘devourer of the dead’, is a monstrous, corpulent thing, which bears only a crude resemblance to a man. They appear to be quite rotten in spite of their ability to move; they are rife with disease and poisons of the blood, and have a stench to match. But the most revolting fact about these fratures, apparent only to those who can perceive the traces of foul magic on them, is that they were somehow made from living men — a process about which almost nothing is known, but which can be nothing but nightmarish." + {NOTE_POISON} + {NOTE_FEEDING} die_sound=ghoul-hit.wav [abilities] {ABILITY_FEEDING} diff --git a/data/core/units/undead/Corpse_Soulless.cfg b/data/core/units/undead/Corpse_Soulless.cfg index 18fdf2448392..d4e060ebfafd 100644 --- a/data/core/units/undead/Corpse_Soulless.cfg +++ b/data/core/units/undead/Corpse_Soulless.cfg @@ -65,7 +65,8 @@ {AMLA_DEFAULT} cost=13 usage=fighter - description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} + description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable." + {NOTE_PLAGUE} die_sound={SOUND_LIST:ZOMBIE_HIT} [attack] @@ -139,7 +140,9 @@ profile=portraits/undead/zombie-rider.png {UNIT_BODY_SOULLESS_STATS mounted 5 33} {UNIT_BODY_SOULLESS_GRAPHICS soulless-mounted} - description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable." + {NOTE_PLAGUE} + {NOTE_DEFENSE_CAP} [/variation] [variation] diff --git a/data/core/units/undead/Corpse_Walking.cfg b/data/core/units/undead/Corpse_Walking.cfg index 18f6bc7f01fb..e20e0f64f8f6 100644 --- a/data/core/units/undead/Corpse_Walking.cfg +++ b/data/core/units/undead/Corpse_Walking.cfg @@ -64,7 +64,8 @@ advances_to=Soulless cost=8 usage=fighter - description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} + description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least." + {NOTE_PLAGUE} die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT} [attack] @@ -154,7 +155,9 @@ profile=portraits/undead/zombie-rider.png {UNIT_BODY_WALKING_CORPSE_STATS mounted 5 21} {UNIT_BODY_WALKING_CORPSE_GRAPHICS zombie-mounted} - description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least." + {NOTE_PLAGUE} + {NOTE_DEFENSE_CAP} [/variation] [variation] diff --git a/data/core/units/undead/Necro_Ancient_Lich.cfg b/data/core/units/undead/Necro_Ancient_Lich.cfg index b71b7b4c30e8..e8c28064cfb1 100644 --- a/data/core/units/undead/Necro_Ancient_Lich.cfg +++ b/data/core/units/undead/Necro_Ancient_Lich.cfg @@ -21,7 +21,11 @@ {AMLA_DEFAULT} cost=100 usage=mixed fighter - description= _ "A lich that accrues enough power over its newfound immortal lifespan becomes one who can stain souls with despair and sow ruin across the world. Invariably in command of a nigh-limitless horde of risen warriors and undead monsters, a lich of this order has a mastery of dark sorcery that can bring dread to the most storied magi of human and elven kind. Such a figure usually marks a dark and bloody chapter in history, and in those times of need, it is only through the tireless efforts of the most valiant heroes that the rise of an Ancient Lich has not led to the shadows ruling the world for the rest of time."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_SUBMERGE} + description= _ "A lich that accrues enough power over its newfound immortal lifespan becomes one who can stain souls with despair and sow ruin across the world. Invariably in command of a nigh-limitless horde of risen warriors and undead monsters, a lich of this order has a mastery of dark sorcery that can bring dread to the most storied magi of human and elven kind. Such a figure usually marks a dark and bloody chapter in history, and in those times of need, it is only through the tireless efforts of the most valiant heroes that the rise of an Ancient Lich has not led to the shadows ruling the world for the rest of time." + {NOTE_MAGICAL} + {NOTE_DRAIN} + {NOTE_ARCANE} + {NOTE_SUBMERGE} die_sound=lich-die.ogg {DEFENSE_ANIM "units/undead-necromancers/ancient-lich-defend.png" "units/undead-necromancers/ancient-lich.png" {SOUND_LIST:LICH_HIT} } [movement_costs] diff --git a/data/core/units/undead/Necro_Dark_Adept.cfg b/data/core/units/undead/Necro_Dark_Adept.cfg index 53e258d2edab..ebfc8eeacdad 100644 --- a/data/core/units/undead/Necro_Dark_Adept.cfg +++ b/data/core/units/undead/Necro_Dark_Adept.cfg @@ -21,7 +21,9 @@ usage=archer description= _ "To attract any practitioners, the lure of black magic must be a great prize indeed, for anyone caught practicing the art in the civilized world is subject to a death sentence. And yet there are those who pursue this art, for the prize offered is nothing less than immortality. Hidden away in secret cults, or initiated into the dark orders of the underworld, the training which these fanatics must endure often drives them to exhaustion and enfeeblement. -In such condition, their only weapon is the craft they have so committed themselves to learning."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} +In such condition, their only weapon is the craft they have so committed themselves to learning." + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/undead-necromancers/adept-defend-2.png" "units/undead-necromancers/adept-defend-1.png" {SOUND_LIST:HUMAN_HIT} } [attack] diff --git a/data/core/units/undead/Necro_Dark_Sorcerer.cfg b/data/core/units/undead/Necro_Dark_Sorcerer.cfg index c84dc8e393ea..7f4067345d44 100644 --- a/data/core/units/undead/Necro_Dark_Sorcerer.cfg +++ b/data/core/units/undead/Necro_Dark_Sorcerer.cfg @@ -17,7 +17,9 @@ usage=mixed fighter description= _ "The dread inspired by black magic is enhanced by the secrecy and fell rumors which surround it. Dark sorcerers have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed. -Despite any design they may have of using this to wrest their own immortality from nature’s grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the slightest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} +Despite any design they may have of using this to wrest their own immortality from nature’s grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their masters. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the slightest desire for power." + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer-defend.png" "units/undead-necromancers/dark-sorcerer.png" {SOUND_LIST:HUMAN_OLD_HIT} } [recruiting_anim] @@ -148,7 +150,8 @@ Despite any design they may have of using this to wrest their own immortality fr profile="portraits/humans/necromancer+female.png" description= _ "The dread inspired by black magic comes chiefly from how little is known about it by the common man. Dark sorceresses have begun to unlock the secrets of life and death, the latter of which is all too easy to inflict. This labor gives the first glimmerings of the connection between the soul and inert matter, and the first successful experiments in manipulating this bond. The terrible unknown that lurks beyond death is glimpsed, and will inevitably be fathomed. -Despite any design they may have of using this to wrest their own immortality from nature’s grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} +Despite any design they may have of using this to wrest their own immortality from nature’s grasp, the first results of their work have immediate, and unpleasant applications. The life they breathe into dead matter can create servants for them, servants which will work, but which will also kill, and will never question their mistress. These creations have a loyalty any tyrant would dream of, and it is tempting to those with even the merest desire for power." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/undead-necromancers/dark-sorcerer+female-defend.png" "units/undead-necromancers/dark-sorcerer+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [recruiting_anim] diff --git a/data/core/units/undead/Necro_Lich.cfg b/data/core/units/undead/Necro_Lich.cfg index 42ced6a9c8ed..642ca9ebff45 100644 --- a/data/core/units/undead/Necro_Lich.cfg +++ b/data/core/units/undead/Necro_Lich.cfg @@ -21,7 +21,11 @@ usage=fighter description= _ "A lich is the physical embodiment of black magic’s first goal: the quest to achieve immortality. Though a great deal is sacrificed in the rebirth, in becoming a lich one cheats death of that which truly gives it terror. For it is the mind that is retained, and the spirit which follows, though the body may wither away. -It is not known, save perhaps by the inner circles of necromancy, whether life is prolonged indefinitely or simply extended. The fact that this question can be raised at all is a testament to the magnitude of what their order has achieved."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_SUBMERGE} +It is not known, save perhaps by the inner circles of necromancy, whether life is prolonged indefinitely or simply extended. The fact that this question can be raised at all is a testament to the magnitude of what their order has achieved." + {NOTE_MAGICAL} + {NOTE_DRAIN} + {NOTE_ARCANE} + {NOTE_SUBMERGE} die_sound=lich-die.ogg {DEFENSE_ANIM "units/undead-necromancers/lich-defend.png" "units/undead-necromancers/lich.png" {SOUND_LIST:LICH_HIT} } [movement_costs] diff --git a/data/core/units/undead/Necromancer.cfg b/data/core/units/undead/Necromancer.cfg index c84444c7233e..18872a2dd9eb 100644 --- a/data/core/units/undead/Necromancer.cfg +++ b/data/core/units/undead/Necromancer.cfg @@ -18,7 +18,10 @@ usage=mixed fighter description= _ "One of the pinnacles of what is considered ‘black magic’ is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanity’s condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal. -This ability, in all aspects, is the first step towards cheating death of its ultimate prize."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_PLAGUE}+{SPECIAL_NOTES_ARCANE} +This ability, in all aspects, is the first step towards cheating death of its ultimate prize." + {NOTE_MAGICAL} + {NOTE_PLAGUE} + {NOTE_ARCANE} die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/undead-necromancers/necromancer-defend.png" "units/undead-necromancers/necromancer.png" {SOUND_LIST:HUMAN_OLD_HIT} } [attack] diff --git a/data/core/units/undead/Skele_Banebow.cfg b/data/core/units/undead/Skele_Banebow.cfg index ad6dc3bfed64..06c45027382b 100644 --- a/data/core/units/undead/Skele_Banebow.cfg +++ b/data/core/units/undead/Skele_Banebow.cfg @@ -15,7 +15,8 @@ advances_to=null {AMLA_DEFAULT} cost=41 - description= _ "The most powerful of the undead archers invariably end up being those who were themselves archers in their previous life. They wander the fields of battle, guided by the fading memory of their former skill, neither knowing, nor caring what their purpose or foes might be. They are driven only by a malice born of their empty and tortured existence."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "The most powerful of the undead archers invariably end up being those who were themselves archers in their previous life. They wander the fields of battle, guided by the fading memory of their former skill, neither knowing, nor caring what their purpose or foes might be. They are driven only by a malice born of their empty and tortured existence." + {NOTE_SUBMERGE} usage=archer die_sound=skeleton-big-die.ogg [abilities] diff --git a/data/core/units/undead/Skele_Bone_Shooter.cfg b/data/core/units/undead/Skele_Bone_Shooter.cfg index e187cb1ebc0d..cc46dc571b79 100644 --- a/data/core/units/undead/Skele_Bone_Shooter.cfg +++ b/data/core/units/undead/Skele_Bone_Shooter.cfg @@ -13,7 +13,8 @@ alignment=chaotic advances_to=Banebow cost=26 - description= _ "Of a dark sorcerer’s creations, some take more strongly to the false life given them. The potency of their un-life is given equipment to match; archers, in particular, are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. It follows that they are dubbed simply ‘Bone-Shooters’ by their unfortunate enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Of a dark sorcerer’s creations, some take more strongly to the false life given them. The potency of their un-life is given equipment to match; archers, in particular, are often outfitted with a truly vile arsenal. Their quivers are filled with shafts made not of wood, but of the bones of their victims. It follows that they are dubbed simply ‘Bone-Shooters’ by their unfortunate enemies." + {NOTE_SUBMERGE} usage=archer die_sound=skeleton-big-die.ogg [abilities] diff --git a/data/core/units/undead/Skele_Chocobone.cfg b/data/core/units/undead/Skele_Chocobone.cfg index bd5dfd58d7ca..9b546a4a50d0 100644 --- a/data/core/units/undead/Skele_Chocobone.cfg +++ b/data/core/units/undead/Skele_Chocobone.cfg @@ -10,7 +10,7 @@ hills=60 mountains=50 fungus=60 - # wmllint: match forest=-70 with {SPECIAL_NOTES_DEFENSE_CAP} + # wmllint: match forest=-70 with {NOTE_DEFENSE_CAP} forest=-70 village=60 [/defense] @@ -28,7 +28,10 @@ [/abilities] cost=38 usage=scout - description= _ "Riding the bones of ostrich-like large birds once used as mounts by a lost civilization, the skeletal Chocobones can move faster than most cavalry units."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}+{SPECIAL_NOTES_CHARGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description= _ "Riding the bones of ostrich-like large birds once used as mounts by a lost civilization, the skeletal Chocobones can move faster than most cavalry units." + {NOTE_SUBMERGE} + {NOTE_CHARGE} + {NOTE_DEFENSE_CAP} die_sound={SOUND_LIST:SKELETON_DIE} {DEFENSE_ANIM "units/undead-skeletal/chocobone-defend-2.png" "units/undead-skeletal/chocobone-defend-1.png" {SOUND_LIST:SKELETON_HIT} } [attack] diff --git a/data/core/units/undead/Skele_Death_Knight.cfg b/data/core/units/undead/Skele_Death_Knight.cfg index 5ad4fe616ea9..f98bba028b38 100644 --- a/data/core/units/undead/Skele_Death_Knight.cfg +++ b/data/core/units/undead/Skele_Death_Knight.cfg @@ -28,7 +28,9 @@ {AMLA_DEFAULT} cost=45 usage=fighter - description= _ "Tales are told of the mightiest warriors and generals, who, cursed with hate and stung by betrayal, have come back to this world as Death Knights. Wielding the same weapons as in life, they command the Undead in their quest for revenge."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Tales are told of the mightiest warriors and generals, who, cursed with hate and stung by betrayal, have come back to this world as Death Knights. Wielding the same weapons as in life, they command the Undead in their quest for revenge." + {NOTE_LEADERSHIP} + {NOTE_SUBMERGE} die_sound=lich-die.ogg [abilities] {ABILITY_LEADERSHIP} diff --git a/data/core/units/undead/Skele_Deathblade.cfg b/data/core/units/undead/Skele_Deathblade.cfg index 366945156d63..5dff246fe874 100644 --- a/data/core/units/undead/Skele_Deathblade.cfg +++ b/data/core/units/undead/Skele_Deathblade.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=28 usage=fighter - description= _ "In life, the abominations known as ‘Deathblades’ were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "In life, the abominations known as ‘Deathblades’ were masters of combat, soldiers who were both lithe and deadly. Their new masters, recognizing this, outfit them to match the skills they once had. Though frail, these monsters are much faster than the rest of their kind, both on foot and with their blades." + {NOTE_SUBMERGE} die_sound=skeleton-big-die.ogg [abilities] {ABILITY_SUBMERGE} diff --git a/data/core/units/undead/Skele_Draug.cfg b/data/core/units/undead/Skele_Draug.cfg index 4031ccef69a6..b53755f33106 100644 --- a/data/core/units/undead/Skele_Draug.cfg +++ b/data/core/units/undead/Skele_Draug.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=47 usage=fighter - description= _ "There is little left, in these towering ruins, of the men they once were. Warriors at heart, they are now lost in the dream of unlife; wandering through the battles of their memory and fighting desperately for release, for a peace bought only by strength of arms. And so they struggle; both unthinking, and unrelenting."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "There is little left, in these towering ruins, of the men they once were. Warriors at heart, they are now lost in the dream of unlife; wandering through the battles of their memory and fighting desperately for release, for a peace bought only by strength of arms. And so they struggle; both unthinking, and unrelenting." + {NOTE_SUBMERGE} die_sound=skeleton-big-die.ogg [abilities] {ABILITY_SUBMERGE} diff --git a/data/core/units/undead/Skele_Revenant.cfg b/data/core/units/undead/Skele_Revenant.cfg index d65c7ee2f99a..2fecf38e430f 100644 --- a/data/core/units/undead/Skele_Revenant.cfg +++ b/data/core/units/undead/Skele_Revenant.cfg @@ -15,7 +15,8 @@ advances_to=Draug cost=28 usage=fighter - description= _ "Given false life to do battle once more, the creatures known as Revenants were clearly great warriors in their time, though the memory of that time is almost wholly lost to their undead selves. Even the sorcerers who raised them can only speculate on their past. Such questions aside, a Revenant is a powerful tool in combat: a fearless warrior that feels no pain and will fight to the bitter end."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Given false life to do battle once more, the creatures known as Revenants were clearly great warriors in their time, though the memory of that time is almost wholly lost to their undead selves. Even the sorcerers who raised them can only speculate on their past. Such questions aside, a Revenant is a powerful tool in combat: a fearless warrior that feels no pain and will fight to the bitter end." + {NOTE_SUBMERGE} die_sound=skeleton-big-die.ogg {STANDING_ANIM_DIRECTIONAL_8_FRAME "units/undead-skeletal/revenant/revenant"} [abilities] diff --git a/data/core/units/undead/Skeleton.cfg b/data/core/units/undead/Skeleton.cfg index 3afd4c1831c7..588b35618c0a 100644 --- a/data/core/units/undead/Skeleton.cfg +++ b/data/core/units/undead/Skeleton.cfg @@ -14,7 +14,8 @@ advances_to=Revenant,Deathblade cost=15 usage=fighter - description= _ "Skeletons are warriors who have been slain in battle and brought back by dark magics. Nearly mindless, and unwavering in their purpose, they fear neither pain, nor death, and their mere presence will often frighten away any who would challenge their master."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Skeletons are warriors who have been slain in battle and brought back by dark magics. Nearly mindless, and unwavering in their purpose, they fear neither pain, nor death, and their mere presence will often frighten away any who would challenge their master." + {NOTE_SUBMERGE} die_sound={SOUND_LIST:SKELETON_DIE} {DEFENSE_ANIM_DIRECTIONAL "units/undead-skeletal/skeleton/skeleton-se-defend2.png" "units/undead-skeletal/skeleton/skeleton-se-defend1.png" "units/undead-skeletal/skeleton/skeleton-ne-defend2.png" "units/undead-skeletal/skeleton/skeleton-ne-defend1.png" {SOUND_LIST:SKELETON_HIT} } diff --git a/data/core/units/undead/Skeleton_Archer.cfg b/data/core/units/undead/Skeleton_Archer.cfg index 5d741dd3afe7..a141d773b397 100644 --- a/data/core/units/undead/Skeleton_Archer.cfg +++ b/data/core/units/undead/Skeleton_Archer.cfg @@ -13,7 +13,8 @@ alignment=chaotic advances_to=Bone Shooter cost=14 - description= _ "A skeleton archer is little different from the ‘skeletons’ which often accompany it — it is a sin against nature, a warrior raised from the dead to fight once again. In their masters’ hands, these soldiers will do anything to achieve the tasks laid before them, for death holds no fear for one who is already dead."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "A skeleton archer is little different from the ‘skeletons’ which often accompany it — it is a sin against nature, a warrior raised from the dead to fight once again. In their masters’ hands, these soldiers will do anything to achieve the tasks laid before them, for death holds no fear for one who is already dead." + {NOTE_SUBMERGE} usage=archer die_sound={SOUND_LIST:SKELETON_DIE} [standing_anim] diff --git a/data/core/units/undead/Spirit_Ghost.cfg b/data/core/units/undead/Spirit_Ghost.cfg index c52f1dae7373..5c51ecf25841 100644 --- a/data/core/units/undead/Spirit_Ghost.cfg +++ b/data/core/units/undead/Spirit_Ghost.cfg @@ -14,7 +14,10 @@ advances_to=Wraith,Shadow cost=20 usage=scout - description= _ "Enslaved within a shroud of enchantments, a trapped spirit may be likened to the wind in the sails of a ship. This damned vessel becomes an unfailing servant which can be bound to whatever task their master sees fit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE} + description= _ "Enslaved within a shroud of enchantments, a trapped spirit may be likened to the wind in the sails of a ship. This damned vessel becomes an unfailing servant which can be bound to whatever task their master sees fit." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ARCANE} die_sound=wail-long.wav [defend] start_time=-126 diff --git a/data/core/units/undead/Spirit_Nightgaunt.cfg b/data/core/units/undead/Spirit_Nightgaunt.cfg index d88b8d3226ed..16f4271b2486 100644 --- a/data/core/units/undead/Spirit_Nightgaunt.cfg +++ b/data/core/units/undead/Spirit_Nightgaunt.cfg @@ -15,7 +15,11 @@ {AMLA_DEFAULT} cost=52 usage=scout - description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_NIGHTSTALK}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe." + {NOTE_BACKSTAB} + {NOTE_SPIRIT} + {NOTE_NIGHTSTALK} + {NOTE_SKIRMISHER} die_sound=wail-long.wav {DEFENSE_ANIM "units/undead/nightgaunt-defend.png" "units/undead/nightgaunt.png" wail.wav } [abilities] diff --git a/data/core/units/undead/Spirit_Shadow.cfg b/data/core/units/undead/Spirit_Shadow.cfg index 3153cffd5a10..d7c4b0a0b995 100644 --- a/data/core/units/undead/Spirit_Shadow.cfg +++ b/data/core/units/undead/Spirit_Shadow.cfg @@ -16,7 +16,11 @@ usage=scout description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why. -That is a question which is easily answered by a necromancer."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_NIGHTSTALK}+{SPECIAL_NOTES_SKIRMISHER} +That is a question which is easily answered by a necromancer." + {NOTE_BACKSTAB} + {NOTE_SPIRIT} + {NOTE_NIGHTSTALK} + {NOTE_SKIRMISHER} die_sound=wail-long.wav [abilities] {ABILITY_NIGHTSTALK} diff --git a/data/core/units/undead/Spirit_Spectre.cfg b/data/core/units/undead/Spirit_Spectre.cfg index 9a30a618dfeb..8ae8df3b600b 100644 --- a/data/core/units/undead/Spirit_Spectre.cfg +++ b/data/core/units/undead/Spirit_Spectre.cfg @@ -18,7 +18,10 @@ usage=scout description= _ "Sometimes called the ‘hollow men’, spectres form the right arm of their masters’ powers. They are an unholy terror to the living, for they are quite as deadly as their appearance suggests. -The creation of these is itself no mean feat, but the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE} +The creation of these is itself no mean feat, but the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ARCANE} die_sound=wail-long.wav [standing_anim] start_time=0 diff --git a/data/core/units/undead/Spirit_Wraith.cfg b/data/core/units/undead/Spirit_Wraith.cfg index 57dc2f5c7bfa..f6b6d37c99dc 100644 --- a/data/core/units/undead/Spirit_Wraith.cfg +++ b/data/core/units/undead/Spirit_Wraith.cfg @@ -14,7 +14,10 @@ advances_to=Spectre cost=38 usage=scout - description= _ "These shades of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them as if through air, seemingly without doing harm. It is the thought that these foes are invincible which is so frightening, a notion that is fortunately far from the truth."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE} + description= _ "These shades of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them as if through air, seemingly without doing harm. It is the thought that these foes are invincible which is so frightening, a notion that is fortunately far from the truth." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ARCANE} die_sound=wail-long.wav [attack] name=baneblade diff --git a/data/core/units/wose/Ancient.cfg b/data/core/units/wose/Ancient.cfg index 301a381820dc..7824f13eda09 100644 --- a/data/core/units/wose/Ancient.cfg +++ b/data/core/units/wose/Ancient.cfg @@ -16,7 +16,9 @@ cost=48 description= _ "There is a curious story of a farmer who had a great oak in his lawn, a tree which had stood when his father first broke the soil on that land, and under which his family had many memories. It was thus a shock to him, one morning, when he awoke to find nothing but a bare patch of earth where the tree once stood, as though it had been spirited away in the wee hours of the night. -Such encounters are all that is known of what are presumably the most ancient of woses."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}+{SPECIAL_NOTES_REGENERATES} +Such encounters are all that is known of what are presumably the most ancient of woses." + {NOTE_AMBUSH} + {NOTE_REGENERATES} usage=fighter die_sound=wose-die.ogg [abilities] diff --git a/data/core/units/wose/Elder.cfg b/data/core/units/wose/Elder.cfg index a52b580adf97..6d80e730d1f2 100644 --- a/data/core/units/wose/Elder.cfg +++ b/data/core/units/wose/Elder.cfg @@ -16,7 +16,9 @@ cost=31 description= _ "Woses have been said to possess many shapes, all of them tree-like in form, and as they age, to increase in size. Tales tell of woses who resemble trees in this respect as well, towering over the creatures who walk beneath them. This is the greater part of why they are so rarely seen — standing in the slumber which they so often do, a wose of that stature appears to be nothing more than an oddly-shaped tree. Even a careless elf can sometimes be fooled. -Woses are not warriors by any means, but their great strength can easily be turned to violence, should someone manage to raise the ire of these creatures."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}+{SPECIAL_NOTES_REGENERATES} +Woses are not warriors by any means, but their great strength can easily be turned to violence, should someone manage to raise the ire of these creatures." + {NOTE_AMBUSH} + {NOTE_REGENERATES} usage=fighter die_sound=wose-die.ogg [abilities] diff --git a/data/core/units/wose/Wose.cfg b/data/core/units/wose/Wose.cfg index 6cb0f47044d6..f23735b5bc7e 100644 --- a/data/core/units/wose/Wose.cfg +++ b/data/core/units/wose/Wose.cfg @@ -16,7 +16,9 @@ cost=20 description= _ "Rarely seen even by elves, the Wose is an order of creature about which little is known. The elves are the source of most of this knowledge; they know that these beings are not descended from trees, despite the similarity in form, and they know that a wose is more closely tied to the faerie world than the elves themselves, though in a different way. The motives and workings of their kind are unknown, though most subscribe to the obvious theory that woses are dedicated wardens of the natural world. -Woses are utterly unwarlike, but possess a great strength. They are, however, neither used to, nor quick at moving around."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}+{SPECIAL_NOTES_REGENERATES} +Woses are utterly unwarlike, but possess a great strength. They are, however, neither used to, nor quick at moving around." + {NOTE_AMBUSH} + {NOTE_REGENERATES} usage=fighter die_sound=wose-die.ogg {DEFENSE_ANIM "units/woses/wose-defend.png" "units/woses/wose.png" wose-hit.ogg } diff --git a/data/core/units/wose/Wose_Shaman.cfg b/data/core/units/wose/Wose_Shaman.cfg index 989ad21ddc85..4eeffa135bdf 100644 --- a/data/core/units/wose/Wose_Shaman.cfg +++ b/data/core/units/wose/Wose_Shaman.cfg @@ -24,7 +24,10 @@ {AMLA_DEFAULT} cost=40 usage=mixed fighter - description=_"These woses are able to command forest plants such as vines and creepers to hinder their enemies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_AMBUSH}+{SPECIAL_NOTES_REGENERATES}+{SPECIAL_NOTES_SLOW} + description=_"These woses are able to command forest plants such as vines and creepers to hinder their enemies." + {NOTE_AMBUSH} + {NOTE_REGENERATES} + {NOTE_SLOW} die_sound=wose-die.ogg [standing_anim] start_time=0 From b378449bbd138ccff3da669f18c81de3abda2f76 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 00:21:08 -0400 Subject: [PATCH 03/19] Redo the special notes macros so that the new ones won't trigger deprecation warnings --- data/core/macros/special-notes.cfg | 281 +++++++++++++++++++---------- 1 file changed, 187 insertions(+), 94 deletions(-) diff --git a/data/core/macros/special-notes.cfg b/data/core/macros/special-notes.cfg index c6d993c0e7ec..397879e373b3 100644 --- a/data/core/macros/special-notes.cfg +++ b/data/core/macros/special-notes.cfg @@ -6,175 +6,142 @@ "+_"Special Notes:"#enddef # SPECIAL_NOTES_* are the deprecated versions that provide the strings. +# INTERNAL:SPECIAL_NOTES_* contain the strings shared by deprecated and non-deprecated macros. Do not use them directly. # NOTE_* are the new versions that provide an entire tag. # For now, the new are defined in terms of the old, but when adding new special notes, # only a NOTE_* form should be added. -#define SPECIAL_NOTES_SPIRIT -#deprecated 1 Use {NOTE_SPIRIT} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_SPIRIT _"Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef -#define SPECIAL_NOTES_ARCANE -#deprecated 1 Use {NOTE_ARCANE} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_ARCANE _"This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef -#define SPECIAL_NOTES_HEALS -#deprecated 1 Use {NOTE_HEALS} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_HEALS _"This unit is capable of basic healing."#enddef -#define SPECIAL_NOTES_EXTRA_HEAL -#deprecated 1 Use {NOTE_EXTRA_HEAL} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_EXTRA_HEAL _"This unit is capable of rapid healing."#enddef -#define SPECIAL_NOTES_CURES -#deprecated 1 Use {NOTE_CURES} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_CURES _"This unit is capable of healing those around it, and curing them of poison."#enddef -#define SPECIAL_NOTES_UNPOISON -#deprecated 1 Use {NOTE_UNPOISON} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_UNPOISON _"This unit is capable of neutralizing the effects of poison in units around it."#enddef -#define SPECIAL_NOTES_REGENERATES -#deprecated 1 Use {NOTE_REGENERATES} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_REGENERATES _"This unit regenerates, which allows it to heal as though always stationed in a village."#enddef -#define SPECIAL_NOTES_STEADFAST -#deprecated 1 Use {NOTE_STEADFAST} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_STEADFAST _"The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef -#define SPECIAL_NOTES_LEADERSHIP -#deprecated 1 Use {NOTE_LEADERSHIP} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_LEADERSHIP _"The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef -#define SPECIAL_NOTES_SKIRMISHER -#deprecated 1 Use {NOTE_SKIRMISHER} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_SKIRMISHER _"This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef -#define SPECIAL_NOTES_ILLUMINATES -#deprecated 1 Use {NOTE_ILLUMINATES} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_ILLUMINATES _"Illumination increases the lighting level in adjacent areas."#enddef -#define SPECIAL_NOTES_TELEPORT -#deprecated 1 Use {NOTE_TELEPORT} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_TELEPORT _"This unit can use one move to teleport between any two empty villages controlled by its side."#enddef -#define SPECIAL_NOTES_AMBUSH -#deprecated 1 Use {NOTE_AMBUSH} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_AMBUSH _"In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef -#define SPECIAL_NOTES_NIGHTSTALK -#deprecated 1 Use {NOTE_NIGHTSTALK} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_NIGHTSTALK _"This unit is able to hide at night, leaving no trace of its presence."#enddef -#define SPECIAL_NOTES_CONCEALMENT -#deprecated 1 Use {NOTE_CONCEALMENT} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_CONCEALMENT _"This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef -#define SPECIAL_NOTES_SUBMERGE -#deprecated 1 Use {NOTE_SUBMERGE} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_SUBMERGE _"This unit can move unseen in deep water, requiring no air from the surface."#enddef -#define SPECIAL_NOTES_FEEDING -#deprecated 1 Use {NOTE_FEEDING} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_FEEDING _"This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef -#define SPECIAL_NOTES_BERSERK -#deprecated 1 Use {NOTE_BERSERK} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_BERSERK _"Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef -#define SPECIAL_NOTES_BACKSTAB -#deprecated 1 Use {NOTE_BACKSTAB} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_BACKSTAB _"If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef -#define SPECIAL_NOTES_PLAGUE -#deprecated 1 Use {NOTE_PLAGUE} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_PLAGUE _"Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef -#define SPECIAL_NOTES_SLOW -#deprecated 1 Use {NOTE_SLOW} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_SLOW _"This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef -#define SPECIAL_NOTES_PETRIFY -#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_PETRIFY _"The ability to turn the living to stone makes this unit extremely dangerous."#enddef -#define SPECIAL_NOTES_STONE -#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. -{SPECIAL_NOTES_PETRIFY}#enddef - -#define SPECIAL_NOTES_MARKSMAN -#deprecated 1 Use {NOTE_MARKSMAN} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_MARKSMAN _"This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef -#define SPECIAL_NOTES_MAGICAL -#deprecated 1 Use {NOTE_MAGICAL} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_MAGICAL _"This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef -#define SPECIAL_NOTES_SWARM -#deprecated 1 Use {NOTE_SWARM} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_SWARM _"The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef -#define SPECIAL_NOTES_CHARGE -#deprecated 1 Use {NOTE_CHARGE} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_CHARGE _"Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef -#define SPECIAL_NOTES_DRAIN -#deprecated 1 Use {NOTE_DRAIN} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_DRAIN _"During battle, this unit can drain life from victims to renew its own health."#enddef -#define SPECIAL_NOTES_FIRSTSTRIKE -#deprecated 1 Use {NOTE_FIRSTRIKE} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_FIRSTSTRIKE _"The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef -#define SPECIAL_NOTES_POISON -#deprecated 1 Use {NOTE_POISON} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_POISON _"The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef -#define SPECIAL_NOTES_DEFENSE_CAP -#deprecated 1 Use {NOTE_DEFENSE_CAP} instead (note the singular), which generates a [special_note] tag. +#define INTERNAL:SPECIAL_NOTES_DEFENSE_CAP _"This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef # New versions start here! #define NOTE_SPIRIT [special_note] - note={SPECIAL_NOTES_SPIRIT} + note={INTERNAL:SPECIAL_NOTES_SPIRIT} [/special_note] #enddef #define NOTE_ARCANE [special_note] - note={SPECIAL_NOTES_ARCANE} + note={INTERNAL:SPECIAL_NOTES_ARCANE} [/special_note] #enddef #define NOTE_HEALS [special_note] - note={SPECIAL_NOTES_HEALS} + note={INTERNAL:SPECIAL_NOTES_HEALS} [/special_note] #enddef #define NOTE_EXTRA_HEAL [special_note] - note={SPECIAL_NOTES_EXTRA_HEAL} + note={INTERNAL:SPECIAL_NOTES_EXTRA_HEAL} [/special_note] #enddef #define NOTE_CURES [special_note] - note={SPECIAL_NOTES_CURES} + note={INTERNAL:SPECIAL_NOTES_CURES} [/special_note] #enddef #define NOTE_UNPOISON [special_note] - note={SPECIAL_NOTES_UNPOISON} + note={INTERNAL:SPECIAL_NOTES_UNPOISON} [/special_note] #enddef #define NOTE_REGENERATES [special_note] - note={SPECIAL_NOTES_REGENERATES} + note={INTERNAL:SPECIAL_NOTES_REGENERATES} [/special_note] #enddef @@ -186,138 +153,264 @@ _"This unit has a defense cap on certain terrain types — it cannot achieve a h #define NOTE_STEADFAST [special_note] - note={SPECIAL_NOTES_STEADFAST} + note={INTERNAL:SPECIAL_NOTES_STEADFAST} [/special_note] #enddef #define NOTE_LEADERSHIP [special_note] - note={SPECIAL_NOTES_LEADERSHIP} + note={INTERNAL:SPECIAL_NOTES_LEADERSHIP} [/special_note] #enddef #define NOTE_SKIRMISHER [special_note] - note={SPECIAL_NOTES_SKIRMISHER} + note={INTERNAL:SPECIAL_NOTES_SKIRMISHER} [/special_note] #enddef #define NOTE_ILLUMINATES [special_note] - note={SPECIAL_NOTES_ILLUMINATES} + note={INTERNAL:SPECIAL_NOTES_ILLUMINATES} [/special_note] #enddef #define NOTE_TELEPORT [special_note] - note={SPECIAL_NOTES_TELEPORT} + note={INTERNAL:SPECIAL_NOTES_TELEPORT} [/special_note] #enddef #define NOTE_AMBUSH [special_note] - note={SPECIAL_NOTES_AMBUSH} + note={INTERNAL:SPECIAL_NOTES_AMBUSH} [/special_note] #enddef #define NOTE_NIGHTSTALK [special_note] - note={SPECIAL_NOTES_NIGHTSTALK} + note={INTERNAL:SPECIAL_NOTES_NIGHTSTALK} [/special_note] #enddef #define NOTE_CONCEALMENT [special_note] - note={SPECIAL_NOTES_CONCEALMENT} + note={INTERNAL:SPECIAL_NOTES_CONCEALMENT} [/special_note] #enddef #define NOTE_SUBMERGE [special_note] - note={SPECIAL_NOTES_SUBMERGE} + note={INTERNAL:SPECIAL_NOTES_SUBMERGE} [/special_note] #enddef #define NOTE_FEEDING [special_note] - note={SPECIAL_NOTES_FEEDING} + note={INTERNAL:SPECIAL_NOTES_FEEDING} [/special_note] #enddef #define NOTE_BERSERK [special_note] - note={SPECIAL_NOTES_BERSERK} + note={INTERNAL:SPECIAL_NOTES_BERSERK} [/special_note] #enddef #define NOTE_BACKSTAB [special_note] - note={SPECIAL_NOTES_BACKSTAB} + note={INTERNAL:SPECIAL_NOTES_BACKSTAB} [/special_note] #enddef #define NOTE_PLAGUE [special_note] - note={SPECIAL_NOTES_PLAGUE} + note={INTERNAL:SPECIAL_NOTES_PLAGUE} [/special_note] #enddef #define NOTE_SLOW [special_note] - note={SPECIAL_NOTES_SLOW} + note={INTERNAL:SPECIAL_NOTES_SLOW} [/special_note] #enddef #define NOTE_PETRIFY [special_note] - note={SPECIAL_NOTES_PETRIFY} + note={INTERNAL:SPECIAL_NOTES_PETRIFY} [/special_note] #enddef #define NOTE_MARKSMAN [special_note] - note={SPECIAL_NOTES_MARKSMAN} + note={INTERNAL:SPECIAL_NOTES_MARKSMAN} [/special_note] #enddef #define NOTE_MAGICAL [special_note] - note={SPECIAL_NOTES_MAGICAL} + note={INTERNAL:SPECIAL_NOTES_MAGICAL} [/special_note] #enddef #define NOTE_SWARM [special_note] - note={SPECIAL_NOTES_SWARM} + note={INTERNAL:SPECIAL_NOTES_SWARM} [/special_note] #enddef #define NOTE_CHARGE [special_note] - note={SPECIAL_NOTES_CHARGE} + note={INTERNAL:SPECIAL_NOTES_CHARGE} [/special_note] #enddef #define NOTE_DRAIN [special_note] - note={SPECIAL_NOTES_DRAIN} + note={INTERNAL:SPECIAL_NOTES_DRAIN} [/special_note] #enddef #define NOTE_FIRSTSTRIKE [special_note] - note={SPECIAL_NOTES_FIRSTSTRIKE} + note={INTERNAL:SPECIAL_NOTES_FIRSTSTRIKE} [/special_note] #enddef #define NOTE_POISON [special_note] - note={SPECIAL_NOTES_POISON} + note={INTERNAL:SPECIAL_NOTES_POISON} [/special_note] #enddef #define NOTE_DEFENSE_CAP [special_note] - note={SPECIAL_NOTES_DEFENSE_CAP} + note={INTERNAL:SPECIAL_NOTES_DEFENSE_CAP} [/special_note] #enddef + +# Deprecated versions here + +#define SPECIAL_NOTES_SPIRIT +#deprecated 1 Use {NOTE_SPIRIT} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_SPIRIT}#enddef + +#define SPECIAL_NOTES_ARCANE +#deprecated 1 Use {NOTE_ARCANE} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_ARCANE}#enddef + +#define SPECIAL_NOTES_HEALS +#deprecated 1 Use {NOTE_HEALS} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_HEALS}#enddef + +#define SPECIAL_NOTES_EXTRA_HEAL +#deprecated 1 Use {NOTE_EXTRA_HEAL} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_EXTRA_HEAL}#enddef + +#define SPECIAL_NOTES_CURES +#deprecated 1 Use {NOTE_CURES} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_CURES}#enddef + +#define SPECIAL_NOTES_UNPOISON +#deprecated 1 Use {NOTE_UNPOISON} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_UNPOISON}#enddef + +#define SPECIAL_NOTES_REGENERATES +#deprecated 1 Use {NOTE_REGENERATES} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_REGENERATES}#enddef + +#define SPECIAL_NOTES_STEADFAST +#deprecated 1 Use {NOTE_STEADFAST} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_STEADFAST}#enddef + +#define SPECIAL_NOTES_LEADERSHIP +#deprecated 1 Use {NOTE_LEADERSHIP} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_LEADERSHIP}#enddef + +#define SPECIAL_NOTES_SKIRMISHER +#deprecated 1 Use {NOTE_SKIRMISHER} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_SKIRMISHER}#enddef + +#define SPECIAL_NOTES_ILLUMINATES +#deprecated 1 Use {NOTE_ILLUMINATES} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_ILLUMINATES}#enddef + +#define SPECIAL_NOTES_TELEPORT +#deprecated 1 Use {NOTE_TELEPORT} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_TELEPORT}#enddef + +#define SPECIAL_NOTES_AMBUSH +#deprecated 1 Use {NOTE_AMBUSH} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_AMBUSH}#enddef + +#define SPECIAL_NOTES_NIGHTSTALK +#deprecated 1 Use {NOTE_NIGHTSTALK} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_NIGHTSTALK}#enddef + +#define SPECIAL_NOTES_CONCEALMENT +#deprecated 1 Use {NOTE_CONCEALMENT} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_CONCEALMENT}#enddef + +#define SPECIAL_NOTES_SUBMERGE +#deprecated 1 Use {NOTE_SUBMERGE} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_SUBMERGE}#enddef + +#define SPECIAL_NOTES_FEEDING +#deprecated 1 Use {NOTE_FEEDING} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_FEEDING}#enddef + +#define SPECIAL_NOTES_BERSERK +#deprecated 1 Use {NOTE_BERSERK} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_BERSERK}#enddef + +#define SPECIAL_NOTES_BACKSTAB +#deprecated 1 Use {NOTE_BACKSTAB} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_BACKSTAB}#enddef + +#define SPECIAL_NOTES_PLAGUE +#deprecated 1 Use {NOTE_PLAGUE} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_PLAGUE}#enddef + +#define SPECIAL_NOTES_SLOW +#deprecated 1 Use {NOTE_SLOW} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_SLOW}#enddef + +#define SPECIAL_NOTES_PETRIFY +#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_PETRIFY}#enddef + +#define SPECIAL_NOTES_STONE +#deprecated 1 Use {NOTE_PETRIFY} instead (note the singular), which generates a [special_note] tag. +{SPECIAL_NOTES_PETRIFY}#enddef + +#define SPECIAL_NOTES_MARKSMAN +#deprecated 1 Use {NOTE_MARKSMAN} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_MARKSMAN}#enddef + +#define SPECIAL_NOTES_MAGICAL +#deprecated 1 Use {NOTE_MAGICAL} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_MAGICAL}#enddef + +#define SPECIAL_NOTES_SWARM +#deprecated 1 Use {NOTE_SWARM} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_SWARM}#enddef + +#define SPECIAL_NOTES_CHARGE +#deprecated 1 Use {NOTE_CHARGE} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_CHARGE}#enddef + +#define SPECIAL_NOTES_DRAIN +#deprecated 1 Use {NOTE_DRAIN} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_DRAIN}#enddef + +#define SPECIAL_NOTES_FIRSTSTRIKE +#deprecated 1 Use {NOTE_FIRSTRIKE} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_FIRSTSTRIKE}#enddef + +#define SPECIAL_NOTES_POISON +#deprecated 1 Use {NOTE_POISON} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_POISON}#enddef + +#define SPECIAL_NOTES_DEFENSE_CAP +#deprecated 1 Use {NOTE_DEFENSE_CAP} instead (note the singular), which generates a [special_note] tag. +{INTERNAL:SPECIAL_NOTES_DEFENSE_CAP}#enddef From 73afb645f294f4bf9b988c19e6ac9fb84e084a32 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:12:53 -0400 Subject: [PATCH 04/19] DW: Update special notes syntax --- data/campaigns/Dead_Water/units/Brawler.cfg | 3 ++- data/campaigns/Dead_Water/units/Kraken.cfg | 4 +++- data/campaigns/Dead_Water/units/Soldier_King.cfg | 3 ++- data/campaigns/Dead_Water/units/Warrior_King.cfg | 3 ++- data/campaigns/Dead_Water/units/Young_King.cfg | 3 ++- data/campaigns/Dead_Water/utils/specials.cfg | 8 +++++--- 6 files changed, 16 insertions(+), 8 deletions(-) diff --git a/data/campaigns/Dead_Water/units/Brawler.cfg b/data/campaigns/Dead_Water/units/Brawler.cfg index ef1def40d6b1..6905eb2c513a 100644 --- a/data/campaigns/Dead_Water/units/Brawler.cfg +++ b/data/campaigns/Dead_Water/units/Brawler.cfg @@ -14,7 +14,8 @@ alignment=lawful cost=19 usage=fighter - description= _ "Exceptionally large and strong mermen are sometimes more comfortable with their own fists and tails than with other weapons."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STUN} + description= _ "Exceptionally large and strong mermen are sometimes more comfortable with their own fists and tails than with other weapons." + {NOTE_STUN} die_sound=mermen-die.ogg {DEFENSE_ANIM "units/merfolk/brawler-defend.png" "units/merfolk/brawler-defend.png" mermen-hit.wav } [attack] diff --git a/data/campaigns/Dead_Water/units/Kraken.cfg b/data/campaigns/Dead_Water/units/Kraken.cfg index 85632de9d9c1..b83ac1ee9ff2 100644 --- a/data/campaigns/Dead_Water/units/Kraken.cfg +++ b/data/campaigns/Dead_Water/units/Kraken.cfg @@ -21,7 +21,9 @@ cost=62 undead_variation=swimmer usage=fighter - description= _ "Krakens are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_SWARM} + description= _ "Krakens are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore." + {NOTE_POISON} + {NOTE_SWARM} die_sound=water-blast.wav {DEFENSE_ANIM_DIRECTIONAL_RANGE "units/monsters/kraken-defend.png" "units/monsters/kraken.png" "units/monsters/kraken-n-defend.png" "units/monsters/kraken-n-tentacle-1.png" squishy-hit.wav melee} {DEFENSE_ANIM_DIRECTIONAL_RANGE "units/monsters/kraken-defend.png" "units/monsters/kraken.png" "units/monsters/kraken-defend.png" "units/monsters/kraken.png" squishy-hit.wav ranged} diff --git a/data/campaigns/Dead_Water/units/Soldier_King.cfg b/data/campaigns/Dead_Water/units/Soldier_King.cfg index 69c75f6919a8..b103bd98bda0 100644 --- a/data/campaigns/Dead_Water/units/Soldier_King.cfg +++ b/data/campaigns/Dead_Water/units/Soldier_King.cfg @@ -17,7 +17,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "A king who is skilled at combat commands great respect — especially among soldiers. His strength allows him to wield powerful weapons and move quickly, even with heavy armor. His leadership abilities inspire his troops."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "A king who is skilled at combat commands great respect — especially among soldiers. His strength allows him to wield powerful weapons and move quickly, even with heavy armor. His leadership abilities inspire his troops." + {NOTE_LEADERSHIP} die_sound=mermen-die.ogg {DEFENSE_ANIM "units/merfolk/soldier_king.png" "units/merfolk/soldier_king.png" mermen-hit.wav } [resistance] diff --git a/data/campaigns/Dead_Water/units/Warrior_King.cfg b/data/campaigns/Dead_Water/units/Warrior_King.cfg index 2803f37c6b1b..fa9219deffe9 100644 --- a/data/campaigns/Dead_Water/units/Warrior_King.cfg +++ b/data/campaigns/Dead_Water/units/Warrior_King.cfg @@ -17,7 +17,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "Warrior kings often become legendary in their own time. Their skill and strength allows them to be truly formidable in battle. They are also fast despite their heavy armor. Even skilled soldiers look upon them with awe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Warrior kings often become legendary in their own time. Their skill and strength allows them to be truly formidable in battle. They are also fast despite their heavy armor. Even skilled soldiers look upon them with awe." + {NOTE_LEADERSHIP} die_sound=mermen-die.ogg {DEFENSE_ANIM "units/merfolk/warrior_king.png" "units/merfolk/warrior_king.png" mermen-hit.wav } [resistance] diff --git a/data/campaigns/Dead_Water/units/Young_King.cfg b/data/campaigns/Dead_Water/units/Young_King.cfg index d89649d30b5a..3fdd85a3fd4e 100644 --- a/data/campaigns/Dead_Water/units/Young_King.cfg +++ b/data/campaigns/Dead_Water/units/Young_King.cfg @@ -17,7 +17,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "A young king with some battle experience will be treated with some respect. Common citizens will be inspired to do their utmost when the king is nearby, but battle-hardened veterens will be less impressed."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "A young king with some battle experience will be treated with some respect. Common citizens will be inspired to do their utmost when the king is nearby, but battle-hardened veterens will be less impressed." + {NOTE_LEADERSHIP} die_sound=mermen-die.ogg {DEFENSE_ANIM "units/merfolk/young_king.png" "units/merfolk/young_king.png" mermen-hit.wav } [attack] diff --git a/data/campaigns/Dead_Water/utils/specials.cfg b/data/campaigns/Dead_Water/utils/specials.cfg index ba34659beaa9..34b4060ea2ee 100644 --- a/data/campaigns/Dead_Water/utils/specials.cfg +++ b/data/campaigns/Dead_Water/utils/specials.cfg @@ -1,8 +1,10 @@ #textdomain wesnoth-dw -#define SPECIAL_NOTES_STUN -_ " -• This unit is able to stun its enemies, disrupting their zones of control."#enddef +#define NOTE_STUN +[special_note] + note=_ "This unit is able to stun its enemies, disrupting their zones of control." +[/special_note] +#enddef #define WEAPON_SPECIAL_STUN [damage] From 1365669fee51cb927e62414a03a2eff63b293ae9 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:13:55 -0400 Subject: [PATCH 05/19] DM: Update special notes syntax --- data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg | 3 ++- data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg | 3 ++- data/campaigns/Delfadors_Memoirs/units/Mage_Commander.cfg | 5 ++++- data/campaigns/Delfadors_Memoirs/units/Mage_Leader.cfg | 4 +++- data/campaigns/Delfadors_Memoirs/units/Mage_Magister.cfg | 5 ++++- 5 files changed, 15 insertions(+), 5 deletions(-) diff --git a/data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg b/data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg index 39e21b16886e..4b99383d7f72 100644 --- a/data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg +++ b/data/campaigns/Delfadors_Memoirs/units/Journeyman_Mage.cfg @@ -9,5 +9,6 @@ alignment=neutral # Rather than lawful cost=25 # A little more expensive advances_to=Mage Leader - description=_"A mage who has just finished his apprenticeship is known as a journeyman. Journeyman mages travel far in search of employment and experience."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description=_"A mage who has just finished his apprenticeship is known as a journeyman. Journeyman mages travel far in search of employment and experience." + {NOTE_MAGICAL} [/unit_type] diff --git a/data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg b/data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg index b09aafdaf13a..f164031cc456 100644 --- a/data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg +++ b/data/campaigns/Delfadors_Memoirs/units/King_of_Wesnoth.cfg @@ -12,5 +12,6 @@ experience=250 level=5 cost=200 - description=_"Under the feudal system, all authority ultimately rested with the sovereign. His lords held their property only with his agreement, and had to pay him tribute. In return, the king would defend the realm against invaders, and redistribute wealth in times of need."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description=_"Under the feudal system, all authority ultimately rested with the sovereign. His lords held their property only with his agreement, and had to pay him tribute. In return, the king would defend the realm against invaders, and redistribute wealth in times of need." + {NOTE_LEADERSHIP} [/unit_type] diff --git a/data/campaigns/Delfadors_Memoirs/units/Mage_Commander.cfg b/data/campaigns/Delfadors_Memoirs/units/Mage_Commander.cfg index e7957182a31e..bf451022ed9f 100644 --- a/data/campaigns/Delfadors_Memoirs/units/Mage_Commander.cfg +++ b/data/campaigns/Delfadors_Memoirs/units/Mage_Commander.cfg @@ -13,7 +13,10 @@ movement=6 # A little faster advances_to=Mage Magister cost=100 # A lot more expensive - description=_"This mage has gained much experience leading others into battle. As a result, level 1 and 2 units fight more effectively when they are adjacent to him. He also has the power to heal others during combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_HEALS} + description=_"This mage has gained much experience leading others into battle. As a result, level 1 and 2 units fight more effectively when they are adjacent to him. He also has the power to heal others during combat." + {NOTE_MAGICAL} + {NOTE_LEADERSHIP} + {NOTE_HEALS} [attack] icon=attacks/staff-magic.png name=staff diff --git a/data/campaigns/Delfadors_Memoirs/units/Mage_Leader.cfg b/data/campaigns/Delfadors_Memoirs/units/Mage_Leader.cfg index a670bd31d45f..7623e7f2e966 100644 --- a/data/campaigns/Delfadors_Memoirs/units/Mage_Leader.cfg +++ b/data/campaigns/Delfadors_Memoirs/units/Mage_Leader.cfg @@ -12,7 +12,9 @@ experience=100 # Same as base unit advances_to=Mage Commander cost=60 # Considerably more expensive - description=_"This mage has gained some experience leading others into battle. As a result, level 1 units fight more effectively when they are adjacent to him." +{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_LEADERSHIP} + description=_"This mage has gained some experience leading others into battle. As a result, level 1 units fight more effectively when they are adjacent to him." + {NOTE_MAGICAL} + {NOTE_LEADERSHIP} [attack] name=staff #textdomain wesnoth-units diff --git a/data/campaigns/Delfadors_Memoirs/units/Mage_Magister.cfg b/data/campaigns/Delfadors_Memoirs/units/Mage_Magister.cfg index 38c06e5ba128..4c19f55f0c69 100644 --- a/data/campaigns/Delfadors_Memoirs/units/Mage_Magister.cfg +++ b/data/campaigns/Delfadors_Memoirs/units/Mage_Magister.cfg @@ -15,7 +15,10 @@ [/resistance] movement=6 # A little faster cost=125 # Rather more expensive - description=_"A Mage Magister, though equivalent in degree to a Great Mage, has special abilities of command and healing derived from extensive experience of battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_HEALS} + description=_"A Mage Magister, though equivalent in degree to a Great Mage, has special abilities of command and healing derived from extensive experience of battle." + {NOTE_MAGICAL} + {NOTE_LEADERSHIP} + {NOTE_HEALS} [attack] icon=attacks/staff-magic.png name=staff From a951269069949b5d6f24c44c4892c1a7f941fcf7 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:14:46 -0400 Subject: [PATCH 06/19] DiD: Update special notes syntax --- .../campaigns/Descent_Into_Darkness/units/Apprentice_Mage.cfg | 3 ++- .../Descent_Into_Darkness/units/Apprentice_Necromancer.cfg | 4 +++- data/campaigns/Descent_Into_Darkness/units/Dark_Mage.cfg | 4 +++- .../Descent_Into_Darkness/units/Frontier_Baroness.cfg | 3 ++- 4 files changed, 10 insertions(+), 4 deletions(-) diff --git a/data/campaigns/Descent_Into_Darkness/units/Apprentice_Mage.cfg b/data/campaigns/Descent_Into_Darkness/units/Apprentice_Mage.cfg index b4bbad1dedd8..b96544209e99 100644 --- a/data/campaigns/Descent_Into_Darkness/units/Apprentice_Mage.cfg +++ b/data/campaigns/Descent_Into_Darkness/units/Apprentice_Mage.cfg @@ -14,7 +14,8 @@ advances_to=Apprentice Necromancer cost=15 usage=mixed fighter - description=_ "Trained in swordsmanship as a boy and the magical arts as a young man, Malin Keshar is talented at both but an expert in neither. Although not as powerful as other fighters in direct combat, Malin’s sharp wit often allows him to outsmart his foes without putting himself in much danger."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description=_ "Trained in swordsmanship as a boy and the magical arts as a young man, Malin Keshar is talented at both but an expert in neither. Although not as powerful as other fighters in direct combat, Malin’s sharp wit often allows him to outsmart his foes without putting himself in much danger." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/apprentice-mage-defend.png" "units/apprentice-mage-sword.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] diff --git a/data/campaigns/Descent_Into_Darkness/units/Apprentice_Necromancer.cfg b/data/campaigns/Descent_Into_Darkness/units/Apprentice_Necromancer.cfg index 78b206aa545a..06880229593b 100644 --- a/data/campaigns/Descent_Into_Darkness/units/Apprentice_Necromancer.cfg +++ b/data/campaigns/Descent_Into_Darkness/units/Apprentice_Necromancer.cfg @@ -13,7 +13,9 @@ advances_to=Dark Mage gender=male usage=mixed fighter - description=_ "Under Darken Volk’s tutelage, Malin has become adept at wielding necromancy both as a tool to raise an army of undead, and as a means to increase his own, personal power. Malin’s focus on improving his magical prowess has left little time for him to improve his swordsmanship, but he still holds on to his short sword as his melee weapon of choice."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description=_ "Under Darken Volk’s tutelage, Malin has become adept at wielding necromancy both as a tool to raise an army of undead, and as a means to increase his own, personal power. Malin’s focus on improving his magical prowess has left little time for him to improve his swordsmanship, but he still holds on to his short sword as his melee weapon of choice." + {NOTE_MAGICAL} + {NOTE_ARCANE} {DEFENSE_ANIM "units/apprentice-necromancer-defend.png" "units/apprentice-necromancer.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] diff --git a/data/campaigns/Descent_Into_Darkness/units/Dark_Mage.cfg b/data/campaigns/Descent_Into_Darkness/units/Dark_Mage.cfg index e30da639ac84..20dd3f1ec701 100644 --- a/data/campaigns/Descent_Into_Darkness/units/Dark_Mage.cfg +++ b/data/campaigns/Descent_Into_Darkness/units/Dark_Mage.cfg @@ -14,7 +14,9 @@ {AMLA_DEFAULT} cost=50 usage=mixed fighter - description= _ "Although Malin’s sword has grown rusty from lack of proper care, he continues to use it for melee combat, perhaps more as a keepsake than an effective weapon. His increasing skill with magic, however, is more than enough to compensate."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description= _ "Although Malin’s sword has grown rusty from lack of proper care, he continues to use it for melee combat, perhaps more as a keepsake than an effective weapon. His increasing skill with magic, however, is more than enough to compensate." + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dark-mage-defend.png" "units/dark-mage.png" {SOUND_LIST:HUMAN_HIT} } [attack] diff --git a/data/campaigns/Descent_Into_Darkness/units/Frontier_Baroness.cfg b/data/campaigns/Descent_Into_Darkness/units/Frontier_Baroness.cfg index 53e4da7a1a16..e4cd73a7d4fe 100644 --- a/data/campaigns/Descent_Into_Darkness/units/Frontier_Baroness.cfg +++ b/data/campaigns/Descent_Into_Darkness/units/Frontier_Baroness.cfg @@ -20,7 +20,8 @@ {ABILITY_SKIRMISHER} [/abilities] usage=mixed fighter - description= _ "At Wesnoth’s frontiers, all able-bodied men and women must be able to defend their homes in times of need. Men are most often trained in the use of sword or bow and are used as soldiers who withstand the brunt of orcish assaults to hold the raiders at bay. Women, instead, learn to use the staff and sling and are most effective as scouts and ambushers. The most proficient are powerful skirmishers and are highly adept at reconnaissance, allowing them to often outmaneuver and entrap orcish raiders."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER} + description= _ "At Wesnoth’s frontiers, all able-bodied men and women must be able to defend their homes in times of need. Men are most often trained in the use of sword or bow and are used as soldiers who withstand the brunt of orcish assaults to hold the raiders at bay. Women, instead, learn to use the staff and sling and are most effective as scouts and ambushers. The most proficient are powerful skirmishers and are highly adept at reconnaissance, allowing them to often outmaneuver and entrap orcish raiders." + {NOTE_SKIRMISHER} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] hits=miss From 769ce27f926f563490086e4dda71c38af56e8c30 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:15:18 -0400 Subject: [PATCH 07/19] EI: Update special notes syntax --- data/campaigns/Eastern_Invasion/units/Bone_Knight.cfg | 3 ++- data/campaigns/Eastern_Invasion/units/Skeleton_Rider.cfg | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/data/campaigns/Eastern_Invasion/units/Bone_Knight.cfg b/data/campaigns/Eastern_Invasion/units/Bone_Knight.cfg index ef629c0261c6..7ab037e92b48 100644 --- a/data/campaigns/Eastern_Invasion/units/Bone_Knight.cfg +++ b/data/campaigns/Eastern_Invasion/units/Bone_Knight.cfg @@ -24,7 +24,8 @@ {AMLA_DEFAULT} cost=35 usage=scout - description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction." + {NOTE_CHARGE} die_sound=skeleton-big-die.ogg [attack] name=axe diff --git a/data/campaigns/Eastern_Invasion/units/Skeleton_Rider.cfg b/data/campaigns/Eastern_Invasion/units/Skeleton_Rider.cfg index 73a0b7d82ffb..f4df6b819104 100644 --- a/data/campaigns/Eastern_Invasion/units/Skeleton_Rider.cfg +++ b/data/campaigns/Eastern_Invasion/units/Skeleton_Rider.cfg @@ -30,7 +30,8 @@ advances_to=Bone Knight cost=19 usage=scout - description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction." + {NOTE_SUBMERGE} die_sound={SOUND_LIST:SKELETON_DIE} [abilities] {ABILITY_SUBMERGE} From 636d864bde17b6d4d012daa4a697895809a3d41a Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:18:36 -0400 Subject: [PATCH 08/19] HttT: Update special notes syntax --- .../Heir_To_The_Throne/units/Battle_Princess.cfg | 9 +++++++-- data/campaigns/Heir_To_The_Throne/units/Commander.cfg | 7 +++++-- data/campaigns/Heir_To_The_Throne/units/Dark_Queen.cfg | 3 ++- data/campaigns/Heir_To_The_Throne/units/Fighter.cfg | 3 ++- data/campaigns/Heir_To_The_Throne/units/Lord.cfg | 7 +++++-- data/campaigns/Heir_To_The_Throne/units/Princess.cfg | 9 +++++++-- data/campaigns/Heir_To_The_Throne/utils/abilities.cfg | 8 +++++--- 7 files changed, 33 insertions(+), 13 deletions(-) diff --git a/data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg b/data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg index 701901259b71..546aa3788f46 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Battle_Princess.cfg @@ -25,7 +25,9 @@ {ABILITY_INITIATIVE} [/abilities] usage=fighter - description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_INITIATIVE} + description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat." + {NOTE_LEADERSHIP} + {NOTE_INITIATIVE} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=sword @@ -120,7 +122,10 @@ {ABILITY_INITIATIVE} [/abilities] usage=fighter - description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat."{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_INITIATIVE}+{SPECIAL_NOTES_MAGICAL} + description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. Now battle-hardened and strong of will, she can aid those around her in the art of combat."{SPECIAL_NOTES} + {NOTE_LEADERSHIP} + {NOTE_INITIATIVE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=sword diff --git a/data/campaigns/Heir_To_The_Throne/units/Commander.cfg b/data/campaigns/Heir_To_The_Throne/units/Commander.cfg index 2d440c042c1e..9dc22ed49bc2 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Commander.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Commander.cfg @@ -92,7 +92,8 @@ image="units/konrad-commander-leading.png:300" [/frame] [/leading_anim] - description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."{SPECIAL_NOTES} + {NOTE_LEADERSHIP} {DEFENSE_ANIM_RANGE "units/konrad-commander-bow-defend.png" "units/konrad-commander-bow.png" {SOUND_LIST:HUMAN_HIT} ranged} [variation] @@ -101,7 +102,9 @@ hide_help=yes cost=60 {LEADING_ANIM "units/konrad-commander-scepter-leading.png" "units/konrad-commander-scepter.png" 17,-22} - description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL} + description= _ "The rank of Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle." + {NOTE_LEADERSHIP} + {NOTE_MAGICAL} [attack] name=sceptre of fire # the sceptre of fire always has the 're' writing, this is intentional! diff --git a/data/campaigns/Heir_To_The_Throne/units/Dark_Queen.cfg b/data/campaigns/Heir_To_The_Throne/units/Dark_Queen.cfg index 9c73e30b2fa9..3d301f0d22cd 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Dark_Queen.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Dark_Queen.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=35 usage=fighter - description= _ "The evil queen Asheviere has terrorized Wesnoth for many years. Her knowledge of magic makes her a worthy foe in combat, although her power is mostly derived from those she commands."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "The evil queen Asheviere has terrorized Wesnoth for many years. Her knowledge of magic makes her a worthy foe in combat, although her power is mostly derived from those she commands." + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/human-queen-defend2.png" "units/human-queen-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack] diff --git a/data/campaigns/Heir_To_The_Throne/units/Fighter.cfg b/data/campaigns/Heir_To_The_Throne/units/Fighter.cfg index b5830f0dcf24..662d7185fd5b 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Fighter.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Fighter.cfg @@ -57,7 +57,8 @@ variation_id=sceptre hide_help=yes cost=38 - description= _ "Young and brash, Fighters attack with a sword, and are vulnerable to more seasoned enemies. However, they have the potential to become great warriors one day."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Young and brash, Fighters attack with a sword, and are vulnerable to more seasoned enemies. However, they have the potential to become great warriors one day." + {NOTE_MAGICAL} [attack] name=sceptre of fire # the sceptre of fire always has the 're' writing, this is intentional! diff --git a/data/campaigns/Heir_To_The_Throne/units/Lord.cfg b/data/campaigns/Heir_To_The_Throne/units/Lord.cfg index a04f32acc22a..9f2fb7b50713 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Lord.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Lord.cfg @@ -106,7 +106,8 @@ image="units/konrad-lord-leading.png:300" [/frame] [/leading_anim] - description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units." + {NOTE_LEADERSHIP} {DEFENSE_ANIM_RANGE "units/konrad-lord-bow-defend.png" "units/konrad-lord-bow.png" {SOUND_LIST:HUMAN_HIT} ranged} [variation] {HTTT_LORD -scepter} @@ -114,7 +115,9 @@ hide_help=yes cost=85 {LEADING_ANIM "units/konrad-lord-scepter-leading.png" "units/konrad-lord-scepter.png" -16,-21} - description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL} + description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units." + {NOTE_LEADERSHIP} + {NOTE_MAGICAL} {DEFENSE_ANIM_FILTERED "units/konrad-lord-scepter-defend.png" "units/konrad-lord-scepter.png" {SOUND_LIST:HUMAN_HIT} ( [filter_second_attack] name=sceptre of fire diff --git a/data/campaigns/Heir_To_The_Throne/units/Princess.cfg b/data/campaigns/Heir_To_The_Throne/units/Princess.cfg index 8b86f9aac02c..9ffefbfd7814 100644 --- a/data/campaigns/Heir_To_The_Throne/units/Princess.cfg +++ b/data/campaigns/Heir_To_The_Throne/units/Princess.cfg @@ -25,7 +25,9 @@ {ABILITY_INITIATIVE} [/abilities] usage=fighter - description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_INITIATIVE} + description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence." + {NOTE_LEADERSHIP} + {NOTE_INITIATIVE} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=sword @@ -80,7 +82,10 @@ {ABILITY_INITIATIVE} [/abilities] usage=fighter - description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_INITIATIVE}+{SPECIAL_NOTES_MAGICAL} + description= _ "A noble by birth, the Princess has learnt swordplay with the greatest generals and battle tactics with the greatest sages, making her both a great combatant and a leader. The units of lower level around the Princess will fight better due to her presence." + {NOTE_LEADERSHIP} + {NOTE_INITIATIVE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=sword diff --git a/data/campaigns/Heir_To_The_Throne/utils/abilities.cfg b/data/campaigns/Heir_To_The_Throne/utils/abilities.cfg index e57359b8f37f..f1ab13251ab4 100644 --- a/data/campaigns/Heir_To_The_Throne/utils/abilities.cfg +++ b/data/campaigns/Heir_To_The_Throne/utils/abilities.cfg @@ -14,6 +14,8 @@ [/firststrike] #enddef -#define SPECIAL_NOTES_INITIATIVE -_" -• This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending."#enddef +#define NOTE_INITIATIVE +[special_note] + note=_"This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending." +[/special_note] +#enddef From 5556f697bd1049029eb408e82232b874956d878e Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:20:26 -0400 Subject: [PATCH 09/19] L: Update special notes syntax --- data/campaigns/Liberty/units/Bone_Knight.cfg | 3 ++- data/campaigns/Liberty/units/Death_Squire.cfg | 4 +++- data/campaigns/Liberty/units/Rogue_Mage.cfg | 3 ++- data/campaigns/Liberty/units/Shadow_Lord.cfg | 4 +++- data/campaigns/Liberty/units/Shadow_Mage.cfg | 4 +++- data/campaigns/Liberty/units/Skeleton_Rider.cfg | 3 ++- 6 files changed, 15 insertions(+), 6 deletions(-) diff --git a/data/campaigns/Liberty/units/Bone_Knight.cfg b/data/campaigns/Liberty/units/Bone_Knight.cfg index 67311ef752a6..73aa50925b0f 100644 --- a/data/campaigns/Liberty/units/Bone_Knight.cfg +++ b/data/campaigns/Liberty/units/Bone_Knight.cfg @@ -24,7 +24,8 @@ {AMLA_DEFAULT} cost=35 usage=scout - description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction." + {NOTE_CHARGE} die_sound=skeleton-big-die.ogg [attack] name=axe diff --git a/data/campaigns/Liberty/units/Death_Squire.cfg b/data/campaigns/Liberty/units/Death_Squire.cfg index d54ef888798b..169d046fa6bc 100644 --- a/data/campaigns/Liberty/units/Death_Squire.cfg +++ b/data/campaigns/Liberty/units/Death_Squire.cfg @@ -23,7 +23,9 @@ {ABILITY_SUBMERGE} [/abilities] usage=fighter - description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knight’s power, including the ability to command underlings."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knight’s power, including the ability to command underlings." + {NOTE_LEADERSHIP} + {NOTE_SUBMERGE} {DEFENSE_ANIM "units/undead-skeletal/deathsquire-defend.png" "units/undead-skeletal/deathsquire.png" {SOUND_LIST:SKELETON_HIT} } die_sound={SOUND_LIST:SKELETON_DIE} [attack] diff --git a/data/campaigns/Liberty/units/Rogue_Mage.cfg b/data/campaigns/Liberty/units/Rogue_Mage.cfg index 096f5dfe84a1..8b210feb08b4 100644 --- a/data/campaigns/Liberty/units/Rogue_Mage.cfg +++ b/data/campaigns/Liberty/units/Rogue_Mage.cfg @@ -14,7 +14,8 @@ advances_to=Shadow Mage cost=17 usage=mixed fighter - description= _ "Some mages are thrown out of the mages’ guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Some mages are thrown out of the mages’ guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/human-outlaws/rogue-mage-defend2.png" "units/human-outlaws/rogue-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] diff --git a/data/campaigns/Liberty/units/Shadow_Lord.cfg b/data/campaigns/Liberty/units/Shadow_Lord.cfg index 3a86905b4623..c51c1a829beb 100644 --- a/data/campaigns/Liberty/units/Shadow_Lord.cfg +++ b/data/campaigns/Liberty/units/Shadow_Lord.cfg @@ -18,7 +18,9 @@ cost=56 {AMLA_DEFAULT} usage=mixed fighter - description= _ "Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over." + {NOTE_MAGICAL} + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] start_time=0 diff --git a/data/campaigns/Liberty/units/Shadow_Mage.cfg b/data/campaigns/Liberty/units/Shadow_Mage.cfg index 5b3712fd2b13..0166cea9f23a 100644 --- a/data/campaigns/Liberty/units/Shadow_Mage.cfg +++ b/data/campaigns/Liberty/units/Shadow_Mage.cfg @@ -17,7 +17,9 @@ advances_to=Shadow Lord cost=39 usage=mixed fighter - description= _ "Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MAGICAL} + description= _ "Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health." + {NOTE_LEADERSHIP} + {NOTE_MAGICAL} die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] start_time=0 diff --git a/data/campaigns/Liberty/units/Skeleton_Rider.cfg b/data/campaigns/Liberty/units/Skeleton_Rider.cfg index e5115df04328..86d27f705c02 100644 --- a/data/campaigns/Liberty/units/Skeleton_Rider.cfg +++ b/data/campaigns/Liberty/units/Skeleton_Rider.cfg @@ -30,7 +30,8 @@ advances_to=Bone Knight cost=19 usage=scout - description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction." + {NOTE_SUBMERGE} die_sound={SOUND_LIST:SKELETON_DIE} [abilities] {ABILITY_SUBMERGE} From 7ac903c2387105237dedafe99a02e61d5514da98 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Thu, 12 Sep 2019 21:20:55 -0400 Subject: [PATCH 10/19] NR\: Update special notes syntax --- data/campaigns/Northern_Rebirth/units/Cave_Serpent.cfg | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/data/campaigns/Northern_Rebirth/units/Cave_Serpent.cfg b/data/campaigns/Northern_Rebirth/units/Cave_Serpent.cfg index 59d6c82f8813..3280ac4fbecd 100644 --- a/data/campaigns/Northern_Rebirth/units/Cave_Serpent.cfg +++ b/data/campaigns/Northern_Rebirth/units/Cave_Serpent.cfg @@ -4,7 +4,8 @@ [base_unit] id=Water Serpent [/base_unit] - description=_"The Water Serpent is a foe dire enough when encountered in the rivers and seas of the sunlit world, but his rare cave-dwelling kin are yet more terrible. Though their eyes are of little use in the stygian darkness of the deep caves where they dwell, they have become sensitive to even the tiniest sound that might indicate unwary prey in their domain, and will home in on it with remorseless efficiency."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description=_"The Water Serpent is a foe dire enough when encountered in the rivers and seas of the sunlit world, but his rare cave-dwelling kin are yet more terrible. Though their eyes are of little use in the stygian darkness of the deep caves where they dwell, they have become sensitive to even the tiniest sound that might indicate unwary prey in their domain, and will home in on it with remorseless efficiency." + {NOTE_POISON} # We used to deploy a Sea Serpent here. The poison ability from # the Water Serpent base type should do a pretty good job of # compensating for the fact that the main attack is 6 points From a5cfee87428c0e19bc6900b8d8e5edcb062fbf0a Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:17:05 -0400 Subject: [PATCH 11/19] SoF: Update special notes syntax --- data/campaigns/Sceptre_of_Fire/units/Haldric_II.cfg | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/data/campaigns/Sceptre_of_Fire/units/Haldric_II.cfg b/data/campaigns/Sceptre_of_Fire/units/Haldric_II.cfg index 774abe93f198..3df06df26650 100644 --- a/data/campaigns/Sceptre_of_Fire/units/Haldric_II.cfg +++ b/data/campaigns/Sceptre_of_Fire/units/Haldric_II.cfg @@ -18,7 +18,8 @@ {ABILITY_LEADERSHIP} [/abilities] hide_help=yes - description= _ "King of Wesnoth."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "King of Wesnoth." + {NOTE_LEADERSHIP} {DEFENSE_ANIM "units/heroes/haldric-ii-defend.png" "units/heroes/haldric-ii.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword From 1bd77e83bdb686945c7be25e0caa2474cc9f2e88 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:19:18 -0400 Subject: [PATCH 12/19] SotA: Update special notes syntax --- data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg | 6 ++++-- .../Secrets_of_the_Ancients/units/Bone_Captain.cfg | 4 +++- .../Secrets_of_the_Ancients/units/Corpse_Shynal.cfg | 3 ++- .../Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg | 6 +++++- .../Secrets_of_the_Ancients/units/Orcish_Shaman.cfg | 3 ++- .../campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg | 3 ++- .../Secrets_of_the_Ancients/units/SotA_Corpses.cfg | 3 ++- .../Secrets_of_the_Ancients/units/SotA_Soulless.cfg | 3 ++- 8 files changed, 22 insertions(+), 9 deletions(-) diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg index 84b6f79204f1..21caf12a1273 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Bird.cfg @@ -10,7 +10,7 @@ hills=60 mountains=50 fungus=60 - # wmllint: match forest=-70 with {SPECIAL_NOTES_DEFENSE_CAP} + # wmllint: match forest=-70 with {NOTE_DEFENSE_CAP} forest=-70 village=60 [/defense] @@ -25,7 +25,9 @@ {AMLA_DEFAULT} cost=16 usage=scout - description=""+{SPECIAL_NOTES}+{SPECIAL_NOTES_SUBMERGE}+{SPECIAL_NOTES_DEFENSE_CAP} + description="" + {NOTE_SUBMERGE} + {NOTE_DEFENSE_CAP} [abilities] {ABILITY_SUBMERGE} [/abilities] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg index 27bbbf885b35..146a2a8f6e51 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Bone_Captain.cfg @@ -16,7 +16,9 @@ {AMLA_DEFAULT} cost=28 usage=fighter - description= _ "Captains are masters in life, but in death they may be slaves to a necromancer. Through sheer force of habit, an undead captain continues to exude authority even if all his other memories have been lost."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SUBMERGE} + description= _ "Captains are masters in life, but in death they may be slaves to a necromancer. Through sheer force of habit, an undead captain continues to exude authority even if all his other memories have been lost." + {NOTE_LEADERSHIP} + {NOTE_SUBMERGE} die_sound=skeleton-big-die.ogg {DEFENSE_ANIM "units/bone-captain.png" "units/bone-captain.png" {SOUND_LIST:SKELETON_BIG_HIT} } [abilities] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg index 39afe5a24750..59898d5a5c2a 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Corpse_Shynal.cfg @@ -14,7 +14,8 @@ advances_to=Soulless cost=8 usage=fighter - description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} + description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least." + {NOTE_PLAGUE} die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT} {DEFENSE_ANIM "units/delinquent/zombie-shynal-defend.png" "units/delinquent/zombie-shynal.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} } hide_help=yes diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg index abbbaeabe9b8..cb20f1d5653c 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Necro_Ancient_Lich.cfg @@ -17,7 +17,11 @@ {AMLA_DEFAULT} cost=100 usage=mixed fighter - description= _ "An experienced lich can easily tap into the power of the spirit world and throw freezing lightning to devastating effect, or drain the very life force from a body. The power available to a lich like this is awesome to behold. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death!"+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_SUBMERGE} + description= _ "An experienced lich can easily tap into the power of the spirit world and throw freezing lightning to devastating effect, or drain the very life force from a body. The power available to a lich like this is awesome to behold. Anyone who encounters an Ancient Lich likely has far worse things to worry about than death!" + {NOTE_MAGICAL} + {NOTE_DRAIN} + {NOTE_ARCANE} + {NOTE_SUBMERGE} die_sound=lich-die.ogg {DEFENSE_ANIM "units/ancient-lich/ancient-lich-defend.png" "units/ancient-lich/ancient-lich.png" {SOUND_LIST:LICH_HIT} } [movement_costs] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg index bdb4507780a5..5b045c9064f4 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Orcish_Shaman.cfg @@ -18,7 +18,8 @@ {AMLA_DEFAULT} cost=21 usage=mixed fighter - description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life." + {NOTE_DRAIN} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM "units/orcish-shaman-defend-2.png" "units/orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} } [attack] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg b/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg index 8c006df21a98..cffbdadf817b 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/Sea_Captain.cfg @@ -14,7 +14,8 @@ {AMLA_DEFAULT} cost=26 usage=fighter - description= _ "Aboard his vessel, the captain is the ultimate authority, and all his orders must be instantly obeyed. A passenger or crew member crosses the captain at their peril, for he is within his rights to summarily execute criminals or mutineers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Aboard his vessel, the captain is the ultimate authority, and all his orders must be instantly obeyed. A passenger or crew member crosses the captain at their peril, for he is within his rights to summarily execute criminals or mutineers." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/sea-captain.png" "units/sea-captain.png" {SOUND_LIST:HUMAN_HIT} } [abilities] diff --git a/data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg b/data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg index d0093ce880d3..f8212b514f79 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/SotA_Corpses.cfg @@ -8,7 +8,8 @@ experience=24 alignment=chaotic usage=fighter - description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} + description= _ "Walking Corpses are the bodies of the dead, re-animated by dark magic. Though not especially dangerous to a trained soldier, the sight of one’s former comrades amongst their number is frightening to say the least." + {NOTE_PLAGUE} die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT} [resistance] arcane=140 diff --git a/data/campaigns/Secrets_of_the_Ancients/units/SotA_Soulless.cfg b/data/campaigns/Secrets_of_the_Ancients/units/SotA_Soulless.cfg index aff1d00bacbd..934625a3e8a1 100644 --- a/data/campaigns/Secrets_of_the_Ancients/units/SotA_Soulless.cfg +++ b/data/campaigns/Secrets_of_the_Ancients/units/SotA_Soulless.cfg @@ -11,7 +11,8 @@ {AMLA_DEFAULT} cost=13 usage=fighter - description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} + description= _ "The technique of animating a dead body is unfortunately well-known in the dark arts; practitioners often use it to raise servants and soldiers from unwilling corpses. These shamblers are often numerous, but fragile; a touch of combat can waken them, though, making them far more formidable." + {NOTE_PLAGUE} die_sound={SOUND_LIST:ZOMBIE_WEAK_HIT} [resistance] arcane=140 From c19a24783b6e4a95e792d3fda8e7eafdf90465a8 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:20:50 -0400 Subject: [PATCH 13/19] SotBE: Update special notes syntax --- .../Son_Of_The_Black_Eye/units/Novice_Orcish_Shaman.cfg | 3 ++- .../campaigns/Son_Of_The_Black_Eye/units/Old_Orcish_Shaman.cfg | 3 ++- data/campaigns/Son_Of_The_Black_Eye/units/Orcish_Shaman.cfg | 3 ++- 3 files changed, 6 insertions(+), 3 deletions(-) diff --git a/data/campaigns/Son_Of_The_Black_Eye/units/Novice_Orcish_Shaman.cfg b/data/campaigns/Son_Of_The_Black_Eye/units/Novice_Orcish_Shaman.cfg index 04b169e739d5..2655e49821e4 100644 --- a/data/campaigns/Son_Of_The_Black_Eye/units/Novice_Orcish_Shaman.cfg +++ b/data/campaigns/Son_Of_The_Black_Eye/units/Novice_Orcish_Shaman.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=21 usage=mixed fighter - description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Novice Shamans are still young and vigorous, but their spell-casting ability still needs improvement."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Novice Shamans are still young and vigorous, but their spell-casting ability still needs improvement." + {NOTE_DRAIN} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM "units/novice-orcish-shaman-defend-2.png" "units/novice-orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} } [attack] diff --git a/data/campaigns/Son_Of_The_Black_Eye/units/Old_Orcish_Shaman.cfg b/data/campaigns/Son_Of_The_Black_Eye/units/Old_Orcish_Shaman.cfg index de5d9fb654d0..75f3b325f533 100644 --- a/data/campaigns/Son_Of_The_Black_Eye/units/Old_Orcish_Shaman.cfg +++ b/data/campaigns/Son_Of_The_Black_Eye/units/Old_Orcish_Shaman.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=21 usage=mixed fighter - description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Old Orcish Shamans are shamans that have mastered magic, although their physical strength has declined with age."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life. Old Orcish Shamans are shamans that have mastered magic, although their physical strength has declined with age." + {NOTE_DRAIN} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM "units/elder-orcish-shaman-defend-2.png" "units/elder-orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} } [attack] diff --git a/data/campaigns/Son_Of_The_Black_Eye/units/Orcish_Shaman.cfg b/data/campaigns/Son_Of_The_Black_Eye/units/Orcish_Shaman.cfg index c07955a2a454..f2ce13562b9b 100644 --- a/data/campaigns/Son_Of_The_Black_Eye/units/Orcish_Shaman.cfg +++ b/data/campaigns/Son_Of_The_Black_Eye/units/Orcish_Shaman.cfg @@ -17,7 +17,8 @@ {AMLA_DEFAULT} cost=21 usage=mixed fighter - description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Orcish Shamans are the guardians of orcish magic. Respected among orcish tribes, they form the Orcish Council, which makes important decisions for the whole Orcish community and arbitrates the many conflicts that arise between tribes of this argumentative race. Although physically weak (for Orcs), Orcish Shamans are good spell casters and can curse their enemies, draining their life." + {NOTE_DRAIN} die_sound={SOUND_LIST:ORC_DIE} {DEFENSE_ANIM "units/orcish-shaman-defend-2.png" "units/orcish-shaman-defend-1.png" {SOUND_LIST:ORC_HIT} } [attack] From 317656fc43680efeb1bfd8541a8eda6a55e71f13 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:22:00 -0400 Subject: [PATCH 14/19] THoT: Update special notes syntax --- .../The_Hammer_of_Thursagan/units/Dwarvish_Annalist.cfg | 6 +++++- .../The_Hammer_of_Thursagan/units/Dwarvish_Loremaster.cfg | 7 ++++++- .../units/Dwarvish_Masked_Berserker.cfg | 3 ++- .../units/Dwarvish_Masked_Guardsman.cfg | 3 ++- .../units/Dwarvish_Masked_Sentinel.cfg | 3 ++- .../units/Dwarvish_Masked_Stalwart.cfg | 3 ++- .../units/Dwarvish_Masked_Ulfserker.cfg | 3 ++- .../The_Hammer_of_Thursagan/units/Dwarvish_Rune_Lord.cfg | 7 +++++-- .../The_Hammer_of_Thursagan/units/Dwarvish_Witness.cfg | 5 ++++- .../campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg | 8 +++++--- 10 files changed, 35 insertions(+), 13 deletions(-) diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Annalist.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Annalist.cfg index 2a7f01e6e128..d8c7295cdde4 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Annalist.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Annalist.cfg @@ -18,7 +18,11 @@ usage=mixed fighter experience=80 advances_to=Dwarvish Loremaster - description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_INSPIRE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison." + {NOTE_SLOW} + {NOTE_UNPOISON} + {NOTE_INSPIRE} + {NOTE_MAGICAL} [abilities] {ABILITY_INSPIRE} {ABILITY_UNPOISON} diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Loremaster.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Loremaster.cfg index ab49971c92d1..3e207eaff279 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Loremaster.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Loremaster.cfg @@ -20,7 +20,12 @@ advances_to=null usage=mixed fighter {AMLA_DEFAULT} - description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SLOW}+{SPECIAL_NOTES_UNPOISON}+{SPECIAL_NOTES_INSPIRE}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_HEALS} + description= _ "Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal." + {NOTE_SLOW} + {NOTE_UNPOISON} + {NOTE_INSPIRE} + {NOTE_MAGICAL} + {NOTE_HEALS} [abilities] {ABILITY_INSPIRE} {ABILITY_UNPOISON} diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Berserker.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Berserker.cfg index 1317a9a40dea..d2718663241f 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Berserker.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Berserker.cfg @@ -15,7 +15,8 @@ cost=33 usage=fighter #textdomain wesnoth-units - description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK} + description= _ "Berserkers are a rare caste of Dwarves, who work themselves into a towering rage before combat. These warriors disdain all notion of defense, thinking only of the unrelenting assaults for which they are legendary." + {NOTE_BERSERK} die_sound={SOUND_LIST:DWARF_DIE} [standing_anim] start_time=0 diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Guardsman.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Guardsman.cfg index 9c1bc7f58e01..d24748af5eb0 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Guardsman.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Guardsman.cfg @@ -14,7 +14,8 @@ cost=19 usage=fighter #textdomain wesnoth-units - description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "The dwarven race has always been famed for its sturdiness of build, and many of their warriors outfit themselves to take advantage of this. Dwarven guardsmen march into battle with tower shields and spears. Most often, their role is to hold the line, and to take a heavy toll on those who try to break it. As the line marches forward, they act to secure its hard-won advance." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} [defense] mountains=40 diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Sentinel.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Sentinel.cfg index 3b7f845446d4..aa01f499b85b 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Sentinel.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Sentinel.cfg @@ -15,7 +15,8 @@ cost=41 usage=fighter #textdomain wesnoth-units - description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "Champions among their fellow troops, the dwarven sentinels form the bulwark of their battle lines. Leading a direct assault against a line that they fortify, is often out of the question; it tends toward being suicidal, rather than merely ineffectual. These dwarves are masters of the melee, and can hold a patch of earth with the single-minded tenacity of an oak." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/masked_sentinel_defend2.png" "units/masked_sentinel_defend1.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Stalwart.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Stalwart.cfg index 0d9a31b24439..144662b61fa0 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Stalwart.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Stalwart.cfg @@ -14,7 +14,8 @@ cost=32 usage=fighter #textdomain wesnoth-units - description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "The wiles of experience and training turn guardsmen into worthy soldiers. These stalwart troops are equipped to match their skills, and can hold their ground against all but the most visceral assault. It is a dangerous thing to lose a foothold to one such as these, for it will not be easily reprised." + {NOTE_STEADFAST} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/masked_stalwart_defend2.png" "units/masked_stalwart_defend1.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Ulfserker.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Ulfserker.cfg index 4c577c7f1277..b437084ddfb8 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Ulfserker.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Masked_Ulfserker.cfg @@ -15,7 +15,8 @@ cost=19 usage=fighter #textdomain wesnoth-units - description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK} + description= _ "Dwarves are an ancient race of powerful fighters. Ulfserkers are the most ferocious of these; in battle, they will work themselves into a blind rage wherein they feel neither fear nor pain, and will pay no heed to any wounds they receive." + {NOTE_BERSERK} die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/masked_ulfserker.png" "units/masked_ulfserker.png" {SOUND_LIST:DWARF_HIT} } [defense] diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Rune_Lord.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Rune_Lord.cfg index 1f4d1d6e518e..14397a87183f 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Rune_Lord.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Rune_Lord.cfg @@ -24,7 +24,8 @@ {AMLA_DEFAULT} hide_help=yes do_not_list=yes - description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected." + {NOTE_MAGICAL} {DEFENSE_ANIM "units/karrag-defend.png" "units/karrag.png" {SOUND_LIST:DWARF_HIT} } die_sound={SOUND_LIST:DWARF_DIE} [attack] @@ -76,7 +77,9 @@ hide_help=no do_not_list=no #textdomain wesnoth-units - description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description= _ "Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected." + {NOTE_MAGICAL} + {NOTE_ARCANE} {DEFENSE_ANIM "units/karrag-defend.png" "units/karrag.png" {SOUND_LIST:LICH_HIT} } die_sound=lich-die.ogg # empty attack tag to prevent overwriting the hammer attack diff --git a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Witness.cfg b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Witness.cfg index e3f05a1f8eac..bee533c5960c 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Witness.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/units/Dwarvish_Witness.cfg @@ -24,7 +24,10 @@ usage=mixed fighter experience=32 advances_to=Dwarvish Annalist - description= _ "A Witness functions as the eyes of the dwarves’ history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans."+{SPECIAL_NOTES}+{SPECIAL_NOTES_INSPIRE}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SLOW} + description= _ "A Witness functions as the eyes of the dwarves’ history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans." + {NOTE_INSPIRE} + {NOTE_MAGICAL} + {NOTE_SLOW} [abilities] {ABILITY_INSPIRE} [/abilities] diff --git a/data/campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg b/data/campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg index 6f3c6524abe1..fc00361b5392 100644 --- a/data/campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg +++ b/data/campaigns/The_Hammer_of_Thursagan/utils/abilities.cfg @@ -1,8 +1,10 @@ #textdomain wesnoth-thot -#define SPECIAL_NOTES_INSPIRE -_" -• The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef +#define NOTE_INSPIRE +[special_note] + note=_"The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level." +[/special_note] +#enddef #define ABILITY_INSPIRE # Canned definition of the Inspire ability to be included in an From c7d1cb4a180286045b47279fa7003e78b2adce10 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:23:03 -0400 Subject: [PATCH 15/19] TRoW: Update special notes syntax --- .../The_Rise_Of_Wesnoth/units/Noble_Commander.cfg | 3 ++- data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Lord.cfg | 3 ++- data/campaigns/The_Rise_Of_Wesnoth/units/Vampire_Lady.cfg | 3 ++- data/campaigns/The_Rise_Of_Wesnoth/units/Warrior_King.cfg | 3 ++- data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Lady.cfg | 4 +++- .../The_Rise_Of_Wesnoth/units/Wesfolk_Leader.cfg | 4 +++- .../The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg | 4 +++- .../The_Rise_Of_Wesnoth/utils/trow-abilities.cfg | 8 +++++--- 8 files changed, 22 insertions(+), 10 deletions(-) diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Commander.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Commander.cfg index 26210b557a47..85091f37030b 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Commander.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Commander.cfg @@ -17,7 +17,8 @@ advances_to=Noble Lord cost=38 usage=mixed fighter - description= _ "The rank of a noble Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "The rank of a noble Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/noble-commander-defend.png" "units/noble-commander.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/noble-commander-bow-defend.png" "units/noble-commander-bow.png" {SOUND_LIST:HUMAN_HIT} ranged} diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Lord.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Lord.cfg index a4e630f30529..e1227608b2a5 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Lord.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Noble_Lord.cfg @@ -18,7 +18,8 @@ {AMLA_DEFAULT} cost=60 usage=mixed fighter - description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_RANGE "units/noble-lord-defend.png" "units/noble-lord.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/noble-lord-bow-defend.png" "units/noble-lord-bow.png" {SOUND_LIST:HUMAN_HIT} ranged} diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Vampire_Lady.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Vampire_Lady.cfg index 3af555320718..087993e9230b 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Vampire_Lady.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Vampire_Lady.cfg @@ -16,7 +16,8 @@ {AMLA_DEFAULT} cost=60 usage=mixed fighter - description= _ "Cold and beautiful, she maintains her eternal youthful appearance drinking the blood of the living."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN} + description= _ "Cold and beautiful, she maintains her eternal youthful appearance drinking the blood of the living." + {NOTE_DRAIN} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=blood kiss diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Warrior_King.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Warrior_King.cfg index 6b998bdfaf9e..2f8799ab96a5 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Warrior_King.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Warrior_King.cfg @@ -8,7 +8,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "As the leaders of the human Kingdoms, Kings are responsible for ruling and protecting their subjects. Kings can coordinate the attacks of level 1 and 2 units, thereby increasing their fighting efficiency."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "As the leaders of the human Kingdoms, Kings are responsible for ruling and protecting their subjects. Kings can coordinate the attacks of level 1 and 2 units, thereby increasing their fighting efficiency." + {NOTE_LEADERSHIP} # This is a somewhat elderly royal warrior die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-loyalists/royal-warrior-defend.png" "units/human-loyalists/royal-warrior.png" {SOUND_LIST:HUMAN_OLD_HIT} } diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Lady.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Lady.cfg index ff7698499dc9..e34ee2e0d116 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Lady.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Lady.cfg @@ -18,7 +18,9 @@ advances_to=Wesfolk Leader cost=36 usage=mixed fighter - description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership." + {NOTE_DISTRACT} + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] hits=miss diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Leader.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Leader.cfg index 568023db5457..d2f451bd0b18 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Leader.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Leader.cfg @@ -19,7 +19,9 @@ {AMLA_DEFAULT} cost=60 usage=mixed fighter - description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership." + {NOTE_DISTRACT} + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] hits=miss diff --git a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg index 129cc6301fdd..90b758841a46 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/units/Wesfolk_Outcast.cfg @@ -18,7 +18,9 @@ advances_to=Wesfolk Lady cost=18 usage=mixed fighter - description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which she can lend to her people for turning a fight in their favor."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISTRACT}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric’s people was being lost. This outcast still conserves her nobleness in her veins and on the battlefield she has earned valuable experience, which she can lend to her people for turning a fight in their favor." + {NOTE_DISTRACT} + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] hits=miss diff --git a/data/campaigns/The_Rise_Of_Wesnoth/utils/trow-abilities.cfg b/data/campaigns/The_Rise_Of_Wesnoth/utils/trow-abilities.cfg index 8c8828457d55..a0114787b3d2 100644 --- a/data/campaigns/The_Rise_Of_Wesnoth/utils/trow-abilities.cfg +++ b/data/campaigns/The_Rise_Of_Wesnoth/utils/trow-abilities.cfg @@ -12,6 +12,8 @@ [/skirmisher] #enddef -#define SPECIAL_NOTES_DISTRACT -_" -• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef +#define NOTE_DISTRACT +[special_note] + note=_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them." +[/special_note] +#enddef From f9abb40e3fc8e95d27b16fed08db4a0e14a0f688 Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:23:18 -0400 Subject: [PATCH 16/19] TSG: Update special notes syntax --- data/campaigns/The_South_Guard/units/Eyestalk.cfg | 5 ++++- data/campaigns/The_South_Guard/units/Horseman_Commander.cfg | 4 +++- data/campaigns/The_South_Guard/units/Infantry_Commander.cfg | 4 +++- data/campaigns/The_South_Guard/units/Infantry_Lieutenant.cfg | 3 ++- data/campaigns/The_South_Guard/units/Junior_Commander.cfg | 3 ++- data/campaigns/The_South_Guard/units/Mounted_General.cfg | 4 +++- 6 files changed, 17 insertions(+), 6 deletions(-) diff --git a/data/campaigns/The_South_Guard/units/Eyestalk.cfg b/data/campaigns/The_South_Guard/units/Eyestalk.cfg index 504b109759dc..416381a2e679 100644 --- a/data/campaigns/The_South_Guard/units/Eyestalk.cfg +++ b/data/campaigns/The_South_Guard/units/Eyestalk.cfg @@ -22,7 +22,10 @@ {AMLA_DEFAULT} cost=30 usage=mixed fighter - description= _ "Named ‘Eyestalks’ for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_REGENERATES}+{SPECIAL_NOTES_ARCANE} + description= _ "Named ‘Eyestalks’ for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated." + {NOTE_DRAIN} + {NOTE_REGENERATES} + {NOTE_ARCANE} {DEFENSE_ANIM "units/eyestalk-attack-1.png" "units/eyestalk.png" wose-hit.ogg } [abilities] {ABILITY_REGENERATES} diff --git a/data/campaigns/The_South_Guard/units/Horseman_Commander.cfg b/data/campaigns/The_South_Guard/units/Horseman_Commander.cfg index dbd43aed7dfb..ad93da05578b 100644 --- a/data/campaigns/The_South_Guard/units/Horseman_Commander.cfg +++ b/data/campaigns/The_South_Guard/units/Horseman_Commander.cfg @@ -22,7 +22,9 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "Leaders of the border guards, mounted commanders command the garrisons that keep peace in the outermost provinces of Wesnoth. As effective leaders and powerful warriors, these men patrol the countryside and eliminate any and all threats to peace in the frontier villages."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_CHARGE} + description= _ "Leaders of the border guards, mounted commanders command the garrisons that keep peace in the outermost provinces of Wesnoth. As effective leaders and powerful warriors, these men patrol the countryside and eliminate any and all threats to peace in the frontier villages." + {NOTE_LEADERSHIP} + {NOTE_CHARGE} die_sound=horse-die.ogg [attack] name=lance diff --git a/data/campaigns/The_South_Guard/units/Infantry_Commander.cfg b/data/campaigns/The_South_Guard/units/Infantry_Commander.cfg index 156c1c7c3956..f5769905e457 100644 --- a/data/campaigns/The_South_Guard/units/Infantry_Commander.cfg +++ b/data/campaigns/The_South_Guard/units/Infantry_Commander.cfg @@ -23,7 +23,9 @@ {ABILITY_LEADERSHIP} [/abilities] usage=fighter - description= _ "Veteran commanders have faced battle many times and led their men with steady hands and calm determination."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SLOW} + description= _ "Veteran commanders have faced battle many times and led their men with steady hands and calm determination." + {NOTE_LEADERSHIP} + {NOTE_SLOW} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=glaive diff --git a/data/campaigns/The_South_Guard/units/Infantry_Lieutenant.cfg b/data/campaigns/The_South_Guard/units/Infantry_Lieutenant.cfg index 6d39ed92797c..7f46553c1510 100644 --- a/data/campaigns/The_South_Guard/units/Infantry_Lieutenant.cfg +++ b/data/campaigns/The_South_Guard/units/Infantry_Lieutenant.cfg @@ -22,7 +22,8 @@ {ABILITY_LEADERSHIP} [/abilities] usage=fighter - description= _ "Commanders of the infantry of Wesnoth are responsible for the garrison and defense of the border towns and villages. They are drawn from the ranks of veteran soldiers, not nobility, and all have shown leadership and courage in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "Commanders of the infantry of Wesnoth are responsible for the garrison and defense of the border towns and villages. They are drawn from the ranks of veteran soldiers, not nobility, and all have shown leadership and courage in battle." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=glaive diff --git a/data/campaigns/The_South_Guard/units/Junior_Commander.cfg b/data/campaigns/The_South_Guard/units/Junior_Commander.cfg index 81650ef9fbf0..999db0338ab4 100644 --- a/data/campaigns/The_South_Guard/units/Junior_Commander.cfg +++ b/data/campaigns/The_South_Guard/units/Junior_Commander.cfg @@ -22,7 +22,8 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "At scarcely 17 or 18 years of age, squires are not yet full knights, but still have the knowledge and skill to master their mounts whilst in full panoply. Talented squires are sometimes given command of small units in Wesnoth' s army, where they gain experience leading fellow troops and honing their prowess in battle."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "At scarcely 17 or 18 years of age, squires are not yet full knights, but still have the knowledge and skill to master their mounts whilst in full panoply. Talented squires are sometimes given command of small units in Wesnoth' s army, where they gain experience leading fellow troops and honing their prowess in battle." + {NOTE_LEADERSHIP} die_sound=horse-die.ogg [attack] name=spear diff --git a/data/campaigns/The_South_Guard/units/Mounted_General.cfg b/data/campaigns/The_South_Guard/units/Mounted_General.cfg index abfa6beb9991..e2e918c63c2e 100644 --- a/data/campaigns/The_South_Guard/units/Mounted_General.cfg +++ b/data/campaigns/The_South_Guard/units/Mounted_General.cfg @@ -23,7 +23,9 @@ [abilities] {ABILITY_LEADERSHIP} [/abilities] - description= _ "Switching seamlessly between lance and mace, mounted generals boast tremendous skill in individual combat and can hold their own against even the most powerful opposition. They are masters of their mounts, able to cover great distances quickly on their patrols, and have keen eyes for detecting and eliminating all manner of perilous dangers. Their greatest strength, however, lies in their ability to inspire great courage in their men, who fight fearlessly and tenaciously under their command."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_CHARGE} + description= _ "Switching seamlessly between lance and mace, mounted generals boast tremendous skill in individual combat and can hold their own against even the most powerful opposition. They are masters of their mounts, able to cover great distances quickly on their patrols, and have keen eyes for detecting and eliminating all manner of perilous dangers. Their greatest strength, however, lies in their ability to inspire great courage in their men, who fight fearlessly and tenaciously under their command." + {NOTE_LEADERSHIP} + {NOTE_CHARGE} die_sound=horse-die.ogg [attack] name=lance From 99b79fb74d9d2811b2d403240fa9aca28675da7e Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:23:39 -0400 Subject: [PATCH 17/19] Tutorial: Update special notes syntax --- data/campaigns/tutorial/units/Quintain.cfg | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/data/campaigns/tutorial/units/Quintain.cfg b/data/campaigns/tutorial/units/Quintain.cfg index f9937182a8e2..3d4202b4b378 100644 --- a/data/campaigns/tutorial/units/Quintain.cfg +++ b/data/campaigns/tutorial/units/Quintain.cfg @@ -13,7 +13,8 @@ usage=fighter movement_type=treefolk alignment=neutral - description= _ "Quintains are used to practice swordplay and jousting on. It would be extremely unusual to be attacked by one."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "Quintains are used to practice swordplay and jousting on. It would be extremely unusual to be attacked by one." + {NOTE_MAGICAL} [resistance] blade=100 pierce=100 From f94d0bb80a425b02873f13e67ea856151a05ae6f Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:30:08 -0400 Subject: [PATCH 18/19] UtBS: Update special notes syntax --- .../06a_In_the_Tunnels_of_Trolls.cfg | 4 +- .../units/humans/Human_Commander.cfg | 3 +- .../units/monsters/Alien_Body.cfg | 3 +- .../units/monsters/Alien_Spire.cfg | 3 +- .../units/monsters/Dust_Devil.cfg | 5 +- .../units/monsters/Flesh_Golem.cfg | 3 +- .../units/nagas/Naga_Hunter.cfg | 3 +- .../units/orcs/Dark_Assassin1.cfg | 3 +- .../units/quenoth/Archer.cfg | 3 +- .../units/quenoth/Champion.cfg | 4 +- .../units/quenoth/Corrupted_Elf.cfg | 4 +- .../units/quenoth/Divine_Avatar.cfg | 4 +- .../units/quenoth/Divine_Incarnation.cfg | 4 +- .../units/quenoth/Druid.cfg | 5 +- .../units/quenoth/Fighter.cfg | 4 +- .../units/quenoth/Flagbearer.cfg | 4 +- .../units/quenoth/Flanker.cfg | 4 +- .../units/quenoth/Marksman.cfg | 4 +- .../units/quenoth/Mystic.cfg | 4 +- .../units/quenoth/Outrider.cfg | 4 +- .../units/quenoth/Pathfinder.cfg | 4 +- .../units/quenoth/Protector.cfg | 3 +- .../units/quenoth/Ranger.cfg | 4 +- .../units/quenoth/Scout.cfg | 3 +- .../units/quenoth/Shaman.cfg | 5 +- .../units/quenoth/Shyde.cfg | 5 +- .../units/quenoth/Stalwart.cfg | 3 +- .../units/quenoth/Sun_Singer.cfg | 4 +- .../units/quenoth/Sun_Sylph.cfg | 5 +- .../units/quenoth/Vanguard.cfg | 4 +- .../units/quenoth/Warrior.cfg | 4 +- .../units/undead/Ethereal_Ghost.cfg | 6 +- .../units/undead/Ethereal_Nightgaunt.cfg | 9 ++- .../units/undead/Ethereal_Shadow.cfg | 9 ++- .../units/undead/Ethereal_Spectre.cfg | 5 +- .../units/undead/Ethereal_Wraith.cfg | 5 +- .../units/undead/Haunt.cfg | 5 +- .../units/undead/Spider_Lich.cfg | 5 +- .../utils/abilities.cfg | 62 ++++++++++++------- 39 files changed, 166 insertions(+), 59 deletions(-) diff --git a/data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg b/data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg index 5ebb8b635f4f..ed5453bff190 100644 --- a/data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg +++ b/data/campaigns/Under_the_Burning_Suns/scenarios/06a_In_the_Tunnels_of_Trolls.cfg @@ -1,7 +1,9 @@ #textdomain wesnoth-utbs #define UNDEAD_TROLL_DESCRIPTION -_ "These undead trolls fight again in death as they did in life, except this time they smell much worse."+{SPECIAL_NOTES}+{SPECIAL_NOTES_PLAGUE} #enddef +_ "These undead trolls fight again in death as they did in life, except this time they smell much worse." +{NOTE_PLAGUE} +#enddef [scenario] id=06a_In_the_Tunnels_of_the_Trolls diff --git a/data/campaigns/Under_the_Burning_Suns/units/humans/Human_Commander.cfg b/data/campaigns/Under_the_Burning_Suns/units/humans/Human_Commander.cfg index 80c2244697f0..0de0e95ae10e 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/humans/Human_Commander.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/humans/Human_Commander.cfg @@ -27,7 +27,8 @@ {ABILITY_LEADERSHIP} [/abilities] usage=fighter - description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP} + description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow." + {NOTE_LEADERSHIP} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword diff --git a/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Body.cfg b/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Body.cfg index 52847c603a31..1ce6d979fde4 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Body.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Body.cfg @@ -36,7 +36,8 @@ cost=20 usage=fighter do_not_list=yes - description= _ "This thing is impossible to describe, no one has seen anything like it before."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "This thing is impossible to describe, no one has seen anything like it before." + {NOTE_MAGICAL} {DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png") ("units/alien/core-compact.png") ("wail.wav") (direction=n,ne,se,s)} {DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png~FL(horiz)") ("units/alien/core-compact.png~FL(horiz)") ("wail.wav") (direction=nw,sw)} diff --git a/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Spire.cfg b/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Spire.cfg index 538f6f60bf36..6bdb5f2f671a 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Spire.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/monsters/Alien_Spire.cfg @@ -30,7 +30,8 @@ cost=20 usage=fighter do_not_list=yes - description= _ "This thing is impossible to describe, no one has seen anything like it before."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL} + description= _ "This thing is impossible to describe, no one has seen anything like it before." + {NOTE_MAGICAL} die_sound=wail.wav {DEFENSE_ANIM_FILTERED ("units/alien/spire.png") ("units/alien/spire.png") ("wail-sml.wav") (direction=n,ne,se,s)} {DEFENSE_ANIM_FILTERED ("units/alien/spire.png~FL(horiz)") ("units/alien/spire.png~FL(horiz)") ("wail-sml.wav") (direction=nw,sw)} diff --git a/data/campaigns/Under_the_Burning_Suns/units/monsters/Dust_Devil.cfg b/data/campaigns/Under_the_Burning_Suns/units/monsters/Dust_Devil.cfg index 0a044539db93..2d74f57bd792 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/monsters/Dust_Devil.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/monsters/Dust_Devil.cfg @@ -12,7 +12,10 @@ hitpoints=36 alignment=neutral cost=20 - description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_SWARM}+{SPECIAL_NOTES_ARCANE} + description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled." + {NOTE_MAGICAL} + {NOTE_SWARM} + {NOTE_ARCANE} {DEFENSE_ANIM "units/monsters/dust-devil.png" "units/monsters/dust-devil.png" wose-hit.ogg } die_sound=groan.wav movement_type=undeadfly diff --git a/data/campaigns/Under_the_Burning_Suns/units/monsters/Flesh_Golem.cfg b/data/campaigns/Under_the_Burning_Suns/units/monsters/Flesh_Golem.cfg index 40719822db23..401d1316c9f5 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/monsters/Flesh_Golem.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/monsters/Flesh_Golem.cfg @@ -21,7 +21,8 @@ advances_to=null cost=30 usage=fighter - description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BERSERK} + description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters." + {NOTE_BERSERK} {DEFENSE_ANIM "units/monsters/flesh-golem-defend.png" "units/monsters/flesh-golem.png" {SOUND_LIST:TROLL_HIT} } die_sound={SOUND_LIST:TROLL_HIT} [attack] diff --git a/data/campaigns/Under_the_Burning_Suns/units/nagas/Naga_Hunter.cfg b/data/campaigns/Under_the_Burning_Suns/units/nagas/Naga_Hunter.cfg index 409576b0c69e..461f7101098e 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/nagas/Naga_Hunter.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/nagas/Naga_Hunter.cfg @@ -15,7 +15,8 @@ {AMLA_DEFAULT} cost=15 usage=archer - description= _ "Naga Hunters are Naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "Naga Hunters are Naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey." + {NOTE_POISON} die_sound=naga-die.ogg {DEFENSE_ANIM_RANGE "units/nagas/hunter-melee-defend.png" "units/nagas/hunter-attack-melee-1.png" {SOUND_LIST:NAGA_HIT} melee} {DEFENSE_ANIM_RANGE "units/nagas/hunter-defend.png" "units/nagas/hunter.png" {SOUND_LIST:NAGA_HIT} ranged} diff --git a/data/campaigns/Under_the_Burning_Suns/units/orcs/Dark_Assassin1.cfg b/data/campaigns/Under_the_Burning_Suns/units/orcs/Dark_Assassin1.cfg index 733f93c3e14c..9ed1db2fd68f 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/orcs/Dark_Assassin1.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/orcs/Dark_Assassin1.cfg @@ -16,7 +16,8 @@ advances_to=null cost=25 usage=fighter - description= _ "The Dark Assassin appears and disappears at a moment’s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON} + description= _ "The Dark Assassin appears and disappears at a moment’s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable." + {NOTE_POISON} [defend] start_time=-150 sound_start_time=-25 diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Archer.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Archer.cfg index e114e6ea9de1..adca5a82ff57 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Archer.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Archer.cfg @@ -18,7 +18,8 @@ advances_to=Quenoth Marksman cost=18 usage=scout - description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE} + description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat." + {NOTE_DISENGAGE} die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Champion.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Champion.cfg index ff89edca1e50..0a9a1b5ee5b5 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Champion.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Champion.cfg @@ -21,7 +21,9 @@ {AMLA_DEFAULT} cost=15 usage=fighter - description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses." + {NOTE_FORMATION} + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Corrupted_Elf.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Corrupted_Elf.cfg index d0d6a58735c7..8e9e13dc3371 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Corrupted_Elf.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Corrupted_Elf.cfg @@ -16,7 +16,9 @@ cost=100 usage=fighter do_not_list=yes - description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords." + {NOTE_FIRSTSTRIKE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_HIT} [attack] name=glaive diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Avatar.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Avatar.cfg index 9372e445a0a4..8eacd2ba25b5 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Avatar.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Avatar.cfg @@ -19,7 +19,9 @@ cost=10 usage=null do_not_list=yes - description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection."+{SPECIAL_NOTES}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection." + {NOTE_ARCANE} + {NOTE_MAGICAL} {DEFENSE_ANIM "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" magicmissile.wav} die_sound=magic-holy-miss-2.ogg [attack] diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Incarnation.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Incarnation.cfg index 2a71f911c458..559339ffe058 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Incarnation.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Divine_Incarnation.cfg @@ -10,7 +10,9 @@ experience=150 level=3 do_not_list=yes - description= _ "Divine Incarnations are said to be the closest thing to a god’s actual presence in this world. They can be both awe-inspiring and terrifying."+{SPECIAL_NOTES}+{SPECIAL_NOTES_ARCANE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Divine Incarnations are said to be the closest thing to a god’s actual presence in this world. They can be both awe-inspiring and terrifying." + {NOTE_ARCANE} + {NOTE_MAGICAL} [attack] damage=9 [/attack] diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Druid.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Druid.cfg index 3933e4cf55cc..ec3c949973de 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Druid.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Druid.cfg @@ -19,7 +19,10 @@ [abilities] {UTBS_ABILITY_CURES} [/abilities] - description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids’ unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids’ unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers." + {NOTE_UTBS_CURES} + {NOTE_DAZE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Fighter.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Fighter.cfg index 54d6ce3994c2..258065ab6e53 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Fighter.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Fighter.cfg @@ -20,7 +20,9 @@ advances_to=Quenoth Warrior,Quenoth Flanker cost=15 usage=fighter - description= _ "Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "Long ago, during more prosperous times, Elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault." + {NOTE_FORMATION} + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flagbearer.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flagbearer.cfg index e8dd03fc702f..a26ae3462683 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flagbearer.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flagbearer.cfg @@ -29,7 +29,9 @@ {AMLA_DEFAULT} cost=18 usage=mixed fighter - description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SHOCK} + description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts." + {NOTE_LEADERSHIP} + {NOTE_SHOCK} die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_LEADERSHIP} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flanker.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flanker.cfg index 2252c0ebddbc..afbc4946955c 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flanker.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Flanker.cfg @@ -20,7 +20,9 @@ advances_to=Quenoth Ranger cost=15 usage=fighter - description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_POISON} + description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish." + {NOTE_SKIRMISHER} + {NOTE_POISON} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_SKIRMISHER} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Marksman.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Marksman.cfg index e7044f5fbc8f..b33090028c63 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Marksman.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Marksman.cfg @@ -21,7 +21,9 @@ usage=scout description= _ "In times past, the elves’ supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle. -A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_MARKSMAN} +A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback." + {NOTE_DISENGAGE} + {NOTE_MARKSMAN} die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Mystic.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Mystic.cfg index 4116893dc732..609c6cf9752f 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Mystic.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Mystic.cfg @@ -19,7 +19,9 @@ [abilities] {UTBS_ABILITY_HEALS} [/abilities] - description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves’ new powers, which they employ to great effect in their homes in the deserts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_DAZE} + description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves’ new powers, which they employ to great effect in their homes in the deserts." + {NOTE_UTBS_HEALS} + {NOTE_DAZE} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Outrider.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Outrider.cfg index d4a92574914c..21e36940005c 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Outrider.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Outrider.cfg @@ -19,7 +19,9 @@ {AMLA_DEFAULT} cost=18 usage=scout - description= _ "Described as riders who ‘rush like the wind’, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_SLOW} + description= _ "Described as riders who ‘rush like the wind’, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert." + {NOTE_DISENGAGE} + {NOTE_SLOW} die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Pathfinder.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Pathfinder.cfg index 103441739eb7..6543b57cd2d8 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Pathfinder.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Pathfinder.cfg @@ -18,7 +18,9 @@ advances_to=Quenoth Outrider cost=18 usage=scout - description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE}+{SPECIAL_NOTES_SLOW} + description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap." + {NOTE_DISENGAGE} + {NOTE_SLOW} die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Protector.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Protector.cfg index 742f97446a07..640985bd08e4 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Protector.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Protector.cfg @@ -40,7 +40,8 @@ The orcs ambushed me near the oasis at twilight. I had to flee into the desert, ----------------------- -I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} +I woke up today in the village, tired, but alive. My friends told me that the Tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together." + {NOTE_STEADFAST} die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_STEADFAST} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Ranger.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Ranger.cfg index 8d5fe48b81ca..39e7e9883dab 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Ranger.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Ranger.cfg @@ -21,7 +21,9 @@ {AMLA_DEFAULT} cost=50 usage=fighter - description= _ "The title ‘Ranger’ is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available."+{SPECIAL_NOTES}+{SPECIAL_NOTES_SKIRMISHER}+{SPECIAL_NOTES_POISON} + description= _ "The title ‘Ranger’ is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available." + {NOTE_SKIRMISHER} + {NOTE_POISON} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_SKIRMISHER} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Scout.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Scout.cfg index 4c169f2003ab..9efae95d247c 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Scout.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Scout.cfg @@ -15,7 +15,8 @@ advances_to=Quenoth Pathfinder,Quenoth Archer cost=17 usage=scout - description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DISENGAGE} + description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen." + {NOTE_DISENGAGE} die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shaman.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shaman.cfg index 1fd2245b9a5d..1ba09841b9a0 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shaman.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shaman.cfg @@ -19,7 +19,10 @@ [abilities] {UTBS_ABILITY_CURES} [/abilities] - description= _ "Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL} + description= _ "Like the elves of old, many Quenoth elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again." + {NOTE_UTBS_CURES} + {NOTE_DAZE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shyde.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shyde.cfg index 5c4828639dfa..de4074393069 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shyde.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Shyde.cfg @@ -22,7 +22,10 @@ [/abilities] description= _ "From the teachings of Analia, the healer of the Emerald Blossom: -“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”"+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_CURES}+{SPECIAL_NOTES_DAZE}+{SPECIAL_NOTES_MAGICAL} +“... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”" + {NOTE_UTBS_CURES} + {NOTE_DAZE} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Stalwart.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Stalwart.cfg index 1c4a7633b4c7..98d25cd76645 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Stalwart.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Stalwart.cfg @@ -33,7 +33,8 @@ advances_to=Tauroch Protector cost=18 usage=mixed fighter - description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall."+{SPECIAL_NOTES}+{SPECIAL_NOTES_STEADFAST} + description= _ "When encountering wild Taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these Taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall." + {NOTE_STEADFAST} die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_STEADFAST} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Singer.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Singer.cfg index 569861052cea..53d04671bd3c 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Singer.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Singer.cfg @@ -19,7 +19,9 @@ [abilities] {UTBS_ABILITY_HEALS} [/abilities] - description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya’s wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and life’s demise."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_MAGICAL} + description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya’s wildlife, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned how to harness the power of the twin suns, Sela and Naia, which razed the once sprawling forests of Irdya to ashes, but still spring the energy that sparks all life. Those who master this new form of magic sing of the dual nature of these embodiments of fire: flames that are both life and life’s demise." + {NOTE_UTBS_HEALS} + {NOTE_MAGICAL} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=touch diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Sylph.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Sylph.cfg index 0cddc44459a9..0cf9523b5fbe 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Sylph.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Sun_Sylph.cfg @@ -22,7 +22,10 @@ {UTBS_ABILITY_HEALS} {ABILITY_ILLUMINATES} [/abilities] - description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction."+{SPECIAL_NOTES}+{SPECIAL_NOTES_UTBS_HEALS}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ILLUMINATES} + description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction." + {NOTE_UTBS_HEALS} + {NOTE_MAGICAL} + {NOTE_ILLUMINATES} die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=touch diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Vanguard.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Vanguard.cfg index 26d197653104..c0e49bd1934a 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Vanguard.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Vanguard.cfg @@ -28,7 +28,9 @@ advances_to=Tauroch Flagbearer cost=18 usage=mixed fighter - description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_SHOCK} + description= _ "The massive and fearless Taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts." + {NOTE_LEADERSHIP} + {NOTE_SHOCK} die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_LEADERSHIP} diff --git a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Warrior.cfg b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Warrior.cfg index 9ec1f4ea83b3..1bffe68aa9dc 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/quenoth/Warrior.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/quenoth/Warrior.cfg @@ -20,7 +20,9 @@ advances_to=Quenoth Champion cost=15 usage=fighter - description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FORMATION}+{SPECIAL_NOTES_FIRSTSTRIKE} + description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren." + {NOTE_FORMATION} + {NOTE_FIRSTSTRIKE} die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Ghost.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Ghost.cfg index b8c9b46927b7..da512f1af87c 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Ghost.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Ghost.cfg @@ -15,5 +15,9 @@ advances_to=EWraith,EShadow description= _ "It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying. -Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls." +Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ARCANE} + {NOTE_ETHEREAL} [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Nightgaunt.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Nightgaunt.cfg index 2639baf0d7cf..0b127bfeb792 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Nightgaunt.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Nightgaunt.cfg @@ -17,5 +17,12 @@ __remove=yes [/hides] [/abilities] - description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_SKIRMISHER}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."+_"SPECIAL_NOTE^ Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night." + description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe." + {NOTE_BACKSTAB} + {NOTE_SPIRIT} + {NOTE_SKIRMISHER} + {NOTE_ETHEREAL} + [special_note] + note=_"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night." + [/special_note] [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Shadow.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Shadow.cfg index cf72bd66d868..0df9f2faa0b7 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Shadow.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Shadow.cfg @@ -20,5 +20,12 @@ advances_to=ENightgaunt description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why. -That is a question which is easily answered by a necromancer."+{SPECIAL_NOTES}+{SPECIAL_NOTES_BACKSTAB}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_SKIRMISHER}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls."+_"SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night." +That is a question which is easily answered by a necromancer." + {NOTE_BACKSTAB} + {NOTE_SPIRIT} + {NOTE_SKIRMISHER} + {NOTE_ETHEREAL} + [special_note] + note=_"SPECIAL_NOTE^ Unlike normal Shadows, Ethereal Shadows cannot hide at night." + [/special_note] [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Spectre.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Spectre.cfg index f4149f383af6..34dcbf9a452e 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Spectre.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Spectre.cfg @@ -13,5 +13,8 @@ [/defense] description= _ "Sometimes called the ‘hollow men’, spectres form the right arm of their master’s power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their master’s domain. -The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls." +The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ETHEREAL} [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Wraith.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Wraith.cfg index 183c2205efe0..791da24c12b3 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Wraith.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Ethereal_Wraith.cfg @@ -14,5 +14,8 @@ advances_to=ESpectre description= _ "These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth. -Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+_"SPECIAL_NOTE^ This unit is able to move through solid stone walls." +Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ETHEREAL} [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Haunt.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Haunt.cfg index cd54ed0c910a..8949c94af0b2 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Haunt.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Haunt.cfg @@ -13,5 +13,8 @@ deep_water={UNREACHABLE} [/movement_costs] experience=30 - description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE} + description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over." + {NOTE_DRAIN} + {NOTE_SPIRIT} + {NOTE_ARCANE} [/unit_type] diff --git a/data/campaigns/Under_the_Burning_Suns/units/undead/Spider_Lich.cfg b/data/campaigns/Under_the_Burning_Suns/units/undead/Spider_Lich.cfg index 656f93b09bf8..3d54ee265e0d 100644 --- a/data/campaigns/Under_the_Burning_Suns/units/undead/Spider_Lich.cfg +++ b/data/campaigns/Under_the_Burning_Suns/units/undead/Spider_Lich.cfg @@ -15,7 +15,10 @@ advances_to=null cost=62 usage=fighter - description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. "+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_MAGICAL}+{SPECIAL_NOTES_ARCANE} + description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. " + {NOTE_DRAIN} + {NOTE_MAGICAL} + {NOTE_ARCANE} die_sound=lich-die.ogg [attack] name=touch diff --git a/data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg b/data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg index 63cd45d56af4..dd77bc883e2f 100644 --- a/data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg +++ b/data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg @@ -61,13 +61,23 @@ A poisoned unit cannot be cured of its poison by a healer, and must seek the car #textdomain wesnoth-utbs -#define SPECIAL_NOTES_UTBS_HEALS -_" -• This unit is capable of basic healing and slowing dehydration."#enddef +#define NOTE_UTBS_HEALS +[special_note] + note=_"This unit is capable of basic healing and slowing dehydration." +[/special_note] +#enddef -#define SPECIAL_NOTES_UTBS_CURES -_" -• This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef +#define NOTE_UTBS_CURES +[special_note] + note=_"This unit is capable of healing those around it, slowing dehydration, and curing them of poison." +[/special_note] +#enddef + +#define NOTE_ETHEREAL +[special_note] + note=_"SPECIAL_NOTE^This unit is able to move through solid stone walls." +[/special_note] +#enddef # This is the Teaching ability owned by Garak @@ -177,25 +187,35 @@ Marksman attacks are only affected if the chance to hit is greater than 60%." [/dummy] #enddef -#define SPECIAL_NOTES_SHOCK -_" -• This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef +#define NOTE_SHOCK +[special_note] + note=_"This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively." +[/special_note] +#enddef -#define SPECIAL_NOTES_FORMATION -_" -• Groups of units of this type are able to shield each other in combat."#enddef +#define NOTE_FORMATION +[special_note] + note=_"Groups of units of this type are able to shield each other in combat." +[/special_note] +#enddef -#define SPECIAL_NOTES_DISENGAGE -_" -• This unit can move either before or after attacking."#enddef +#define NOTE_DISENGAGE +[special_note] + note=_"This unit can move either before or after attacking." +[/special_note] +#enddef -#define SPECIAL_NOTES_DAZE -_" -• This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef +#define NOTE_DAZE +[special_note] + note=_"This unit can daze its enemies, reducing their accuracy and defense until they end a turn." +[/special_note] +#enddef -#define SPECIAL_NOTES_DISTRACT -_" -• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef +#define NOTE_DISTRACT +[special_note] + note=_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them." +[/special_note] +#enddef #define ABILITY_DISENGAGE_EVENTS [event] From 02eda177f71f5b8d959e6a7e8752016b69d06cca Mon Sep 17 00:00:00 2001 From: Celtic Minstrel Date: Sun, 15 Sep 2019 11:30:59 -0400 Subject: [PATCH 19/19] WoV: Update special notes syntax --- data/campaigns/Wings_of_Victory/units/Gorer.cfg | 3 ++- data/campaigns/Wings_of_Victory/units/Tusker.cfg | 3 ++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/data/campaigns/Wings_of_Victory/units/Gorer.cfg b/data/campaigns/Wings_of_Victory/units/Gorer.cfg index 0c6b18fae09d..bc77730e3103 100644 --- a/data/campaigns/Wings_of_Victory/units/Gorer.cfg +++ b/data/campaigns/Wings_of_Victory/units/Gorer.cfg @@ -31,7 +31,8 @@ undead_variation=wolf cost=32 usage=fighter - description=_ "As Tuskers age, their already formidable teeth grow longer and more numerous. A mature boar gorer is a valuable asset to any farmer. An angry boar gorer is a challenge even to the best hunters"+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description=_ "As Tuskers age, their already formidable teeth grow longer and more numerous. A mature boar gorer is a valuable asset to any farmer. An angry boar gorer is a challenge even to the best hunters" + {NOTE_CHARGE} die_sound=tusker-die.ogg [movement_anim] [frame] diff --git a/data/campaigns/Wings_of_Victory/units/Tusker.cfg b/data/campaigns/Wings_of_Victory/units/Tusker.cfg index d11b7fbc5e4a..708ec0bd2ca1 100644 --- a/data/campaigns/Wings_of_Victory/units/Tusker.cfg +++ b/data/campaigns/Wings_of_Victory/units/Tusker.cfg @@ -31,7 +31,8 @@ undead_variation=wolf cost=22 usage=fighter - description=_ "Tuskers are hardy livestock. Their powerful limbs make them good beasts of burden. Their thick wool and hides make coarse, but serviceable clothing and their meat is tough, but filling. But an angry or wild tusker is not to be trifled with."+{SPECIAL_NOTES}+{SPECIAL_NOTES_CHARGE} + description=_ "Tuskers are hardy livestock. Their powerful limbs make them good beasts of burden. Their thick wool and hides make coarse, but serviceable clothing and their meat is tough, but filling. But an angry or wild tusker is not to be trifled with." + {NOTE_CHARGE} die_sound=tusker-die.ogg [movement_anim] [frame]