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Feature #854150 ยป 0030-ruledit-comments-3.1.txt-Get-rid-of-all-tabs.patch

Marko Lindqvist, 2019-12-29 06:14 PM

View differences:

data/ruledit/comments-3.1.txt
; ruler_female_title = The default female ruler title for the government type.\n\
; See above ruler_male_title.\n\
; helptext = optional help text string; should escape all raw newlines\n\
; so that xgettext parsing works\n\
; so that xgettext parsing works\n\
;\n\
; */ <-- avoid gettext warnings\n\
"
......
; for no alternate graphic.\n\
; tech_req = required advance, names from techs.ruleset, or special:\n\
; \"None\" => available from start\n\
; impr_req = required city improvement, names from buildings.ruleset\n\
; impr_req = required city improvement, names from buildings.ruleset\n\
; gov_req = required government, names from governments.ruleset\n\
; obsolete_by = can be upgraded to and made obsolete by another unit by name\n\
; build_cost = production shields required to build\n\
......
; veteran_move_bonus =\n\
;\n\
; roles = special role strings\n\
; sound_move = optional sound effect when the unit moves\n\
; sound_move = optional sound effect when the unit moves\n\
; sound_move_alt= optional alternative sound effect if above not\n\
; supported in client\n\
; sound_fight = optional sound effect when the unit fights\n\
; supported in client\n\
; sound_fight = optional sound effect when the unit fights\n\
; sound_fight_alt = optional alternative sound effect if above not\n\
; supported in client\n\
; supported in client\n\
; helptext = optional help text string; should escape all raw newlines\n\
; so that xgettext parsing works\n\
;\n\
......
;\n\
; \"IgZOC\" = ignore Zones of Control (ZOC) even if unit class has\n\
; \"ZOC\" flag\n\
; \"HasNoZOC\" = unit has no Zone of Control (ZOC), thus any unit can move\n\
; around it freely\n\
; \"NonMil\" = a non-military unit: no attacks; no martial law; can enter\n\
; \"HasNoZOC\" = unit has no Zone of Control (ZOC), thus any unit can move\n\
; around it freely\n\
; \"NonMil\" = a non-military unit: no attacks; no martial law; can enter\n\
; peaceful borders; DoesntOccupyTile\n\
; \"IgTer\" = use constant move cost defined in igter_cost (terrain.ruleset)\n\
; rather than terrain/road etc cost, unless terrain cost is\n\
; less\n\
; \"OneAttack\" = can only make a single attack, regardless of movement points\n\
; \"FieldUnit\" = cause unhappiness even when not being aggressive\n\
; \"OneAttack\" = can only make a single attack, regardless of movement points\n\
; \"FieldUnit\" = cause unhappiness even when not being aggressive\n\
; \"BeachLander\" = won\'t lose all its movement when moving from non-native\n\
; terrain to native terrain even if slow_invasions is on.\n\
; \"Settlers\" = can irrigate and build roads\n\
; \"Diplomat\" = can defend against diplomat actions (see diplchance\n\
; \"Settlers\" = can irrigate and build roads\n\
; \"Diplomat\" = can defend against diplomat actions (see diplchance\n\
; server option)\n\
; \"Spy\" = strong in diplomatic battles. _Must_ be \"Diplomat\" also\n\
; \"CoastStrict\" = (sea only) cannot leave coast\n\
......
; \"Fanatic\" = can only be built by governments that allow them\n\
; (see civ2/governments.ruleset, Fundamentalism government)\n\
; \"Unique\" = a player can only have one of these units in the game at\n\
; the same time; barbarians cannot use this at present\n\
; the same time; barbarians cannot use this at present\n\
; \"GameLoss\" = losing one of these units means you lose the game, but it\n\
; is produced without homecity and upkeep\n\
; is produced without homecity and upkeep\n\
; \"EvacuateFirst\" = the game will try to rescue units with this flag before\n\
; it tries to rescue units without it when their transport\n\
; is destroyed. Think of the Birkenhead drill (\"women and\n\
; children first\"). Replace \"women and children\" with\n\
; \"units with the EvacuateFirst unit type flag\".\n\
; \"SuperSpy\" = this unit always wins diplomatic contests, that is, unless\n\
; it encounters another SuperSpy, in which case defender wins;\n\
; can also be used on non-diplomat units, in which case it can\n\
; protect cities from diplomats; also 100% spy survival chance\n\
; it encounters another SuperSpy, in which case defender wins;\n\
; can also be used on non-diplomat units, in which case it can\n\
; protect cities from diplomats; also 100% spy survival chance\n\
; \"NoHome\" = this unit has no homecity and will be free of all upkeep, and\n\
; therefore will not revolt along with its city of origin should\n\
; it be incited\n\
; therefore will not revolt along with its city of origin should\n\
; it be incited\n\
; \"NoVeteran\" = this unit cannot gain veteran levels through experience\n\
; (as if both base_raise_chance and work_raise_chance were zero);\n\
; it can still gain veterancy through Veteran_Build, etc\n\
......
; \"NoBuild\" = this unit cannot be built\n\
; \"BadWallAttacker\" = the firepower of this unit is set to 1 if\n\
; attacking a city\n\
; defended by a city wall (or other city building defense)\n\
; defended by a city wall (or other city building defense)\n\
; \"BadCityDefender\" = if attacked while in a city, firepower is set to 1\n\
; and firepower of attacker is doubled (the Pearl Harbour\n\
; and firepower of attacker is doubled (the Pearl Harbour\n\
; rule)\n\
; \"BarbarianOnly\" = only barbarians can build this unit\n\
; \"Shield2Gold\" = Switch from shield upkeep to gold upkeep possible\n\
......
;\n\
; music_peaceful = Music to play when nation in peaceful mood\n\
; music_combat = Music to play when nation in combat mood\n\
; reqs = requirements to activate the style (see effects.ruleset\n\
; and README.effects for help on requirements)\n\
; reqs = requirements to activate the style (see effects.ruleset\n\
; and README.effects for help on requirements)\n\
;\n\
; */ <-- avoid gettext warnings\n\
"
......
; plain tag is used instead.\n\
; graphic_alt = fallback graphic tag in case the specialist graphic isn't\n\
; found.\n\
; reqs = requirements to have the specialist pick (see\n\
; reqs = requirements to have the specialist pick (see\n\
; effects.ruleset and README.effects for help on requirements)\n\
; helptext = optional help text string; should escape all raw newlines\n\
; so that xgettext parsing works\n\
    (1-1/1)