forked from Mirrors/openclonk
Fixed parameters and text in SetGamma.xml, Schedule.xml and Effects.xml
I also managed to get rid off the extra " automatically inserted at the end of the Schedule examples, by adding a <funclink></funclink> after the last ". The string is not highlighted green now, but it not even was before. Signed-off-by: Tobias Zwick <newton@westnordost.de>scancodes-fix
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58ea47a4fd
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8bce48f166
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE doc
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SYSTEM '../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../clonk.xsl"?>
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@ -71,12 +71,12 @@ func Activate(object caster, object caster2)
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func FxInvisPSpellStart(object target, proplist effect)
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{
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// Vorherige Sichtbarkeit des Zauberers speichern
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// Save the casters previous visibility
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effect.visibility = target.Visibility;
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effect.old_mod = target-><funclink>GetClrModulation</funclink>();
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// Zauberer unsichtbar machen
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// Make the caster invisible
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target.Visibility = <funclink>VIS_Owner</funclink> | <funclink>VIS_Allies</funclink> | <funclink>VIS_God</funclink>;
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// Halbdurchsichtig bläulich für den Besitzer und Verbündete
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// Semitransparent and slightly blue for owner and allies
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target->SetClrModulation(<funclink>ModulateColor</funclink>(effect.old_mod, RGBa(127,127,255,127)));
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// Fertig
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return true;
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@ -37,11 +37,11 @@
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<remark>Accordingly, the specified script can be a single command only. It may not contain multiple commands separated by ";".</remark>
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<examples>
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<example>
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<code>Schedule("<funclink>Explode</funclink>(50)", 1000, 0, <funclink>FindObject</funclink>(<funclink>Find_ID</funclink>(Clonk)));</code>
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<code>Schedule(<funclink>FindObject</funclink>(<funclink>Find_ID</funclink>(Clonk)), "<funclink>Explode</funclink>(50)"<funclink></funclink>, 1000);</code>
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<text>Makes a clonk explode after 1000 ticks delay.</text>
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</example>
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<example>
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<code>Schedule("<funclink>SetWealth</funclink>(<funclink>GetPlayerByIndex</funclink>(0), <funclink>GetWealth</funclink>(<funclink>GetPlayerByIndex</funclink>(0)) + 1)", 1, 100);</code>
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<code>Schedule(<code>nil</code>, "<funclink>DoWealth</funclink>(<funclink>GetPlayerByIndex</funclink>(0), 1)"<funclink></funclink>, 1, 100);</code>
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<text>Gives one unit of money per frame to the first player for 100 frames. Notice that if the first player is eliminated, the donations will continue for the next (first) player, since the receiving player is determined anew in each execution.</text>
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</example>
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</examples>
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@ -78,7 +78,7 @@
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<examples>
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<example>
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<code>SetGamma(<funclink>RGB</funclink>(50,0,0), <funclink>RGB</funclink>(140,100,100), <funclink>RGB</funclink>(255,220,220));</code>
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<text>Adds a light blue hue to the game.</text>
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<text>Adds a light red hue to the game.</text>
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</example>
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</examples>
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<related>
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