[wesnoth-commits] [wesnoth/wesnoth] 67ea5b: DiD: Explain the Inky encounter logic
Andrey Bienkowski
noreply at github.com
Mon Jan 18 19:58:13 UTC 2021
Branch: refs/heads/master
Home: https://github.com/wesnoth/wesnoth
Commit: 67ea5b5eede1a16930bc04e553fff7e2e9af93e5
https://github.com/wesnoth/wesnoth/commit/67ea5b5eede1a16930bc04e553fff7e2e9af93e5
Author: Andrey Bienkowski <hexagonrecursion at gmail.com>
Date: 2021-01-18 (Mon, 18 Jan 2021)
Changed paths:
M data/campaigns/Descent_Into_Darkness/scenarios/10_Endless_Night.cfg
Log Message:
-----------
DiD: Explain the Inky encounter logic
Commit: 26ac543d7158fae34e3c80e5a77e11fe0e9b7326
https://github.com/wesnoth/wesnoth/commit/26ac543d7158fae34e3c80e5a77e11fe0e9b7326
Author: Andrey Bienkowski <hexagonrecursion at gmail.com>
Date: 2021-01-18 (Mon, 18 Jan 2021)
Changed paths:
M data/campaigns/Descent_Into_Darkness/scenarios/10_Endless_Night.cfg
Log Message:
-----------
[wmllint] DiD: suppress: Inky speaks in his/her "die" event rather than "last breath"
It is a common mistake to have a unit speak in his/her "die" event (after the death animation is played). Wmllint tries to catch that. In this case, however, Inky does not actually die (as far as the plot is concerned) so it is a perfectly
valid stylistic choice for her to make a "Bloub" sound as she dives into the water.
Compare: https://github.com/wesnoth/wesnoth/compare/b155192fb389...26ac543d7158
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