Keneth |
12-04-2008 03:28 PM |
I see I was already beaten to the punch so I'm just going to make some minor edits to the last version (by Nike-It).
Code:
mod_army_of_dark_name=Army of Darkness
mod_army_of_dark_author=Lestas, Ayven
itm_death_manual_name=^?^Forsaken Book
itm_death_manual_taken=^?^
itm_death_manual_minfo=^?^
itm_death_manual_mhint=^?^
itm_death_manual_info=^?^By using this book you can reveal the darkest secrets and mysteries of the Underworld but the price of doing so is your soul. Only the strongest can survive the Ritual of Darkness.
itm_death_manual_hint=^?^Ancient book of forbidden knowledge.<br><br>[sys]Usage:<br>[d]transforms Archmages into Adepts of Darkness [u](you must have Archmages in your army)<br>[d]transforms Alchemists into Demolishers[u](you must have Alchemists in your army).<br>[d]transforms Orc Shamans into Ritualists[u](you must have Shamans in your army)<br>[d]transforms Dryads into Ice Nymphs [u](you must have Dryads in your Army)<br>[d]Transforms one kind of units per use
cpn_driad=Ice Nymph
cpsn_driad=Ice Nymphs
cpn_dwarfrost=Frost Needles
cpn_darkmage=Adept of Darkness
cpsn_darkmage=Adepts of Darkness
cpn_dark=Darkling
cpsn_dark=Darklings
cpn_evilgenius=Demolisher
cpsn_evilgenius=Demolishers
cpn_kamikaze_ram=Bomb-o-Ram
cpsn_kamikaze_ram=Bomb-o-Rams
cpn_spiritist=Ritualist
cpsn_spiritist=Ritualists
cpn_hint_dwarfrost=Frost Needles
globstr_1972821248=Do you want to instruct your troops in the ways of Darkness, forsaking their souls for eternity?<br><br>(Usually only half of the troops survive the Initiation Ritual)
soulmaster_header=^def_hint_t0^Soul Lord
soulmaster_hint=^def_hint_t1^Killing an enemy, they tear their souls from their bodies, turning their corpses into Evilins. Adepts can use Evilins in their dark rituals.
resurrect_header=^def_hint_t0^Sold the Soul
resurrect_hint=^def_hint_t1^When they die, their souls are taken by Darkness and their bodies turned to Evilins.
dark_header=^def_hint_t0^Darkborn
dark_hint=^def_hint_t1^Born from Darkness, Darklings are immune to poison and astral damage but are vulnerable to fire and daylight. Their defense drops to 1 during daytime and bright sunlight will cause their bodies to crumble.<br>Their foul touch will give birth to an Evilin each time they slay an enemy troop.
ev_kamikaze_header=^def_hint_t0^Walking bomb
ev_kamikaze_hint=^def_hint_t1^Dies after landing its attack. If Bomb-o-Ram stops next to an enemy unit, it explodes, inflicting damage to all nearby creatures.
ev_mechanical_header=^def_hint_t0^Mechanical
ev_mechanical_hint=^def_hint_t1^Can move only in a straight line, ignores traps, and is immune to magic, mind-affecting, plague, and several other effects.
ev_darkchild_header=^def_hint_t0^Dark Creation
ev_darkchild_hint=^def_hint_t1^A mechanism using the power of Evilins. After its destruction an Evilin will be left on the battlefield.
spirit_master_header=^def_hint_t0^Spirit master
spirit_master_hint=^def_hint_t1^Attacks by using dark spiritual energy. Creatures not immune to mind-affecting attacks are driven away from the place they were standing by the evil spirits.
special_blast_bulb_name=Explosive Liquid
special_blast_bulb_head=^special_tC^[Bad]
special_blast_bulb_hint=^special_t^Inflicts 16-27 fire damage to target troop and all nearby units, setting them on fire.
special_dark_bulb_name=Unholy Water
special_dark_bulb_head=^special_tC^[Bad]
special_dark_bulb_hint=^special_t^Deals 10-30 astral damage and inflicts poison on target troop and all nearby units.
special_summon_ram_name=Create a Bomb-o-Ram
special_summon_ram_head=^special_tC^[Good]
special_summon_ram_hint=^special_t^Creates a few kamikaze rams.
special_shiva_song_name=Song of Shiva
special_shiva_song_head=^special_tC^[Bad]
special_shiva_song_hint=^special_t^Inflicts 1-2 cold damage and freezes all troops in the area of effect. Allied troops only have a 50% chance to be frozen.
special_ice_jail_name=Ice Prison
special_ice_jail_head=^special_tC^[Bad]
special_ice_jail_hint=^special_t^Inflicts 8-11 physical damage to target troop, surrounding them with ice needles. Freezes fiery creatures.
special_fire_disaster_name=Blazing Cataclysm
special_fire_disaster_head=^special_tC^[Bad]
special_fire_disaster_hint=^special_t^Inflicts 16-27 fire damage to target troop and all nearby units.
special_lightning_barrier_name=Lightning Barrier
special_lightning_barrier_head=^special_tC^[Good]
special_lightning_barrier_hint=^special_t^Surrounds a friendly troop with an electric barrier, inflicting 25-30 magic damage to all surrounding troops with a chance of shocking them.
cpi_driad_feat=Undead, Soaring, No retaliation, Beauty, Charm, Sold the Soul.
cpi_spiritist_feat=Undead, Spirit Master, Sold the Soul.
cpi_evilgenius_feat=Undead, Acid Cannon, No melee penalty, Sold the Soul.
cpi_kamikaze_ram_feat=Walking bomb, Mechanical, Dark Creation.
cpi_darkmage_feat=Undead, Magic Protection, Vampirism, Soul Lord, Sold the Soul.
cpi_darkwarrior_feat=Undead, Phantom, Vampirism, Insane, Darkborn.
special_zlogn_name=Dark Ritual
special_zlogn_head=^special_tC^[Good]
special_zlogn_hint=^special_t^Sacrifices a corpse of a living being to Darkness, creating an Evilin, a batch of pure dead energy, in its place.<br><br><color=222,194,94>Using on Evilins:</color><br>Summons Darklings, the dreadful warriors of Darkness whose only great weakness is daylight.
sw_zlogn=There are no Evilins or corpses to start the Ritual.
special_decay_name=Dark Reign
special_decay_head=^special_tC^[Bad]
special_decay_small=^special_t^Enemy Defense is lowered to 1.
special_decay_hint=^special_t^The Adept uses Dark Magic to make enemies more vulnerable to attacks of the Army of Darkness. Target's defense is reduced to 1.<br><br><color=222,194,94>Using on allied Adept:</color><br>Target Adept will consume all the Evilins on the battlefield, empowering his spellcasting abilities. Each consumed Evilin will provide an addititonal charge.
special_dark_name=Dark Blast
special_dark_head=^special_tC^[Bad]
special_sham_dark_hint=^special_t^Adept strikes an enemy target with a blast of pure evil energy, inflicting <color=255,255,255><gen=gen_star_dmg></color> astral damage. The power of the blast doubles with each collected Evilin.<br>Each use of the strengthened blast will consume one of the Evilins.<br><color=222,194,94>Evilins collected: [d]<gen=gen_zlogn_count>.<br><br><color=222,194,94>Using on Evilins:</color><br>Explodes target Evilin inflicting <color=255,255,255><gen=gen_star_dmg></color> damage.
effect_zlogn_name=Evilin
effect_zlogn_head=^special_tC^[Good]
effect_zlogn_small=^special_t^Evilins collected: <gen=gen_zlogn_count>.
special_darkway_name=Dark Way
special_darkway_head=^special_tC^[Good]
special_darkway_hint=^special_t^Using hidden ways of Dark World, Darklings can pass 3-4 hexes at once.
Did some rewording on several entries, fixed the punctuation, and corrected the spelling. Changed the Spawn of Darkness into Dark Creation since machines aren't really spawned and several other entries like Fire Disaster into Blazing Cataclysm. Dark Star sounded kinda retarded (no offense), stars are celestial bodies in space, you don't throw that around. :P I haven't seen what it looks like so I changed it into blast for now. Anyway, Change back what you don't like. I'm not sure what the [Good] and [Bad] entries are so I left them as they are. I also don't understand you meant by Dark Way ability so I'll fix it later.
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