Strip trailing blank sign strings from BoEB and scenarios
This commit is contained in:
@@ -24,7 +24,6 @@
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<sign id="1">
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<![CDATA[Zaskiva Ferry|10 gold]]>
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</sign>
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<sign id="7" />
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<area top="8" left="21" bottom="11" right="23">Near Zaskiva</area>
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<area top="3" left="7" bottom="25" right="38">Zaskiva Isle</area>
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<area top="24" left="38" bottom="27" right="41">Near Zaskiva Ferry</area>
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@@ -75,7 +75,6 @@
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<sign id="2">
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<![CDATA[BEWARE - This area is uncontrolled!|Travel with extreme caution!]]>
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</sign>
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<sign id="7" />
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<area top="29" left="33" bottom="33" right="39">Gravel Valley</area>
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<string id="0">
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<![CDATA[You find the remains of a mage who crash landed while flying over these mountains. The wand at his side is still intact. Most everything else has been eaten by bears.]]>
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@@ -85,7 +85,6 @@
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<sign id="0">
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<![CDATA[Beware! Ogre Territory!]]>
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</sign>
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<sign id="7" />
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<string id="0">
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<![CDATA[Your Woodsman skill comes in handy! You see a narrow, windy path leading through the woods to the east.]]>
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</string>
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@@ -88,7 +88,6 @@
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<sign id="1">
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<![CDATA[SELATHNI - 80 miles south]]>
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</sign>
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<sign id="7" />
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<area top="32" left="36" bottom="35" right="39">Near Muck</area>
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<area top="8" left="3" bottom="31" right="45">Morrow Marsh</area>
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<area top="24" left="11" bottom="38" right="41">Morrow Marsh</area>
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@@ -126,7 +126,6 @@
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<sign id="3">
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<![CDATA[NOTE: Northwest Morrow's Isle is now SEALED territory (as per Empire decree DIP34A). Please be prepared to identify yourself upon departure.]]>
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</sign>
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<sign id="7" />
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<area top="18" left="15" bottom="30" right="22">Ogre Hills</area>
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<area top="29" left="10" bottom="33" right="13">Abandoned Valley</area>
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<area top="2" left="30" bottom="15" right="46">Fields of Rubble</area>
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@@ -97,7 +97,6 @@
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<sign id="4">
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<![CDATA[Don't be stupid! Watch out for rebels! Travel in groups!|Helpful Empire Message HEM104H]]>
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</sign>
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<sign id="7" />
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<area top="10" left="18" bottom="13" right="24">Near Selathni</area>
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<area top="5" left="11" bottom="13" right="28">Farmlands Around Selathni</area>
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<area top="33" left="12" bottom="39" right="19">Gooey Fen</area>
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@@ -34,7 +34,6 @@
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<onflee>-1</onflee>
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<sdf x="-1" y="-1" />
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</wandering>
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<sign id="7" />
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<string id="0">
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<![CDATA[A group of seedy types have set up a small fort here, in order to do things of questionable legality. Adventurers are always welcome. They gladly welcome you in.]]>
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</string>
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@@ -75,7 +75,6 @@
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<sign id="2">
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<![CDATA[EMPIRE SCUM STAY AWAY! THIS IS HILL RUNNER TERRITORY!]]>
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</sign>
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<sign id="7" />
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<area top="28" left="23" bottom="34" right="28">Clearing Around Fahl</area>
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<area top="6" left="36" bottom="11" right="41">Near Buzzard</area>
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<area top="1" left="26" bottom="18" right="46">Hill Runner Lands</area>
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@@ -5,7 +5,6 @@
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<sign id="0">
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<![CDATA[Morrow Marshes - east]]>
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</sign>
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<sign id="7" />
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<area top="26" left="0" bottom="31" right="4">Near Willow</area>
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<area top="23" left="34" bottom="28" right="38">Near Liam</area>
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<area top="26" left="1" bottom="31" right="4">Near Willow</area>
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@@ -18,7 +18,6 @@
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<onflee>-1</onflee>
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<sdf x="-1" y="-1" />
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</encounter>
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<sign id="7" />
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<area top="9" left="25" bottom="18" right="35">Rebel Valley</area>
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<string id="0">
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<![CDATA[Someone shouts from the hills "Keep going! You're almost to someone who can help you along!" You look up, but can't see who yelled it.]]>
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@@ -34,7 +34,6 @@
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<onflee>-1</onflee>
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<sdf x="-1" y="-1" />
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</encounter>
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<sign id="7" />
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<string id="0">
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<![CDATA[You reach another gate manned by Hill Runners. The guards here, however, aren't as friendly as at the earlier gate. While they're friendly and sociable, they make it clear that you aren't allowed to pass.]]>
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</string>
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@@ -66,7 +66,6 @@
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<onflee>-1</onflee>
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<sdf x="-1" y="-1" />
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</wandering>
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<sign id="7" />
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<string id="0">
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<![CDATA[Way out here, deep in the grim marshes, you find a small, sod hut. A thin wisp of smoke rises from its chimney. It's surrounded by herb gardens on all sides. The door is closed, but you could knock on it.]]>
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</string>
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@@ -388,7 +388,6 @@
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<sign id="5">
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<![CDATA[WELDE - MAGE EXTRAORDINAIRE]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[Unfortunately, news of your notoriety and criminal acts have reached the normally sleepy town of Willow. With a lusty shout, the guards raise the alarm.]]>
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</string>
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@@ -462,7 +462,6 @@
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<sign id="12">
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<![CDATA[To leave Morrow's Isle, go to end of dock.]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You walk up the dock into the city of Selathni. Looking around, it's hard to believe there's any trouble here. The people look happy and well fed, and the buildings and streets are clean and well taken care of.]]>
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</string>
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@@ -118,7 +118,6 @@
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<sign id="0">
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<![CDATA[To leave - Walk through here.|Remember - be fast! Be vigilant!]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[On the other side of the door, you find a table. A note has been left on it. Looks harmless enough. You pick it up and read it.]]>
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</string>
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@@ -219,7 +219,6 @@
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<sign id="3">
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<![CDATA[TOOLS OF THE TRADE|Fine Adventuring Supplies]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[As you pick through the rubble here, you notice you're seeing a lot of broken weapons and scraps of armor. Several of the scraps of armor have Empire soldier insignia on them.]]>
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</string>
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@@ -381,7 +381,6 @@
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<sign id="10">
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<![CDATA[HILL RUNNER STORAGE|Keep out!]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[It looks like this door has a magical alarm wired into it.]]>
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</string>
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@@ -26,7 +26,6 @@
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</item>
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<area top="3" left="23" bottom="17" right="28">Storage Cave</area>
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<area top="21" left="8" bottom="29" right="19">Old Rebel Barracks</area>
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<sign id="19" />
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<string id="0">
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<![CDATA[Back when the rebels were still underground, this was where a good number of them hid out. To the south, you see pallets on the floor. To the north are a number of storage boxes. ]]>
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</string>
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@@ -491,7 +491,6 @@
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<area top="36" left="4" bottom="43" right="8">Treasure Cave</area>
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<area top="41" left="35" bottom="43" right="43">Garbage Pit</area>
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<area top="6" left="8" bottom="11" right="13">Guard Room</area>
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<sign id="19" />
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<string id="0">
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<![CDATA[The ogre's lair is a lot quieter now that the demon is gone and his slaves have fled. You still hear grunts and howls from deep inside, and they still sound dangerous. Just not as much.]]>
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</string>
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@@ -518,7 +518,6 @@
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<sign id="2">
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<![CDATA[LABORATORY]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[If the Hill Runners hadn't told you that this outpost would be here, you would never have known to look for it. Now that you know, however, the narrow path and soldier's tracks are readily apparent.]]>
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</string>
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@@ -458,7 +458,6 @@
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<sign id="5">
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<![CDATA[WARNING - Magical Experimentation Taking Place! Do not proceed without protective amulet.]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You find a metal strongbox. A small sign on it reads "PROTECTIVE AMULETS - DO NOT proceed through caves without wearing one."]]>
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</string>
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@@ -719,7 +719,6 @@
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<sign id="12">
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<![CDATA[QUALITY STORAGE]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[Time breaks up for you for a while. You aren't sure what happened. You entered the fort. Rebels surrounded you and beat you senseless. The last thing you remember is a man in leather armor standing over you, debating over whether to kill you or not.]]>
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</string>
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@@ -667,7 +667,6 @@
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<sign id="8">
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<![CDATA[STALKER'S THRONE ROOM]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You step inside Stalker's Fortress. It's not so much a castle as a warren, one incredibly well guarded gate, followed by a long, natural gallery with buildings burrowed into the wall along it.]]>
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</string>
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@@ -112,7 +112,6 @@
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</creature>
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<area top="2" left="8" bottom="19" right="23">Path to Dock</area>
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<area top="21" left="6" bottom="30" right="17">Small Shipyard</area>
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<sign id="19" />
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<string id="0">
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<![CDATA[The chest contains all sorts of paperwork. Most of it is simple letters and correspondence. One slender volume, however, contains alchemical recipes.]]>
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</string>
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@@ -68,7 +68,6 @@
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<sign id="0">
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<![CDATA[Questioning Chamber|Sit in chair to be judged and commanded.]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You reach the questioning chamber. It's an eerie room, bare except for dim, flickering torches on the walls, and a gilt throne in the center of the room. It's empty, and you suspect you may be supposed to be sitting in it.]]>
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</string>
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@@ -691,7 +691,6 @@
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<area top="58" left="23" bottom="62" right="37">Holding Cells</area>
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<area top="8" left="26" bottom="18" right="32">Common Room</area>
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<area top="20" left="41" bottom="31" right="44">Front Gates</area>
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<sign id="19" />
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<string id="0">
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<![CDATA[When you get close to the door, a keyhole suddenly appears under the handle, surrounded by a circle of flames. On a hunch, you quickly insert Jaen's key into the hole and turn it. The flames disappear, and the door becomes unlocked.]]>
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</string>
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@@ -451,7 +451,6 @@
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<sign id="7">
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<![CDATA[Shrine of Lasting Harmony]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[Word of your notorious deeds has reached the town of Liam. The guards call out an alarm ...]]>
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</string>
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@@ -362,7 +362,6 @@
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<sign id="5">
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<![CDATA[(Crude etchings of swamp folk have been etched into the side of this obelisk in acid.)]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You find the remains of a patrol of Empire soldiers, bodies scorched and seared by the acid of the swamp folk. Oh well. At least the weird humanoids didn't eat them.]]>
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</string>
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@@ -388,7 +388,6 @@
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<sign id="7">
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<![CDATA[Keep out!]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[The floor stones in the doorway look a little bit loose. Could be shoddy construction. It could also be a trap.]]>
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</string>
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@@ -482,7 +482,6 @@
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<sign id="5">
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<![CDATA[PALACE OF LORD VOLPE]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You return to the city of Zaskiva, which is still reeling from the effects of the explosion. One such effect is bands of uncontrolled guards roaming the streets, carrying out a vigilante "investigation" of the crime.]]>
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</string>
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@@ -449,7 +449,6 @@
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<sign id="2">
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<![CDATA[COMMANDER KHOTAN]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[You step, for the first time, into the ruins of an old, abandoned Empire outpost. It was quite a structure. These thick walled, reinforced stone tunnels looks like they burrow deep into the hillside.]]>
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</string>
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@@ -368,7 +368,6 @@
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<area top="30" left="28" bottom="46" right="38">Underground Lake</area>
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<area top="4" left="5" bottom="13" right="17">Drake Lair</area>
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<area top="11" left="1" bottom="15" right="7">Drake Treasure Chamber</area>
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<sign id="19" />
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<string id="0">
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<![CDATA[You enter a large chamber. In the ceiling, you see a shaft extending straight up about 30 or 40 feet to a brightly lit chamber. At the top, you see ogres peering down at you, laughing and pointing.]]>
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</string>
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@@ -630,7 +630,6 @@
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<sign id="12">
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<![CDATA[PRESS IN CASE OF DISEASE]]>
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</sign>
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<sign id="19" />
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<string id="0">
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<![CDATA[This chest was once filled with suits of leather armor. The harsh atmosphere of the sewers has rotted them all away. Of course, being adventurers, you search through it all anyway, looking for loot.]]>
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</string>
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