revert erroneous travis commit

This commit is contained in:
Peter Gorniak 2020-03-22 17:21:57 -07:00
parent c59ad6708c
commit 230d243462
17 changed files with 6 additions and 238 deletions

View File

@ -135,24 +135,5 @@
"set_name": "Seaside",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "S"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

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@ -35,7 +35,5 @@
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie",
"Projects": "Projects",
"Way": "Way",
"Ways": "Ways"
"Projects": "Projects"
}

View File

@ -135,24 +135,5 @@
"set_name": "Seaside",
"set_text": "Gebt mir ein Schiff und einen Stern, der mich leitet … und jemanden der weiß, wie man sich von den Sternen leiten lässt. Endlich kannst du dich auf den Weg machen. Hinaus auf die hohe See, die von Piraten übersät ist, schickst du Schiffe, die von Ratten übersät sind, um fernab von Häfen, die von Händlern übersät sind, neue Handelsrouten aufzubauen. Zuerst wirst du Stützpunkte auf fernen Inseln errichten. Die Eingeborenen scheinen freundlich gesonnen, du kannst ihre Friedensrufe von Weitem hören und schon aus der Ferne werfen sie dir Speere und giftige Pfeile als Willkommensgeschenke zu. Eines Tages wird all das dir gehören.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "S"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

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@ -35,7 +35,5 @@
"Traveller": "Reisender",
"Treasure": "Geld",
"Victory": "Punkt",
"Zombie": "Zombie",
"Way": "Way",
"Ways": "Ways"
"Zombie": "Zombie"
}

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@ -105,16 +105,6 @@
"short_name": "Intrigue",
"text_icon": "I2"
},
"menagerie": {
"set_name": "Menagerie",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return.",
"text_icon": "M"
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"set_text": "",
"text_icon": "M"
},
"nocturne": {
"set_name": "Nocturne",
"set_text": "You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.\n<i>Dominion: Nocturne</i>, the 11th expansion to <i>Dominion</i>, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.",
@ -145,15 +135,5 @@
"set_name": "Seaside",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "S"
},
"menagerie": {
"set_name": "Menagerie",
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
"set_text": ""
}
}

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@ -35,13 +35,5 @@
"Traveller": "Traveller",
"Treasure": "Treasure",
"Victory": "Victory",
<<<<<<< Updated upstream
"Zombie": "Zombie",
"Way": "Way",
"Ways": "Ways"
=======
"Way": "Way",
"Ways": "Ways",
"Zombie": "Zombie"
>>>>>>> Stashed changes
}

View File

@ -135,24 +135,5 @@
"set_name": "Rivages",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "R"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

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@ -35,7 +35,5 @@
"Treasure": "Trésor",
"Victory": "Victoire",
"Zombie": "Zombie",
"Projects": "Projects",
"Way": "Way",
"Ways": "Ways"
"Projects": "Projects"
}

View File

@ -135,24 +135,5 @@
"set_name": "Seaside",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "S"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

View File

@ -35,7 +35,5 @@
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie",
"Projects": "Projects",
"Way": "Way",
"Ways": "Ways"
"Projects": "Projects"
}

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@ -83,22 +83,5 @@
"tab-height": 0.9,
"tab-only": false,
"width": 8.57
},
{
"gap-horizontal": 0.254,
"gap-vertical": 0.0,
"height": 1.693,
"margin-left": 0.975,
"margin-top": 1.306,
"name": "Label Herma 4201 A4",
"names": [
"H4201"
],
"pad-horizontal": 0.2,
"pad-vertical": 0.2,
"paper": "A4",
"tab-height": 1.5,
"tab-only": true,
"width": 4.572
}
]

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@ -135,24 +135,5 @@
"set_name": "Hijs De Zeilen",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "HZ"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

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@ -35,7 +35,5 @@
"Treasure": "Geld",
"Victory": "Overwinning",
"Zombie": "Zombie",
"Projects": "Projects",
"Way": "Way",
"Ways": "Ways"
"Projects": "Projects"
}

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@ -207,27 +207,6 @@
"set_text": "",
"text_icon": "*"
},
"menagerie": {
"edition": [
"1",
"latest"
],
"image": "menagerie_set.png",
"set_name": "*menagerie*",
"set_text": "",
"text_icon": "*"
},
"menagerie extras": {
"edition": [
"1",
"latest"
],
"image": "menagerie_set.png",
"no_randomizer": true,
"set_name": "*menagerie extras*",
"set_text": "",
"text_icon": "*"
},
"nocturne": {
"edition": [
"1",

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@ -74,17 +74,6 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Attack",
"Reaction"
],
"card_type_image": "reaction.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
@ -116,17 +105,6 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
"Duration",
"Attack"
],
"card_type_image": "duration.png",
"defaultCardCount": 10,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Action",
@ -641,23 +619,5 @@
"defaultCardCount": 6,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Way"
],
"card_type_image": "way.png",
"defaultCardCount": 1,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Ways"
],
"card_type_image": "way.png",
"defaultCardCount": 0,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
}
]

View File

@ -135,24 +135,5 @@
"set_name": "Seaside",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
"text_icon": "S"
},
"menagerie": {
"set_name": "Menagerie",
<<<<<<< Updated upstream
"text_icon": "*",
"set_text": ""
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "*",
=======
"text_icon": "M",
"set_text": "Dominion, thats what youre trying to achieve. This time with animals! They each have a lesson to teach, whether its how to spit really far, or what kind of grass tastes the best. Its a lot to keep track of, but youre like an elephant: you remember everything. And youre afraid of mice. Youve taken up riding. Horses are intimidating; they say you can lead a horse to water, but you havent managed it. So youre working your way up, starting with dogs. So far so good; the dog hasnt bucked you off yet. Your menagerie got off to a poor start, with just a goat, two rats, and the advisor who suggested starting a menagerie. You couldnt get that fox you wanted, but it was probably bad anyway. Now youve got some camels, which are just as useless for sewing as youd been warned, and a turtle that can hold its breath for longer than anyone can stay interested. Soon the animal kingdom will be yours.\nThis is the 13th expansion to <i>Dominion</i>. It has 400 cards, with 30 new Kingdom cards. There are Horses that save a draw for later, Exile mats that cards can be sent to and rescued from, and Ways that give Actions another option. Events return."
},
"menagerie extras": {
"set_name": "Menagerie Extras",
"text_icon": "M",
>>>>>>> Stashed changes
"set_text": ""
}
}

View File

@ -35,7 +35,5 @@
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie",
"Projects": "Projects",
"Way": "Way",
"Ways": "Ways"
"Projects": "Projects"
}