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[Wesnoth-cvs-commits] wesnoth/data help.cfg


From: Yann Dirson
Subject: [Wesnoth-cvs-commits] wesnoth/data help.cfg
Date: Wed, 24 Nov 2004 20:05:44 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Yann Dirson <address@hidden>    04/11/25 00:54:45

Modified files:
        data           : help.cfg 

Log message:
        update help texts to take advantage of new incremental string syntax

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.18&tr2=1.19&r1=text&r2=text

Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.18 wesnoth/data/help.cfg:1.19
--- wesnoth/data/help.cfg:1.18  Thu Oct 21 20:49:55 2004
+++ wesnoth/data/help.cfg       Thu Nov 25 00:54:45 2004
@@ -57,7 +57,7 @@
 [topic]
 id=introduction_topic
 title= _ "Introduction"
-text= _ "<img>src=misc/logo.png align=middle box=no</img>
+text="<img>src=misc/logo.png align=middle box=no</img>" + _"
 
 Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual 
amongst modern strategy games. While other games strive for complexity, both in 
rules and gameplay, Battle for Wesnoth strives for simplicity of rules and 
gameplay. This does not make the game simple, however - from these simple rules 
arise a wealth of strategy, making the game easy to learn but a challenge to 
master."
 [/topic]
@@ -65,23 +65,24 @@
 [topic]
 id=fundamentals
 title= _ "Fundamentals of Gameplay"
-text= _ "This page outlines all you need to know to play Battle for Wesnoth. 
It covers how to play and the basic mechanics behind the game. For more 
information on conquering the game, you may wish to consult 
<ref>dst=basic_strategy text='Basic Strategy'</ref> and 
<ref>dst=multiplayer_strategy text='Multiplayer Strategy'</ref>. Keep in mind 
that this is just an outline - for special exceptions and situations, please 
follow the links included.
+text= _ "This page outlines all you need to know to play Battle for Wesnoth. 
It covers how to play and the basic mechanics behind the game. For more 
information on conquering the game, you may wish to consult 
<ref>dst=basic_strategy text='Basic Strategy'</ref> and 
<ref>dst=multiplayer_strategy text='Multiplayer Strategy'</ref>. Keep in mind 
that this is just an outline - for special exceptions and situations, please 
follow the links included." + _"
 
-To begin with, it's best to click the <italic>text=Tutorial</italic> button at 
the main menu. This will take you to the interactive tutorial, which will teach 
you the basics of Wesnoth. After this, it is recommended that you play the Heir 
to the Throne campaign first - click <italic>text=Campaign</italic> then 
<italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite 
challenging, you may wish to start on <italic>text=Easy</italic>.
+To begin with, it's best to click the <italic>text=Tutorial</italic> button at 
the main menu. This will take you to the interactive tutorial, which will teach 
you the basics of Wesnoth. After this, it is recommended that you play the Heir 
to the Throne campaign first - click <italic>text=Campaign</italic> then 
<italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite 
challenging, you may wish to start on <italic>text=Easy</italic>." + "
 
-<img>src=help/tooltip.png align=right float=yes</img>While playing, keep in 
mind that if you mouse-over many items on the menu bar to the right, a brief 
description will pop up explaining that item. This is especially useful when 
you encounter new abilities for the first time."
+<img>src=help/tooltip.png align=right float=yes</img>" + 
+_"While playing, keep in mind that if you mouse-over many items on the menu 
bar to the right, a brief description will pop up explaining that item. This is 
especially useful when you encounter new abilities for the first time."
 [/topic]
 
 [topic]
 id=recruit_and_recall
 title= _ "Recruiting and Recalling"
-text= _ "<img>src=help/recruit.png align=left float=yes</img>At the start of 
any battle, and at times during it, you will need to recruit units into your 
army. To recruit, you must have your leader (Konrad in the Heir to the Throne 
campaign) on the Keep square of a Castle. Then you may recruit by either 
choosing Recruit from the menu or right-clicking on a hex and selecting 
<italic>text=Recruit</italic>. This brings up the recruit menu, which lists 
units available for recruitment, along with their gold cost. Click on a unit to 
see its statistics to the left, then press the recruit button to recruit it.
+text="<img>src=help/recruit.png align=left float=yes</img>" + _"At the start 
of any battle, and at times during it, you will need to recruit units into your 
army. To recruit, you must have your leader (Konrad in the Heir to the Throne 
campaign) on the Keep square of a Castle. Then you may recruit by either 
choosing Recruit from the menu or right-clicking on a hex and selecting 
<italic>text=Recruit</italic>. This brings up the recruit menu, which lists 
units available for recruitment, along with their gold cost. Click on a unit to 
see its statistics to the left, then press the recruit button to recruit it." + 
_"
 
-If you right-clicked on a castle hex and selected recruit, the new unit will 
appear in that square. Otherwise, it will appear in a free square near the 
keep. You may only recruit as many units as you have free hexes in your castle, 
and you cannot spend more gold than you actually have on recruiting.
+If you right-clicked on a castle hex and selected recruit, the new unit will 
appear in that square. Otherwise, it will appear in a free square near the 
keep. You may only recruit as many units as you have free hexes in your castle, 
and you cannot spend more gold than you actually have on recruiting." + _"
 
-Recruited units come with two random <ref>dst=traits text=Traits</ref> which 
modify their statistics.
+Recruited units come with two random <ref>dst=traits text=Traits</ref> which 
modify their statistics." + _"
 
-In later scenarios, you may also Recall survivors from earlier battles. 
Recalling functions identically to Recruiting, save that recalling costs a 
standard 20 gold and presents you with a list of all surviving units from 
previous scenarios.
+In later scenarios, you may also Recall survivors from earlier battles. 
Recalling functions identically to Recruiting, save that recalling costs a 
standard 20 gold and presents you with a list of all surviving units from 
previous scenarios." + _"
 
 Keep in mind that units not only cost gold to Recruit or Recall, they also 
require money to support. See <ref>dst=income_and_upkeep text='Income and 
Upkeep'</ref> for more information."
 [/topic]
@@ -89,9 +90,9 @@
 [topic]
 id=movement
 title= _ "Movement"
-text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit 
you wish to move, then click on the hex you wish to move it to. When selected, 
all the hexes a unit can move to this turn will be highlighted, and all those 
it can't made dull. Mousing over a dull square will show the number of turns 
required to reach it, and clicking will cause the unit to move towards it by 
the fastest route over this and subsequent turns.
+text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit 
you wish to move, then click on the hex you wish to move it to. When selected, 
all the hexes a unit can move to this turn will be highlighted, and all those 
it can't made dull. Mousing over a dull square will show the number of turns 
required to reach it, and clicking will cause the unit to move towards it by 
the fastest route over this and subsequent turns." + _"
 
-Each unit has a certain number of movement points which are expended when 
moving into a new hex, depending on the <ref>dst=terrain text=Terrain</ref> of 
that particular hex. For instance, grassland nearly always costs 1 movement 
point to enter. Exactly how many movement points are spent entering a hex 
depends on the unit type - in forest, elvish units only spend 1 movement point, 
most human and orc units spend 2, while horsemen spend 3. You can learn how 
many movement points a unit requires to enter a certain terrain type by 
right-clicking on it, selecting Unit Description, and then look at 
<italic>text='Terrain Modifiers'</italic>.
+Each unit has a certain number of movement points which are expended when 
moving into a new hex, depending on the <ref>dst=terrain text=Terrain</ref> of 
that particular hex. For instance, grassland nearly always costs 1 movement 
point to enter. Exactly how many movement points are spent entering a hex 
depends on the unit type - in forest, elvish units only spend 1 movement point, 
most human and orc units spend 2, while horsemen spend 3. You can learn how 
many movement points a unit requires to enter a certain terrain type by 
right-clicking on it, selecting Unit Description, and then look at 
<italic>text='Terrain Modifiers'</italic>." + _"
 
 Another thing to keep in mind while moving is <ref>dst=zones_of_control 
text='Zones of Control'</ref>. Each unit generates a zone of control in the 
hexes immediately surrounding it, and any enemy unit entering those hexes 
immediately ends its movement. Learning how to use zones of control to your 
advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmish 
text='Skirmishers'</ref> can ignore zones of control."
 [/topic]
@@ -99,20 +100,20 @@
 [topic]
 id=combat
 title= _ "Combat"
-text= _ "There are two types of combat in Battle for Wesnoth, short- and 
long-ranged, but both of them take place between units in adjacent hexes. 
Short-range combat usually involves weapons such as swords, axes or fangs, 
while long-range combat usually involves weapons such as bows, spears and 
fireballs. Combat is relatively straightforward; the attacker and defender 
alternate attacks until each has used their allotted number of attacks.
+text= _ "There are two types of combat in Battle for Wesnoth, short- and 
long-ranged, but both of them take place between units in adjacent hexes. 
Short-range combat usually involves weapons such as swords, axes or fangs, 
while long-range combat usually involves weapons such as bows, spears and 
fireballs. Combat is relatively straightforward; the attacker and defender 
alternate attacks until each has used their allotted number of attacks." + _"
 
-<header>text='Order and number of attacks'</header>
+<header>text='Order and number of attacks'</header>" + _"
 
-The attacker gets the first attack, then the defender. This continues to 
alternate until each unit has used up all of its attacks. The number of attacks 
a unit gets varies; for instance, an Elvish fighter with a 5-4 sword attack may 
make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-2 only gets 2 
swings (but at 9 damage).
+The attacker gets the first attack, then the defender. This continues to 
alternate until each unit has used up all of its attacks. The number of attacks 
a unit gets varies; for instance, an Elvish fighter with a 5-4 sword attack may 
make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-2 only gets 2 
swings (but at 9 damage)." + _"
 
-<header>text='Chance to hit'</header>
+<header>text='Chance to hit'</header>" + _"
 
-With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the <ref>dst=terrain text=Terrain</ref> it is currently standing in. 
This may be found by right-clicking a unit, selecting Unit Description, and 
then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves 
have a defense rating of 70% in forest, meaning a unit attacking them has only 
a 30% chance of hitting them. Conversely, the elf's chance of hitting the 
attacker in return depends on what terrain the attacker is in.
-There are two exceptions to this rule: <ref>dst=magical_attacks text='Magical 
attacks'</ref> and <ref>dst=ability_marksman text=Marksmen</ref>. Magical 
attacks always have a 70% chance to hit, regardless of terrain, and, when used 
offensively, Marksmen always have at least a 60% chance to hit, regardless of 
terrain.
+With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the <ref>dst=terrain text=Terrain</ref> it is currently standing in. 
This may be found by right-clicking a unit, selecting Unit Description, and 
then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves 
have a defense rating of 70% in forest, meaning a unit attacking them has only 
a 30% chance of hitting them. Conversely, the elf's chance of hitting the 
attacker in return depends on what terrain the attacker is in." + _"
+There are two exceptions to this rule: <ref>dst=magical_attacks text='Magical 
attacks'</ref> and <ref>dst=ability_marksman text=Marksmen</ref>. Magical 
attacks always have a 70% chance to hit, regardless of terrain, and, when used 
offensively, Marksmen always have at least a 60% chance to hit, regardless of 
terrain." + _"
 
-<header>text=Damage</header>
+<header>text=Damage</header>" + _"
 
-Each blow which hits causes a base amount of damage depending on the attack 
type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base of 
5 damage. This is usually modified by two things: 
<ref>dst=damage_types_and_resistance text=Resistance</ref> and 
<ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained 
below.
+Each blow which hits causes a base amount of damage depending on the attack 
type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base of 
5 damage. This is usually modified by two things: 
<ref>dst=damage_types_and_resistance text=Resistance</ref> and 
<ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained 
below." + _"
 
 A few units have special abilities which affect damage dealt in combat. The 
most common of these is <ref>dst=ability_charge text=Charge</ref>, which 
doubles the damage dealt by both attacker and defender when the unit with 
Charge attacks."
 [/topic]
@@ -120,9 +121,9 @@
 [topic]
 id=damage_types_and_resistance
 title= _ "Damage Types and Resistance"
-text= _ "In Wesnoth, there are three types of damage usually associated with 
physical attacks: Blade, Pierce and Impact damage. Additionally, there are 
three further types of damage usually associated with magical attacks: Fire, 
Cold and Holy attacks. Different units may have resistances which alter the 
damage which they take from certain damage types.
+text= _ "In Wesnoth, there are three types of damage usually associated with 
physical attacks: Blade, Pierce and Impact damage. Additionally, there are 
three further types of damage usually associated with magical attacks: Fire, 
Cold and Holy attacks. Different units may have resistances which alter the 
damage which they take from certain damage types." + _"
 
-Resistances work very simply: If a unit has 40% resistance against a damage 
type, then they will suffer 40% less damage when hit with that damage type. It 
is also possible for a unit to have weakness; if a unit has -100% resistance 
against a damage type, it will suffer 100% more damage when hit by that type. 
+Resistances work very simply: If a unit has 40% resistance against a damage 
type, then they will suffer 40% less damage when hit with that damage type. It 
is also possible for a unit to have weakness; if a unit has -100% resistance 
against a damage type, it will suffer 100% more damage when hit by that type." 
+ _"
 
 For example, Skeletons are highly resistant to Blade and Pierce damage, but 
are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy 
damage."
 [/topic]
@@ -130,9 +131,9 @@
 [topic]
 id=time_of_day
 title= _ "Time of Day"
-text= _ "Wesnoth games usually take place with a regular cycle between day and 
night. The current time of day can be observed under the minimap in the upper 
right. 
+text= _ "Wesnoth games usually take place with a regular cycle between day and 
night. The current time of day can be observed under the minimap in the upper 
right.
 
-The usual day/night cycle runs:
+The usual day/night cycle runs:" + "
 
 Dawn <jump>to=160</jump><img>src=misc/schedule-dawn.png align=here</img>
 Morning <jump>to=160</jump><img>src=misc/schedule-morning.png align=here</img>
@@ -140,24 +141,25 @@
 Dusk <jump>to=160</jump><img>src=misc/schedule-dusk.png align=here</img> 
 First Watch <jump>to=160</jump><img>src=misc/schedule-firstwatch.png 
align=here</img>
 Second Watch <jump>to=160</jump><img>src=misc/schedule-secondwatch.png 
align=here</img>
-
-Morning and Afternoon count as day, First and Second Watch count as night.
+" + _"
+Morning and Afternoon count as day, First and Second Watch count as night." + 
_"
 
 The time of day affects the damage of certain units as follows -
 
 Lawful units get +25% damage in daytime, and -25% damage at night.
 Chaotic units get +25% damage at night, and -25% in daytime.
-Neutral units are unaffected by the time of day.
+Neutral units are unaffected by the time of day." + "
 
-<img>src=misc/schedule-underground.png align=right float=yes</img>Keep in mind 
that some scenarios take place underground, where it is perpetually night!"
+<img>src=misc/schedule-underground.png align=right float=yes</img>" +
+_"Keep in mind that some scenarios take place underground, where it is 
perpetually night!"
 [/topic]
 
 [topic]
 id=experience_and_advancement
 title= _ "Experience and Advancement"
-text= _ "If both units survive a combat, they gain a number of experience 
points equal to the level of the unit they're fighting. If a unit kills another 
in combat, however, it gains much more experience - 4 for a level 0 unit, 8 for 
level 1, 16 for level 2, 24 for level 3, and so forth.
+text= _ "If both units survive a combat, they gain a number of experience 
points equal to the level of the unit they're fighting. If a unit kills another 
in combat, however, it gains much more experience - 4 for a level 0 unit, 8 for 
level 1, 16 for level 2, 24 for level 3, and so forth." + _"
 
-Units have a certain amount of experience required to advance (this is 20% 
less for units with the Intelligent trait). Once they achieve this amount, they 
immediately advance to the next level, healing fully in the process. In some 
cases, you will be given a choice of advancement options.
+Units have a certain amount of experience required to advance (this is 20% 
less for units with the Intelligent trait). Once they achieve this amount, they 
immediately advance to the next level, healing fully in the process. In some 
cases, you will be given a choice of advancement options." + _"
 
 Keep in mind that while most units have three levels, not all do, and that 
occasional units (such as <ref>dst=unit_mage text=Mages</ref>) may have four."
 [/topic]
@@ -165,14 +167,14 @@
 [topic]
 id=healing
 title= _ "Healing"
-text= _ "In combat, your units will inevitably take damage. Wesnoth offers 
several ways for your units to heal, all of which take place at the beginning 
of your turn, before you take action.
+text= _ "In combat, your units will inevitably take damage. Wesnoth offers 
several ways for your units to heal, all of which take place at the beginning 
of your turn, before you take action." + _"
 
-Resting: A unit which neither moves nor attacks will heal 2HP in its next turn.
-Villages: A unit which starts a turn in a village will heal 8HP.
-<ref>dst=ability_regeneration text=Regeneration</ref>: Certain units (such as 
trolls) will automatically heal 8HP every turn.
-Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability 
will heal all friendly units immediately beside them for 4HP each turn, or 
prevent Poison from dealing damage.
+Resting: A unit which neither moves nor attacks will heal 2HP in its next 
turn." + _"
+Villages: A unit which starts a turn in a village will heal 8HP." + _"
+<ref>dst=ability_regeneration text=Regeneration</ref>: Certain units (such as 
trolls) will automatically heal 8HP every turn." + _"
+Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability 
will heal all friendly units immediately beside them for 4HP each turn, or 
prevent Poison from dealing damage." + _"
 
-Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability 
will heal all friendly units immediately beside them for 8HP each turn, or cure 
a unit of Poison.
+Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability 
will heal all friendly units immediately beside them for 8HP each turn, or cure 
a unit of Poison." + _"
 
 Keep in mind that while Resting can be combined with other forms of healing, 
villages, regeneration, and healing/curing cannot combine with each other. 
Also, units heal fully between scenarios."
 [/topic]
@@ -180,13 +182,13 @@
 [topic]
 id=income_and_upkeep
 title= _ "Income and Upkeep"
-text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You 
must watch your gold as well, especially in campaigns, where you can carry 
extra gold over from one scenario to the next. There are two aspects to this; 
Income and Upkeep.
+text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You 
must watch your gold as well, especially in campaigns, where you can carry 
extra gold over from one scenario to the next. There are two aspects to this; 
Income and Upkeep." + _"
 
-Income is simple. For every village you control, you gain one gold a turn. 
Thus, if you have ten villages, you would normally gain ten gold. 
Unfortunately, your Upkeep costs are subtracted from this income, as detailed 
below.
+Income is simple. For every village you control, you gain one gold a turn. 
Thus, if you have ten villages, you would normally gain ten gold. 
Unfortunately, your Upkeep costs are subtracted from this income, as detailed 
below." + _"
 
-Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to 
its level. You can support as many levels <italic>text=worth</italic> of units 
as you have villages for free. However, for each level of unit beyond the 
number of villages you have, you must pay one gold per turn. For example, if 
you have twelve level one units and ten villages, you would have to pay two 
gold a turn in upkeep.
+Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to 
its level. You can support as many levels <italic>text=worth</italic> of units 
as you have villages for free. However, for each level of unit beyond the 
number of villages you have, you must pay one gold per turn. For example, if 
you have twelve level one units and ten villages, you would have to pay two 
gold a turn in upkeep." + _"
 
-These costs are subtracted from your Income, so in the case of twelve levels 
of units and ten villages, your resultant Income would be 8 gold a turn.
+These costs are subtracted from your Income, so in the case of twelve levels 
of units and ten villages, your resultant Income would be 8 gold a turn." + _"
 There are two main exceptions to Upkeep. Firstly, units with the Loyal trait 
will only ever count as level one for upkeep purposes, regardless of their 
actual level. Secondly, units you begin the scenario with (such as Konrad or 
Delfador), or units who join you during a scenario (such as the Horseman in the 
second level of Heir to the Throne) will never charge any upkeep."
 [/topic]
 
@@ -207,35 +209,35 @@
 title= _ "Traits"
 text= _ "Most units have two traits. Traits are attributes of the unit that 
modify its attributes slightly. They are assigned to a unit randomly when the 
unit is recruited.
 
-The currently available traits are the following.
+The currently available traits are the following." + _"
 
 
 <header>text=Intelligent</header>
 
 Intelligent units require 20% less experience than usual to advance.
 
-Intelligent units are very useful at the beginning of a campaign, as they can 
be quickly advanced into much needed higher level units. Later in the campaign, 
they are not quite so useful, and if you have plenty of high level units you 
may find yourself recalling units with more useful ''long-term'' traits.
+Intelligent units are very useful at the beginning of a campaign, as they can 
be quickly advanced into much needed higher level units. Later in the campaign, 
they are not quite so useful, and if you have plenty of high level units you 
may find yourself recalling units with more useful ''long-term'' traits." + _"
 
 
 <header>text=Loyal</header>
 
 Loyal units only ever require an upkeep of one, no matter what level they are.
 
-Loyal has no effect on a level one unit, which makes it useless in the early 
campaign. Once a unit begins to level up, however, it can save you considerable 
gold over the course of the campaign.
+Loyal has no effect on a level one unit, which makes it useless in the early 
campaign. Once a unit begins to level up, however, it can save you considerable 
gold over the course of the campaign." + _"
 
 
 <header>text=Quick</header>
 
 Quick units have 1 extra movement point, but 10% less HP than usual.
 
-Quick is the most noticeable trait, particularly in slower units such as 
trolls or heavy infantry. Units with the Quick trait can often have greatly 
increased mobility in rough terrain, so consider that when deploying your 
forces. Also, remember that Quick units aren't quite as tough as usual, and so 
aren't so good for holding positions.
+Quick is the most noticeable trait, particularly in slower units such as 
trolls or heavy infantry. Units with the Quick trait can often have greatly 
increased mobility in rough terrain, so consider that when deploying your 
forces. Also, remember that Quick units aren't quite as tough as usual, and so 
aren't so good for holding positions." + _"
 
 
 <header>text=Resilient</header>
 
 Resilient units have 7 more HP than usual.
 
-Resilient units can be useful at all stages in the campaign, and is a useful 
trait for all units, though you'll find yourself noticing it more in some units 
than others. Resilient units are especially useful for holding ground against 
opponents.
+Resilient units can be useful at all stages in the campaign, and is a useful 
trait for all units, though you'll find yourself noticing it more in some units 
than others. Resilient units are especially useful for holding ground against 
opponents." + _"
 
 
 <header>text=Strong</header>




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