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


From: Guillaume Melquiond
Subject: [Wesnoth-cvs-commits] wesnoth/data tips.cfg
Date: Sat, 29 Jan 2005 05:33:03 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Guillaume Melquiond <address@hidden>    05/01/29 10:33:03

Modified files:
        data           : tips.cfg 

Log message:
        Fix the tip on ZoC: speak about lv0 and skirmisher units.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/tips.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text

Patches:
Index: wesnoth/data/tips.cfg
diff -u wesnoth/data/tips.cfg:1.2 wesnoth/data/tips.cfg:1.3
--- wesnoth/data/tips.cfg:1.2   Mon Nov 15 14:55:07 2004
+++ wesnoth/data/tips.cfg       Sat Jan 29 10:33:03 2005
@@ -4,7 +4,7 @@
 tip_of_day4= _ "The terrain your units are on determines the chance your 
opponents have of hitting them in battle. The defensive rating for the 
currently selected unit in the currently selected terrain is displayed in the 
top-right corner of the screen."
 tip_of_day5= _ "Poisoned units lose 8 hitpoints every turn, but they will not 
die from poison: poison will never reduce them below 1 hitpoint. Poisoned units 
can be cured by moving them to a village, or placing them next to a unit with 
the 'cure' ability."
 tip_of_day6= _ "You can use units from a previous scenario by selecting 
'Recall' by the game menu. By recalling the same units over and over, you can 
build up a powerful and experienced army."
-tip_of_day7= _ "All units have a Zone of Control in each of the hexes next to 
them. If a unit moves into an enemy's Zone of Control, it may not move any 
further that turn."
+tip_of_day7= _ "Units have a Zone of Control in each of the hexes next to 
them. If a unit moves into an enemy's Zone of Control, it may not move any 
further that turn. Level 0 units are too frail to control a zone; and 
skirmisher units are skilled enough to ignore these zones."
 tip_of_day8= _ "The chance to hit a unit usually depends on how well that unit 
can defend itself in the terrain it is standing in, however magical attacks 
have a 70% chance to hit both when attacking and defending, and marksman 
attacks have at least 60% chance to hit when attacking."
 tip_of_day9= _ "Units stationed in villages heal 8 hitpoints at the beginning 
of their turn."
 tip_of_day10= _ "Units that do not move or attack during their turn rest, and 
will recover 2 hitpoints at the beginning of their next turn."




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