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[Wesnoth-cvs-commits] wesnoth/data help.cfg
From: |
ott |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data help.cfg |
Date: |
Mon, 18 Apr 2005 11:34:36 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: ott <address@hidden> 05/04/18 15:34:36
Modified files:
data : help.cfg
Log message:
Language fixes for in-game help.
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.26 wesnoth/data/help.cfg:1.27
--- wesnoth/data/help.cfg:1.26 Thu Apr 14 10:18:56 2005
+++ wesnoth/data/help.cfg Mon Apr 18 15:34:36 2005
@@ -59,7 +59,7 @@
title= _ "Introduction"
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."
+Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual
among 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]
[topic]
@@ -70,7 +70,7 @@
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."
+_"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 each item. This is
especially useful when you encounter new abilities for the first time."
[/topic]
[topic]
@@ -90,7 +90,7 @@
[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 a unit is
selected, everywhere it can move this turn will be highlighted, and all other
hexes on the map are made dull. Mousing over a dull hex 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 Terrain 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>."
+ _"
@@ -104,11 +104,11 @@
<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 retaliates. This
continues to alternate until each unit has used up all of its attacks. The
number of attacks a unit has 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 can only make 2 swings (but at 9 damage each)." + _"
<header>text='Chance to hit'</header>" + _"
-With two exceptions, the chance to hit a unit is based solely on its defense
rating in the Terrain 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." + _"
+With two exceptions, the chance to hit a unit is based solely on its defense
rating in the Terrain it is currently standing in. This may be found by
right-clicking a unit, selecting Unit Description, and then looking at
<italic>text='Terrain Modifiers'</italic>. For instance, many 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=weaponspecial_magical
text='Magical attacks'</ref> and <ref>dst=weaponspecial_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>" + _"
@@ -176,7 +176,7 @@
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, to a
total maximum of 18 points healed, 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."
+Resting can be combined with other forms of healing, but villages,
regeneration, and healing/curing cannot combine with each other. Also, units
heal fully between scenarios."
[/topic]
[topic]
@@ -184,12 +184,12 @@
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." + _"
-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 each turn.
Thus, if you have ten villages, you would normally gain ten gold. 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, without paying any upkeep. 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 each 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." + _"
-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."
+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 per turn." + _"
+There is one important exception to Upkeep: units with the Loyal trait never
incur upkeep. 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 usually have the Loyal trait."
[/topic]
[topic]
@@ -207,7 +207,7 @@
[topic]
id=traits
title= _ "Traits"
-text= _ "Most units have two traits, with the exception of Undead units who
are assigned the trait 'Undead'. Traits are modifications that change a unit's
attributes slightly. They are usually randomly assigned to a unit when it is
recruited." + _"
+text= _ "Most units have two traits, with the exception of Undead units which
are assigned the trait 'Undead'. Traits are modifications that change a unit's
attributes slightly. They are usually randomly assigned to a unit when it is
recruited." + _"
The traits that are available to all non-Undead units are:" + _"
@@ -216,7 +216,7 @@
Intelligent units require 20% less experience than usual to advance.
-Intelligent units are very useful at the beginning of a campaign as they can
advance to higher levels more quickly. Later in campaigns Intelligent is not
quite as useful because units no longer require experience points after
reaching their maximum level. If you have many 'maximum level' units you may
with to recall units with more desirable traits." + _"
+Intelligent units are very useful at the beginning of a campaign as they can
advance to higher levels more quickly. Later in campaigns Intelligent is not
quite as useful because units no longer have any use for experience points
after reaching their maximum level. If you have many 'maximum level' units you
may with to recall units with more desirable traits." + _"
<header>text=Quick</header>
@@ -230,7 +230,7 @@
Resilient units have 7 more HP than usual.
-Resilient units can be useful at all stages of a campaign, and this is a
useful trait for all units. Resilient is often most helpful as a trait when it
occurs in a unit that has some combination of low hitpoints, good defence, or
high resistances. Resilient units are especially useful for holding strategic
positions against opponents." + _"
+Resilient units can be useful at all stages of a campaign, and this is a
useful trait for all units. Resilient is often most helpful as a trait when it
occurs in a unit that has some combination of low hitpoints, good defense, or
high resistances. Resilient units are especially useful for holding strategic
positions against opponents." + _"
<header>text=Strong</header>
@@ -245,10 +245,10 @@
<header>text=Loyal</header>
-Loyal units don't pay upkeep. Most units incur an upkeep cost at the end of
every turn, which is equal to their level. Loyal units do not incur this cost.
+Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of
every turn, which is equal to their level. Loyal units do not incur this cost.
-During campaigns, certain units may opt join the player's forces of their own
volition. These units are marked with the Loyal trait. Although they may
require payment to be recalled, they never incur any upkeep costs. This can
make them invaluable during a long campaign, when gold is in short supply. This
trait is never given to recruited units, so it may be unwise to dismiss them or
send them to a foolish death." + _"
+During campaigns, certain units may opt to join the player's forces of their
own volition. These units are marked with the Loyal trait. Although they may
require payment to be recalled, they never incur any upkeep costs. This can
make them invaluable during a long campaign, when gold is in short supply. This
trait is never given to recruited units, so it may be unwise to dismiss such
units or to send them to a foolish death." + _"
<header>text=Undead</header>
@@ -258,11 +258,11 @@
Undead units generally have 'Undead' as their only trait. Since Undead units
are the bodies of the dead, risen to fight again, poison has no effect upon
them. This can make them invaluable in dealing with foes who use poison in
conjunction with their attacks." + _"
-<header>text=Dexterous</header>
+<header>text=Dextrous</header>
-Dexterous units do +1 damage for every successful strike with a bow.
+Dextrous units do +1 damage for every successful strike with a bow.
-Dexterous is a trait possessed only by Elves. The Elven people are known for
their uncanny grace, and their great facility with the bow. Some, however, are
gifted with natural talent that exceeds their brethren. These elves inflict an
additional point of damage with each arrow."
+Dextrous is a trait possessed only by Elves. The Elven people are known for
their uncanny grace, and their great facility with the bow. Some, however, are
gifted with natural talent that exceeds their brethren. These elves inflict an
additional point of damage with each arrow."
# Not used since generated text was not really suitable.
#generator=traits
[/topic]