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[Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/moving1.png i...


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/moving1.png i...
Date: Sat, 30 Jul 2005 11:11:43 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/07/30 15:11:43

Modified files:
        data           : help.cfg 
Added files:
        images/help    : moving1.png moving2.png 

Log message:
        part 1 of incorporating information in the MANUAL into in-game help

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.34&tr2=1.35&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/moving1.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/moving2.png?rev=1.1

Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.34 wesnoth/data/help.cfg:1.35
--- wesnoth/data/help.cfg:1.34  Sun Jul 24 22:38:28 2005
+++ wesnoth/data/help.cfg       Sat Jul 30 15:11:43 2005
@@ -8,7 +8,7 @@
 [section]
 id=introduction
 title= _ "Introduction"
-topics=introduction_topic
+topics=introduction_topic,about_game
 [/section]
 
 [section]
@@ -59,63 +59,76 @@
 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 
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."
+Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual 
among modern strategy games. While other games strive for complexity, Battle 
for Wesnoth strives for simplicity of both 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]
 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. Keep in mind 
that this is just an outline - for special exceptions and situations, please 
follow the links included." + _"
+text= _ "These pages outline all you need to know to play Battle for Wesnoth. 
It covers how to play and the basic mechanics behind the game. For more 
detailed information on special situations and exceptions, 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>." + "
 
 <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 each 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 in the game, 
such as the information displayed in the status pane, a brief description will 
be shown explaining that item. This is especially useful when you encounter new 
<ref>dst=abilities text=abilities</ref> for the first time."
+[/topic]
+
+[topic]
+id=about_game
+title= _ "About the Game"
+text=_"The game takes place over a series of battles, called scenarios. Each 
scenario pits your troops against the troops of one or more adversaries. You 
can play against the computer, or with friends who each take turns sitting at 
the computer (hotseat play). If your computer is connected to a computer 
network, you can also play against other people connected to that network. If 
your computer has a connection to the Internet, you can play against other 
people across the Internet." + _"
+
+Each scenario has some objectives, shown as the scenario starts. These 
objectives list what you need to do to win, and what you should do to avoid 
losing. Often the objective is to defeat all enemies, but other times you need 
to reach a destination, to rescue someone, to solve a puzzle, or just to 
survive a certain number of turns." + _"
+
+Campaigns consist of multiple scenarios that follow on from each other, 
telling a story. In a campaign, you often need to play more carefully, 
preserving your best troops so that they can be used again in later scenarios 
in the campaign."
 [/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>" + _"Each side 
begins with one leader in their keep. At the start of any battle, and at times 
during it, you will need to recruit <ref>dst=units text=units</ref> into your 
army. To recruit, you must have your leader (for instance, Konrad in the Heir 
to the Throne campaign) on the Keep square of a <ref>dst=terrain_castle 
text=Castle</ref>. 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, 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." + _"
 
 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 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."
+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]
 
 [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 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." + _"
+text="<img>src=help/moving1.png align=left float=yes</img>" + 
"<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in Battle 
for Wesnoth is simple. Click on the unit you wish to move to select it, 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 highlighted hex shows the defense rating the unit would 
have if you moved it to that hex. Mousing over a dull hex will also 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 used up 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 looking 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 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>." 
+ _"
+Another thing to keep in mind while moving is Zones of Control. 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_skirmisher text='Skirmishers'</ref> can ignore zones of 
control." + _"
 
-Another thing to keep in mind while moving is Zones of Control. 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_skirmisher text='Skirmishers'</ref> can ignore zones of 
control."
+To see where the enemy can move to during their next turn, press Ctrl-v or 
Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not 
on the map to block their progress."
 [/topic]
 
 [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= _ "Combat in Battle for Wesnoth always takes place between units in 
adjacent hexes. Click on your unit, and click on the enemy you want to attack: 
your unit will move towards the enemy unit, and when they are next to each 
other, combat will begin. The attacker and defender alternate attacks until 
each has used their allotted number of attacks. The attacker chooses one of its 
weapons to attack with, and the defender retaliates with one of its attacks of 
the same type. There are two types of attacks: melee, which usually involves 
weapons such as swords, axes or fangs; and ranged, which usually involves 
weapons such as bows, spears and fireballs." + _"
 
 <header>text='Order and number of attacks'</header>" + _"
 
-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)." + _"
+The attacker gets the first attack, then the defender retaliates. Each attack 
either hits, doing a given amount of damage, or misses, doing no damage at all. 
Attacks 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 attack 
may attack 4 times, each successful hit dealing 5 damage, while an Orcish Grunt 
with a 9-2 attack can only attack 2 times (but at 9 damage for each hit)." + _"
 
 <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 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." + _"
+Every unit has a chance of being hit, based on the Terrain it is in. This is 
shown in the status pane, and may also 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, so a unit attacking them has only a 30% chance of hitting. 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>" + _"
 
-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 attack does 5 base 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>. To see 
how base damage is modified by the circumstances, select <italic>text='Damage 
Calculations'</italic> in the attack selection menu." + _"
 
-A few units have special abilities which affect damage dealt in combat. The 
most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, which 
doubles the damage dealt by both attacker and defender when the unit with 
Charge attacks."
+A few units have special <ref>dst=abilities text=abilities</ref> which affect 
damage dealt in combat. The most common of these is 
<ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage dealt 
by both attacker and defender when the unit with Charge attacks."
 [/topic]
 
 [topic]
@@ -123,9 +136,11 @@
 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." + _"
 
-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 it will suffer 40% less damage when hit with that damage type. It is 
also possible for a unit to be vulnerable against some damage types. 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." + _"
 
-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."
+If an attack is determined to hit, it will always do at least 1 point of 
damage. This applies even if the defender has 100% resistance to the damage 
type."
 [/topic]
 
 [topic]
@@ -161,7 +176,7 @@
 
 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=Magi</ref>) may have four."
+While most units have three levels, not all do. Occasional units (such as 
<ref>dst=unit_Mage text=Magi</ref>) may have four."
 [/topic]
 
 [topic]
@@ -316,7 +331,7 @@
 title= _ "Mountains"
 text= "<img>src=terrain/mountains.png align=left box=no</img>
 
-" +  _ "Mountains are steep enough that units often have to climb over 
obstacles to move. By this nature, they provide a considerable defensive bonus 
for most troops, but they also severely impede any passage through them. Most 
cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an 
exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are 
native to mountainous terrain, and have a very easy time getting around.
+" + _ "Mountains are steep enough that units often have to climb over 
obstacles to move. By this nature, they provide a considerable defensive bonus 
for most troops, but they also severely impede any passage through them. Most 
cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an 
exception to this, as are the goblin wolf riders. Both Dwarves and Trolls are 
native to mountainous terrain, and have a very easy time getting around.
 
 Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
 [/topic]
@@ -326,7 +341,7 @@
 title= _ "Swamp"
 text= "<img>src=terrain/swampwater.png align=left box=no</img>
 
-" + _ "Swamps represent any sort of wetlands. Swamps slow down nearly 
everyone, and inhibit their ability to defend themselves. An exception to this 
is any race bodily skilled in navigating water; these receive both full 
movement and a defensive bonus.  Those that make their living in the wetlands 
are also adept at using this terrain for cover.
+" + _ "Swamps represent any sort of wetlands. Swamps slow down nearly 
everyone, and inhibit their ability to defend themselves. An exception to this 
is any race bodily skilled in navigating water; these receive both full 
movement and a defensive bonus. Those that make their living in the wetlands 
are also adept at using this terrain for cover.
 
 Most units make do with 30% defense in swamps. Mermen, Naga, and Saurians all 
generally enjoy 60%."
 [/topic]




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