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


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth/data terrain.cfg help.cfg
Date: Sun, 07 Aug 2005 13:57:42 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/08/07 17:57:42

Modified files:
        data           : terrain.cfg help.cfg 

Log message:
        help revisions, split traits into separate topics

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/terrain.cfg.diff?tr1=1.65&tr2=1.66&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.41&tr2=1.42&r1=text&r2=text

Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.41 wesnoth/data/help.cfg:1.42
--- wesnoth/data/help.cfg:1.41  Wed Aug  3 21:17:12 2005
+++ wesnoth/data/help.cfg       Sun Aug  7 17:57:42 2005
@@ -19,7 +19,9 @@
 [section]
 id=traits_section
 title= _ "Traits"
-topics=traits
+topics=traits_overview,traits_intelligent,traits_quick,traits_resilient,traits_strong,traits_loyal,traits_undead,traits_dextrous
+# Not used since generated text was not really suitable.
+#generator=traits
 [/section]
 
 [section]
@@ -44,18 +46,18 @@
 [section]
 id=terrains
 title= _ "Terrains"
-topics=terrain_grassland,terrain_road,terrain_forest,terrain_hills,terrain_mountains,terrain_swamp_water,terrain_shallow_water,terrain_deep_water,terrain_tundra,terrain_ice,terrain_castle,terrain_sand,terrain_desert,terrain_cave,terrain_savanna,terrain_village,terrain_canyon,terrain_lava,terrain_ford
+topics=terrain_grassland,terrain_road,terrain_forest,terrain_hills,terrain_mountains,terrain_swamp_water,terrain_shallow_water,terrain_deep_water,terrain_tundra,terrain_ice,terrain_castle,terrain_sand,terrain_desert,terrain_cave,terrain_savanna,terrain_village,terrain_canyon,terrain_lava,terrain_ford,terrain_bridge,terrain_cavewall
 [/section]
 
 [topic]
 id=abilities
-title= _ "Introduction"
+title= _ "Overview"
 text= _ "Certain units have abilities that either directly affect other units, 
or have an impact on how the unit interacts with other units. These abilities 
will be listed under this topic as you encounter them."
 [/topic]
 
 [topic]
 id=introduction_topic
-title= _ "Introduction"
+title= _ "Overview"
 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, 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."
@@ -130,11 +132,11 @@
 [topic]
 id=combat
 title= _ "Combat"
-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." + _"
+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 strikes until 
each has used their allotted number of strikes. 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>" + _"
+<header>text='Order and number of strikes'</header>" + _"
 
-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)." + _"
+The attacker gets the first strike, then the defender retaliates. Each strike 
either hits, doing a given amount of damage, or misses, doing no damage at all. 
Strikes alternate until each unit has used up all of its strikes. The number of 
strikes a unit has varies; for instance, an Elvish fighter with a 5-4 attack 
may strike 4 times, each successful strike dealing 5 damage, while an Orcish 
Grunt with a 9-2 attack can only strike twice (but at 9 damage for each hit)." 
+ _"
 
 <header>text='Chance to hit'</header>" + _"
 
@@ -144,7 +146,7 @@
 
 <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 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." + _"
+Each strike 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 <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]
@@ -158,7 +160,7 @@
 
 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."
+If a strike 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]
@@ -167,7 +169,7 @@
 text= _"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." + _"
 
 The current time of day can be observed under the minimap in the status pane. 
For the usual day/night cycle, Morning and Afternoon count as day, First and 
Second Watch count as night:
 " + _"Dawn" + " <jump>to=160</jump><img>src=misc/schedule-dawn.png 
align=here</img>
@@ -227,7 +229,7 @@
 
 [topic]
 id=about
-title= _ "About"
+title= _ "Contributors"
 generator=about
 [/topic]
 
@@ -238,66 +240,69 @@
 [/topic]
 
 [topic]
-id=traits
-title= _ "Traits"
+id=traits_overview
+title= _ "Overview"
 text= _ "Most units have two traits. However, Undead units are assigned the 
single trait 'Undead', and Woses do not receive any traits. 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:" + _"
-
-
-<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 
advance to higher levels more quickly. Later in campaigns Intelligent is not 
quite as useful because the After Maximum Level Advancement (AMLA) is not as 
significant a change as one gets with a new level. If you have many 'maximum 
level' units you may wish to recall units with more desirable traits." + _"
-
-
-<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 moving units such 
as trolls or heavy infantry. Units with the Quick trait often have greatly 
increased mobility in rough terrain, so you should consider that when deploying 
your forces. Also, Quick units aren't quite as tough as units without this 
trait and are subsequently less good at holding contested positions." + _"
-
-
-<header>text=Resilient</header>
-
-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 defense, or 
high resistances. Resilient units are especially useful for holding strategic 
positions against opponents." + _"
-
-
-<header>text=Strong</header>
-
-Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
-
-While useful for any close-combat unit, Strong is most effective for units who 
have a high number of swings such as the Elvish Fighter. Strong units can be 
very useful when a tiny bit of extra damage is all that is needed to turn a 
damaging stroke into a killing blow." + _"
+The traits that are available to all non-Undead units are 
<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick 
text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and 
<ref>dst=traits_strong text=Strong</ref>." + _"
 
+Other traits that may be assigned to units are <ref>dst=traits_loyal 
text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and 
<ref>dst=traits_dextrous text=Dextrous</ref>."
+[/topic]
 
-Other special traits that may be assigned to units are:" + _"
+[topic]
+id=traits_intelligent
+title= _ "Intelligent"
+text= _ "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 the After Maximum Level Advancement (AMLA) is not as 
significant a change as advancing a level. If you have many 'maximum level' 
units you may wish to recall units with more desirable traits."
+[/topic]
 
-<header>text=Loyal</header>
+[topic]
+id=traits_quick
+title= _"Quick"
+text= _"Quick units have 1 extra movement point, but 10% less HP than usual." 
+ _"
 
-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.
+Quick is the most noticeable trait, particularly in slower moving units such 
as trolls or heavy infantry. Units with the Quick trait often have greatly 
increased mobility in rough terrain, which can be important to consider when 
deploying your forces. Also, Quick units aren't quite as tough as units without 
this trait and are subsequently less good at holding contested positions."
+[/topic]
 
+[topic]
+id=traits_resilient
+title= _"Resilient"
+text= _"Resilient units have 7 more HP than usual." + _"
 
-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." + _"
+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."
+[/topic]
 
+[topic]
+id=traits_strong
+title= _"Strong"
+text= _"Strong units do 1 more damage for every successful strike in melee 
combat, and have 2 more HP." + _"
 
-<header>text=Undead</header>
+While useful for any close-combat unit, Strong is most effective for units who 
have a high number of swings such as the Elvish Fighter. Strong units can be 
very useful when a tiny bit of extra damage is all that is needed to turn a 
damaging stroke into a killing blow."
+[/topic]
 
-Undead units are immune to poison.
+[topic]
+id=traits_loyal
+title= _"Loyal"
+text= _"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." + _"
 
-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." + _"
+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."
+[/topic]
 
+[topic]
+id=traits_undead
+title= _"Undead"
+text= _"Undead units are immune to poison." + _"
 
-<header>text=Dextrous</header>
+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."
+[/topic]
 
-Dextrous units do +1 damage for every successful strike with a bow.
+[topic]
+id=traits_dextrous
+title= _"Dextrous"
+text= _"Dextrous units do 1 more damage for every successful strike with a 
bow." + _"
 
 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]
 
 [topic]
@@ -380,12 +385,12 @@
 
 [topic]
 id=terrain_tundra
-title= _ "Tundra"
+title= _ "Snow"
 text= "<img>src=terrain/snow.png align=left box=no</img>
 
-" + _ "Tundra is any grassland covered by snow, either permanently, or 
temporarily. Most units are slowed down by tundra, and have a harder time 
defending themselves.
+" + _ "Snow represents any flat area that is frozen, either permanently (like 
tundra), or temporarily (like snow-covered grassland). Most units are slowed 
down by snow, and have a harder time defending themselves.
 
-Most units have 20 to 40% defense in Tundra."
+Most units have 20 to 40% defense in snow."
 [/topic]
 
 [topic]
@@ -393,7 +398,7 @@
 title= _ "Ice"
 text= "<img>src=terrain/ice.png align=left box=no</img>
 
-" + _ "Ice represents any body of frozen water. For gameplay purposes, it is 
identical to <ref>dst=terrain_tundra text=Tundra</ref>. Note that swimming 
units, even those who can breathe underwater, cannot swim underneath ice."
+" + _ "Ice represents any body of frozen water. For gameplay purposes, it is 
identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming units, 
even those who can breathe underwater, cannot swim underneath ice."
 [/topic]
 
 [topic]
@@ -474,6 +479,22 @@
 title= _ "River Ford"
 text= "<img>src=terrain/ford.png align=left box=no</img> 
 " + _ "When a river happens to be extremely shallow, passing over it is a 
trivial matter for land based units. Moreover, any creature best adapted to 
swimming has full mobility even at such places in the river. As far as gameplay 
is concerned, a river ford is treated as either grassland or shallow water, 
choosing whichever one offers the best defensive and movement bonuses for the 
unit on it."
+[/topic]
+
+[topic]
+id=terrain_bridge
+title= _ "Bridge"
+text= "<img>src=terrain/bridge-ne-sw-tile.png align=left 
box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle 
box=no</img><img>src=terrain/bridge-se-nw-tile.png align=right box=no</img>
+" + _ "To those capable of building one, the ability to lay a bridge offers a 
liberation from the fickle nature of waterways, whose fords come and go with 
the rise and fall of the waterline. This is to say nothing of the luxury of dry 
feet, the loss of which is no laughing matter in the cold months of the year.
+
+For those who go by land or sea, a bridge is the best of both worlds - for 
gameplay purposes, it is treated either as grassland or shallow water, 
whichever offers the best movement and defensive bonuses for the unit occupying 
the bridge hex. Note that a swimming unit and a land unit are not capable of 
occupying a bridge hex at the same time."
+[/topic]
+
+[topic]
+id=terrain_cavewall
+title= _ "Cave Wall"
+text= "<img>src=terrain/cavewall.png align=left box=no</img> 
+" + _ "Cave walls are made of solid stone, renowned for its ability to impede 
even the most determined traveler."
 [/topic]
 
 [/help]
Index: wesnoth/data/terrain.cfg
diff -u wesnoth/data/terrain.cfg:1.65 wesnoth/data/terrain.cfg:1.66
--- wesnoth/data/terrain.cfg:1.65       Mon Aug  1 09:53:14 2005
+++ wesnoth/data/terrain.cfg    Sun Aug  7 17:57:42 2005
@@ -346,7 +346,7 @@
 [terrain]
 symbol_image=cavewall
 id=cavewall
-name= _ "Cave wall"
+name= _ "Cave Wall"
 char=W
 light=true
 [/terrain]
@@ -390,7 +390,7 @@
 [terrain]
 symbol_image=dwarven_castle-tile
 id=dwarven_castle
-name= _ "Dwarven castle"
+name= _ "Dwarven Castle"
 char=o
 aliasof=C
 unit_height_adjust=0




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