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[Wesnoth-cvs-commits] wesnoth/data help.cfg
From: |
Yann Dirson |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data help.cfg |
Date: |
Mon, 14 Mar 2005 18:47:01 -0500 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: Yann Dirson <address@hidden> 05/03/14 23:47:01
Modified files:
data : help.cfg
Log message:
removed refs to non-existent topics; fixed refs to topics whose name
have changed
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.21&tr2=1.22&r1=text&r2=text
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.21 wesnoth/data/help.cfg:1.22
--- wesnoth/data/help.cfg:1.21 Sun Jan 2 13:21:10 2005
+++ wesnoth/data/help.cfg Mon Mar 14 23:47:00 2005
@@ -65,7 +65,7 @@
[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. 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>." + "
@@ -92,9 +92,9 @@
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." + _"
-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 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 <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."
+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."
[/topic]
[topic]
@@ -108,14 +108,14 @@
<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 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." + _"
+There are two exceptions to this rule: Magical attacks 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." + _"
-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."
+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."
[/topic]
[topic]
@@ -161,7 +161,7 @@
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=Mages</ref>) may have four."
+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]
[topic]
@@ -171,7 +171,7 @@
Resting: A unit which neither moves, attacks, nor is attacked 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." + _"
+<ref>dst=ability_regenerates 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, to a
total maximum of 8 points healed, 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, to a
total maximum of 18 points healed, or cure a unit of Poison." + _"