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[Wesnoth-cvs-commits] wesnoth/data maps/Tutorial/Basic_Training maps/...


From: James Spencer
Subject: [Wesnoth-cvs-commits] wesnoth/data maps/Tutorial/Basic_Training maps/...
Date: Mon, 21 Mar 2005 03:32:13 -0500

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     James Spencer <address@hidden>  05/03/21 08:32:13

Modified files:
        data/maps/Tutorial: Basic_Training Traits_and_Specialties 
        data/scenarios/tutorial: Basic_Training.cfg 
                                 Traits_and_Specialties.cfg utils.cfg 

Log message:
        Dacyn's tutorial update reviewed by Shade, used [avoid] to protect Def 
& Konrad from Merle

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/maps/Tutorial/Basic_Training.diff?tr1=1.2&tr2=1.3&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/maps/Tutorial/Traits_and_Specialties.diff?tr1=1.1&tr2=1.2&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Basic_Training.cfg.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg.diff?tr1=1.9&tr2=1.10&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/utils.cfg.diff?tr1=1.5&tr2=1.6&r1=text&r2=text

Patches:
Index: wesnoth/data/maps/Tutorial/Basic_Training
diff -u wesnoth/data/maps/Tutorial/Basic_Training:1.2 
wesnoth/data/maps/Tutorial/Basic_Training:1.3
--- wesnoth/data/maps/Tutorial/Basic_Training:1.2       Fri Oct  1 17:44:46 2004
+++ wesnoth/data/maps/Tutorial/Basic_Training   Mon Mar 21 08:32:12 2005
@@ -5,9 +5,9 @@
 fffhhhhcccccffftfgfffff
 gffhhhhccffcccccfgffftf
 gffhhcccffffffccc|ccfcc
-gcccccfffffffC2CCgtcccf
-ccggfgfffffftCC1Cgfffff
-cfffgfggfffffffCCgfffff
+gcccccfffffffCC2Cgtcccf
+ccggfgfffffftCCCCgfffff
+cfffgfggfffffffC1gfffff
 ffffffffggggffftggfffff
 ffffhhffffffgggggffffff
 ffffhhhfffffffffgffffff
Index: wesnoth/data/maps/Tutorial/Traits_and_Specialties
diff -u wesnoth/data/maps/Tutorial/Traits_and_Specialties:1.1 
wesnoth/data/maps/Tutorial/Traits_and_Specialties:1.2
--- wesnoth/data/maps/Tutorial/Traits_and_Specialties:1.1       Fri Sep 24 
00:16:22 2004
+++ wesnoth/data/maps/Tutorial/Traits_and_Specialties   Mon Mar 21 08:32:12 2005
@@ -18,7 +18,7 @@
 gggggggrrggffffffggghhhhh
 gggggggrggfffffffgggghhmh
 ggtgggtrgffffffgggghhhhmm
-gggCCCggggfgfgggggghmmmmm
-ggfC2Cgtggggggggghhhhmmmm
+gggCCCrgggfgfgggggghmmmmm
+ggfC2Crtggggggggghhhhmmmm
 tgffCfggggggggghthhmmmmmm
 gtggfggggggtgghhhhhmmmmmm
Index: wesnoth/data/scenarios/tutorial/Basic_Training.cfg
diff -u wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.6 
wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.7
--- wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.6      Mon Feb 21 
08:08:25 2005
+++ wesnoth/data/scenarios/tutorial/Basic_Training.cfg  Mon Mar 21 08:32:13 2005
@@ -1,19 +1,21 @@
 {./utils.cfg}
 [tutorial]
 id=tutorial
-name=Basic Training
+name= _ "Basic Training"
 map_data="{maps/Tutorial/Basic_Training}"
 turns=12
 music=wesnoth-4.ogg
+experience_modifier=50
        {DAWN}
        {MORNING}
        {AFTERNOON}
        {DUSK}
+       {FIRST_WATCH}
+       {SECOND_WATCH}
 victory_when_enemies_defeated=no
        [side]
        type=Fighter
        description=Konrad
-       user_description= _ "Konrad"
        canrecruit=1
        side=1
        recruit=Elvish Fighter
@@ -22,7 +24,6 @@
        [side]
        type=Elder Mage
        description=Delfador
-       user_description= _ "Delfador"
        canrecruit=1
        side=2
        team_name=1
@@ -36,10 +37,24 @@
                [ai]
                passive_leader=yes
                aggression=1
+               caution=0
+               leader_value=0
                        [target]
                        type=Elvish Fighter
-                       value=1
+                       value=100
                        [/target]
+                       [target]
+                       description=Delfador
+                       value=.1
+                       [/target]
+                       [target]
+                       description=Konrad
+                       value=.1
+                       [/target]
+                       [avoid]
+                       x=15-18
+                       y=7-11
+                       [/avoid]
                [/ai]
        [/side]
        [event]
@@ -50,7 +65,7 @@
                [/message]
                [message]
                description=Delfador
-               message= _ "Before entering any battle, you need to recruit 
units. To recruit a unit, right click on the castle tile on which you wish to 
recruit the unit. Then select Recruit, and select 'OK'. You can only recruit 
units on castle tiles connected to the keep your leader is on."
+               message= _ "Before entering any battle, you need to recruit 
units. To recruit a unit, right click on the castle tile on which you wish to 
recruit the unit. Then select Recruit, and select 'Ok'. You can only recruit 
units on castle tiles connected to the keep your leader is on."
                [/message]
                {SET_OBJECTIVE (_"Recruit a unit")}
        [/event]
@@ -58,13 +73,13 @@
        name=recruit
                [message]
                description=Delfador
-               message= _ "Excellent! You have recruited an Elvish Fighter."
+               message= _ "Excellent! You recruited an Elvish Fighter."
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define RECRUIT_QUESTIONS
-{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right 
click on the castle tile on which you wish to recruit the unit. Then select 
Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next, 
select the type of unit that you want to recruit, and select 'OK'. In order to 
recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit 
you recruited.")}
+{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right 
click on the castle tile on which you wish to recruit the unit. Then select 
Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next, 
select the type of unit that you want to recruit, and select 'Ok'. In order to 
recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit 
you recruited.")}
 {QUESTION_OPTION (_"What's a leader?") (_"A leader is a unit that can recruit. 
This means that when the leader is on a keep, he can recruit units on the 
surrounding castle tiles. Leaders are usually powerful units that each side 
only controls one of. Also, your leader is usually the first unit that your 
side controls, and starts on a keep. You can select your leader quickly by 
pressing 'l'. If your leader dies, you lose the game. You can win most 
scenarios by defeating all enemy leaders.")}
-{QUESTION_OPTION (_"How should I choose what kind of units to recruit?") 
(_"You have to carefully review their skills, which are displayed to the left 
of the unit selection box,  and cost, which is displayed after the name of the 
unit. You will learn more about these statistics throughout the tutorial.")}
+{QUESTION_OPTION (_"How should I choose what kind of units to recruit?") 
(_"You have to carefully review their skills, which are displayed to the left 
of the unit selection box, and cost, which is displayed after the name of the 
unit. You will learn more about these statistics throughout the tutorial.")}
 {QUESTION_OPTION (_"What happens when I recruit a unit?") (_"When you recruit 
a unit, it appears at full health on a castle tile of your choice. It also 
receives two traits, which will be discussed later. It cannot move or attack 
until you end your turn.")}
 #enddef
                                {RECRUIT_QUESTIONS}
@@ -82,7 +97,7 @@
                name=new turn
                [message]
                description=Delfador
-               message= _ "You have successfully ended your turn."
+               message= _ "You successfully ended your turn."
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define TURN_QUESTIONS
@@ -103,7 +118,6 @@
                [/move_unit_fake]
                [unit]
                description=Merle
-               user_description= _ "Merle"
                type=Elvish Shaman
                x,y=11,7
                side=3
@@ -118,7 +132,7 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "Excellent! You have successfully moved your Elvish 
Fighter. However, since he moved next to an enemy unit, he has lost all his 
movement for this turn; this is called the 'zone of control'."
+               message= _ "Excellent! You successfully moved your Elvish 
Fighter. However, when he moved next to an enemy unit, he lost all his movement 
for this turn; this is called the 'zone of control'."
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define MOVE_QUESTIONS
@@ -141,17 +155,16 @@
                [unit]
                type=Elvish Shaman
                description=Merle
-               user_description= _ "Merle"
                x,y=11,7
                side=3
                [/unit]
                [message]
                description=Delfador
-               message= _ "You have successfully attacked Merle."
+               message= _ "You successfully attacked Merle."
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define ATTACK_QUESTIONS
-{QUESTION_OPTION (_"Can Merle retaliate from my attack?") (_"Whenever a unit 
is attacked, it retaliates with one of their own weapons. This means that after 
each blow from the attacker, the defender retaliates with one blow. This 
continues until one side runs out of blows, in which case the other unit 
continues attacking until its blows are depleted as well. However, any unit can 
only retaliate by using a weapon of the same range as the one used to attack. 
This means that a ranged attack can only be countered by a ranged attack and a 
melee attack can only be countered by a melee attack. Most units have more 
powerful melee attacks than ranged attacks. Units with strong ranged attacks 
are useful in retaliation against melee oriented units. Some melee units 
without ranged attacks won't be able to retaliate at all. However ranged units 
cannot shoot across multiple hexes; this is one of the distinctive features of 
Wesnoth.")}
+{QUESTION_OPTION (_"Can Merle retaliate from my attack?") (_"Whenever a unit 
is attacked, it retaliates with one of their own weapons. This means that after 
each blow from the attacker, the defender retaliates with one blow. This 
continues until one side runs out of blows, in which case the other unit 
continues attacking until its blows are depleted as well. However, any unit can 
only retaliate by using a weapon of the same range as the one used to attack. 
This means that a ranged attack can only be countered by a ranged attack and a 
melee attack can only be countered by a melee attack. Most units have more 
powerful melee attacks than ranged, so units with ranged attacks are useful in 
that retaliation against them is less powerful; often there is no retaliation. 
However ranged units cannot shoot across multiple hexes; this is one of the 
distinctive features of Wesnoth.")}
 {QUESTION_OPTION (_"How can you tell how powerful a unit's attacks are?") 
(_"Every attack does a certain amount of damage per hit, and can be used a 
certain number of times per battle. These numbers, called the attack's damage 
and strike numbers, are displayed in order under the name of the attack on the 
unit's status table and next to it on the attack options menu. To quickly find 
the maximum damage an attack can inflict, multiply the damage by the number of 
strikes. For example, my lightning attack does 14 damage per blow and has 4 
blows, so it can deal up to 56 damage in a single combat.")}
 {QUESTION_OPTION (_"Will my fighter hit every time when he attacks?") (_"Units 
have the ability to block blows. The chance that a unit has to hit is based on 
the defender's skill at defending blows, and is listed on the attack options 
menu after the damage and strike numbers for the bow attack.")}
 #enddef
@@ -165,12 +178,12 @@
                name=new turn
                [message]
                description=Delfador
-               message= _ "Your fighter has survived Merle's attack. Whenever 
a unit survives a battle, it gets experience from the combat. Once a unit gains 
enough experience, it advances to the next level, and becomes more powerful."
+               message= _ "Your fighter survived Merle's attack. Whenever a 
unit survives a battle, it gets experience from the combat. Once a unit gains 
enough experience, it advances to the next level, and becomes more powerful."
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define XP_QUESTIONS
 {QUESTION_OPTION (_"What's experience?") (_"When a unit fights another unit, 
it gains experience, denoted 'XP', from the combat. The amount of experience 
gained is equal to the opponent's level, which is usually a representation of 
that unit's power. However, much more experience is gained from defeating an 
enemy unit. The amount of XP gained from killing an enemy is equal to 8 times 
the enemy's level.")}
-{QUESTION_OPTION (_"What happens when a unit advances?") (_"When a unit 
advances, it transforms into a different unit type. This unit type is dependent 
on what the unit was originally, but occasionally there will be more than one 
choice of what to advance into. Advanced units are usually more powerful and 1 
level higher than they were originally. Also, when a unit advances, it is 
healed completely and any handicaps that have been cast on it are removed. This 
is known as 'advance-heal'.")}
+{QUESTION_OPTION (_"What happens when a unit advances?") (_"When a unit 
advances, it transforms into a different unit type. This unit type is dependent 
on what the unit was originally, but occasionally there will be more than one 
choice of what to advance into. Advanced units are usually more powerful and 1 
level higher than they were originally. Also, when a unit advances, it is 
healed completely and any handicaps cast on it are removed. This is known as 
'advance-heal'.")}
 #enddef
                                {XP_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -178,7 +191,7 @@
                description=Delfador
                message= _ "Move your fighter onto a village."
                [/message]
-               {SET_OBJECTIVE (_"Move your fighter onto a village.")}
+               {SET_OBJECTIVE (_"Move your fighter onto a village")}
                [event]
                name=moveto
                [filter]
@@ -193,8 +206,8 @@
                [/message]
                {QUESTION_OPTIONS_START (_"What do I do next?")}
 #define VILLAGE_QUESTIONS
-{QUESTION_OPTION (_"What happens when a unit moves onto a village?") 
(_"Whenever a unit moves onto a village, he flags the village for his side. 
This action takes all of the unit's remaining movement. Villages flagged for a 
side give the side several benefits, including giving the side an extra gold 
coin every turn, and reducing the total upkeep cost of that side's units by 
one. The total number of villages you control is also displayed on the status 
bar after the picture of a house. In addition to the economic benefit of 
villages, villages can be used in battle. Villages heal the units on them 8 HP 
per turn.")}
-{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?") 
(_"There are ways to heal even without villages. If a unit does not move or 
attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him 
he cannot receive rest-heal. Also, there are some units which heal the units 
surrounding them. The Elvish Shaman is one such unit; units next to an Elvish 
Shaman are healed 4 HP per turn. Finally, whenever you beat a scenario all of 
your units are fully healed.")}
+{QUESTION_OPTION (_"What happens when a unit moves onto a village?") 
(_"Whenever a unit moves onto a village, he flags the village for his side. 
This action takes all of the unit's remaining movement. Villages flagged for a 
side give the side several benefits, including giving the side a extra gold 
coin every turn, and reducing the total upkeep cost of that side's units by 
one. The total number of villages you control is also displayed on the status 
bar after the picture of a house. In addition to the economic benefit of 
villages, villages can be used in battle. Villages heal the units on them 8 HP 
per turn.")}
+{QUESTION_OPTION (_"How do I heal when there aren't any villages nearby?") 
(_"There are ways to heal even without villages. If a unit does not move or 
attack for 1 turn, he heals 2 HP from resting. However if an enemy attacks him 
he cannot receive rest-heal. Also, there are some units which heal the units 
surrounding them. The Elvish Shaman is one such unit; units next to an Elvish 
Shaman are healed 4 HP per turn. Finally, whenever you win a level all your 
units are healed fully.")}
 #enddef
                                {VILLAGE_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -233,14 +246,14 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "Unfortunately, you lost, because your leader was 
defeated. Hopefully you have gained wisdom from my teachings anyway."
+               message= _ "Unfortunately, you lost, because your leader was 
defeated. Hopefully you gained wisdom from my teachings anyway."
                [/message]
        [/event]
        [event]
        name=time over
                [message]
                description=Delfador
-               message= _ "Unfortunately, you lost, because you ran out of 
time. Hopefully you have gained wisdom from my teachings anyway."
+               message= _ "Unfortunately, you lost, because you ran out of 
time. Hopefully you gained wisdom from my teachings anyway."
                [/message]
        [/event]
        [event]
@@ -250,18 +263,18 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "You have successfully completed the first training 
scenario."
+               message= _ "You successfully completed the first training 
scenario."
                [/message]
                {QUESTION_OPTIONS_START (_"Hooray!")}
 #define VICTORY_QUESTIONS
-{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always 
tell me?") (_"Sometimes it is not clear how to win a scenario just by listening 
to the dialog. In this case you need to look at the scenario objectives, which 
appear after the opening dialog. It can also be accessed by clicking 
'Objectives' on the menu. The scenario objectives are a list of victory 
conditions and defeat conditions, and when any of the conditions are met, the 
scenario is over. Hopefully, it was a victory condition that was met.")}
+{QUESTION_OPTION (_"How do I know how to complete a scenario? Will you always 
tell me?") (_"Sometimes it is not clear how to win a scenario just by listening 
to the dialog. In this case you need to look at the scenario objectives, which 
appear after the opening dialog and whenever they change. It can also be 
accessed by clicking 'Scenario Objectives' on the menu. The scenario objectives 
are a list of victory conditions and defeat conditions, and when any of the 
conditions are met, the level is over. Hopefully, it was a victory condition 
that was met.")}
 {QUESTION_OPTION (_"What happens when I win a scenario?") (_"When you win a 
scenario, all of your units survive and are revived to full health, and you do 
not have to pay them for the remaining turns. Also, if your army remains in the 
area after you win, all villages surrender to you immediately after you win. 
However between scenarios, 20% of your gold is lost.")}
 #enddef
                                {VICTORY_QUESTIONS}
                {QUESTION_OPTIONS_END}
                [message]
                description=Delfador
-               message= _ "Do you want to review any of the skills learned in 
this scenario?"
+               message= _ "Do you want to review any of the skills learned on 
this level?"
                        [option]
                        message= _ "Yes"
                        [command]
@@ -282,7 +295,7 @@
                [/message]
                [message]
                description=Delfador
-               message= _ "Although you have completed your first scenario, 
your training is not yet over. We will now proceed to the next scenario, in 
which you will fight me in a mock battle."
+               message= _ "Although you completed your first scenario, your 
training is not yet over. We will now proceed to the next scenario, in which 
you will fight me in a mock battle."
                [/message]
                [endlevel]
                next_scenario=tutorial-2
Index: wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg
diff -u wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.9 
wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.10
--- wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.9      Mon Feb 
21 08:08:25 2005
+++ wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg  Mon Mar 21 
08:32:13 2005
@@ -5,6 +5,7 @@
 map_data="{maps/Tutorial/Traits_and_Specialties}"
 turns=24
 music=wesnoth-4.ogg
+experience_modifier=50
        {DAWN}
        {MORNING}
        {AFTERNOON}
@@ -14,8 +15,6 @@
        [side]
        type=Lord
        description=Konrad
-       user_description= _ "Konrad"
-       canrecruit=1
        side=1
        recruit=Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Scout
        controller=human
@@ -24,7 +23,6 @@
        [side]
        type=Elder Mage
        description=Delfador
-       user_description= _ "Delfador"
        canrecruit=1
        side=2
        recruit=Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Scout
@@ -42,7 +40,7 @@
                [/message]
                [message]
                description=Delfador
-               message= _ "You can win most scenarios simply by defeating all 
enemy leaders. Win this scenario by defeating me. Your fighter from the 
previous scenario can help you in this battle. To recall him, right-click on a 
castle tile, select Recall, select your fighter, then select 'OK'. You should 
also recruit Elvish Fighters and Elvish Archers."
+               message= _ "You can win most scenarios simply by defeating all 
enemy leaders. Win this scenario by defeating me. Your fighter from the 
previous scenario can help you in this battle. To recall him, right-click on a 
castle tile, select Recall, select your fighter, then select 'Ok'. You should 
also recruit Elvish Fighters and Elvish Archers."
                [/message]
                #this assumes that they only have 1 Elvish Fighter
                #it should be changed
@@ -51,7 +49,7 @@
                role=recalled
                [/role]
                [objectives]
-               message= _ "@Skills covered:
+               summary= _ "Skills covered:
 Recalling
 Traits
 Gold
@@ -59,11 +57,19 @@
 Terrains
 Resistance
 Specialties
-Objects
-Playing Wesnoth
address@hidden
address@hidden
-Defeat Delfador"
+Objects"
+                       [objective]
+                       description= _ "Defeat Delfador"
+                       condition=win
+                       [/objective]
+                       [objective]
+                       description= _ "Death of Konrad"
+                       condition=lose
+                       [/objective]
+                       [objective]
+                       description= _ "Turns run out"
+                       condition=lose
+                       [/objective]
                [/objectives]
        [/event]
        [event]
@@ -74,12 +80,12 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "You have successfully recalled your Elvish Fighter."
+               message= _ "You successfully recalled your Elvish Fighter."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define RECALL_QUESTIONS
 {QUESTION_OPTION (_"What happens when I recall a unit?") (_"First, you must 
pay 20 pieces of gold for each unit you recall, regardless of the type of unit. 
Other than that, recalled units are basically like recruited units, except that 
instead of a new unit appearing, a unit from a previous scenario will appear.")}
-{QUESTION_OPTION (_"How should I decide which units to recall?") (_"You should 
usually recall units that have already advanced to the next level. However, you 
may also want to recall units that have high experience, and are thus likely to 
advance. You should recall units that will be useful for the scenario you are 
in; for example in a forest scenario, recall elves.")}
+{QUESTION_OPTION (_"How should I decide which units to recall?") (_"You should 
usually recall units that are already advanced to the next level. However, you 
may also want to recall units that have high experience, and are thus likely to 
advance. You should recall units that will be useful for the scenario you are 
in; for example in a forest scenario, recall elves.")}
 #enddef
                                {RECALL_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -88,16 +94,19 @@
        name=turn 2
                [message]
                description=Delfador
-               message= _ "You may notice that your units have slightly 
different statistics than the statistics shown before you recruited them. This 
is because they have been assigned traits."
+               message= _ "You may notice that your units have slightly 
different statistics than the statistics shown before you recruited them. This 
is because of their assigned traits."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TRAIT_QUESTIONS
 {QUESTION_OPTION (_"What do traits do?") (_"The function of traits is add 
variety by making units of the same type different from each other. This is 
done by randomly assigning each unit traits when they are recruited. The traits 
that a unit has are displayed on the Status Table, and the function of a 
specific trait can be found by putting your cursor over that trait.")}
 {QUESTION_OPTION (_"What kind of traits can my units get?") (_"There are five 
distinct traits, which have effects ranging from increasing a unit's hit points 
to decreasing the amount of XP required to advance. However all traits are 
designed to improve unit's power; there are no 'negative' traits. Most units 
have an equal chance to get any two different traits when they are recruited.")}
 #enddef
-                               {TRAIT_QUESTIONS}
-               {QUESTION_OPTIONS_END}
+
+{TRAIT_QUESTIONS}
+{QUESTION_OPTIONS_END}
+
        [/event]
+
        [event]
        name=turn 3
 
@@ -105,10 +114,10 @@
                description=Delfador
                message= _ "When you recruit and recall units, you lose gold. 
If this would cause you to have less than 0 gold, you cannot recruit or recall."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define GOLD_QUESTIONS
 {QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each 
unit you recruit or recall gold when you recruit it. The cost of recruiting a 
unit is displayed under the unit's name. The cost of recalling a unit is always 
20 gold. A unit also costs gold for each turn it is under your control. This 
cost, called 'upkeep', is equal to the level of the unit. However, units you do 
not recruit or recall such as your leader do not cost any gold at all. The 
total upkeep cost of your units is displayed on the status bar at the top after 
a picture of gold and then a red arrow.")}
-{QUESTION_OPTION (_"How do I get gold?") (_"You begin each scenario with a 
percentage of gold from the previous scenario. If this is less than 100 gold, 
you begin with 100 gold instead. The amount of gold you have is displayed on 
the status bar after the picture of gold. After the start of a scenario, you 
receive 2 gold every turn. Since you usually need more gold than that, you 
should flag villages, which give you 1 gold per turn.")}
+{QUESTION_OPTION (_"How do I get gold?") (_"You begin each level with a 
percentage of gold from the previous level. If this is less than 100 gold, you 
begin with 100 gold instead. The amount of gold you have is displayed on the 
status bar after the picture of gold. After the start of a scenario, you 
receive 2 gold every turn. Since you usually need more gold than that, you 
should flag villages, which give you 1 gold per turn.")}
 #enddef
                                {GOLD_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -119,7 +128,7 @@
                description=Delfador
                message= _ "The sun is setting over Wesnoth. The time of day 
affects how much damage units of different alignments can inflict upon each 
other."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TIME_QUESTIONS
 {QUESTION_OPTION (_"What are the different alignments and times of day?") 
(_"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times 
of day: day, twilight, and night. During day, units of the alignment Lawful, 
such as humans, do 25% more damage, while Chaotic units such as undead do 25% 
less. At night it is reversed. During twilight, all units do their normal 
damage. Neutral units such as elves are unaffected by day and night.")}
 {QUESTION_OPTION (_"How do I know what time of day it is?") (_"The times of 
day usually progress in a sequence: dawn- identical to twilight, morning- day, 
evening- day, dusk- twilight, first-watch- night, second-watch- night, then 
repeat. This is represented by the sun and moon which each rise in the east and 
set in the west. However some scenarios have a different sequence, such as 
underground where it is perpetually night. You can find out the current time of 
day by looking at the Status Table.")}
@@ -133,10 +142,10 @@
                description=Delfador
                message= _ "Each hex has a terrain, which gives the hex 
distinctive properties."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define TERRAIN_QUESTIONS
-{QUESTION_OPTION (_"What are the different properties that terrains have?") 
(_"Two terrains have properties which have already been described; namely 
villages and castle. However the properties of most terrains are more subtle, 
and have to do with the advantages and disadvantages different units have when 
they move onto them. The first property of a terrain is the number of move 
points it takes each unit to move through the hex. The second property is the 
defense that the terrain gives units standing on it. This is a percentage which 
determines the unit's chance to be hit on that terrain. For example; many elves 
have 70% defense in woods, and are therefore hit 30% of the time.")}
-{QUESTION_OPTION (_"How do I find out the properties of a specific terrain?") 
(_"To find out the properties of a terrain with respect to a specific unit, 
right-click on the unit, select Unit Description, then look at Terrain 
Modifiers. To find out which terrain is on a particular hex, move your cursor 
over that hex and look in the upper-right hand corner of the screen. This will 
display, in order, the name of the terrain, then the coordinates of the hex, 
then the selected unit's defense, then the number of move points it will cost 
the selected unit to move through that hex.")}
+{QUESTION_OPTION (_"What are the different properties that terrains have?") 
(_"Two terrains have properties which I described earlier: namely villages and 
castle. However the properties of most terrains are more subtle, and have to do 
with the advantages and disadvantages different units have when they move onto 
them. The first property of a terrain is the number of move points it takes 
each unit to move through the hex. The second property is the defense that the 
terrain gives units standing on it. This is a percentage which determines the 
unit's chance to be hit on that terrain. For example; elves have 70% defense on 
grass, and are therefore hit 30% of the time.")}
+{QUESTION_OPTION (_"How do I find out the properties of a specific terrain?") 
(_"To find out the properties of a terrain with respect to a specific unit, 
right-click on the unit, select Unit Description, then select Terrain 
Modifiers. To find out which terrain is on a particular hex, move your cursor 
over that hex and look in the upper-right hand corner of the screen. This will 
display, in order, the name of the terrain, then the coordinates of the hex, 
then the selected unit's defense, then the number of move points it will cost 
the selected unit to move through that hex.")}
 #enddef
                                {TERRAIN_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -147,10 +156,10 @@
                description=Delfador
                message= _ "Each attack has a damage type which affects how 
much damage different units take from that attack."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define RESISTANCE_QUESTIONS
 {QUESTION_OPTION (_"How does resistance affect attack damage?") (_"Each unit 
has a certain resistance against each attack type. This resistance is a 
percentage which is subtracted from the damage of opponent's weapons of that 
type. For example, if an Elvish Scout is attacked by an Elvish Archer, the 
archer does 20% more damage than normal, since Elvish Scouts have -20% 
resistance to pierce. This bonus/penalty is calculated additively with other 
bonuses/penalties like time of day, so two -50% penalties would add up to 
-100%.")}
-{QUESTION_OPTION (_"What are the different damage types?") (_"There are 6 
different damage types: blade, pierce, impact, fire, cold, and holy. Heavily 
armored units have high resistance to the physical types: blade, pierce, and 
impact, but low resistance to the magical types: fire and cold. All living 
units have resistance to holy while undead are extremely weak to it. To find 
out a specific unit's resistance, right-click on the unit, select Unit 
Description, then look at Resistances.")}
+{QUESTION_OPTION (_"What are the different damage types?") (_"There are 6 
different damage types: blade, pierce, impact, fire, cold, and holy. Heavily 
armored units have high resistance to the physical types: blade, pierce, and 
impact, but low resistance to the magical types: fire and cold. All living 
units have resistance to holy while undead are extremely weak to it. To find 
out a specific unit's resistance, right-click on the unit, select Unit 
Description, then select Resistance.")}
 #enddef
                                {RESISTANCE_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -161,7 +170,7 @@
                description=Delfador
                message= _ "Many units have a specialty which changes the rules 
of play in some way."
                [/message]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define SPECIALTIES_QUESTIONS
 {QUESTION_OPTION (_"What do specialties do?") (_"Each specialty does something 
different; that's the whole point of a specialty. To find a description of a 
unit's specialty, put your cursor over the name of the specialty.")}
 {QUESTION_OPTION (_"Which units get specialties?") (_"The specialties a unit 
gets are determined by the unit type; for example all generals have the 
specialty leadership. There are two kinds of specialties: abilities, and attack 
specials. Abilities apply to units while attack specials only apply to one of 
the unit's attacks.")}
@@ -191,13 +200,13 @@
                        increase_damage=4
                        [/effect]
                description= _ "This potion increases the damage of all the 
drinker's attacks by four."
-               name= _ "Potion of Strength"
+               name=Strength Potion
                image=items/potion-red.png
                [/object]
-               {QUESTION_OPTIONS_START (_"En garde!")}
+               {QUESTION_OPTIONS_START (_"En guarde!")}
 #define OBJECT_QUESTIONS
 {QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The 
objects you encounter are put in by the scenario designer, so they vary from 
campaign to campaign. In Heir to the Throne, most objects give the unit who 
picks them up a new weapon. However there are usually not that many objects in 
a campaign.")}
-{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are 
permanent changes to the unit that receives them. However a few objects, such 
as holy water, last only until the end of the scenario.")}
+{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are 
permanent changes to the unit that receives them. However a few objects, such 
as holy water, last only until the remainder of the level.")}
 #enddef
                                {OBJECT_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -221,14 +230,14 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "Unfortunately, you lost, because your leader was 
defeated. Hopefully you have gained wisdom from my teachings anyway."
+               message= _ "Unfortunately, you lost, because your leader was 
defeated. Hopefully you gained wisdom from my teachings anyway."
                [/message]
        [/event]
        [event]
        name=time over
                [message]
                description=Delfador
-               message= _ "Unfortunately, you lost, because you ran out of 
time. Hopefully you have gained wisdom from my teachings anyway."
+               message= _ "Unfortunately, you lost, because you ran out of 
time. Hopefully you gained wisdom from my teachings anyway."
                [/message]
        [/event]
        [event]
@@ -238,18 +247,11 @@
                [/filter]
                [message]
                description=Delfador
-               message= _ "Congratulations! You have defeated me, and 
completed the second and final training scenario. Next, you may want to begin a 
campaign, or play multiplayer."
+               message= _ "Congratulations! By defeating me, you complete the 
second training scenario."
                [/message]
-               {QUESTION_OPTIONS_START (_"Hooray!")}
-#define WESNOTH_QUESTIONS
-{QUESTION_OPTION (_"How do I play a campaign?") (_"To begin a campaign, run 
Wesnoth, select 'Campaign', select which campaign to play, then select Easy, 
Normal, or Hard. Heir to the Throne is the suggested for newcomers to 
Wesnoth.")}
-{QUESTION_OPTION (_"How do I play multiplayer?") (_"To play Wesnoth against 
other people, select 'Multiplayer'. Then select 'Join Official Server'. This 
will connect you to the official Wesnoth server, where you can join a game by 
selecting it, then selecting 'Join Game'.")}
-#enddef
-                               {WESNOTH_QUESTIONS}
-               {QUESTION_OPTIONS_END}
                [message]
                description=Delfador
-               message= _ "Do you want to review any of the skills learned in 
this scenario?"
+               message= _ "Do you want to review any of the skills learned on 
this level?"
                        [option]
                        message= _ "Yes"
                        [command]
@@ -262,7 +264,6 @@
                                                {RESISTANCE_QUESTIONS}
                                                {SPECIALTIES_QUESTIONS}
                                                {OBJECT_QUESTIONS}
-                                               {WESNOTH_QUESTIONS}
                                {QUESTION_OPTIONS_END}
                        [/command]
                        [/option]
@@ -276,4 +277,19 @@
                bonus=yes
                [/endlevel]
        [/event]
+
+       [event]
+       name=victory
+               [message]
+               description=Delfador
+               message= _ "Next, you may want to begin a campaign, or play 
multiplayer."
+               [/message]
+               {QUESTION_OPTIONS_START (_"Hooray!")}
+#define WESNOTH_QUESTIONS
+{QUESTION_OPTION (_"How do I play a campaign?") (_"To begin a campaign, run 
Wesnoth, select 'Campaign', select which campaign to play, then select Easy, 
Normal, or Hard. Heir to the Throne is the suggested for newcomers to 
Wesnoth.")}
+{QUESTION_OPTION (_"How do I play multiplayer?") (_"To play Wesnoth against 
other people, select 'Multiplayer'. Then select 'Join Official Server'. This 
will connect you to the official Wesnoth server, where you can join a game by 
selecting it, then selecting 'Join Game'.")}
+#enddef
+               {WESNOTH_QUESTIONS}
+               {QUESTION_OPTIONS_END}
+       [/event]
 [/tutorial]
Index: wesnoth/data/scenarios/tutorial/utils.cfg
diff -u wesnoth/data/scenarios/tutorial/utils.cfg:1.5 
wesnoth/data/scenarios/tutorial/utils.cfg:1.6
--- wesnoth/data/scenarios/tutorial/utils.cfg:1.5       Fri Sep 24 00:23:35 2004
+++ wesnoth/data/scenarios/tutorial/utils.cfg   Mon Mar 21 08:32:13 2005
@@ -34,13 +34,28 @@
 #enddef
 #define SET_OBJECTIVE OBJECTIVE
 [objectives]
-message= _ "@Skills covered:
+summary= _ "Skills covered:
 Recruiting units
 Moving units
 Attacking enemy units
 Gaining experience
-Winning scenarios
address@hidden objective:
-{OBJECTIVE}"
+Winning scenarios"
+victory_string= _ "Current objective:"
+       [objective]
+       description={OBJECTIVE}
+       condition=win
+       [/objective]
+       [objective]
+       description= _ "Death of Konrad"
+       condition=lose
+       [/objective]
+       [objective]
+       description= _ "Death of Delfador"
+       condition=lose
+       [/objective]
+       [objective]
+       description= _ "Turns run out"
+       condition=lose
+       [/objective]
 [/objectives]
 #enddef




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