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[Wesnoth-cvs-commits] wesnoth data/help.cfg data/units/Troll.cfg data...
From: |
ott |
Subject: |
[Wesnoth-cvs-commits] wesnoth data/help.cfg data/units/Troll.cfg data... |
Date: |
Wed, 27 Apr 2005 15:54:28 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: ott <address@hidden> 05/04/27 19:54:28
Modified files:
data : help.cfg
data/units : Troll.cfg Troll_Rocklobber.cfg
Troll_Warrior.cfg
. : changelog
Log message:
Language fixes.
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.27&tr2=1.28&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/units/Troll.cfg.diff?tr1=1.20&tr2=1.21&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/units/Troll_Rocklobber.cfg.diff?tr1=1.6&tr2=1.7&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/units/Troll_Warrior.cfg.diff?tr1=1.16&tr2=1.17&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/changelog.diff?tr1=1.623&tr2=1.624&r1=text&r2=text
Patches:
Index: wesnoth/changelog
diff -u wesnoth/changelog:1.623 wesnoth/changelog:1.624
--- wesnoth/changelog:1.623 Tue Apr 26 17:23:53 2005
+++ wesnoth/changelog Wed Apr 27 19:54:28 2005
@@ -3,6 +3,7 @@
* language fixes and polishing (English)
* updated translations:
* Afrikaans
+ * Hungarian
* Slovenian
* new death animations for:
* Ancient_Lich.cfg, Ancient_Wose.cfg, Arch_Mage.cfg, Assassin.cfg,
Bandit.cfg, Battle_Princess.cfg, Blood_Bat.cfg, Bone_Shooter.cfg, Bowman.cfg,
Cavalier.cfg, Cavalryman.cfg, Cave_Spider.cfg, Chocobone.cfg, Cockatrice.cfg,
Commander.cfg, Cuttle_Fish.cfg, Dark_Adept.cfg, Dark_Queen.cfg,
Dark_Spirit.cfg, Deathblade.cfg
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.27 wesnoth/data/help.cfg:1.28
--- wesnoth/data/help.cfg:1.27 Mon Apr 18 15:34:36 2005
+++ wesnoth/data/help.cfg Wed Apr 27 19:54:27 2005
@@ -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 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." + _"
+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 wish to recall units with more desirable traits." + _"
<header>text=Quick</header>
Index: wesnoth/data/units/Troll.cfg
diff -u wesnoth/data/units/Troll.cfg:1.20 wesnoth/data/units/Troll.cfg:1.21
--- wesnoth/data/units/Troll.cfg:1.20 Mon Apr 18 14:58:45 2005
+++ wesnoth/data/units/Troll.cfg Wed Apr 27 19:54:27 2005
@@ -14,7 +14,7 @@
advanceto=Troll Warrior
undead_variation=troll
cost=32
-unit_description= _ "Trolls, grown to adulthood, are possessed of a fearsome
strength. Their stone-like bodies have grown to a size much taller than a man,
and their terrifying ability to recover from wounds make them a formidable foe
even far from the mountainous ground they prefer to fight in. An adult troll is
smarter, faster, stronger, and though one would dare not say it to their face,
uglier than any of their children. Their wield heavy clubs with brutal
proficiency, and form a bulwark of strength in any battle they participate in -
the only weakness they have, if such can be said, is their inability to fight
at a distance.
+unit_description= _ "Trolls, grown to adulthood, are possessed of a fearsome
strength. Their stone-like bodies have grown to a size much taller than a man,
and their terrifying ability to recover from wounds make them a formidable foe
even far from the mountainous ground they prefer to fight in. An adult troll is
smarter, faster, stronger, and though one would dare not say it to their face,
uglier than any of their children. They wield heavy clubs with brutal
proficiency, and form a bulwark of strength in any battle they participate in -
the only weakness they have, if such can be said, is their inability to fight
at a distance.
Usage:
Trolls fight well on rough, rocky terrain, especially at night. They are
vulnerable to archers, especially in open terrain, and should always have a
healthy fear of spellcasters in all terrain. They are quite powerful against
brittle foes, like skeletons, and quite weak against well armored or naturally
resilient enemies, such as their woodland counterpart, the wose. Their
regeneration allows them to cure poison and heal wounds without the aid of a
nearby village. Their relatively slow speed is a liability, as is their
weakness during daylight hours."
Index: wesnoth/data/units/Troll_Rocklobber.cfg
diff -u wesnoth/data/units/Troll_Rocklobber.cfg:1.6
wesnoth/data/units/Troll_Rocklobber.cfg:1.7
--- wesnoth/data/units/Troll_Rocklobber.cfg:1.6 Mon Apr 18 14:58:45 2005
+++ wesnoth/data/units/Troll_Rocklobber.cfg Wed Apr 27 19:54:28 2005
@@ -15,7 +15,7 @@
undead_variation=troll
cost=32
usage=fighter
-unit_description= _ "Given the monstrous strength of their race, trolls can
turn rather mundane weapons into implements of deadly force. Some trolls piece
together crude slings, little different from what a child would use, save for
the fact they hurl boulders instead of pebbles. Though not especially accurate,
a rock thrown by one of these monsters can cripple a man if it hits him.
Despite being burdened by their heavy ammunition, and lacking in any sort of
melee weaponry, a troll rocklobber is still bigger, stronger, and perhaps even
uglier than the whelp it once was, and a troll's fist serves as well as a man's
hammer in combat. Furthermore, their ability to strike back at an enemy archer
makes fighting them a dicey proposition at any range, unless one can attack
under heavy cover of terrain.
+unit_description= _ "Given the monstrous strength of their race, trolls can
turn rather mundane implements into weapons of deadly force. Some trolls piece
together crude slings, little different from what a child would use, save for
the fact they hurl boulders instead of pebbles. Though not especially accurate,
a rock thrown by one of these monsters can cripple a man if it hits him.
Despite being burdened by their heavy ammunition, and lacking in any sort of
melee weaponry, a troll rocklobber is still bigger, stronger, and perhaps even
uglier than the whelp it once was, and a troll's fist serves as well as a man's
hammer in combat. Furthermore, their ability to strike back at an enemy archer
makes fighting them a dicey proposition at any range, unless one can attack
under heavy cover of terrain.
Usage:
Troll Rocklobbers fight well on rough, rocky terrain, especially at night.
Unlike most others of their race, a Troll Rocklobber will make many archers
think twice about attacking, and is quite dangerous for an enemy spellcaster to
attack. They are quite powerful against brittle foes, like skeletons, and quite
weak against well armored or naturally resilient enemies, such as their
woodland counterpart, the wose. Their regeneration allows them to cure poison
and heal wounds without the aid of a nearby village. Their relatively slow
speed is a liability, as is their weakness during daylight hours. The greatest
danger to a Troll Rocklobber is a powerful melee unit attacking them in open
terrain during the day, when they are weakest."
Index: wesnoth/data/units/Troll_Warrior.cfg
diff -u wesnoth/data/units/Troll_Warrior.cfg:1.16
wesnoth/data/units/Troll_Warrior.cfg:1.17
--- wesnoth/data/units/Troll_Warrior.cfg:1.16 Mon Apr 18 14:58:45 2005
+++ wesnoth/data/units/Troll_Warrior.cfg Wed Apr 27 19:54:28 2005
@@ -18,7 +18,7 @@
unit_description= _ "A terrifying, monstrous bastion of strength, a Troll
Warrior brings to fore all the tales that have been told of their race's
terrifying power. Wielding massive hammers that could knock a house off its
foundation, and able to absorb a seemingly endless rash of punishment, Troll
Warriors are capable of singlehandedly changing the strategies of an enemy
commander they face. A troll warrior is not something brought down by one man,
but by a whole group of them, fighting desperately against this hideous
strength borne before them. That which causes the most terror about a troll
warrior, is not their appearance, or their power, but the fact that one brought
even within an inch of its life will shortly return to its full strength if it
is not truly sent to death.
Usage:
-Troll Warriors fight well on rough, rocky terrain, especially at night. Though
vulnerable to archers and spellcasters, especially in open terrain, the raw
power of a Troll Warrior makes them a foe that generally must be brought down
by several enemies. There are few enemies which can engage them in one-on-one
combat without a great danger of being killed on the same turn. Their
regeneration allows them to cure poison, and heal wounds without the aid of a
nearby village. Their relative weakness during daylight hours is a liability,
though a Troll Warrior is still very powerful during the day."
+Troll Warriors fight well on rough, rocky terrain, especially at night. Though
vulnerable to archers and spellcasters, especially in open terrain, the raw
power of a Troll Warrior makes it a foe that generally must be brought down by
several enemies. There are few enemies which can engage them in one-on-one
combat without a great danger of being killed on the same turn. Their
regeneration allows them to cure poison, and heal wounds without the aid of a
nearby village. Their relative weakness during daylight hours is a liability,
though a Troll Warrior is still very powerful during the day."
get_hit_sound=ugg.wav
[attack]
name=hammer
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