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[Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/hp-green.png ...
From: |
ott |
Subject: |
[Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/hp-green.png ... |
Date: |
Wed, 03 Aug 2005 17:17:13 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: ott <address@hidden> 05/08/03 21:17:13
Modified files:
data : help.cfg
Added files:
images/help : hp-green.png hp-red.png hp-yellow.png hpxp.png
Log message:
more manual info into help, plus new info and some tweaks for 800x600
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.40&tr2=1.41&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/hp-green.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/hp-red.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/hp-yellow.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/hpxp.png?rev=1.1
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.40 wesnoth/data/help.cfg:1.41
--- wesnoth/data/help.cfg:1.40 Tue Aug 2 12:06:24 2005
+++ wesnoth/data/help.cfg Wed Aug 3 21:17:12 2005
@@ -13,7 +13,7 @@
[section]
id=gameplay
title= _ "Gameplay"
-topics=fundamentals,recruit_and_recall,orbs,movement,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
+topics=fundamentals,recruit_and_recall,orbs,hitpoints,movement,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]
[section]
@@ -108,6 +108,14 @@
[/topic]
[topic]
+id=hitpoints
+title= _ "Hitpoints and Experience"
+text= _"Each unit has a certain number of hitpoints (HP). If the hitpoints of
a unit drop below 1, the unit dies. Each unit also has a certain number of
experience points (XP). A freshly recruited unit starts with no experience
points, and gains experience by fighting enemies." + "
+<img>src=help/hpxp.png align=left float=yes</img>" + _"The hitpoints and
experience points are both indicated in the status pane using two numbers (the
current value and the maximum value the unit can have)." + "
+<img>src=help/hp-green.png align=here</img><img>src=help/hp-yellow.png
align=here</img><img>src=help/hp-red.png align=here</img>" + _"The hitpoints
are also indicated by an energy bar next to each unit, which is green, yellow
or red. A unit with at least 1 experience point has a blue experience bar,
which turns white as the unit is about to <ref>dst=experience_and_advancement
text=advance</ref>."
+[/topic]
+
+[topic]
id=movement
title= _ "Movement"
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." + _"
@@ -156,27 +164,20 @@
[topic]
id=time_of_day
title= _ "Time of Day"
-text= _ "Wesnoth games usually take place with a regular cycle between day and
night. The current time of day can be observed under the minimap in the upper
right.
-
-The usual day/night cycle runs:
+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.
+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>
" + _"Morning" + " <jump>to=160</jump><img>src=misc/schedule-morning.png
align=here</img>
" + _"Afternoon" + " <jump>to=160</jump><img>src=misc/schedule-afternoon.png
align=here</img>
" + _"Dusk" + " <jump>to=160</jump><img>src=misc/schedule-dusk.png
align=here</img>
" + _"First Watch" + "
<jump>to=160</jump><img>src=misc/schedule-firstwatch.png align=here</img>
" + _"Second Watch" + "
<jump>to=160</jump><img>src=misc/schedule-secondwatch.png align=here</img>
-" + _"
-Morning and Afternoon count as day, First and Second Watch count as night." +
_"
-
-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." + "
-
-<img>src=misc/schedule-underground.png align=right float=yes</img>" +
-_"Keep in mind that some scenarios take place underground, where it is
perpetually night!"
+" + "
+<img>src=misc/schedule-underground.png align=right float=yes</img>" + _"Keep
in mind that some scenarios take place underground, where it is perpetually
night!"
[/topic]
[topic]
@@ -186,24 +187,23 @@
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." + _"
-While most units have three levels, not all do. Occasional units (such as
<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached its
maximum level, it may have an After Maximum Level Advancement (AMLA) available
to it.
-The AMLA will modify the unit each time the unit reaches the experience goal,
but the unit will remain the same level. The typical AMLA effect is for the
unit
-to raise the maximum HP by 3 for every 100 XP gained. Note that only a small
number of units, for example the Necrophage, will actually heal with AMLA
effects. Most units just gain the bonus to the Maximum HP."
+While most units have three levels, not all do. Occasional units (such as
<ref>dst=unit_Mage text=Magi</ref>) may have four. Once a unit has reached its
maximum level, it may have an After Maximum Level Advancement (AMLA) available
to it.
+The AMLA will modify the unit each time the unit reaches the experience goal,
but the unit will remain the same level. The typical AMLA effect is for the unit
+to raise the maximum HP by 3 for every 100 XP gained. Note that only a small
number of units, for example the Necrophage, will actually heal with AMLA
effects. Most units just gain the bonus to the Maximum HP."
[/topic]
[topic]
id=healing
title= _ "Healing"
-text= _ "In combat, your units will inevitably take damage. Wesnoth offers
several ways for your units to heal, all of which take place at the beginning
of your turn, before you take action." + _"
+text= _ "In combat, your units will inevitably take damage. When a unit
<ref>dst=experience_and_advancement text=advances</ref>, it will heal fully.
This can happen as you finish fighting an enemy, whether it is your turn or
not. Wesnoth offers several other ways for your units to heal, all of which
take place at the beginning of your turn, before you take action." + _"
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_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." + _"
+Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability
will heal up to 8HP of damage per turn, as well as preventing Poison from
causing damage. Only those units will be healed that are adjacent to and are
fighting on the same side as the healing unit, and only up to 4HP per unit." +
_"
+Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability
will heal all up to 18HP of damage per turn, as well as curing Poison. Only
those units will be healed or cured that are adjacent to and are fighting on
the same side as the healing unit, and only up to 8HP per unit." + _"
-Resting can be combined with other forms of healing, but villages,
regeneration, and healing/curing cannot combine with each other. Also, units
heal fully between scenarios."
+Resting can be combined with other forms of healing, but villages,
regeneration, healing and curing cannot combine with each other. A healing or
curing unit whose attention is split between many wounded will be less
effective at healing their individual wounds. Finally, units heal fully between
scenarios."
[/topic]
[topic]
@@ -249,7 +249,7 @@
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 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." + _"
+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>
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