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[Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/orb-blue.png ...
From: |
ott |
Subject: |
[Wesnoth-cvs-commits] wesnoth data/help.cfg images/help/orb-blue.png ... |
Date: |
Mon, 01 Aug 2005 09:22:34 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: ott <address@hidden> 05/08/01 13:22:34
Modified files:
data : help.cfg
Added files:
images/help : orb-blue.png orb-green.png orb-none.png
orb-red.png orb-yellow.png
Log message:
more manual info into in-game help, and fix some terrain references
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.38&tr2=1.39&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/orb-blue.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/orb-green.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/orb-none.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/orb-red.png?rev=1.1
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/images/help/orb-yellow.png?rev=1.1
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.38 wesnoth/data/help.cfg:1.39
--- wesnoth/data/help.cfg:1.38 Mon Aug 1 11:05:23 2005
+++ wesnoth/data/help.cfg Mon Aug 1 13:22:33 2005
@@ -44,7 +44,7 @@
[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
+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
[/section]
[topic]
@@ -99,16 +99,12 @@
[topic]
id=orbs
title= _ "Orbs"
-text= _ "On the top of the energy bar shown next to each unit of yours is an
orb.
-This orb is:
-
- * green if you control the unit and it hasn't moved this turn,
- * yellow if you control the unit and it has moved this turn, but could
- still move further or attack,
- * red if you control the unit, but it has used all its movement this turn, or
- * blue if the unit is an ally you do not control.
-
-Enemy units have no orb on the top of their energy bar."
+text= _ "On top of the energy bar shown next to each unit of yours is an orb.
For units you control, this orb is:" + "
+<img>src=help/orb-green.png align=here</img>" + _ "green if it hasn't moved
this turn," + "
+<img>src=help/orb-yellow.png align=here</img>" + _ "yellow if it has moved,
but could still move further or attack, or" + "
+<img>src=help/orb-red.png align=here</img>" + _ "red if it has used all its
movement this turn." + "
+<img>src=help/orb-blue.png align=here</img>" + _ "The orb is blue if the unit
is an ally you do not control." + "
+<img>src=help/orb-none.png align=here</img>" + _ "Enemy units have no orb on
top of their energy bar."
[/topic]
[topic]
@@ -460,21 +456,21 @@
[topic]
id=terrain_canyon
title= _ "Canyon"
-text= "<img>src=images/terrain/canyon.png align=left box=no</img>
+text= "<img>src=terrain/canyon.png align=left box=no</img>
" + _ "A canyon is a gorge in the ground, leading to depths unknown. Canyons
are noted for sheer walls which would take days to traverse. As far as gameplay
is concerned, only units capable of flying over canyons can cross this terrain."
[/topic]
[topic]
id=terrain_lava
title= _ "Lava"
-text= "<img>src=images/terrain/lava.png align=left box=no</img>
+text= "<img>src=terrain/lava.png align=left box=no</img>
" + _ "The dangers inherent in trying to walk on lava are fairly obvious. This
terrain can only be crossed by those units capable of flying a considerable
distance above it."
[/topic]
[topic]
id=terrain_ford
title= _ "River Ford"
-text= "<img>src=images/terrain/ford.png align=left box=no</img>
+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]
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