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[Wesnoth-cvs-commits] wesnoth/data terrain.cfg help.cfg
From: |
ott |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data terrain.cfg help.cfg |
Date: |
Sun, 07 Aug 2005 13:57:42 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: ott <address@hidden> 05/08/07 17:57:42
Modified files:
data : terrain.cfg help.cfg
Log message:
help revisions, split traits into separate topics
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/terrain.cfg.diff?tr1=1.65&tr2=1.66&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.41&tr2=1.42&r1=text&r2=text
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.41 wesnoth/data/help.cfg:1.42
--- wesnoth/data/help.cfg:1.41 Wed Aug 3 21:17:12 2005
+++ wesnoth/data/help.cfg Sun Aug 7 17:57:42 2005
@@ -19,7 +19,9 @@
[section]
id=traits_section
title= _ "Traits"
-topics=traits
+topics=traits_overview,traits_intelligent,traits_quick,traits_resilient,traits_strong,traits_loyal,traits_undead,traits_dextrous
+# Not used since generated text was not really suitable.
+#generator=traits
[/section]
[section]
@@ -44,18 +46,18 @@
[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,terrain_canyon,terrain_lava,terrain_ford
+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,terrain_bridge,terrain_cavewall
[/section]
[topic]
id=abilities
-title= _ "Introduction"
+title= _ "Overview"
text= _ "Certain units have abilities that either directly affect other units,
or have an impact on how the unit interacts with other units. These abilities
will be listed under this topic as you encounter them."
[/topic]
[topic]
id=introduction_topic
-title= _ "Introduction"
+title= _ "Overview"
text="<img>src=misc/logo.png align=middle box=no</img>" + _"
Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual
among modern strategy games. While other games strive for complexity, Battle
for Wesnoth strives for simplicity of both rules and gameplay. This does not
make the game simple, however - from these simple rules arise a wealth of
strategy, making the game easy to learn but a challenge to master."
@@ -130,11 +132,11 @@
[topic]
id=combat
title= _ "Combat"
-text= _ "Combat in Battle for Wesnoth always takes place between units in
adjacent hexes. Click on your unit, and click on the enemy you want to attack:
your unit will move towards the enemy unit, and when they are next to each
other, combat will begin. The attacker and defender alternate attacks until
each has used their allotted number of attacks. The attacker chooses one of its
weapons to attack with, and the defender retaliates with one of its attacks of
the same type. There are two types of attacks: melee, which usually involves
weapons such as swords, axes or fangs; and ranged, which usually involves
weapons such as bows, spears and fireballs." + _"
+text= _ "Combat in Battle for Wesnoth always takes place between units in
adjacent hexes. Click on your unit, and click on the enemy you want to attack:
your unit will move towards the enemy unit, and when they are next to each
other, combat will begin. The attacker and defender alternate strikes until
each has used their allotted number of strikes. The attacker chooses one of its
weapons to attack with, and the defender retaliates with one of its attacks of
the same type. There are two types of attacks: melee, which usually involves
weapons such as swords, axes or fangs; and ranged, which usually involves
weapons such as bows, spears and fireballs." + _"
-<header>text='Order and number of attacks'</header>" + _"
+<header>text='Order and number of strikes'</header>" + _"
-The attacker gets the first attack, then the defender retaliates. Each attack
either hits, doing a given amount of damage, or misses, doing no damage at all.
Attacks alternate until each unit has used up all of its attacks. The number of
attacks a unit has varies; for instance, an Elvish fighter with a 5-4 attack
may attack 4 times, each successful hit dealing 5 damage, while an Orcish Grunt
with a 9-2 attack can only attack 2 times (but at 9 damage for each hit)." + _"
+The attacker gets the first strike, then the defender retaliates. Each strike
either hits, doing a given amount of damage, or misses, doing no damage at all.
Strikes alternate until each unit has used up all of its strikes. The number of
strikes a unit has varies; for instance, an Elvish fighter with a 5-4 attack
may strike 4 times, each successful strike dealing 5 damage, while an Orcish
Grunt with a 9-2 attack can only strike twice (but at 9 damage for each hit)."
+ _"
<header>text='Chance to hit'</header>" + _"
@@ -144,7 +146,7 @@
<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 attack does 5 base 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>. To see
how base damage is modified by the circumstances, select <italic>text='Damage
Calculations'</italic> in the attack selection menu." + _"
+Each strike which hits causes a base amount of damage depending on the attack
type. For instance, an Elvish Fighter with a 5-4 attack does 5 base 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>. To see
how base damage is modified by the circumstances, select <italic>text='Damage
Calculations'</italic> in the attack selection menu." + _"
A few units have special <ref>dst=abilities text=abilities</ref> 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]
@@ -158,7 +160,7 @@
For example, Skeletons are highly resistant to Blade and Pierce damage, but
are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy
damage." + _"
-If an attack is determined to hit, it will always do at least 1 point of
damage. This applies even if the defender has 100% resistance to the damage
type."
+If a strike is determined to hit, it will always do at least 1 point of
damage. This applies even if the defender has 100% resistance to the damage
type."
[/topic]
[topic]
@@ -167,7 +169,7 @@
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.
+ 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>
@@ -227,7 +229,7 @@
[topic]
id=about
-title= _ "About"
+title= _ "Contributors"
generator=about
[/topic]
@@ -238,66 +240,69 @@
[/topic]
[topic]
-id=traits
-title= _ "Traits"
+id=traits_overview
+title= _ "Overview"
text= _ "Most units have two traits. However, Undead units are assigned the
single trait 'Undead', and Woses do not receive any traits. Traits are
modifications that change a unit's attributes slightly. They are usually
randomly assigned to a unit when it is recruited." + _"
-The traits that are available to all non-Undead units are:" + _"
-
-
-<header>text=Intelligent</header>
-
-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." + _"
-
-
-<header>text=Quick</header>
-
-Quick units have 1 extra movement point, but 10% less HP than usual.
-
-Quick is the most noticeable trait, particularly in slower moving units such
as trolls or heavy infantry. Units with the Quick trait often have greatly
increased mobility in rough terrain, so you should consider that when deploying
your forces. Also, Quick units aren't quite as tough as units without this
trait and are subsequently less good at holding contested positions." + _"
-
-
-<header>text=Resilient</header>
-
-Resilient units have 7 more HP than usual.
-
-Resilient units can be useful at all stages of a campaign, and this is a
useful trait for all units. Resilient is often most helpful as a trait when it
occurs in a unit that has some combination of low hitpoints, good defense, or
high resistances. Resilient units are especially useful for holding strategic
positions against opponents." + _"
-
-
-<header>text=Strong</header>
-
-Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
-
-While useful for any close-combat unit, Strong is most effective for units who
have a high number of swings such as the Elvish Fighter. Strong units can be
very useful when a tiny bit of extra damage is all that is needed to turn a
damaging stroke into a killing blow." + _"
+The traits that are available to all non-Undead units are
<ref>dst=traits_intelligent text=Intelligent</ref>, <ref>dst=traits_quick
text=Quick</ref>, <ref>dst=traits_resilient text=Resilient</ref>, and
<ref>dst=traits_strong text=Strong</ref>." + _"
+Other traits that may be assigned to units are <ref>dst=traits_loyal
text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and
<ref>dst=traits_dextrous text=Dextrous</ref>."
+[/topic]
-Other special traits that may be assigned to units are:" + _"
+[topic]
+id=traits_intelligent
+title= _ "Intelligent"
+text= _ "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 advancing a level. If you have many 'maximum level'
units you may wish to recall units with more desirable traits."
+[/topic]
-<header>text=Loyal</header>
+[topic]
+id=traits_quick
+title= _"Quick"
+text= _"Quick units have 1 extra movement point, but 10% less HP than usual."
+ _"
-Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of
every turn, which is equal to their level. Loyal units do not incur this cost.
+Quick is the most noticeable trait, particularly in slower moving units such
as trolls or heavy infantry. Units with the Quick trait often have greatly
increased mobility in rough terrain, which can be important to consider when
deploying your forces. Also, Quick units aren't quite as tough as units without
this trait and are subsequently less good at holding contested positions."
+[/topic]
+[topic]
+id=traits_resilient
+title= _"Resilient"
+text= _"Resilient units have 7 more HP than usual." + _"
-During campaigns, certain units may opt to join the player's forces of their
own volition. These units are marked with the Loyal trait. Although they may
require payment to be recalled, they never incur any upkeep costs. This can
make them invaluable during a long campaign, when gold is in short supply. This
trait is never given to recruited units, so it may be unwise to dismiss such
units or to send them to a foolish death." + _"
+Resilient units can be useful at all stages of a campaign, and this is a
useful trait for all units. Resilient is often most helpful as a trait when it
occurs in a unit that has some combination of low hitpoints, good defense, or
high resistances. Resilient units are especially useful for holding strategic
positions against opponents."
+[/topic]
+[topic]
+id=traits_strong
+title= _"Strong"
+text= _"Strong units do 1 more damage for every successful strike in melee
combat, and have 2 more HP." + _"
-<header>text=Undead</header>
+While useful for any close-combat unit, Strong is most effective for units who
have a high number of swings such as the Elvish Fighter. Strong units can be
very useful when a tiny bit of extra damage is all that is needed to turn a
damaging stroke into a killing blow."
+[/topic]
-Undead units are immune to poison.
+[topic]
+id=traits_loyal
+title= _"Loyal"
+text= _"Loyal units don't incur upkeep. Most units incur an upkeep cost at the
end of every turn, which is equal to their level. Loyal units do not incur this
cost." + _"
-Undead units generally have 'Undead' as their only trait. Since Undead units
are the bodies of the dead, risen to fight again, poison has no effect upon
them. This can make them invaluable in dealing with foes who use poison in
conjunction with their attacks." + _"
+During campaigns, certain units may opt to join the player's forces of their
own volition. These units are marked with the Loyal trait. Although they may
require payment to be recalled, they never incur any upkeep costs. This can
make them invaluable during a long campaign, when gold is in short supply. This
trait is never given to recruited units, so it may be unwise to dismiss such
units or to send them to a foolish death."
+[/topic]
+[topic]
+id=traits_undead
+title= _"Undead"
+text= _"Undead units are immune to poison." + _"
-<header>text=Dextrous</header>
+Undead units generally have 'Undead' as their only trait. Since Undead units
are the bodies of the dead, risen to fight again, poison has no effect upon
them. This can make them invaluable in dealing with foes who use poison in
conjunction with their attacks."
+[/topic]
-Dextrous units do +1 damage for every successful strike with a bow.
+[topic]
+id=traits_dextrous
+title= _"Dextrous"
+text= _"Dextrous units do 1 more damage for every successful strike with a
bow." + _"
Dextrous is a trait possessed only by Elves. The Elven people are known for
their uncanny grace, and their great facility with the bow. Some, however, are
gifted with natural talent that exceeds their brethren. These elves inflict an
additional point of damage with each arrow."
-# Not used since generated text was not really suitable.
-#generator=traits
[/topic]
[topic]
@@ -380,12 +385,12 @@
[topic]
id=terrain_tundra
-title= _ "Tundra"
+title= _ "Snow"
text= "<img>src=terrain/snow.png align=left box=no</img>
-" + _ "Tundra is any grassland covered by snow, either permanently, or
temporarily. Most units are slowed down by tundra, and have a harder time
defending themselves.
+" + _ "Snow represents any flat area that is frozen, either permanently (like
tundra), or temporarily (like snow-covered grassland). Most units are slowed
down by snow, and have a harder time defending themselves.
-Most units have 20 to 40% defense in Tundra."
+Most units have 20 to 40% defense in snow."
[/topic]
[topic]
@@ -393,7 +398,7 @@
title= _ "Ice"
text= "<img>src=terrain/ice.png align=left box=no</img>
-" + _ "Ice represents any body of frozen water. For gameplay purposes, it is
identical to <ref>dst=terrain_tundra text=Tundra</ref>. Note that swimming
units, even those who can breathe underwater, cannot swim underneath ice."
+" + _ "Ice represents any body of frozen water. For gameplay purposes, it is
identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming units,
even those who can breathe underwater, cannot swim underneath ice."
[/topic]
[topic]
@@ -474,6 +479,22 @@
title= _ "River Ford"
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]
+
+[topic]
+id=terrain_bridge
+title= _ "Bridge"
+text= "<img>src=terrain/bridge-ne-sw-tile.png align=left
box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle
box=no</img><img>src=terrain/bridge-se-nw-tile.png align=right box=no</img>
+" + _ "To those capable of building one, the ability to lay a bridge offers a
liberation from the fickle nature of waterways, whose fords come and go with
the rise and fall of the waterline. This is to say nothing of the luxury of dry
feet, the loss of which is no laughing matter in the cold months of the year.
+
+For those who go by land or sea, a bridge is the best of both worlds - for
gameplay purposes, it is treated either as grassland or shallow water,
whichever offers the best movement and defensive bonuses for the unit occupying
the bridge hex. Note that a swimming unit and a land unit are not capable of
occupying a bridge hex at the same time."
+[/topic]
+
+[topic]
+id=terrain_cavewall
+title= _ "Cave Wall"
+text= "<img>src=terrain/cavewall.png align=left box=no</img>
+" + _ "Cave walls are made of solid stone, renowned for its ability to impede
even the most determined traveler."
[/topic]
[/help]
Index: wesnoth/data/terrain.cfg
diff -u wesnoth/data/terrain.cfg:1.65 wesnoth/data/terrain.cfg:1.66
--- wesnoth/data/terrain.cfg:1.65 Mon Aug 1 09:53:14 2005
+++ wesnoth/data/terrain.cfg Sun Aug 7 17:57:42 2005
@@ -346,7 +346,7 @@
[terrain]
symbol_image=cavewall
id=cavewall
-name= _ "Cave wall"
+name= _ "Cave Wall"
char=W
light=true
[/terrain]
@@ -390,7 +390,7 @@
[terrain]
symbol_image=dwarven_castle-tile
id=dwarven_castle
-name= _ "Dwarven castle"
+name= _ "Dwarven Castle"
char=o
aliasof=C
unit_height_adjust=0