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[Wesnoth-cvs-commits] wesnoth/data help.cfg scenarios/tutorial/Traits...


From: Yann Dirson
Subject: [Wesnoth-cvs-commits] wesnoth/data help.cfg scenarios/tutorial/Traits...
Date: Mon, 04 Oct 2004 16:46:17 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     Yann Dirson <address@hidden>    04/10/04 20:39:05

Modified files:
        data           : help.cfg 
        data/scenarios/tutorial: Traits_and_Specialties.cfg 

Log message:
        fixes from freaken: help and tutorial updates for new "unit 
description" system; typo in help xref; missing gettext tag

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.12&tr2=1.13&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg.diff?tr1=1.2&tr2=1.3&r1=text&r2=text

Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.12 wesnoth/data/help.cfg:1.13
--- wesnoth/data/help.cfg:1.12  Thu Sep  9 13:41:02 2004
+++ wesnoth/data/help.cfg       Mon Oct  4 20:39:04 2004
@@ -85,7 +85,7 @@
 title= _ "Movement"
 text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit 
you wish to move, then click on the hex you wish to move it to. When selected, 
all the hexes a unit can move to this turn will be highlighted, and all those 
it can't made dull. Mousing over a dull square will 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.
 
-Each unit has a certain number of movement points which are expended when 
moving into a new hex, depending on the <ref>dst=terrain text=Terrain</ref> of 
that particular hex. For instance, grassland nearly always costs 1 movement 
point to enter. Exactly how many movement points are spent entering a hex 
depends on the unit type - in forest, elvish units only spend 1 movement point, 
most human and orc units spend 2, while horsemen spend 3. You can learn how 
many movement points a unit requires to enter a certain terrain type by 
right-clicking on it, selecting Unit Description, and then clicking 
<italic>text='Terrain Modifiers'</italic>.
+Each unit has a certain number of movement points which are expended when 
moving into a new hex, depending on the <ref>dst=terrain text=Terrain</ref> of 
that particular hex. For instance, grassland nearly always costs 1 movement 
point to enter. Exactly how many movement points are spent entering a hex 
depends on the unit type - in forest, elvish units only spend 1 movement point, 
most human and orc units spend 2, while horsemen spend 3. You can learn how 
many movement points a unit requires to enter a certain terrain type by 
right-clicking on it, selecting Unit Description, and then look at 
<italic>text='Terrain Modifiers'</italic>.
 
 Another thing to keep in mind while moving is <ref>dst=zones_of_control 
text='Zones of Control'</ref>. Each unit generates a zone of control in the 
hexes immediately surrounding it, and any enemy unit entering those hexes 
immediately ends its movement. Learning how to use zones of control to your 
advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmish 
text='Skirmishers'</ref> can ignore zones of control."
 [/topic]
@@ -101,12 +101,12 @@
 
 <header>text='Chance to hit'</header>
 
-With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the <ref>dst=terrain text=Terrain</ref> it is currently standing in. 
This may be found by right-clicking a unit, selecting Unit Description, and 
then clicking <italic>text='Terrain Modifiers'</italic>. For instance, elves 
have a defense rating of 70% in forest, meaning a unit attacking them has only 
a 30% chance of hitting them. Conversely, the elf's chance of hitting the 
attacker in return depends on what terrain the attacker is in.
+With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the <ref>dst=terrain text=Terrain</ref> it is currently standing in. 
This may be found by right-clicking a unit, selecting Unit Description, and 
then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves 
have a defense rating of 70% in forest, meaning a unit attacking them has only 
a 30% chance of hitting them. Conversely, the elf's chance of hitting the 
attacker in return depends on what terrain the attacker is in.
 There are two exceptions to this rule: <ref>dst=magical_attacks text='Magical 
attacks'</ref> and <ref>dst=ability_marksman text=Marksmen</ref>. Magical 
attacks always have a 70% chance to hit, regardless of terrain, and Marksmen 
always have at least a 60% chance to hit, regardless of terrain.
 
 <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 sword attack causes a base of 
5 damage. This is usually modified by two things: 
<ref>dst=damage_type_and_resistance text=Resistance</ref> and 
<ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained 
below.
+Each blow which hits causes a base amount of damage depending on the attack 
type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base of 
5 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>, both of which are explained 
below.
 
 A few units have special abilities which affect damage dealt in combat. The 
most common of these is <ref>dst=ability_charge text=Charge</ref>, which 
doubles the damage dealt by both attacker and defender when the unit with 
Charge attacks."
 [/topic]
@@ -194,7 +194,7 @@
 
 [topic]
 id=about
-title="About"
+title= _ "About"
 generator=about
 [/topic]
 
Index: wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg
diff -u wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.2 
wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.3
--- wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.2      Mon Sep 
27 19:40:29 2004
+++ wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg  Mon Oct  4 
20:39:05 2004
@@ -134,7 +134,7 @@
                {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; 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.")}
+{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.")}
 #enddef
                                {TERRAIN_QUESTIONS}
                {QUESTION_OPTIONS_END}
@@ -148,7 +148,7 @@
                {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 select Resistance.")}
+{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.")}
 #enddef
                                {RESISTANCE_QUESTIONS}
                {QUESTION_OPTIONS_END}




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