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[Wesnoth-cvs-commits] wesnoth/data/scenarios tutorial/Basic_Training....
From: |
Susanna Björverud |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data/scenarios tutorial/Basic_Training.... |
Date: |
Tue, 08 Feb 2005 16:56:01 -0500 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: Susanna Björverud <address@hidden> 05/02/08 21:56:01
Modified files:
data/scenarios/tutorial: Basic_Training.cfg
Traits_and_Specialties.cfg
data/scenarios/Eastern_Invasion: Evacuation.cfg
Northern_Outpost.cfg
Log message:
Language polishing (thanks ott)
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Basic_Training.cfg.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg.diff?tr1=1.7&tr2=1.8&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg.diff?tr1=1.19&tr2=1.20&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg.diff?tr1=1.26&tr2=1.27&r1=text&r2=text
Patches:
Index: wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg
diff -u wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg:1.19
wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg:1.20
--- wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg:1.19 Tue Feb 8
18:54:45 2005
+++ wesnoth/data/scenarios/Eastern_Invasion/Evacuation.cfg Tue Feb 8
21:56:00 2005
@@ -142,7 +142,7 @@
[message]
description=Engineer
id=msg_cmpg_ei_15_08
- message= _ "Deal. I c'n blow'er up once I get to that signpost
ov'r 'ere. Thats where my eq'pment is."
+ message= _ "Deal. I c'n blow'er up once I get to that signpost
ov'r 'ere. That's where my eq'pment is."
[/message]
[message]
description=Dacyn
Index: wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg
diff -u wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:1.26
wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:1.27
--- wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg:1.26 Tue Feb
8 18:54:45 2005
+++ wesnoth/data/scenarios/Eastern_Invasion/Northern_Outpost.cfg Tue Feb
8 21:56:00 2005
@@ -238,7 +238,7 @@
[/message]
[message]
description=Owaec
- message= _ "Thats the bandit leader! Kill him,
and we will have fulfilled our duty!"
+ message= _ "That's the bandit leader! Kill him,
and we will have fulfilled our duty!"
[/message]
[/else]
[/if]
@@ -266,7 +266,7 @@
[else]
[message]
description=Owaec
- message= _ "I have fulfilled me duty to the
villages. Now I suppose I can join you in your quest."
+ message= _ "I have fulfilled my duty to the
villages. Now I suppose I can join you in your quest."
[/message]
[unstore_unit]
variable=dacyn
@@ -274,7 +274,7 @@
[/unstore_unit]
[message]
description=Dacyn
- message= _ "Good job! Now, we should move
onward, north. The undead scout has warned us; we must get far away from these
lands. I think we should go north, and try to reach Weldyn from a different
route."
+ message= _ "Good job! Now, we should move
onward, north. The undead scout has warned us; we must get far away from these
lands. I think we should go north, and try to reach Weldyn by a different
route."
[/message]
[endlevel]
bonus=yes
@@ -309,7 +309,7 @@
[else]
[message]
description=Owaec
- message= _ "I have fulfilled me duty to the
villages. Now I suppose I can join you in your quest."
+ message= _ "I have fulfilled my duty to the
villages. Now I suppose I can join you in your quest."
[/message]
[unstore_unit]
variable=dacyn
@@ -317,7 +317,7 @@
[/unstore_unit]
[message]
description=Dacyn
- message= _ "Good job! Now, we should move
onward, north. The undead scout has warned us; we must get far away from these
lands. I think we should go north, and try to reach Weldyn from a different
route."
+ message= _ "Good job! Now, we should move
onward, north. The undead scout has warned us; we must get far away from these
lands. I think we should go north, and try to reach Weldyn by a different
route."
[/message]
[endlevel]
bonus=yes
Index: wesnoth/data/scenarios/tutorial/Basic_Training.cfg
diff -u wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.4
wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.5
--- wesnoth/data/scenarios/tutorial/Basic_Training.cfg:1.4 Tue Feb 8
20:35:54 2005
+++ wesnoth/data/scenarios/tutorial/Basic_Training.cfg Tue Feb 8 21:56:00 2005
@@ -48,7 +48,7 @@
[/message]
[message]
description=Delfador
- message= _ "Before entering any battle, you need to recruit
units. To recruit a unit, right click on the castle tile on which you wish to
recruit the unit. Then select Recruit, and select 'Ok'. You can only recruit
units on castle tiles connected to the keep your leader is on."
+ message= _ "Before entering any battle, you need to recruit
units. To recruit a unit, right click on the castle tile on which you wish to
recruit the unit. Then select Recruit, and select 'OK'. You can only recruit
units on castle tiles connected to the keep your leader is on."
[/message]
{SET_OBJECTIVE (_"Recruit a unit")}
[/event]
@@ -60,7 +60,7 @@
[/message]
{QUESTION_OPTIONS_START (_"What do I do next?")}
#define RECRUIT_QUESTIONS
-{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right
click on the castle tile on which you wish to recruit the unit. Then select
Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next,
select the type of unit that you want to recruit, and select 'Ok'. In order to
recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit
you recruited.")}
+{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right
click on the castle tile on which you wish to recruit the unit. Then select
Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next,
select the type of unit that you want to recruit, and select 'OK'. In order to
recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit
you recruited.")}
{QUESTION_OPTION (_"What's a leader?") (_"A leader is a unit that can recruit.
This means that when the leader is on a keep, he can recruit units on the
surrounding castle tiles. Leaders are usually powerful units that each side
only controls one of. Also, your leader is usually the first unit that your
side controls, and starts on a keep. You can select your leader quickly by
pressing 'l'. If your leader dies, you lose the game. You can win most
scenarios by defeating all enemy leaders.")}
{QUESTION_OPTION (_"How should I choose what kind of units to recruit?")
(_"You have to carefully review their skills, which are displayed to the left
of the unit selection box, and cost, which is displayed after the name of the
unit. You will learn more about these statistics throughout the tutorial.")}
{QUESTION_OPTION (_"What happens when I recruit a unit?") (_"When you recruit
a unit, it appears at full health on a castle tile of your choice. It also
receives two traits, which will be discussed later. It cannot move or attack
until you end your turn.")}
@@ -174,7 +174,7 @@
description=Delfador
message= _ "Move your fighter onto a village."
[/message]
- {SET_OBJECTIVE (_"Move your fighter onto a village")}
+ {SET_OBJECTIVE (_"Move your fighter onto a village.")}
[event]
name=moveto
[filter]
Index: wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg
diff -u wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.7
wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.8
--- wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg:1.7 Tue Feb
8 20:35:54 2005
+++ wesnoth/data/scenarios/tutorial/Traits_and_Specialties.cfg Tue Feb 8
21:56:00 2005
@@ -40,7 +40,7 @@
[/message]
[message]
description=Delfador
- message= _ "You can win most scenarios simply by defeating all
enemy leaders. Win this scenario by defeating me. Your fighter from the
previous scenario can help you in this battle. To recall him, right-click on a
castle tile, select Recall, select your fighter, then select 'Ok'. You should
also recruit Elvish Fighters and Elvish Archers."
+ message= _ "You can win most scenarios simply by defeating all
enemy leaders. Win this scenario by defeating me. Your fighter from the
previous scenario can help you in this battle. To recall him, right-click on a
castle tile, select Recall, select your fighter, then select 'OK'. You should
also recruit Elvish Fighters and Elvish Archers."
[/message]
#this assumes that they only have 1 Elvish Fighter
#it should be changed
@@ -74,7 +74,7 @@
description=Delfador
message= _ "You have successfully recalled your Elvish Fighter."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define RECALL_QUESTIONS
{QUESTION_OPTION (_"What happens when I recall a unit?") (_"First, you must
pay 20 pieces of gold for each unit you recall, regardless of the type of unit.
Other than that, recalled units are basically like recruited units, except that
instead of a new unit appearing, a unit from a previous scenario will appear.")}
{QUESTION_OPTION (_"How should I decide which units to recall?") (_"You should
usually recall units that have already advanced to the next level. However, you
may also want to recall units that have high experience, and are thus likely to
advance. You should recall units that will be useful for the scenario you are
in; for example in a forest scenario, recall elves.")}
@@ -88,7 +88,7 @@
description=Delfador
message= _ "You may notice that your units have slightly
different statistics than the statistics shown before you recruited them. This
is because they have been assigned traits."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define TRAIT_QUESTIONS
{QUESTION_OPTION (_"What do traits do?") (_"The function of traits is add
variety by making units of the same type different from each other. This is
done by randomly assigning each unit traits when they are recruited. The traits
that a unit has are displayed on the Status Table, and the function of a
specific trait can be found by putting your cursor over that trait.")}
{QUESTION_OPTION (_"What kind of traits can my units get?") (_"There are five
distinct traits, which have effects ranging from increasing a unit's hit points
to decreasing the amount of XP required to advance. However all traits are
designed to improve unit's power; there are no 'negative' traits. Most units
have an equal chance to get any two different traits when they are recruited.")}
@@ -103,7 +103,7 @@
description=Delfador
message= _ "When you recruit and recall units, you lose gold.
If this would cause you to have less than 0 gold, you cannot recruit or recall."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define GOLD_QUESTIONS
{QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each
unit you recruit or recall gold when you recruit it. The cost of recruiting a
unit is displayed under the unit's name. The cost of recalling a unit is always
20 gold. A unit also costs gold for each turn it is under your control. This
cost, called 'upkeep', is equal to the level of the unit. However, units you do
not recruit or recall such as your leader do not cost any gold at all. The
total upkeep cost of your units is displayed on the status bar at the top after
a picture of gold and then a red arrow.")}
{QUESTION_OPTION (_"How do I get gold?") (_"You begin each scenario with a
percentage of gold from the previous scenario. If this is less than 100 gold,
you begin with 100 gold instead. The amount of gold you have is displayed on
the status bar after the picture of gold. After the start of a scenario, you
receive 2 gold every turn. Since you usually need more gold than that, you
should flag villages, which give you 1 gold per turn.")}
@@ -117,7 +117,7 @@
description=Delfador
message= _ "The sun is setting over Wesnoth. The time of day
affects how much damage units of different alignments can inflict upon each
other."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define TIME_QUESTIONS
{QUESTION_OPTION (_"What are the different alignments and times of day?")
(_"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times
of day: day, twilight, and night. During day, units of the alignment Lawful,
such as humans, do 25% more damage, while Chaotic units such as undead do 25%
less. At night it is reversed. During twilight, all units do their normal
damage. Neutral units such as elves are unaffected by day and night.")}
{QUESTION_OPTION (_"How do I know what time of day it is?") (_"The times of
day usually progress in a sequence: dawn- identical to twilight, morning- day,
evening- day, dusk- twilight, first-watch- night, second-watch- night, then
repeat. This is represented by the sun and moon which each rise in the east and
set in the west. However some scenarios have a different sequence, such as
underground where it is perpetually night. You can find out the current time of
day by looking at the Status Table.")}
@@ -131,7 +131,7 @@
description=Delfador
message= _ "Each hex has a terrain, which gives the hex
distinctive properties."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#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; many elves
have 70% defense in woods, 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 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.")}
@@ -145,7 +145,7 @@
description=Delfador
message= _ "Each attack has a damage type which affects how
much damage different units take from that attack."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#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 look at Resistances.")}
@@ -159,7 +159,7 @@
description=Delfador
message= _ "Many units have a specialty which changes the rules
of play in some way."
[/message]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define SPECIALTIES_QUESTIONS
{QUESTION_OPTION (_"What do specialties do?") (_"Each specialty does something
different; that's the whole point of a specialty. To find a description of a
unit's specialty, put your cursor over the name of the specialty.")}
{QUESTION_OPTION (_"Which units get specialties?") (_"The specialties a unit
gets are determined by the unit type; for example all generals have the
specialty leadership. There are two kinds of specialties: abilities, and attack
specials. Abilities apply to units while attack specials only apply to one of
the unit's attacks.")}
@@ -192,7 +192,7 @@
name= _ "Potion of Strength"
image=items/potion-red.png
[/object]
- {QUESTION_OPTIONS_START (_"En guarde!")}
+ {QUESTION_OPTIONS_START (_"En garde!")}
#define OBJECT_QUESTIONS
{QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The
objects you encounter are put in by the scenario designer, so they vary from
campaign to campaign. In Heir to the Throne, most objects give the unit who
picks them up a new weapon. However there are usually not that many objects in
a campaign.")}
{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are
permanent changes to the unit that receives them. However a few objects, such
as holy water, last only until the end of the scenario.")}
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