wesnoth-cvs-commits
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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


From: ott
Subject: [Wesnoth-cvs-commits] wesnoth/data help.cfg
Date: Mon, 18 Apr 2005 11:34:36 -0400

CVSROOT:        /cvsroot/wesnoth
Module name:    wesnoth
Branch:         
Changes by:     ott <address@hidden>    05/04/18 15:34:36

Modified files:
        data           : help.cfg 

Log message:
        Language fixes for in-game help.

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.26&tr2=1.27&r1=text&r2=text

Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.26 wesnoth/data/help.cfg:1.27
--- wesnoth/data/help.cfg:1.26  Thu Apr 14 10:18:56 2005
+++ wesnoth/data/help.cfg       Mon Apr 18 15:34:36 2005
@@ -59,7 +59,7 @@
 title= _ "Introduction"
 text="<img>src=misc/logo.png align=middle box=no</img>" + _"
 
-Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual 
amongst modern strategy games. While other games strive for complexity, both in 
rules and gameplay, Battle for Wesnoth strives for simplicity of 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."
+Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual 
among modern strategy games. While other games strive for complexity, both in 
rules and gameplay, Battle for Wesnoth strives for simplicity of 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."
 [/topic]
 
 [topic]
@@ -70,7 +70,7 @@
 To begin with, it's best to click the <italic>text=Tutorial</italic> button at 
the main menu. This will take you to the interactive tutorial, which will teach 
you the basics of Wesnoth. After this, it is recommended that you play the Heir 
to the Throne campaign first - click <italic>text=Campaign</italic> then 
<italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite 
challenging, you may wish to start on <italic>text=Easy</italic>." + "
 
 <img>src=help/tooltip.png align=right float=yes</img>" + 
-_"While playing, keep in mind that if you mouse-over many items on the menu 
bar to the right, a brief description will pop up explaining that item. This is 
especially useful when you encounter new abilities for the first time."
+_"While playing, keep in mind that if you mouse-over many items on the menu 
bar to the right, a brief description will pop up explaining each item. This is 
especially useful when you encounter new abilities for the first time."
 [/topic]
 
 [topic]
@@ -90,7 +90,7 @@
 [topic]
 id=movement
 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." + _"
+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 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 dull hex 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 Terrain 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>." 
+ _"
 
@@ -104,11 +104,11 @@
 
 <header>text='Order and number of attacks'</header>" + _"
 
-The attacker gets the first attack, then the defender. This continues to 
alternate until each unit has used up all of its attacks. The number of attacks 
a unit gets varies; for instance, an Elvish fighter with a 5-4 sword attack may 
make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-2 only gets 2 
swings (but at 9 damage)." + _"
+The attacker gets the first attack, then the defender retaliates. This 
continues to 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 
sword attack may make 4 swings each dealing 5 damage, while an Orcish Grunt 
with 9-2 can only make 2 swings (but at 9 damage each)." + _"
 
 <header>text='Chance to hit'</header>" + _"
 
-With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the Terrain 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." + _"
+With two exceptions, the chance to hit a unit is based solely on its defense 
rating in the Terrain it is currently standing in. This may be found by 
right-clicking a unit, selecting Unit Description, and then looking at 
<italic>text='Terrain Modifiers'</italic>. For instance, many 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=weaponspecial_magical 
text='Magical attacks'</ref> and <ref>dst=weaponspecial_marksman 
text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, 
regardless of terrain, and, when used offensively, Marksmen always have at 
least a 60% chance to hit, regardless of terrain." + _"
 
 <header>text=Damage</header>" + _"
@@ -176,7 +176,7 @@
 
 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." + _"
 
-Keep in mind that while Resting can be combined with other forms of healing, 
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, and healing/curing cannot combine with each other. Also, units 
heal fully between scenarios."
 [/topic]
 
 [topic]
@@ -184,12 +184,12 @@
 title= _ "Income and Upkeep"
 text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You 
must watch your gold as well, especially in campaigns, where you can carry 
extra gold over from one scenario to the next. There are two aspects to this; 
Income and Upkeep." + _"
 
-Income is simple. For every village you control, you gain one gold a turn. 
Thus, if you have ten villages, you would normally gain ten gold. 
Unfortunately, your Upkeep costs are subtracted from this income, as detailed 
below." + _"
+Income is simple. For every village you control, you gain one gold each turn. 
Thus, if you have ten villages, you would normally gain ten gold. Your Upkeep 
costs are subtracted from this income, as detailed below." + _"
 
-Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to 
its level. You can support as many levels <italic>text=worth</italic> of units 
as you have villages for free. However, for each level of unit beyond the 
number of villages you have, you must pay one gold per turn. For example, if 
you have twelve level one units and ten villages, you would have to pay two 
gold a turn in upkeep." + _"
+Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to 
its level. You can support as many levels <italic>text=worth</italic> of units 
as you have villages, without paying any upkeep. However, for each level of 
unit beyond the number of villages you have, you must pay one gold per turn. 
For example, if you have twelve level one units and ten villages, you would 
have to pay two gold each turn in upkeep." + _"
 
-These costs are subtracted from your Income, so in the case of twelve levels 
of units and ten villages, your resultant Income would be 8 gold a turn." + _"
-There are two main exceptions to Upkeep. Firstly, units with the Loyal trait 
will only ever count as level one for upkeep purposes, regardless of their 
actual level. Secondly, units you begin the scenario with (such as Konrad or 
Delfador), or units who join you during a scenario (such as the Horseman in the 
second level of Heir to the Throne) will never charge any upkeep."
+These costs are subtracted from your Income, so in the case of twelve levels 
of units and ten villages, your resultant Income would be 8 gold per turn." + _"
+There is one important exception to Upkeep: units with the Loyal trait never 
incur upkeep. Units you begin the scenario with (such as Konrad or Delfador), 
or units who join you during a scenario (such as the Horseman in the second 
level of Heir to the Throne) will usually have the Loyal trait."
 [/topic]
 
 [topic]
@@ -207,7 +207,7 @@
 [topic]
 id=traits
 title= _ "Traits"
-text= _ "Most units have two traits, with the exception of Undead units who 
are assigned the trait 'Undead'. Traits are modifications that change a unit's 
attributes slightly. They are usually randomly assigned to a unit when it is 
recruited." + _"
+text= _ "Most units have two traits, with the exception of Undead units which 
are assigned the trait 'Undead'. 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:" + _"
 
@@ -216,7 +216,7 @@
 
 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 units no longer require experience points after 
reaching their maximum level. If you have many 'maximum level' units you may 
with 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 units no longer have any use for experience points 
after reaching their maximum level. If you have many 'maximum level' units you 
may with to recall units with more desirable traits." + _"
 
 
 <header>text=Quick</header>
@@ -230,7 +230,7 @@
 
 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 defence, or 
high resistances. Resilient units are especially useful for holding strategic 
positions against opponents." + _"
+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>
@@ -245,10 +245,10 @@
 
 <header>text=Loyal</header>
 
-Loyal units don't pay 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.
+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.
 
 
-During campaigns, certain units may opt 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 them or 
send them to a foolish death." + _"
+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." + _"
 
 
 <header>text=Undead</header>
@@ -258,11 +258,11 @@
 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." + _"
 
 
-<header>text=Dexterous</header>
+<header>text=Dextrous</header>
 
-Dexterous units do +1 damage for every successful strike with a bow.
+Dextrous units do +1 damage for every successful strike with a bow.
 
-Dexterous 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."
+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]




reply via email to

[Prev in Thread] Current Thread [Next in Thread]