[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Wesnoth-cvs-commits] wesnoth/data help.cfg
From: |
Guillaume Melquiond |
Subject: |
[Wesnoth-cvs-commits] wesnoth/data help.cfg |
Date: |
Sun, 17 Oct 2004 04:04:10 -0400 |
CVSROOT: /cvsroot/wesnoth
Module name: wesnoth
Branch:
Changes by: Guillaume Melquiond <address@hidden> 04/10/17 07:56:43
Modified files:
data : help.cfg
Log message:
Remove trailing trash in help strings. The fact they weren't
translatable is also a symptom of some limitations of the wml-to-gettext
scripts.
CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/wesnoth/wesnoth/data/help.cfg.diff?tr1=1.16&tr2=1.17&r1=text&r2=text
Patches:
Index: wesnoth/data/help.cfg
diff -u wesnoth/data/help.cfg:1.16 wesnoth/data/help.cfg:1.17
--- wesnoth/data/help.cfg:1.16 Wed Oct 13 20:01:55 2004
+++ wesnoth/data/help.cfg Sun Oct 17 07:56:42 2004
@@ -76,8 +76,7 @@
In later scenarios, you may also Recall survivors from earlier battles.
Recalling functions identically to Recruiting, save that recalling costs a
standard 20 gold and presents you with a list of all surviving units from
previous scenarios.
-Keep in mind that units not only cost gold to Recruit or Recall, they also
require money to support. See <ref>dst=income_and_upkeep text='Income and
Upkeep'</ref> for more information.
-"
+Keep in mind that units not only cost gold to Recruit or Recall, they also
require money to support. See <ref>dst=income_and_upkeep text='Income and
Upkeep'</ref> for more information."
[/topic]
[topic]
@@ -168,8 +167,7 @@
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, 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.
-"
+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."
[/topic]
[topic]
@@ -182,8 +180,7 @@
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.
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.
-"
+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."
[/topic]
[topic]
@@ -238,8 +235,7 @@
Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
-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.
-"
+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."
# Not used since generated text was not really suitable.
#generator=traits
[/topic]