Help: replaced custom <header> formatting tag with <big>

[ci skip]
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Charles Dang 2018-03-26 15:05:26 +11:00 committed by Celtic Minstrel
parent 4ba895f0fc
commit 06fb491e1e
2 changed files with 48 additions and 48 deletions

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@ -143,7 +143,7 @@ Have a look at the addon server for easy to use additional music tracks."
The editor can be launched from the <i>Map Editor</i>" + _ " option at the title screen.
<header>text='What you get'</header>" + _ "
<big>What you get</big>" + _ "
• <ref>dst='editor_terrain' text='Terrain Editor'</ref>
An easy to use map editor, similar to simple paint applications.
@ -155,7 +155,7 @@ Predefine the scenario's music track playlist.
• Time Schedule Editor
" + "<header>text='What you do *not* get'</header>" + _ "
" + "<big>What you do *not* get</big>" + _ "
• What-you-see-is-what-you-get
The editor is not a WYSIWYG application.
@ -169,7 +169,7 @@ The editor is not a tool to help you scripting the scenario's event handlers.
The editor can't load maps from versions prior to 1.10.
TODO is that true?
" + "<header>text='Basic Concepts'</header>" + _ "
" + "<big>Basic Concepts</big>" + _ "
• <ref>dst='editor_modes' text='Editing Modes'</ref>
• <ref>dst='editor_toolkit' text='Editor Toolkit'</ref>
• <ref>dst='editor_palette' text='Editor Palette'</ref>
@ -184,7 +184,7 @@ TODO is that true?
title= _ "Editing Modes"
text= _ "The editor features two separate modes of operation:" + _ "
<header>text='Pure Map Mode'</header>" + _ "
<big>Pure Map Mode</big>" + _ "
Allows only the composing of the terrain map itself and the definition of leader starting positions." + _ "
How the information is saved depends on the loaded file:
@ -197,7 +197,7 @@ The produced map can be played in the “User Maps” game type at the create mu
<b>Embedded</b>" + _ "
Scenario files containing a valid map_data attribute (not a file include) will be opened in this submode. The editor replaces only the content of map_data and leaves everything else in the scenario untouched. Maps opened this way are marked [e] in the Maps menu." + _ "
<header>text='Scenario Mode'</header>" + _ "
<big>Scenario Mode</big>" + _ "
The Scenario mode allows several extra tools to be used, such as the Unit tool. At least one side must be defined in order to use these tools, however.

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@ -175,7 +175,7 @@ After you master the basics, try out a beginner campaign, such as <i>Heir to the
<img>src=help/tooltip.png align=right float=yes</img>" +
_ "While playing, keep in mind that you can mouse-over many items in the game, such as the information displayed in the status pane, to see a brief description explaining each item. This is especially useful when you encounter new elements, such as <ref>dst='..abilities_section' text='abilities'</ref>, for the first time." + _ "
<header>text='Fundamentals of Gameplay'</header>
<big>Fundamentals of Gameplay</big>
"
generator="contents:gameplay"
@ -280,11 +280,11 @@ Normally you can undo a units movement, as long as an event with a randomized
title= _ "Combat"
text= _ "Combat in <i>Battle for Wesnoth</i> 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: <i>melee</i>, which usually involves weapons such as swords, axes or fangs; and <i>ranged</i>, which usually involves weapons such as bows, spears and fireballs." + _ "
<header>text='Order and Number of Strikes'</header>" + _ "
<big>Order and Number of Strikes</big>" + _ "
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>" + _ "
<big>Chance to Hit</big>" + _ "
Every unit has a chance of being hit, based on the <i>terrain</i> it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain Modifiers</b>. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elfs chance of hitting the attacker in return depends on what terrain the attacker is in." + _ "
@ -408,7 +408,7 @@ Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and dwa
Terrains come in two types: <i>basic</i> and <i>mixed</i>." + _ "
<header>text='Basic Terrain Types'</header>" + _ "
<big>Basic Terrain Types</big>" + _ "
Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. There are many more besides these — a list of the terrain types you have discovered can be found at the end of this page.
@ -416,7 +416,7 @@ Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. The
Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the units help page. Basic terrain types may have unique properties like illumination effects as well." + _ "
<header>text='Mixed Terrain Types'</header>" + _ "
<big>Mixed Terrain Types</big>" + _ "
Mixed terrain types share the properties of multiple basic terrain types — units generally receive the <i>best defense</i> and <i>worst movement</i> of the underlying basic types when they move onto a mixed type. For example, this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave hills</i>.
@ -438,7 +438,7 @@ You can see what basic types a mixed terrain is comprised of by mousing over its
You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the <i>terrain description</i> by either pressing the hotkey, or right clicking and selecting from the context menu." + _ "
<header>text='Defense Caps'</header>" + _ "
<big>Defense Caps</big>" + _ "
Some units have <i>defense caps</i> for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ "
@ -446,7 +446,7 @@ For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> has
If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." + _ "
<header>text='Basic Terrain Types'</header>
<big>Basic Terrain Types</big>
"
generator="contents:generated"
@ -470,15 +470,15 @@ If a unit has a defense cap for some terrain, it is always the same as its defen
title= _ "Using Add-ons"
text= _ "The game supports different types of add-on content, which are not all available in every gameplay mode." + _ "
<header>text='Campaigns and Scenarios'</header>" + _ "
<big>Campaigns and Scenarios</big>" + _ "
Single-player campaigns are collections of scenarios that fit together to tell a story. Both stand-alone scenarios—if intended to be played as such—and regular campaigns are available from the <i>Campaigns</i> menu at the title screen." + _ "
<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>" + _ "
<big>Multiplayer Campaigns, Scenarios, and Map Packs</big>" + _ "
<i>Multiplayer</i> games can be played in fully customized, scripted scenarios or even specially designed campaigns. There are also packs providing sets of individual multiplayer scenarios." + _ "
<header>text='Multiplayer Eras and Factions'</header>" + _ "
<big>Multiplayer Eras and Factions</big>" + _ "
For gameplay purposes, various races of creatures in the world cooperate with each other in factions. Factions are grouped in balanced sets with a common theme; for example, the main factions of Wesnoth can be found in the included Default Era.
@ -486,11 +486,11 @@ In <i>Multiplayer</i> mode, you can choose an era when creating a new game, and
You can see what eras you have loaded in the <ref>text='eras' dst='..eras_section'</ref> of the help." + _ "
<header>text='Multiplayer Modifications'</header>" + _ "
<big>Multiplayer Modifications</big>" + _ "
Modifications are optional scenario- and era-independent scripts for <i>Multiplayer</i> games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "
<header>text='Creator Resources'</header>" + _ "
<big>Creator Resources</big>" + _ "
Content authors can use resource packs available on the add-ons server to enrich their own content with existing assets such as images, music, and code. These are not generally intended for direct use in-game; however, other playable add-ons may depend on them and suggest or require their installation during download."
[/topic]
@ -533,38 +533,38 @@ It is not possible to remove add-ons for which there is publishing information (
# wmllint: display on
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "<header>text=':clear'</header>" + _ "
" + "<big>:clear</big>" + _ "
Clear chat messages.
" + "<header>text=':debug'</header>" + _ "
" + "<big>:debug</big>" + _ "
Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_commands' text='debug mode commands'</ref>.
Debug mode is turned off by quitting the game or :nodebug.
" + "<header>text=':droid [<side>] [on|off]'</header>" + _ "
" + "<big>:droid [<side>] [on|off]</big>" + _ "
Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle between human and AI. If it is on, set an AI controller. If it is off set a human controller. Defaults to the currently active side if no parameter is supplied.
" + "<header>text=':controller <side>'</header>" + _ "
" + "<big>:controller <side></big>" + _ "
Display the controller status of a side.
" + "<header>text=':fps'</header>" + _ "
" + "<big>:fps</big>" + _ "
Toggle the display of the current frames per second.
" + "<header>text=':log <level> <domain>'</header>" + _ "
" + "<big>:log <level> <domain></big>" + _ "
Switch a log domain to a different log level.
" + "<header>text=':refresh'</header>" + _ "
" + "<big>:refresh</big>" + _ "
Redraws the screen and reloads any image files that have been changed.
" + "<header>text=':theme'</header>" + _ "
" + "<big>:theme</big>" + _ "
Bring up theme selection menu.
" + "<header>text=':q or :q!'</header>" + _ "
" + "<big>:q or :q!</big>" + _ "
Quit the scenario (without prompting).
" + "<header>text=':w'</header>" + _ "
" + "<big>:w</big>" + _ "
Save the game (without prompting).
" + "<header>text=':wq'</header>" + _ "
" + "<big>:wq</big>" + _ "
Save the game and quit the scenario (without prompting)."
# wmllint: display off
[/topic]
@ -576,34 +576,34 @@ Save the game and quit the scenario (without prompting)."
title= _ "Multiplayer Commands"
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "<header>text=':ban <username>'</header>" + _ "
" + "<big>:ban <username></big>" + _ "
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they wont be kicked then.)
" + "<header>text=':control <side> <username>'</header>" + _ "
" + "<big>:control <side> <username></big>" + _ "
Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the <b>Scenario Settings</b> dialog (Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) to get there.). The host can change control of any side.
" + "<header>text=':give_control'</header>" + _ "
" + "<big>:give_control</big>" + _ "
Launch a dialog to assist the host in changing the human controllers of sides.
" + "<header>text=':idle <side>'</header>" + _ "
" + "<big>:idle <side></big>" + _ "
Toggle the idle state for a side. The host may make a side idle after a network disconnection.
" + "<header>text=':kick <username>'</header>" + _ "
" + "<big>:kick <username></big>" + _ "
Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead.
" + "<header>text=':m <username> or :msg <username> or :whisper <username>'</header>" + _ "
" + "<big>:m <username> or :msg <username> or :whisper <username></big>" + _ "
Send a private message to a user. When in a game, it is not possible to send private messages to players who are currently controlling a side in the same game.
" + "<header>text=':mute [<username>]'</header>" + _ "
" + "<big>:mute [<username>]</big>" + _ "
Mute a specific observer. If no username is supplied the muted usernames are displayed.
" + "<header>text=':muteall'</header>" + _ "
" + "<big>:muteall</big>" + _ "
Toggle muting/silencing of all observers on/off.
" + "<header>text=':unban <username>'</header>" + _ "
" + "<big>:unban <username></big>" + _ "
Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server.
" + "<header>text=':unmute [<username>]'</header>" + _ "
" + "<big>:unmute [<username>]</big>" + _ "
Unmute a specific observer. If no username is supplied the list of muted observers is cleared."
[/topic]
# wmllint: markcheck on
@ -614,34 +614,34 @@ Unmute a specific observer. If no username is supplied the list of muted observe
title= _ "Debug Mode Commands"
text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line).
" + "<header>text=':choose_level or :cl'</header>" + _ "
" + "<big>:choose_level or :cl</big>" + _ "
Brings up a menu for choosing a scenario to immediately advance to in a campaign.
" + "<header>text=':create <unit type id>'</header>" + _ "
" + "<big>:create <unit type id></big>" + _ "
Create a unit of the specified type on the selected hex.
" + "<header>text=':fog/shroud'</header>" + _ "
" + "<big>:fog/shroud</big>" + _ "
Toggle fog/shroud for the current side.
" + "<header>text=':gold <amount>'</header>" + _ "
" + "<big>:gold <amount></big>" + _ "
Adds the specified amount to the current sides gold.
" + "<header>text=':n'</header>" + _ "
" + "<big>:n</big>" + _ "
Immediately advances to the next scenario in a campaign.
" + "<header>text=':set_var <variable=value>'</header>" + _ "
" + "<big>:set_var <variable=value></big>" + _ "
Manually set a gamestate variable to value.
" + "<header>text=':show_var <variable>'</header>" + _ "
" + "<big>:show_var <variable></big>" + _ "
Show a gamestate variable.
" + "<header>text=':throw/fire <event>'</header>" + _ "
" + "<big>:throw/fire <event></big>" + _ "
Manually fire the specified event.
" + "<header>text=':unit <key=value>'</header>" + _ "
" + "<big>:unit <key=value></big>" + _ "
Modifies the specified property of the selected unit. Example: :unit hitpoints=100
" + "<header>text=':unit <advances=N>'</header>" + _ "
" + "<big>:unit <advances=N></big>" + _ "
Makes the selected unit level up N times. Example: :unit advances=2"
[/topic]
# wmllint: markcheck on