the first time that the terrain name appears in help,
...it is marked italic, doing so for some where it was missed
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1 changed files with 4 additions and 4 deletions
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@ -504,7 +504,7 @@ Most units have defense of 30 to 40% on grassland." + "
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title= _ "Road"
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text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/flat/dirt.png align=middle box=no</img> <img>src=terrain/flat/stone-path.png align=right box=no</img>
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" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.
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" + _ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as <ref>dst='terrain_flat' text='flat'</ref> terrain.
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" + "<img>src=terrain/flat/dirt-dark3.png align=left box=no</img> <img>src=terrain/flat/road-clean.png align=middle box=no</img> <img>src=terrain/flat/desert-road2.png align=right box=no</img>"
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[/topic]
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@ -569,7 +569,7 @@ Most units make do with 30% defense in swamps. Mermen, naga, and saurians all ge
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title= _ "Shallow Water"
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text= "<img>src=terrain/water/coast-grey-tile.png align=left box=no</img> <img>src=terrain/water/coast-tile.png align=middle box=no</img> <img>src=terrain/water/coast-tropical-tile.png align=right box=no</img>
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" + _ "Shallow water represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
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" + _ "<italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
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Most units make do with 20 to 30% defense in shallow water, whereas both naga and mermen enjoy 60%."
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[/topic]
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@ -581,7 +581,7 @@ Most units make do with 20 to 30% defense in shallow water, whereas both naga an
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title= _ "Deep Water"
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text= "<img>src=terrain/water/ocean-grey-tile.png align=left box=no</img> <img>src=terrain/water/ocean-tile.png align=middle box=no</img> <img>src=terrain/water/ocean-tropical-tile.png align=right box=no</img>
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" + _ "Deep water represents any body of water deep enough to cover a man’s head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
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" + _ "<italic>text='Deep water'</italic> represents any body of water deep enough to cover a man’s head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
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Mermen and naga both receive 50% defense in deep water, with full movement."
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[/topic]
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@ -621,7 +621,7 @@ Most units have about 60% defense in a castle.
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title= _ "Sand"
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text= "<img>src=terrain/sand/beach.png align=middle box=no</img>
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" + _ "The instability of sand makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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" + _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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Most units receive 20 to 40% defense in sand."
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[/topic]
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