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https://forums.wesnoth.org/viewtopic.php?f=12&t=49621
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6 changed files with 82 additions and 41 deletions
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#textdomain wesnoth-dw
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#define SPECIAL_NOTES_STUN
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_ " This unit is able to stun its enemies, disrupting their zones of control."#enddef
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_ "
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• This unit is able to stun its enemies, disrupting their zones of control."#enddef
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#define WEAPON_SPECIAL_STUN
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[damage]
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#enddef
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#define SPECIAL_NOTES_INITIATIVE
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_" This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending."#enddef
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_"
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• This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending."#enddef
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#textdomain wesnoth-thot
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#define SPECIAL_NOTES_INSPIRE
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_" The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef
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_"
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• The presence of this unit inspires own units next to it to deal more damage in combat, though this only applies to units of lower or equal level."#enddef
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#define ABILITY_INSPIRE
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# Canned definition of the Inspire ability to be included in an
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#enddef
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#define SPECIAL_NOTES_DISTRACT
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_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
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_"
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• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
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@ -62,10 +62,12 @@ A poisoned unit cannot be cured of its poison by a healer, and must seek the car
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#textdomain wesnoth-utbs
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#define SPECIAL_NOTES_UTBS_HEALS
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_" This unit is capable of basic healing and slowing dehydration."#enddef
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_"
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• This unit is capable of basic healing and slowing dehydration."#enddef
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#define SPECIAL_NOTES_UTBS_CURES
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_" This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
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_"
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• This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
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# This is the Teaching ability owned by Garak
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@ -176,19 +178,24 @@ Marksman attacks are only affected if the chance to hit is greater than 60%."
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#enddef
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#define SPECIAL_NOTES_SHOCK
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_" This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef
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_"
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• This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef
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#define SPECIAL_NOTES_FORMATION
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_" Groups of units of this type are able to shield each other in combat."#enddef
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_"
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• Groups of units of this type are able to shield each other in combat."#enddef
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#define SPECIAL_NOTES_DISENGAGE
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_" This unit can move either before or after attacking."#enddef
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_"
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• This unit can move either before or after attacking."#enddef
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#define SPECIAL_NOTES_DAZE
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_" This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef
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_"
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• This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef
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#define SPECIAL_NOTES_DISTRACT
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_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
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_"
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• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
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#define ABILITY_DISENGAGE_EVENTS
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[event]
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Special Notes:"#enddef
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#define SPECIAL_NOTES_SPIRIT
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_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
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_"
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• Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
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#define SPECIAL_NOTES_ARCANE
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_" This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
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_"
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• This unit’s arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
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#define SPECIAL_NOTES_HEALS
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_" This unit is capable of basic healing."#enddef
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_"
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• This unit is capable of basic healing."#enddef
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#define SPECIAL_NOTES_EXTRA_HEAL
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_" This unit is capable of rapid healing."#enddef
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_"
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• This unit is capable of rapid healing."#enddef
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#define SPECIAL_NOTES_CURES
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_" This unit is capable of healing those around it, and curing them of poison."#enddef
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_"
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• This unit is capable of healing those around it, and curing them of poison."#enddef
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#define SPECIAL_NOTES_UNPOISON
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_" This unit is capable of neutralizing the effects of poison in units around it."#enddef
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_"
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• This unit is capable of neutralizing the effects of poison in units around it."#enddef
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#define SPECIAL_NOTES_REGENERATES
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_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
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_"
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• This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
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#define SPECIAL_NOTES_STEADFAST
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_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
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_"
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• The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
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#define SPECIAL_NOTES_LEADERSHIP
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_" The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef
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_"
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• The leadership of this unit enables adjacent units of the same side to deal more damage in combat, though this only applies to units of lower level."#enddef
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#define SPECIAL_NOTES_SKIRMISHER
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_" This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef
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_"
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• This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them."#enddef
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#define SPECIAL_NOTES_ILLUMINATES
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_" Illumination increases the lighting level in adjacent areas."#enddef
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_"
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• Illumination increases the lighting level in adjacent areas."#enddef
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#define SPECIAL_NOTES_TELEPORT
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_" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
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_"
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• This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
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#define SPECIAL_NOTES_AMBUSH
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_" In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
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_"
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• In woodlands, this unit’s ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
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#define SPECIAL_NOTES_NIGHTSTALK
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_" This unit is able to hide at night, leaving no trace of its presence."#enddef
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_"
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• This unit is able to hide at night, leaving no trace of its presence."#enddef
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#define SPECIAL_NOTES_CONCEALMENT
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_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef
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_"
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• This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef
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#define SPECIAL_NOTES_SUBMERGE
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_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
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_"
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• This unit can move unseen in deep water, requiring no air from the surface."#enddef
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#define SPECIAL_NOTES_FEEDING
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_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
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_"
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• This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
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#define SPECIAL_NOTES_BERSERK
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_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
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_"
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• Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
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#define SPECIAL_NOTES_BACKSTAB
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_" If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef
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_"
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• If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy."#enddef
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#define SPECIAL_NOTES_PLAGUE
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_" Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
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_"
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• Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
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#define SPECIAL_NOTES_SLOW
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_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
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_"
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• This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
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#define SPECIAL_NOTES_PETRIFY
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_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
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_"
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• The ability to turn the living to stone makes this unit extremely dangerous."#enddef
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#define SPECIAL_NOTES_MARKSMAN
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_" This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
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_"
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• This unit’s marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
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#define SPECIAL_NOTES_MAGICAL
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_" This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
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_"
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• This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
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#define SPECIAL_NOTES_SWARM
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_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
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_"
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• The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
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#define SPECIAL_NOTES_CHARGE
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_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
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_"
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• Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
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#define SPECIAL_NOTES_DRAIN
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_" During battle, this unit can drain life from victims to renew its own health."#enddef
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_"
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• During battle, this unit can drain life from victims to renew its own health."#enddef
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#define SPECIAL_NOTES_FIRSTSTRIKE
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_" The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef
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_"
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• The length of this unit’s weapon allows it to strike first in melee, even in defense."#enddef
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#define SPECIAL_NOTES_POISON
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_" The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
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_"
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• The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
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#define SPECIAL_NOTES_DEFENSE_CAP
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_" This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef
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_"
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• This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types."#enddef
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