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https://forums.wesnoth.org/viewtopic.php?f=12&t=49621
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josteph 2019-03-25 22:40:00 +00:00
parent 301aa1da79
commit 093fbc82fd
6 changed files with 82 additions and 41 deletions

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#textdomain wesnoth-dw
#define SPECIAL_NOTES_STUN
_ " This unit is able to stun its enemies, disrupting their zones of control."#enddef
_ "
• This unit is able to stun its enemies, disrupting their zones of control."#enddef
#define WEAPON_SPECIAL_STUN
[damage]

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@ -15,4 +15,5 @@
#enddef
#define SPECIAL_NOTES_INITIATIVE
_" This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending."#enddef
_"
• This unit's grasp of melee tactics allows adjacent allies to strike the first blow even when defending."#enddef

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@ -1,7 +1,8 @@
#textdomain wesnoth-thot
#define SPECIAL_NOTES_INSPIRE
_" 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
_"
• 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
#define ABILITY_INSPIRE
# Canned definition of the Inspire ability to be included in an

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#enddef
#define SPECIAL_NOTES_DISTRACT
_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
_"
• 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
#textdomain wesnoth-utbs
#define SPECIAL_NOTES_UTBS_HEALS
_" This unit is capable of basic healing and slowing dehydration."#enddef
_"
• This unit is capable of basic healing and slowing dehydration."#enddef
#define SPECIAL_NOTES_UTBS_CURES
_" This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
_"
• This unit is capable of healing those around it, slowing dehydration, and curing them of poison."#enddef
# This is the Teaching ability owned by Garak
@ -176,19 +178,24 @@ Marksman attacks are only affected if the chance to hit is greater than 60%."
#enddef
#define SPECIAL_NOTES_SHOCK
_" This units melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef
_"
• This units melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively."#enddef
#define SPECIAL_NOTES_FORMATION
_" Groups of units of this type are able to shield each other in combat."#enddef
_"
• Groups of units of this type are able to shield each other in combat."#enddef
#define SPECIAL_NOTES_DISENGAGE
_" This unit can move either before or after attacking."#enddef
_"
• This unit can move either before or after attacking."#enddef
#define SPECIAL_NOTES_DAZE
_" This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef
_"
• This unit can daze its enemies, reducing their accuracy and defense until they end a turn."#enddef
#define SPECIAL_NOTES_DISTRACT
_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
_"
• This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them."#enddef
#define ABILITY_DISENGAGE_EVENTS
[event]

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@ -5,91 +5,121 @@
Special Notes:"#enddef
#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
_"
• Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
#define SPECIAL_NOTES_ARCANE
_" This units arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
_"
• This units arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing."#enddef
_"
• This unit is capable of basic healing."#enddef
#define SPECIAL_NOTES_EXTRA_HEAL
_" This unit is capable of rapid healing."#enddef
_"
• This unit is capable of rapid healing."#enddef
#define SPECIAL_NOTES_CURES
_" This unit is capable of healing those around it, and curing them of poison."#enddef
_"
• This unit is capable of healing those around it, and curing them of poison."#enddef
#define SPECIAL_NOTES_UNPOISON
_" This unit is capable of neutralizing the effects of poison in units around it."#enddef
_"
• This unit is capable of neutralizing the effects of poison in units around it."#enddef
#define SPECIAL_NOTES_REGENERATES
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
_"
• This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
#define SPECIAL_NOTES_STEADFAST
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
_"
• The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
#define SPECIAL_NOTES_LEADERSHIP
_" 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
_"
• 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
#define SPECIAL_NOTES_SKIRMISHER
_" This units skill at skirmishing allows it to ignore enemies zones of control and thus move unhindered around them."#enddef
_"
• This units skill at skirmishing allows it to ignore enemies zones of control and thus move unhindered around them."#enddef
#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."#enddef
_"
• Illumination increases the lighting level in adjacent areas."#enddef
#define SPECIAL_NOTES_TELEPORT
_" This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
_"
• This unit can use one move to teleport between any two empty villages controlled by its side."#enddef
#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this units ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
_"
• In woodlands, this units ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
_"
• This unit is able to hide at night, leaving no trace of its presence."#enddef
#define SPECIAL_NOTES_CONCEALMENT
_" 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
_"
• 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
#define SPECIAL_NOTES_SUBMERGE
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
_"
• This unit can move unseen in deep water, requiring no air from the surface."#enddef
#define SPECIAL_NOTES_FEEDING
_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
_"
• This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
#define SPECIAL_NOTES_BERSERK
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
_"
• Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
#define SPECIAL_NOTES_BACKSTAB
_" 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
_"
• 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
#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
_"
• Foes who lose their life to the plague will rise again in unlife, unless they are standing on a village."#enddef
#define SPECIAL_NOTES_SLOW
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
_"
• This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
#define SPECIAL_NOTES_PETRIFY
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
_"
• The ability to turn the living to stone makes this unit extremely dangerous."#enddef
#define SPECIAL_NOTES_MARKSMAN
_" This units marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
_"
• This units marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
#define SPECIAL_NOTES_MAGICAL
_" This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
_"
• This unit has magical attacks, which always have a high chance of hitting an opponent."#enddef
#define SPECIAL_NOTES_SWARM
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
_"
• The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
#define SPECIAL_NOTES_CHARGE
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
_"
• Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
#define SPECIAL_NOTES_DRAIN
_" During battle, this unit can drain life from victims to renew its own health."#enddef
_"
• During battle, this unit can drain life from victims to renew its own health."#enddef
#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this units weapon allows it to strike first in melee, even in defense."#enddef
_"
• The length of this units weapon allows it to strike first in melee, even in defense."#enddef
#define SPECIAL_NOTES_POISON
_" The victims of this units poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
_"
• The victims of this units poison will continually take damage until they can be cured in town or by a unit which cures."#enddef
#define SPECIAL_NOTES_DEFENSE_CAP
_" 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
_"
• 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