Removed hardcoded terrain topics.

This commit is contained in:
fendrin 2013-11-14 00:52:30 +01:00
parent 16a00974c0
commit 21f17a1a7f

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@ -1,7 +1,7 @@
#textdomain wesnoth-help
[help]
[toplevel]
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,factions_section,terrains,addons,commands,encyclopedia
sections=introduction,gameplay,units,abilities_section,traits_section,weapon_specials,factions_section,terrains_section,addons,commands,encyclopedia
topics=about,license
[/toplevel]
@ -59,10 +59,11 @@
[/section]
[section]
id=terrains
id=terrains_section
title= _ "Terrains"
topics=..terrains,terrain_castle,terrain_village,terrain_water_village,terrain_deep_water,terrain_shallow_water,terrain_swamp_water,terrain_ford,terrain_reef,terrain_bridge,terrain_sand,terrain_desert,terrain_flat,terrain_road,terrain_forest,terrain_unwalkable,terrain_cave,terrain_rockbound_cave,terrain_illuminated_cave,terrain_fungus,terrain_lava,terrain_hills,terrain_mountains,terrain_frozen,terrain_impassable
sort_topics=yes
sections_generator=terrains
topics=..terrains_section
sort_topics=generated
[/section]
[section]
@ -487,306 +488,12 @@ Thick-bodied and clumsy, slow individuals of goblins and other species take a mo
[/topic]
[topic]
id=..terrains
id=..terrains_section
title= _ "Terrains"
text= _ "Game maps feature a variety of terrains that affect both unit movement and a units defensive capability in combat.
"
text= _ "Game maps feature a variety of terrains that affect both unit movement and a units defensive capability in combat."
generator="contents:terrains"
[/topic]
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[topic]
id=terrain_flat
title= _ "Flat"
text= "<img>src=terrain/grass/green.png align=left box=no</img> <img>src=terrain/grass/semi-dry.png align=middle box=no</img><img>src=terrain/grass/dry.png align=right box=no</img>
" + _ "<italic>text='Grassland'</italic> represents open plains, whether cultivated, cut back for grazing, or wild. Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
Most units have defense of 30 to 40% on grassland." + "
<img>src=terrain/embellishments/farm-veg-spring-icon.png align=left box=no</img> <img>src=terrain/grass/leaf-litter.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>"
[/topic]
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[topic]
id=terrain_road
title= _ "Road"
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>
" + _ "<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.
" + "<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>"
[/topic]
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[topic]
id=terrain_forest
title= _ "Forest"
text= "<img>src=terrain/forest/pine.png align=left box=no</img> <img>src=terrain/forest/snow-forest.png align=middle box=no</img> <img>src=terrain/forest/tropical/jungle.png align=right box=no</img>
" + _ "<italic>text='Forests'</italic> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests.
" + "<img>src=terrain/forest/deciduous-summer.png align=left box=no</img> <img>src=terrain/forest/deciduous-fall.png align=middle box=no</img> <img>src=terrain/forest/deciduous-winter.png align=right box=no</img>" + "
" + "<img>src=terrain/forest/mixed-summer.png align=left box=no</img> <img>src=terrain/forest/great-tree.png align=middle box=no</img> <img>src=terrain/forest/mixed-fall.png align=right box=no</img>"
[/topic]
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[topic]
id=terrain_hills
title= _ "Hills"
text= "<img>src=terrain/hills/regular.png align=left box=no</img> <img>src=terrain/hills/desert.png align=right box=no</img>
" + _ "<italic>text='Hills'</italic> represent any reasonably rough terrain, with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills.
" + "<img>src=terrain/hills/dry3.png align=left box=no</img> <img>src=terrain/hills/snow.png align=right box=no</img>"
[/topic]
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[topic]
id=terrain_mountains
title= _ "Mountains"
text= "<img>src=terrain/mountains/basic-tile.png align=left box=no</img> <img>src=terrain/mountains/snow-tile.png align=middle box=no</img> <img>src=terrain/mountains/dry-tile.png align=right box=no</img>
" + _ "<italic>text='Mountains'</italic> are steep enough that units often have to climb over obstacles to move. By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around.
Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
[/topic]
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[topic]
id=terrain_swamp_water
title= _ "Swamp"
text= "<img>src=terrain/swamp/water-tile.png align=left box=no</img> <img>src=terrain/swamp/mud-tile.png align=right box=no</img>
" + _ "<italic>text='Swamps'</italic> represent any sort of wetlands. Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
Most units make do with 30% defense in swamps. Mermen, naga, and saurians all generally enjoy 60%."
[/topic]
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[topic]
id=terrain_shallow_water
title= _ "Shallow Water"
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>
" + _ "<italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a mans 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.
Most units make do with 20 to 30% defense in shallow water, whereas both naga and mermen enjoy 60%."
[/topic]
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[topic]
id=terrain_deep_water
title= _ "Deep Water"
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>
" + _ "<italic>text='Deep water'</italic> represents any body of water deep enough to cover a mans head. Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
Mermen and naga both receive 50% defense in deep water, with full movement."
[/topic]
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[topic]
id=terrain_frozen
title= _ "Frozen"
text= "<img>src=terrain/frozen/snow.png align=left box=no</img> <img>src=terrain/frozen/ice.png align=right box=no</img>
" + _ "<italic>text='Frozen'</italic> terrain represents any flat area that is covered by snow or ice. Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice.
Most units have 20 to 40% defense in frozen terrain."
[/topic]
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[topic]
id=terrain_castle
title= _ "Castle"
text= "<img>src=terrain/castle/castle-tile.png align=left box=no</img> <img>src=terrain/castle/encampment/regular-tile.png align=middle box=no</img> <img>src=terrain/castle/dwarven-castle-tile.png align=right box=no</img>
" + _ "<italic>text='Castles'</italic> are any sort of permanent fortification. Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
Most units have about 60% defense in a castle.
" + "<img>src=terrain/castle/swamp-ruin-tile.png align=left box=no</img> <img>src=terrain/castle/ruin-tile.png align=middle box=no</img> <img>src=terrain/castle/sunken-ruin-tile.png align=right box=no</img>" + "
" + "<img>src=terrain/castle/elven/tile.png align=left box=no</img> <img>src=terrain/castle/orcish/tile.png align=middle box=no</img> <img>src=terrain/castle/sand/tile.png align=right box=no</img>"
[/topic]
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[topic]
id=terrain_sand
title= _ "Sand"
text= "<img>src=terrain/sand/beach.png align=middle box=no</img>
" + _ "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.
Most units receive 20 to 40% defense in sand."
[/topic]
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[topic]
id=terrain_desert
title= _ "Desert"
text= "<img>src=terrain/sand/desert.png align=middle box=no</img>
" + _ "<italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='sand'</ref>."
[/topic]
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[topic]
id=terrain_cave
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=left box=no</img> <img>src=terrain/cave/earthy-floor6.png align=right box=no</img>
" + _ "<italic>text='Cave'</italic> terrain represents any underground cavern with enough room for a unit to pass. Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.
Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
[/topic]
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[topic]
id=terrain_rockbound_cave
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation.png align=middle box=no</img>
" + _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in rockbound caves."
[/topic]
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[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
text= "<img>src=terrain/cave/beam.png align=left box=no</img> <img>src=terrain/cave/beam2.png align=middle box=no</img> <img>src=terrain/cave/beam3.png align=right box=no</img>
" + _ "Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal <ref>dst='terrain_cave' text='cave terrains'</ref>."
[/topic]
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[topic]
id=terrain_fungus
title= _ "Mushroom Grove"
text= "<img>src=terrain/forest/mushrooms-tile.png align=middle box=no</img>
" + _ "<italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms, which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
[/topic]
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[topic]
id=terrain_village
title= _ "Village"
text= "<img>src=terrain/village/human-tile.png align=left box=no</img> <img>src=terrain/village/elven-tile.png align=middle box=no</img><img>src=terrain/village/swampwater-tile.png align=right box=no</img>
" + _ "<italic>text='Villages'</italic> represent any group of buildings, human or otherwise. Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
" + "<img>src=terrain/village/human-snow-hills-tile.png align=left box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>
" + "<img>src=terrain/village/human-city-tile.png align=left box=no</img> <img>src=terrain/village/hut-hills-tile.png align=middle box=no</img> <img>src=terrain/village/cave-tile.png align=right box=no</img>"
[/topic]
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[topic]
id=terrain_water_village
title= _ "Submerged Village"
text= "<img>src=terrain/village/coast-tile.png align=left box=no</img> <img>src=terrain/village/swamp-merfolk-tile.png align=right box=no</img>
" + _ "<italic>text='Submerged villages'</italic> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilites are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
Merfolk and nagas have 60% defense in submerged villages, whereas land based units usually have a low defense."
[/topic]
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[topic]
id=terrain_unwalkable
title= _ "Unwalkable" # wmllint: no spellcheck
text= "<img>src=terrain/chasm/regular-tile.png align=left box=no</img> <img>src=terrain/chasm/abyss-tile.png align=middle box=no</img> <img>src=terrain/chasm/earthy-tile.png align=right box=no</img>
" + _ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
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[topic]
id=terrain_lava
title= _ "Lava"
text= "<img>src=terrain/unwalkable/lava.png align=left box=no</img> <img>src=terrain/mountains/volcano-tile.png align=middle box=no</img> <img>src=terrain/unwalkable/lava-chasm-tile.png align=right box=no</img>
" + _ "The dangers inherent in trying to walk on <italic>text='lava'</italic> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
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[topic]
id=terrain_ford
title= _ "River Ford"
text= "<img>src=terrain/water/ford-tile.png align=middle box=no</img>
" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
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[topic]
id=terrain_reef
title= _ "Coastal Reef"
text= "<img>src=terrain/water/reef-tile.png align=middle box=no</img>
" + _ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral and sand. This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense.
Mermen and Naga both receive 70% defense on coastal reefs."
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[topic]
id=terrain_bridge
title= _ "Bridge"
# FIXME: description doesn't include bridges over chasm
text= "<img>src=terrain/bridge/wood-ne-sw.png align=left box=no</img><img>src=terrain/bridge/stonebridge-ne-sw-tile.png align=middle box=no</img><img>src=terrain/cave/chasm-stone-bridge-sw-ne.png align=right box=no</img>
" + _ "To those capable of building one, the ability to lay a <italic>text='bridge'</italic> offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
For those who go by land or sea, a bridge is the best of both worlds — for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
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[topic]
id=terrain_impassable
title= _ "Impassable"
text= "<img>src=terrain/cave/wall-rough-tile.png align=left box=no</img> <img>src=terrain/walls/wall-stone-tile.png align=middle box=no</img> <img>src=terrain/mountains/cloud-tile.png align=right box=no</img>
" + _ "Obstacles that not even the most determined traveler may overcome include solid walls of stone and mountains so tall and steep that they are constantly wreathed in cloud. Even flying creatures cannot navigate the jagged peaks at such rarified heights, and not even the fiercest troll can smash through thick walls of stone."
[/topic]
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[topic]
id=..addons