Tutorial S2: When a second Shaman is recruited, say that the healing doesn't stack
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@ -314,26 +314,81 @@
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speaker=narrator
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image=$unit.profile
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caption= _ "Elvish Shaman"
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message= _ "The Shaman is a fairly weak unit, but she has the ability to <i>heal</i> friendly units around her. She also has a special attack which <i>slows</i> enemies, halving the damage they do for one turn."
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message= _ "The Shaman has the ability to <i>heal</i> friendly units around her. She also has a special attack which <i>slows</i> enemies, halving the damage they do for one turn. However, she’s physically weaker than fighters and archers, so be careful when sending her into battle."
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[/message]
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[message]
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speaker=narrator
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caption= _ "Abilities and Weapon Specials"
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caption= _ "The <i>Heal</i> Ability"
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image=wesnoth-icon.png
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message= _ "Certain unit types have special <i>abilities</i>. Unlike traits, which usually provide small buffs or debuffs, abilities give units special behaviors that normal units do not have. In this case, the Elvish Shaman has the Heal ability, which allows her to heal allied adjacent units 4 hitpoints at the start of each turn. Unit types with abilities, especially ones like Heal, can be very useful, so be careful when sending them into battle."
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message= _ "At the start of each turn, allied units adjacent to a Shaman will recover 4 hitpoints, which is only half of the amount that a village would provide. The Shaman doesn’t gain experience from healing, only from combat, but advancing her is worthwhile — her second-level Elvish Druid advancement has healing equivalent to a village.
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A detailed explanation of healing may be found in the <i>Gameplay</i> section of the help (default hotkey: <b>F1</b>)."
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[/message]
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[message]
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speaker=narrator
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caption= _ "Abilities and Weapon Specials"
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caption= _ "Weapon Specials"
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image=wesnoth-icon.png
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message= _ "Weapon specials are special attack modifiers that make certain attacks more powerful. Once again, in this case, the Shaman has the Slows special on her entangle attack. When this attack is used on an enemy, it will halve the damage they do for one turn. Other weapon specials include First Strike, which allows that attack to always hit first no matter who attacks first, and Magical, which gives that attack a constant 70% chance to hit.
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message= _ "Weapon specials are special attack modifiers that make certain attacks more powerful. In this case, the Shaman has the Slows special on her entangle attack. When this attack successfully hits an enemy, it will halve the damage they do for one turn. Other weapon specials include First Strike, which allows that attack to always hit first no matter who attacks first, and Magical, which gives that attack a constant 70% chance to hit.
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A full list of abilities and weapons specials, along with traits, may be found in the help (default hotkey: <b>F1</b>)."
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[/message]
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[/event]
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# Triggers the first time that the player has two healers.
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# If there are allied sides then this isn't accurate, but at this stage of the tutorial allied sides haven't been introduced yet.
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[event]
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name=recruit
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[filter]
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side=1
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type=Elvish Shaman
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[/filter]
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[filter_condition]
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[have_unit]
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ability_type=heals
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count=2
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[/have_unit]
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[/filter_condition]
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[if]
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[have_unit]
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type=Elvish Shaman
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count=2
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[/have_unit]
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[then]
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[message]
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speaker=narrator
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image=$unit.profile
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caption= _ "Multiple Healers"
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# po: both healers are level one elvish shamans
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message= _ "You now have two healers. However, each unit can only receive healing from one healer — a unit will still only be healed 4 hitpoints per turn even when adjacent to both Shamans.
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If either Shaman advances to become a Druid, then she’ll be able to heal adjacent units by 8 hitpoints per turn. A unit next to multiple healers is healed by the most advanced one."
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[/message]
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[/then]
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[else]
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[message]
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speaker=narrator
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image=$unit.profile
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caption= _ "Multiple Healers"
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# po: one healer is a level one shaman, but the other healer is a druid or (very unlikely) a shyde
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message= _ "You now have two healers. Your Druid can heal adjacent units by 8 hitpoints per turn compared to your Shaman's 4. However, each unit can only receive healing from one healer — a unit next to multiple healers is healed by the most advanced one."
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[/message]
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[/else]
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[/if]
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[message]
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speaker=narrator
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image=$unit.profile
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caption= _ "Healers and Villages"
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message= _ "A unit in a village will receive healing from the village instead of from adjacent healers."
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[/message]
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[message]
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speaker=Galdrad
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message= _ "Having more than one healer allows them to heal each other or to cover separate areas of the battlefield. It can also allow better tactical movement — the 2 hitpoints from rest-healing does combine with other sources of healing, so it’s often better to move a healer instead of an injured unit."
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[/message]
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[/event]
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# Explaining the Archer
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[event]
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name=recruit
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@ -829,7 +884,11 @@ Please report the bug."
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name=check_income
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[/fire_event]
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{TALK_ABOUT_LOC 16,9 ( _ "Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, while villages can heal 8 (the maximum healing for any unit).")}
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{TALK_ABOUT_LOC 16,9 ( _ "Remember to retreat your wounded units to villages. Shamans can only heal 4 hitpoints per turn, while villages can heal them faster at 8 per turn.
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Different sources of healing are generally not combined. If a unit starts its turn next to multiple healers, or on a village and next to a healer, it will still be healed only once.
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Rest-healing is an exception to the rule — if a unit doesn’t do anything for a turn, it will heal 2 hitpoints in addition to any healing it may receive from villages or healers, combining for a total of up to 10 hitpoints per turn.")}
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[/event]
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[event]
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