Changed text in tutorial to make it easier to understand how the tutorial works and better understand game topics
[ci skip] * Expanded the text to explain how to read '5×4' and what it means * Changed the wording slightly to emphasize the order of damage times attacks * Added a message explaining the format of the tutorial * Separated some long messages into multiple messages instead * Removed some unnecessary wording to keep things simpler * Changed some spelled numbers to regular numerals when referring to game currencies (such as gold and income) * Minor changes to grammar
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2 changed files with 35 additions and 14 deletions
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@ -139,6 +139,14 @@
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[event]
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name=start
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[message]
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speaker=narrator
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caption= _ "Welcome to Wesnoth!"
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image=wesnoth-icon.png
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message= _ "This is a two-part tutorial intended for people who are new to the game. Part 1 will teach you the basics about movement, attacking, healing, and recruiting. Firstly, you’ll choose a hero (both heroes play the same)." +
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{CONTINUE_MSG}
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[/message]
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[select_character][/select_character]
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{CLEAR_VARIABLE student_store}
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@ -200,7 +208,7 @@
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speaker=narrator
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caption= _ "Movement"
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image=wesnoth-icon.png
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message= _ "When you select a unit, in this case Konrad, the places he can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex uses one movement point, but moving across different types of hexes, or <i>terrains</i>, can use up more. You will learn more about that later. To move, simply click on your destination. You can press <b>u</b> to undo a move if you move to the wrong place." +
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message= _ "When you select a unit, in this case Konrad, the places he can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
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{CONTINUE_MSG}
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[/message]
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) (
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@ -208,7 +216,7 @@
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speaker=narrator
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caption= _ "Movement"
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image=wesnoth-icon.png
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message= _ "When you select a unit, in this case Li’sar, the places she can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex uses one movement point, but moving across different types of hexes, or <i>terrains</i>, can use up more. You will learn more about that later. To move, simply click on your destination. You can press <b>u</b> to undo a move if you move to the wrong place." +
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message= _ "When you select a unit, in this case Li’sar, the places she can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
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{CONTINUE_MSG}
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[/message]
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)}
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@ -329,14 +337,14 @@
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speaker=narrator
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caption= _"Attacking"
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image=wesnoth-icon.png
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message= _ "To attack the quintain, first select the attacker (Konrad) then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Konrad will attack."
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message= _ "To attack the quintain, first select the attacker (Konrad), then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Konrad will attack."
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[/message]
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) (
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[message]
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speaker=narrator
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caption= _"Attacking"
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image=wesnoth-icon.png
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message= _"To attack the quintain, first select the attacker (Li’sar) then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Li’sar will attack."
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message= _"To attack the quintain, first select the attacker (Li’sar), then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Li’sar will attack."
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[/message]
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)}
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[/event]
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@ -402,7 +410,7 @@
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[message]
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speaker=Delfador
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message= _ "Yes. It’s a magical quintain! It gets 5 chances to hit you for 3 damage each. If it hits every time, you’ll drop from $student_hp to $($student_hp-15) hitpoints. Brace yourself!"
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message= _ "Yes. It’s a magical quintain! If it hits you, it does 3 damage, and has 5 chances. If it hits every time, you’ll drop from $student_hp to $($student_hp-15) hitpoints. Brace yourself!"
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[/message]
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[allow_end_turn][/allow_end_turn]
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@ -458,7 +466,7 @@
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speaker=narrator
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caption= _ "Villages"
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image=wesnoth-icon.png
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message= _"You have captured a village! It now flies your colors and has been added to your total village count (the house icon at the top of the screen shows how many villages you currently control). Villages provide the gold needed to recruit units. Each turn, you gain two gold plus one for every village you own."
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message= _"You have captured a village! It now flies your colors and has been added to your total village count (the house icon at the top of the screen shows how many villages you currently control). Villages provide the gold needed to recruit units. Each turn, you gain 2 gold, plus 1 for every village you own."
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[/message]
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[allow_end_turn][/allow_end_turn]
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@ -546,7 +554,7 @@
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speaker=narrator
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caption= _ "Traits"
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image=wesnoth-icon.png
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message= _"Be sure to examine the <i>traits</i> of your new recruits. They are listed under its race in the sidebar. Traits can subtly affect how you use your troops. For example, units with the <i>quick</i> trait can move a extra hex each turn, or units with the <i>intelligent</i> trait require 20% less experience to level up. A full list of all possible traits may be found in help."
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message= _"Be sure to examine the <i>traits</i> of your new recruits. They are listed under its race in the sidebar. Traits can subtly affect how you use your troops. For example, units with the <i>quick</i> trait can move a extra hex each turn, and units with the <i>intelligent</i> trait require 20% less experience to level up."
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[/message]
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[allow_end_turn][/allow_end_turn]
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@ -604,7 +612,7 @@
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[message]
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speaker=Delfador
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message= _ "And which would that be? The sword (5×4) or the bow (3×3)? I suppose you’ll find out..."
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message= _ "And which would that be? The sword (5×4; or 5 damage on each hit, with 4 attacks) or the bow (3×3; or 3 damage on each hit, with 3 attacks)? I suppose you’ll find out..."
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[/message]
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{PRINT ( _ "Attack the quintain with your fighters")}
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@ -649,7 +657,7 @@
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[message]
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speaker=Delfador
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message= _ "Your elf used a sword (5×4; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (3×5). The ranged attack (the bow) would have been safer."
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message= _ "Your elf used a sword (5×4; or 5 damage on each hit, with 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (3×5; or 3 damage on each hit, with 5 attacks). The ranged attack (the bow) would have been safer."
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[/message]
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[/event]
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@ -661,7 +669,7 @@
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[message]
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speaker=Delfador
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message= _ "Your elf used a bow, which is a <i>ranged</i> attack (3×3; or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
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message= _ "Your elf used a bow, which is a <i>ranged</i> attack (3×3; or 3 damage on each hit, with 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
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[/message]
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[/event]
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[/event]
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@ -762,7 +770,7 @@
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caption= _ "Defenses"
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image=wesnoth-icon.png
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# wmllint: local spelling quintains
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message= _ "Whenever one of your units is selected, you’ll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defense</i> that unit has in that kind of terrain. For example, most units have good defenses in castles and villages but poor defenses in rivers. However, these quintains use a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain its target occupies."
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message= _ "Whenever one of your units is selected, you’ll see varying percentages as you move the mouse over the map. The higher the percentage, the more <i>defense</i> that unit has in that kind of terrain. For example, most units have good defenses in castles and villages but poor defenses in rivers. Some units, like these quintains, have a <i>magical</i> attack, which always has a 70% chance of hitting no matter what terrain their targets occupy."
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[/message]
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[/event]
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@ -143,6 +143,14 @@
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[event]
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name=start
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[message]
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speaker=narrator
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caption= _ "Welcome to Wesnoth!"
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image=wesnoth-icon.png
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message= _ "Welcome back! This is second part of the two-part tutorial. Part 2 will teach you about recalling units, abilities and weapon specials, income and upkeep, long-distance movement, zone of control, and time of day." +
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{CONTINUE_MSG}
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[/message]
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[message]
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speaker=student
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message= _ "Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?"
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[message]
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speaker=Galdrad
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message= _ "Hang on! You need to gather your forces. Or do you intend to fight the orcs singlehandedly?"
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message= _ "Hang on! You need to gather your forces. Or do you intend to fight the orcs single-handedly?"
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[/message]
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[if]
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speaker=narrator
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caption= _ "Abilities and Weapon Specials"
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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= _ "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]
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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]
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speaker=narrator
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caption= _ "Abilities and 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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A full list of abilities and weapons specials, along with traits, may be found in help."
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[/message]
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