Applied tutorial typography patch #1906 by Simon Smith.

This commit is contained in:
Lari Nieminen 2010-09-11 16:22:12 +00:00
parent 8bfdeda875
commit 28678cbee7
3 changed files with 242 additions and 198 deletions

View file

@ -36,8 +36,8 @@
9,6
#enddef
#define CONTINUE_MSG
_ "
<big>Click a mouse button or press spacebar to continue...</big>"
_"
<big>Click a mouse button or press the spacebar to continue...</big>"
# Note: we would not like the user to "press any key" (for example, Esc)
#enddef
@ -46,7 +46,7 @@
#po: Hello translators! Tutorial is meant to be a bit funny at the start,
#po: welcoming new players. Please keep the friendly fun feeling!
#po: Any questions email rusty@rustcorp.com.au!"
name=_ "Wesnoth Tutorial"
name= _"Wesnoth Tutorial Part I"
map_data="usage=map
border_size=1
@ -79,9 +79,9 @@ border_size=1
[side]
type=Fighter
id=student
name=_"Konrad"
name= _"Konrad"
profile=portraits/konrad.png
current_player=_"Konrad"
current_player= _"Konrad"
canrecruit=yes
side=1
controller=human
@ -131,28 +131,28 @@ border_size=1
[unit]
id=Delfador
name=_ "Delfador"
name= _"Delfador"
type=Elder Mage
profile=portraits/delfador.png
x,y=13,6
side=3
{IS_HERO}
[/unit]
{LABEL ( _ "Delfador") (13,6)}
{LABEL (_"Delfador") (13,6)}
[objectives]
side=1
summary=_ "You will learn the basics of:
summary= _"You will learn the basics of:
Movement
Attacking
Healing
Recruiting"
[objective]
description=_ "Destroy a fierce enemy"
description= _"Destroy a fierce enemy"
condition=win
[/objective]
[objective]
description=_ "Get yourself killed"
description= _"Get yourself killed"
condition=lose
[/objective]
[/objectives]
@ -164,7 +164,7 @@ Recruiting"
name=start
[message]
speaker=narrator
message=_"Who would you like to play?"
message= _"Who would you like to play?"
[option]
message="&" + "units/konrad-fighter.png" + "=" + _"Konrad" # wmllint: no spellcheck
[command]
@ -203,18 +203,16 @@ Recruiting"
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "<big>Welcome to Wesnoth!</big>" +
_ "
For this tutorial, you are playing Konrad. " +
_ "You are standing in the keep, and your mentor Delfador is on the east side of the river." +
{CONTINUE_MSG}
caption= _"Welcome to Wesnoth!"
message= _"For this tutorial, you are playing Konrad.
You are standing in the keep, and your mentor Delfador is on the east side of the river." +
{CONTINUE_MSG}
[/message]) ([message]
speaker=narrator
message=_ "<big>Welcome to Wesnoth!</big>" +
_ "
For this tutorial, you are playing Lisar. " +
_ "You are standing in the keep, and your mentor Delfador is on the east side of the river." +
{CONTINUE_MSG}
caption= _"Welcome to Wesnoth!"
message= _"For this tutorial, you are playing Lisar.
You are standing in the keep, and your mentor Delfador is on the east side of the river." +
{CONTINUE_MSG}
[/message])}
{GENDER ({PRINT (_"Left click on Konrad")})
@ -236,35 +234,35 @@ For this tutorial, you are playing Lisar. " +
{GENDER ([message]
speaker=narrator
#wmllint: display on
message=_ "<big>You have selected Konrad.</big>
message= _"<big>You have selected Konrad.</big>
The places he can move to are highlighted." +
{CONTINUE_MSG}
#wmllint: display off
[/message]) ([message]
speaker=narrator
#wmllint: display on
message=_ "<big>You have selected Lisar.</big>
message= _"<big>You have selected Lisar.</big>
The places she can move to are highlighted." +
{CONTINUE_MSG}
#wmllint: display off
[/message])}
#wmlindent: stop ignoring
{LABEL (_ "HERE") {MARKER_LOC}}
{LABEL (_"Here") {MARKER_LOC}}
[redraw][/redraw]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "Move Konrad next to Delfador by clicking on the tile marked <b>HERE</b>." +
message= _"Move Konrad next to Delfador by clicking on the tile marked <b>Here</b>." +
{CONTINUE_MSG}
[/message]) ([message]
speaker=narrator
message=_ "Move Lisar next to Delfador by clicking on the tile marked <b>HERE</b>." +
message= _"Move Lisar next to Delfador by clicking on the tile marked <b>Here</b>." +
{CONTINUE_MSG}
[/message])}
#wmlindent: stop ignoring
{TARGET_HEX 12 5}
{PRINT (_"Left click on tile labeled <b>HERE</b>")}
{PRINT (_"Left click on tile labeled <b>Here</b>")}
[/event]
# General catch for them moving to the wrong place.
@ -289,9 +287,9 @@ The places she can move to are highlighted." +
[redraw][/redraw]
[message]
speaker=narrator
caption= _"Oops!"
#wmllint: display on
message=_ "<big>Oops!</big>
You moved to the wrong place! After this message, you can press <b>u</b> to undo, then try again." +
message= _"You moved to the wrong place! After this message, you can press <b>u</b> to undo, then try again." +
{CONTINUE_MSG}
#wmllint: display off
[/message]
@ -313,19 +311,19 @@ You moved to the wrong place! After this message, you can press <b>u</b> to undo
[redraw][/redraw]
[message]
id=student
message=_ "Good morning, Delfador! Is it time to attack things?"
message= _"Good morning, Delfador! Is it time to attack things?"
[/message]
[message]
id=Delfador
message=_ "Um, well..."
message= _"Um, well..."
[/message]
[message]
id=student
message=_ "Have you found an orc for me to fight, huh? A troll?"
message= _"Have you found an orc for me to fight, huh? A troll?"
[/message]
[message]
id=Delfador
message=_ "Quiet! I will summon an enemy for you..."
message= _"Quiet! I will summon an enemy for you..."
[/message]
[scroll_to_unit]
id=Delfador
@ -357,25 +355,39 @@ You moved to the wrong place! After this message, you can press <b>u</b> to undo
[redraw][/redraw]
[message]
id=Delfador
message=_ "... this quintain!"
message= _"... this quintain!"
[/message]
[message]
id=student
message=_ "A quintain? You want me to pretend to fight a dummy?"
[/message]
[message]
id=Delfador
message=_ "Child, you have 32 hitpoints and a sword. Im fairly sure youll win."
message= _"A quintain? You want me to fight a dummy?"
[/message]
#wmlindent: start ignoring
{GENDER (
[message]
id=Delfador
message= _"You have 32 hitpoints and a sword, boy. Im fairly sure youll win."
[/message]
) (
[message]
id=Delfador
message= _"female^Young lady, you have 32 hitpoints and a sword. Im fairly sure youll win."
[/message]
)}
#wmlindent: stop ignoring
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
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." +
caption= _"Attacking"
# wmllint: local spelling OK
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." +
{CONTINUE_MSG}
[/message]) ([message]
speaker=narrator
caption= _"Attacking"
# wmllint: local spelling OK
message=_ "To attack the quintain, first select the attacker (Lisar) then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Lisar will attack." +
message= _"To attack the quintain, first select the attacker (Lisar) then the target (the quintain). You will see an attack description. When you click <b>OK</b>, Lisar will attack." +
{CONTINUE_MSG}
[/message])}
#wmlindent: stop ignoring
@ -422,27 +434,29 @@ You moved to the wrong place! After this message, you can press <b>u</b> to undo
[message]
id=student
message=_ "Hey! This quintain fights back!"
message= _"Hey! This quintain fights back!"
[/message]
[message]
id=Delfador
message=_ "Hmm, maybe we should have started with a doll."
message= _"Hmm, perhaps we should have started with a doll."
[/message]
[message]
id=student
message=_ "Should I retreat?"
message= _"Should I retreat?"
[/message]
[message]
id=Delfador
message=_ "Good idea!"
[/message]
message= _"Good idea!"
[/message]
#wmlindent: start ignoring
{GENDER ([message]
speaker=narrator
message=_ "Note: the tiny metal crown above Delfador means you will lose the game if he is killed. You will also lose the game if your leader (Konrad) is killed."
caption= _"Crowns"
message= _"Note: The tiny metal crown above Delfador means you will lose the game if he is killed. You will also lose the game if your leader (Konrad) is killed."
[/message]) ([message]
speaker=narrator
message=_ "Note: the tiny metal crown above Delfador means you will lose the game if he is killed. You will also lose the game if your leader (Lisar) is killed."
caption= _"Crowns"
message= _"Note: The tiny metal crown above Delfador means you will lose the game if he is killed. You will also lose the game if your leader (Lisar) is killed."
[/message])}
#wmlindent: stop ignoring
@ -454,27 +468,27 @@ You moved to the wrong place! After this message, you can press <b>u</b> to undo
{GENDER (
[message]
id=Delfador
message=_ "Unfortunately, youve used up your turn attacking the quintain. The quintain will now get a turn."
message= _"Unfortunately, youve used up your turn attacking the quintain. The quintain now gets to attack."
[/message]
) (
[message]
id=Delfador
message=_ "female^Unfortunately, youve used up your turn attacking the quintain. The quintain will now get a turn."
message= _"female^Unfortunately, youve used up your turn attacking the quintain. The quintain now gets to attack."
[/message]
)}
#wmlindent: stop ignoring
[message]
id=student
message=_ "The <i>dummy</i> gets a turn?"
message= _"The <i>dummy</i> gets a turn?"
[/message]
[message]
id=Delfador
#wmllint: display on
message=_ "Yes. Its a magical quintain.
message= _"Yes. Its a magical quintain.
Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every time, youll drop from $student_hp to $future_hp hit points. Brace yourself!"
#wmllint: display off
[/message]
{PRINT (_ "Click on the <b>End Turn</b> button on the bottom right")}
{PRINT (_"Click on the <b>End Turn</b> button in the bottom right of the screen")}
{VARIABLE next_turn.capture_village $turn_number}
{VARIABLE_OP next_turn.capture_village add 1}
[/event]
@ -495,19 +509,19 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
[redraw][/redraw]
[message]
id=student
message=_ "Ouch! I need to heal! Only $student_hp hitpoints left!"
message= _"Ouch! I need to heal! Only $student_hp hitpoints left!"
[/message]
{LABEL (_"Village") {VILLAGE_LOC}}
#wmlindent: start ignoring
{GENDER (
[message]
id=Delfador
message=_ "There is a village on the other side of the river. Visiting villages is a good idea, and ending your turn in one will heal you. To the village!"
message= _"There is a village on the other side of the river. Visiting villages is a good idea, and ending your turn in one will heal you. To the village!"
[/message]
) (
[message]
id=Delfador
message=_ "female^There is a village on the other side of the river. Visiting villages is a good idea, and ending your turn in one will heal you. To the village!"
message= _"female^There is a village on the other side of the river. Visiting villages is a good idea, and ending your turn in one will heal you. To the village!"
[/message]
)}
{GENDER ({PRINT (_"Left click on Konrad")})
@ -539,7 +553,9 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
[message]
speaker=narrator
#wmllint: display on
message=_ "You captured a village! It now flies your flag color and has been added to your total village count at the top of the screen (house icon). Villages provide the gold needed to recruit units. Each turn, you gain two gold plus one for every village you own." +
caption= _"Villages"
# We could say 'It now flies your colors...'. Maybe too subtle for a basic tutorial?
message= _"You have captured a village! It now flies your flag 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." +
{CONTINUE_MSG}
#wmllint: display off
[/message]
@ -579,30 +595,30 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
{GENDER (
[message]
id=Delfador
message=_ "Youre about to be healed by $hp_difference hitpoints, but I think youre going to need some help against that quintain."
message= _"Youre about to be healed by $hp_difference hitpoints, but its time to summon some help against that quintain."
[/message]
) (
[message]
id=Delfador
message=_ "female^Youre about to be healed by $hp_difference hitpoints, but I think youre going to need some help against that quintain."
message= _"female^Youre about to be healed by $hp_difference hitpoints, but its time to summon some help against that quintain."
[/message]
)}
#wmlindent: stop ignoring
[message]
id=student
message=_ "Ill recruit some elves!"
message= _"Ill recruit some elves!"
[/message]
{LABEL (_"Keep") {KEEP_LOC}}
#wmlindent: start ignoring
{GENDER (
[message]
id=Delfador
message=_ "A splendid idea. You can recruit two units if you return to the keep. You have plenty of gold for that."
message= _"A splendid idea. You can recruit two units if you return to the keep. You have plenty of gold for that."
[/message]
) (
[message]
id=Delfador
message=_ "female^A splendid idea. You can recruit two units if you return to the keep. You have plenty of gold for that."
message= _"female^A splendid idea. You can recruit two units if you return to the keep. You have plenty of gold for that."
[/message]
)}
#wmlindent: stop ignoring
@ -626,12 +642,13 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
[redraw][/redraw]
[message]
speaker=narrator
caption= _"Recruiting"
#wmllint: display on
message=_ "Whenever youre on a <i>keep</i>, you can <i>recruit</i> into castle tiles around it by right-clicking and selecting <b>Recruit</b>. This time you will only be given one type of unit to choose: the Elvish Fighter." +
message= _"Whenever youre on a <i>keep</i>, you can <i>recruit</i> into the castle tiles around it by right-clicking and selecting <b>Recruit</b>. This time you will only be given one type of unit to choose: the Elvish Fighter." +
{CONTINUE_MSG}
#wmllint: display off
[/message]
{PRINT (_"Right click on one castle tile and select <b>Recruit</b>")}
{PRINT (_"Right click on a castle tile and select <b>Recruit</b>")}
[/event]
[event]
name=recruit
@ -665,9 +682,10 @@ Now, this quintain gets 5 chances to hit you for 3 damage each. If it hits every
[redraw][/redraw]
[message]
speaker=narrator
caption= _"New Recruits"
#wmllint: display on
message=_ "These newly recruited units can do nothing this turn; you will control them next turn.
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen." +
message= _"New units cannot act in the turn they appear; you will gain control of them next turn.
After this dialog, you can move the mouse over a unit to see a summary of its abilities on the right of the screen." +
{CONTINUE_MSG}
#wmllint: display off
[/message]
@ -697,15 +715,16 @@ Note: after this dialog, you can move the mouse over a unit to see a description
[redraw][/redraw]
[message]
speaker=narrator
caption= _"New Recruits"
#wmllint: display on
message=_ "These newly recruited units can do nothing this turn; you will control them next turn.
Note: after this dialog, you can move the mouse over a unit to see a description on the right of the screen." +
message= _"New units cannot act in the turn they appear; you will gain control of them next turn.
After this dialog, you can move the mouse over a unit to see a summary of its abilities on the right of the screen." +
{CONTINUE_MSG}
#wmllint: display off
[/message]
# They can move to the village if they're smart
{NO_TARGET_HEX}
{PRINT (_"Click on the End Turn button")}
{PRINT (_"Click on the <b>End Turn</b> button")}
{VARIABLE next_turn.elves_attack $turn_number}
{VARIABLE_OP next_turn.elves_attack add 1}
[/then]
@ -732,17 +751,17 @@ Note: after this dialog, you can move the mouse over a unit to see a description
{CLEAR_PRINT}
[message]
id=student
message=_ "Hey, the quintain just healed 2 hitpoints! Id better attack it at once!"
message= _"Hey, the quintain just healed 2 hitpoints! Id better attack it at once!"
[/message]
[message]
id=Delfador
message=_ "Yes, if a unit doesn't do anything for a turn, it will slowly heal."
message= _"Yes, if a unit doesnt do anything for a turn, it will slowly heal."
[/message]
[/then]
[else]
[message]
id=Delfador
message=_ "Had the quintain survived your onslaught, it would have regained two hitpoints. If a unit doesnt do anything for a turn, it will slowly heal."
message= _"Had the quintain survived your onslaught, it would have regained two hitpoints. If a unit doesnt do anything for a turn, it will slowly heal."
[/message]
[/else]
[/if]
@ -756,15 +775,15 @@ Note: after this dialog, you can move the mouse over a unit to see a description
[then]
[message]
id=Delfador
message=_ "But before you send your fighters against the quintain, you should know they have two kinds of attack..."
message= _"But before you send your fighters against the quintain, you should know they have two kinds of attack..."
[/message]
[message]
id=student
message=_ "Ill tell them to use the one that does the most damage!"
message= _"Ill tell them to use the one that does the most damage!"
[/message]
[message]
id=Delfador
message=_ "And which would that be? The sword (54) or the bow (33)? I suppose youll find out..."
message= _"And which would that be? The sword (54) or the bow (33)? I suppose youll find out..."
[/message]
{PRINT (_"Left click on an Elvish Fighter")}
{VARIABLE encourage (_"End your turn and attack again.")}
@ -785,7 +804,7 @@ Note: after this dialog, you can move the mouse over a unit to see a description
[message]
id=Delfador
#wmllint: display on
message=_ "You wouldnt do anything stupid like charging that quintain yourself again, now would you?
message= _"You wouldnt do anything stupid like charging that quintain yourself again, now would you?
Use the fighters you recruited first; theyll be a lot of help."
#wmllint: display off
[/message]
@ -797,7 +816,7 @@ Use the fighters you recruited first; theyll be a lot of help."
[filter]
type=Elvish Fighter
[/filter]
{PRINT (_"Left click on the Quintain to attack it.")}
{PRINT (_"Left click on the quintain to attack it.")}
[/event]
[event]
name=attack
@ -834,14 +853,14 @@ Use the fighters you recruited first; theyll be a lot of help."
[then]
[message]
id=Delfador
message=_ "Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _" The ranged attack was safer."
message= _"Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _" The ranged attack would have been safer."
[/message]
[/then]
[else]
[message]
id=Delfador
#wmllint: display on
message=_ "Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _" The ranged attack was safer." + _"
message= _"Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _" The ranged attack would have been safer." + _"
End your turn, then attack again."
#wmllint: display off
[/message]
@ -853,7 +872,7 @@ End your turn, then attack again."
[message]
id=Delfador
#wmllint: display on
message=_ "Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _"
message= _"Your elf used a sword (54; or 5 damage, 4 attacks), which is a <i>melee</i> attack. The quintain defended with its melee attack (35)." + _"
You should tell the other elf to use the bow."
#wmllint: display off
[/message]
@ -886,14 +905,14 @@ You should tell the other elf to use the bow."
[then]
[message]
id=Delfador
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."
message= _"Your elf used a bow, which is a <i>ranged</i> attack (33; or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
[/message]
[/then]
[else]
[message]
id=Delfador
#wmllint: display on
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." + _"
message= _"Your elf used a bow, which is a <i>ranged</i> attack (33; or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself." + _"
End your turn, then attack again."
#wmllint: display off
[/message]
@ -904,7 +923,7 @@ End your turn, then attack again."
[else]
[message]
id=Delfador
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."
message= _"Your elf used a bow, which is a <i>ranged</i> attack (33; or 3 damage, 3 attacks). The quintain has no ranged attack, only a melee attack, so it could not defend itself."
[/message]
{PRINT (_"Attack with the other elf")}
[event]
@ -925,7 +944,7 @@ End your turn, then attack again."
{CLEAR_PRINT}
[message]
id=Delfador
message=_ "Keep attacking with both elves until the quintain is finished!"
message= _"Keep attacking with both elves until the quintain is finished!"
[/message]
{VARIABLE next_turn.advice_chain[1].turn $turn_number}
{VARIABLE_OP next_turn.advice_chain[1].turn add 1}
@ -939,13 +958,13 @@ End your turn, then attack again."
[then]
[message]
id=Delfador
message=_ "Maybe you should recruit another elf?"
message= _"Maybe you should recruit another elf?"
[/message]
[message]
speaker=narrator
caption= _"Unit Descriptions"
#wmllint: display on
message=_ "Note:
You can right click on a unit to see a detailed <b>Unit Description</b>."
message= _"You can right click on a unit to see a detailed <b>Unit Description</b>."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[2].turn $turn_number}
@ -966,9 +985,9 @@ You can right click on a unit to see a detailed <b>Unit Description</b>."
[then]
[message]
speaker=narrator
caption= _"Protect Your Troops"
#wmllint: display on
message=_ "Note:
Remember to pull back wounded units into villages and recruit more if needed. Take special care of units with the highest <i>experience points (XP)</i> so they can level up!"
message= _"Remember to pull back wounded units into villages and recruit more if needed. Take special care of units with the highest <i>experience points (XP)</i> so they can gain levels and become more powerful."
#wmllint: display off
[/message]
[/then]
@ -985,9 +1004,9 @@ Remember to pull back wounded units into villages and recruit more if needed. Ta
[then]
[message]
speaker=narrator
caption= _"Support"
#wmllint: display on
message=_ "Note:
Each village you own can support a single unit for free. After that, each unit costs you one gold per turn."
message= _"Each village you control will <i>support</i> one unit for free. After that, each unit costs you one gold per turn."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[4].turn $turn_number}
@ -1002,9 +1021,9 @@ Each village you own can support a single unit for free. After that, each unit c
[then]
[message]
speaker=narrator
caption= _"Advancement"
#wmllint: display on
message=_ "Note:
When a unit gets enough experience (the experience bar is the smaller bar on the right), it will go up a level. Elvish Fighters have two options, and you will have a chance to choose which one you want. Note that level 2 units cost you twice as much to support as level 1 units."
message= _"When a unit gains enough experience points (the <i>experience bar</i>, if present, is on the <b>right</b> of the <i>hitpoints bar</i>), it will go up a level. Elvish Fighters have two advancement options, and you will be able to choose which one you want. However, second level units cost twice as much to support as first level units."
#wmllint: display off
[/message]
{VARIABLE next_turn.advice_chain[5].turn $turn_number}
@ -1019,9 +1038,9 @@ When a unit gets enough experience (the experience bar is the smaller bar on the
[then]
[message]
speaker=narrator
caption= _"Defenses"
#wmllint: display on
message=_ "Note:
Once you select a unit, youll see percentages for different terrain tiles. The higher the percentage, the more defense that unit will have. For example, defense is good in castles and villages but bad in rivers. The dummys attacks are magical, however, so they have a 70% chance of hitting you wherever you stand."
message= _"Whenever one of your units is selected, youll 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."
#wmllint: display off
[/message]
[/then]
@ -1046,17 +1065,17 @@ Once you select a unit, youll see percentages for different terrain tiles. Th
{CLEAR_PRINT}
[message]
speaker=second_unit
message=_ "The quintain is dead, and I have gained more experience!"
message= _"The quintain is destroyed, and I have gained more experience!"
[/message]
#wmlindent: start ignoring
{GENDER ([message]
id=Delfador
message=_ "Yes, you gain experience through battle, especially by killing an opponent. Gain enough experience and youll become more powerful." +
_ " Now, Konrad, I will leave you with more dummies to practice on! After that, we have real work to do..."
message= _"Yes, you gain experience through battle, especially by killing an opponent. Gain enough experience and youll become more powerful.
Now, Konrad, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message]) ([message]
id=Delfador
message=_ "Yes, you gain experience through battle, especially by killing an opponent. Gain enough experience and youll become more powerful." +
_ " Now, Lisar, I will leave you with more dummies to practice on! After that, we have real work to do..."
message= _"Yes, you gain experience through battle, especially by killing an opponent. Gain enough experience and youll become more powerful.
Now, Lisar, I will leave you with more dummies to practice on! After that, we have real work to do..."
[/message])}
#wmlindent: stop ignoring
{VARIABLE quintain_dead 1}
@ -1093,9 +1112,9 @@ Once you select a unit, youll see percentages for different terrain tiles. Th
[/kill]
[message]
speaker=narrator
caption= _"Note"
#wmllint: display on
message=_ "Note:
These dummies only attack if you are a single tile away. With care, you should be able to kill them one at a time."
message= _"These dummies only attack if you are a single tile away. With care, you should be able to kill them one at a time."
#wmllint: display off
[/message]
@ -1104,12 +1123,12 @@ These dummies only attack if you are a single tile away. With care, you should b
first_time_only=no
[message]
speaker=narrator
message=_ "Do you want to keep practicing?"
message= _"Do you want to keep practicing?"
[option]
message=_ "Yes, Im still figuring it out."
message= _"Yes, Im still figuring it out."
[/option]
[option]
message=_ "No, I think Ive got it."
message= _"No, I think Ive got it."
[command]
[endlevel]
result=victory
@ -1150,13 +1169,15 @@ These dummies only attack if you are a single tile away. With care, you should b
name=victory
[message]
speaker="narrator"
message=_ "After your victory notice, the map will be grayed out to indicate that the scenario is over, but you will be able to examine the final positions and state of your troops before clicking <b>End Scenario</b> to continue to the next scenario."
caption= _"Victory"
message= _"After your victory notice, the map will be grayed out to indicate that the scenario is over, but you will still be able to examine the final positions and state of your troops and any surviving enemies. This is called <i>linger mode</i>. When youre finished, click the <b>End Scenario</b> button to go on the next scenario in the campaign."
[/message]
{CLEAR_VARIABLE next_turn}
{CLEAR_VARIABLE target_hex}
[/event]
# Experience tracking needed in Scenario2 code
# Give them roles of 'Veteran' as well or instead? Lets you track 0XP units cleanly.
[event]
name=advance
first_time_only=no

View file

@ -23,8 +23,12 @@
#enddef
#define UNDO_REMINDER
{NARRATOR (_"<big>Remember:</big>
You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
[message]
speaker=narrator
caption= _"Undo"
message= _"Dont forget, you can press <b>u</b> to undo most things; useful for correcting mistakes."
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
#enddef
@ -35,9 +39,9 @@ You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
# Pretend this is narrator, since otherwise we scroll back.
[message]
speaker=narrator
caption= _"Galdrad"
image=portraits/elves/captain.png
message="<big>" + _ "Galdrad" + "</big>
" + {MESSAGE_TEXT}
message={MESSAGE_TEXT}
[/message]
#enddef
@ -45,9 +49,9 @@ You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
# Pretend this is narrator, since otherwise we scroll back.
[message]
speaker=narrator
caption= _"Galdrad"
image=portraits/elves/captain.png
message="<big>" + _ "Galdrad" + "</big>
" + {MESSAGE_TEXT}
message={MESSAGE_TEXT}
[/message]
#enddef
@ -58,9 +62,9 @@ You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
# Pretend this is narrator, since otherwise we scroll back.
[message]
speaker=narrator
caption= _"Galdrad"
image=portraits/elves/captain.png
message="<big>" + _ "Galdrad" + "</big>
" + {MESSAGE_TEXT}
message={MESSAGE_TEXT}
[/message]
#enddef
@ -71,7 +75,9 @@ You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
not_equals=done
[/variable]
[then]
{TEACHER ({ID_STRING} + _", your new recruit, has two traits: <i>strong</i> and <i>intelligent</i>. Strong means a unit does more damage, and intelligent means it requires less experience to advance a level.")}
#po: This string used as follows: "<unit name>', your new recruit, has two traits...'"
# Could be male or female unit? If so, might need gender-specific translations?
{TEACHER ({ID_STRING} + _", your new recruit, has two traits: <i>strong</i> and <i>intelligent</i>. Strong means a unit does more damage, and intelligent means it needs less experience to advance a level.")}
{VARIABLE strongint_explained done}
[/then]
[/if]
@ -84,6 +90,8 @@ You can press <b>u</b> to undo most things; useful for correcting mistakes.")}
not_equals=done
[/variable]
[then]
#po: This string used as follows: "<unit name>' has two traits: <i>quick</i> and ...'"
# Could be male or female unit? If so, might need gender-specific translations?
{TEACHER ({ID_STRING} + _" has two traits: <i>quick</i> and <i>resilient</i>. Quick means a unit can move one tile further each turn, and resilient means it has more hitpoints.")}
{VARIABLE quickres_explained done}
[/then]

View file

@ -26,7 +26,7 @@
{TALK_ABOUT_LOC 10,14 (_"Now put an unwounded unit, preferably a Fighter, in that patch of forest on the south-east of the island; a nice, defensible spot.")}
{STUDENT (_"Can one unit survive against all those enemies?")}
{TEACHER (_"With a little help, yes. If you move your Shaman next to the defending unit, she will heal it 4 hitpoints per turn. Just be careful not to expose the Shaman to attack since she is fairly weak herself.")}
{PRINT (_"Move a unit (Fighter if possible) to the patch of forest")}
{PRINT (_"Move a unit (a Fighter if possible) to the patch of forest")}
[event]
name=moveto
[filter]
@ -223,7 +223,7 @@
[then]
[message]
speaker=second_unit
message=_ "I hope I have a chance to retreat after this!"
message= _"I hope I have a chance to retreat after this!"
[/message]
{VARIABLE_OP complain_msg add 1}
[/then]
@ -234,7 +234,7 @@
[then]
[message]
speaker=second_unit
message=_ "One lucky attack by an Orcish Grunt, and Im done for!"
message= _"One lucky attack by an Orcish Grunt, and Im done for!"
[/message]
{VARIABLE_OP complain_msg add 1}
[/then]
@ -245,7 +245,7 @@
[then]
[message]
speaker=second_unit
message=_ "Ouch! I could make use of some healing in a village."
message= _"Ouch! I could make use of some healing in a village."
[/message]
{VARIABLE_OP complain_msg add 1}
[/then]
@ -283,7 +283,7 @@
[tutorial]
id=2_Tutorial
name=_ "Wesnoth Tutorial Part II"
name= _"Wesnoth Tutorial Part II"
map_data="{campaigns/tutorial/maps/2_Tutorial.map}"
turns=26
@ -292,8 +292,8 @@
[side]
type=Fighter
id=student
name=_"Konrad"
current_player=_"Konrad"
name= _"Konrad"
current_player= _"Konrad"
canrecruit=yes
side=1
gold=123
@ -304,7 +304,7 @@
[side]
type=Orcish Warrior
id=Thrag
name= _ "Thrag"
name= _"Thrag"
side=2
canrecruit=yes
recruit=Orcish Grunt,Wolf Rider,Orcish Archer
@ -329,11 +329,11 @@
[objectives]
side=1
[objective]
description= _ "Defeat the Orc Leader"
description= _"Defeat the Orc Leader"
condition=win
[/objective]
[objective]
description= _ "Death of Konrad"
description= _"Death of Konrad"
condition=lose
[/objective]
@ -366,11 +366,11 @@
[objectives]
side=1
[objective]
description= _ "Defeat the Orc Leader"
description= _"Defeat the Orc Leader"
condition=win
[/objective]
[objective]
description= _ "Death of Lisar"
description= _"Death of Lisar"
condition=lose
[/objective]
@ -381,7 +381,7 @@
[unit]
id=Galdrad
name= _ "Galdrad"
name= _"Galdrad"
type=Elvish Captain
x,y=12,2
side=3
@ -408,11 +408,11 @@
{VARIABLE village_warn 0}
{VARIABLE recruit_num 1}
{VARIABLE income_exceeded 0}
{STUDENT (_"Ho Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?")}
{STUDENT (_"Ho, Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?")}
# wmlindent: start ignoring
{GENDER ({TEACHER (_ "This is no game, Konrad! " +
_ "Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")}) ({TEACHER (_ "This is no game, Lisar! " +
_ "Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")})}
{GENDER ({TEACHER (_"This is no game, Konrad! " +
_"Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")}) ({TEACHER (_"This is no game, Lisar! " +
_"Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")})}
# wmlindent: stop ignoring
{STUDENT (_"What should I do?")}
@ -420,27 +420,25 @@
{DEFAULT_MUSIC_PLAYLIST}
{TALK_ABOUT Dumbo (_"First, we will have to deal with the Orcish Grunt stationed in the middle of the river. He should be little trouble.")}
{TALK_ABOUT Thrag (_"By then, their leader will have recruited units to send against us and the real fight will begin.")}
{LABEL (_"SHALLOW") 19,16}
{LABEL (_"SHALLOW") 18,16}
{LABEL (_"SHALLOW") 18,14}
{LABEL (_"SHALLOW") 19,15}
{LABEL (_"SHALLOW") 20,14}
{LABEL (_"DEEP") 17,16}
{LABEL (_"DEEP") 18,15}
{LABEL (_"DEEP") 20,15}
{LABEL (_"DEEP") 19,17}
{TALK_ABOUT Thrag (_"By then, their leader will have recruited more units to send against us and the real fight will begin.")}
{LABEL (_"Shallow") 19,16}
{LABEL (_"Shallow") 18,16}
{LABEL (_"Shallow") 18,14}
{LABEL (_"Shallow") 19,15}
{LABEL (_"Shallow") 20,14}
{LABEL (_"Deep water") 14,14}
{LABEL (_"Deep water") 20,16}
{LABEL (_"Deep water") 4,14}
{TALK_ABOUT_LOC 19,14 (_"See this dark blue water? Its too deep for either side to cross. They could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
{TALK_ABOUT_LOC 19,14 (_"See this dark blue water? Its too deep for either side to cross. The orcs could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
{UNLABEL 19,16}
{UNLABEL 18,16}
{UNLABEL 18,14}
{UNLABEL 19,15}
{UNLABEL 20,14}
{UNLABEL 17,16}
{UNLABEL 18,15}
{UNLABEL 20,15}
{UNLABEL 19,17}
{UNLABEL 14,14}
{UNLABEL 20,16}
{UNLABEL 4,14}
{LABEL (_"Village") 11,14}
{TALK_ABOUT_LOC 9,14 (_"The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units and forests in which we fight so well.")}
{UNLABEL 11,14}
@ -523,20 +521,20 @@ one Elvish Shaman")}
equals=$recall_xp2
[/variable]
[then]
{TEACHER (_"During your tutorial, both $recall_name1 and $recall_name2 gained $recall_xp1 experience points. You should recall them now so they can gain more experience, rather than recruiting new ones.")}
{TEACHER (_"During your tutorial, both $recall_name1 and $recall_name2 gained $recall_xp1 experience points. You should <i>recall</i> them now so they can gain more experience, rather than recruiting new Fighters.")}
[/then]
[else]
{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points, and $recall_name2 gained $recall_xp2. You should recall them now so they can gain more experience, rather than recruiting new ones.")}
{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points, and $recall_name2 gained $recall_xp2. You should <i>recall</i> them now so they can gain more experience, rather than recruiting new Fighters.")}
[/else]
[/if]
[/then]
[else]
# We have one worth recalling.
{TEACHER (_ "During your tutorial, $recall_name1 gained $recall_xp1 experience points. You should recall that unit now, and recruit a second one (which is cheaper than recalling, anyway).")}
{TEACHER (_"During your tutorial, $recall_name1 gained $recall_xp1 experience points. You should recall that unit now, and recruit a second one (which is cheaper than recalling, anyway).")}
[/else]
[/if]
{LABEL (_"RECALL $recall_name1") 11,3}
{PRINT (_"Right click on the tile north-east of you and recall $recall_name1")}
{PRINT (_"Right click on the tile north-east of you and <i>recall</i> $recall_name1")}
[/then]
[else]
[if]
@ -545,10 +543,10 @@ one Elvish Shaman")}
greater_than=0
[/variable]
[then]
{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would recall them to the current battlefield. However, both units dont have much experience so its more efficient to recruit new ones. Recruit an Elvish Fighter.")}
{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would <i>recall</i> them to the current battlefield. However, your veterans gained no experience so its cheaper to recruit new units instead. Recruit an Elvish Fighter.")}
[/then]
[else]
{TEACHER (_"If you had any experienced units alive from your last battle we would recall them. Instead we must recruit a new Elvish Fighter.")}
{TEACHER (_"If you had any experienced units alive from your last battle we would <i>recall</i> them. Instead we must recruit some new Elvish Fighters.")}
[/else]
[/if]
{LABEL (_"Elvish Fighter") 11,3}
@ -601,7 +599,7 @@ one Elvish Shaman")}
{VARIABLE_OP recruit_num add 1}
{UNLABEL 10,2}
{CLEAR_PRINT}
{TEACHER (_"The Shaman is a fairly weak unit but has the ability to heal units around it. It also has a special attack which slows enemies, halving the damage they do!")}
{TEACHER (_"The Shaman is a fairly weak unit, but she has the ability to <i>heal</i> friendly units around her. She also has a special attack which <i>slows</i> enemies, halving the damage they do.")}
{STUDENT (_"So, should I end my turn now?")}
# FIXME: If any level 2 units, costs will be higher.
{TEACHER (_"While none of your recruited units can move, you still can. Your five units cost you 5 gold in upkeep, leaving you 3 gold poorer per turn. You need more income.")}
@ -630,7 +628,7 @@ one Elvish Shaman")}
{VARIABLE_OP recruit_num add 1}
[unit]
id=Eowynial
name=_"Eowynial"
name= _"Eowynial"
type=Elvish Archer
x,y=$x1,$y1
side=1
@ -669,7 +667,7 @@ one Elvish Shaman")}
{VARIABLE_OP recruit_num add 1}
[unit]
id=Elriend
name=_"Elriend"
name= _"Elriend"
type=Elvish Archer
x,y=$x1,$y1
side=1
@ -715,7 +713,7 @@ one Elvish Shaman")}
{LABEL (_"Archer #1") 9,4}
{LABEL (_"Archer #2") 9,3}
# wmlindent: stop ignoring
{PRINT (_"Recruit two Elvish Archers in tiles to your west")}
{PRINT (_"Recruit two Elvish Archers in the tiles to your west")}
[/else]
[/if]
[/then]
@ -734,7 +732,7 @@ one Elvish Shaman")}
{VARIABLE_OP recruit_num add 1}
[unit]
id=Golir
name=_"Golir"
name= _"Golir"
type=Elvish Fighter
x,y=$x1,$y1
side=1
@ -752,7 +750,7 @@ one Elvish Shaman")}
{LABEL (_"Archer #1") 9,4}
{LABEL (_"Archer #2") 9,3}
# wmlindent: stop ignoring
{PRINT (_"Recruit two Elvish Archers in tiles to your west")}
{PRINT (_"Recruit two Elvish Archers in the tiles to your west")}
[/else]
[/if]
[/else]
@ -838,7 +836,7 @@ one Elvish Shaman")}
{VARIABLE_OP recruit_num add 1}
[unit]
id=Elindel
name=_"Elindel"
name= _"Elindel"
type=Elvish Fighter
x,y=$x1,$y1
side=1
@ -879,9 +877,9 @@ one Elvish Shaman")}
# wmlindent: start ignoring
# FIXME: Level 2 units change costs.
{GENDER ({TEACHER (_"Youve learned well, Konrad! " +
_ "The village supports one unit and pays 1 gold per turn. Youre only losing 1 gold per turn now.")})
_"The village supports one unit and pays 1 gold per turn. Youre only losing 1 gold per turn now.")})
({TEACHER (_"Youve learned well, Lisar! " +
_ "The village supports one unit and pays 1 gold per turn. Youre only losing 1 gold per turn now.")})}
_"The village supports one unit and pays 1 gold per turn. Youre only losing 1 gold per turn now.")})}
# wmlindent: stop ignoring
{PRINT (_"End your turn")}
[/then]
@ -904,17 +902,18 @@ one Elvish Shaman")}
id=student
[/not]
[/filter]
{GENDER ({TEACHER (_"You should leave the villages near your keep for Konrad to capture, as he needs to stay nearby to recruit more units anyway.")})
({TEACHER (_"You should leave the villages near your keep for Lisar to capture, as she needs to stay nearby to recruit more units anyway.")})}
{GENDER ({TEACHER (_"You should leave the villages near your keep for Konrad to capture. He needs to stay nearby to recruit more units anyway.")})
({TEACHER (_"You should leave the villages near your keep for Lisar to capture. She needs to stay nearby to recruit more units anyway.")})}
{UNDO_REMINDER}
[/event]
[event]
name=turn 2
{TALK_ABOUT Dumbo (_"Orcs have no ranged attack, so use your archers against them.")}
{TALK_ABOUT Dumbo (_"Orcish Grunts have no ranged attacks, so use your archers against them.")}
{PRINT (_"Attack the orc with an Archer
(move mouse over units to see description on right)")}
{PRINT (_"Attack the orc with an Archer")}
{NARRATOR ({CAPTION _"<big>Unit Summaries</big>"} + _"
To review the capabilities of any unit—including an enemy—hover the mouse over it, and you will see a unit summary on the right of the screen")}
[event]
name=moveto
@ -922,7 +921,7 @@ one Elvish Shaman")}
x=8,10
y=8,8
[/filter]
{TEACHER (_"Excellent. Elves are well-protected in the forest. Theres only a 30% chance of hitting an Elvish Archer in forests.")}
{TEACHER (_"Excellent. Elves are well-protected in the forest. Theres only a 30% chance of hitting an Elvish Archer in that tile.")}
[/event]
[event]
name=moveto
@ -950,8 +949,9 @@ one Elvish Shaman")}
{CLEAR_PRINT}
{UNLABEL 14,3}
{LABEL (_"Fighter to HERE") 19,5}
{TALK_ABOUT_LOC 19,5 (_"Your other units cannot reach that orc this turn. Send a Fighter to the village to the far east. It will take two turns to reach it.")}
{NARRATOR (_"You can order a unit to move for multiple turns by selecting the unit and clicking on the destination. A number will indicate how many turns it will take until that unit reaches the tile.")}
{TALK_ABOUT_LOC 19,5 (_"Your other units cannot reach the orc this turn. Send a Fighter to the village in the far east of the map. It will take two turns to reach it.")}
{NARRATOR ({CAPTION _"<big>Long-distance Movement</big>"} + _"
You can order a unit to move for multiple turns by selecting the unit and clicking on the destination. A number will indicate how many turns it will take to get there.")}
{PRINT (_"Tell a Fighter to move to the far east village")}
[event]
@ -998,7 +998,7 @@ one Elvish Shaman")}
{NUMEQ num_recruited 2}
[then]
{STUDENT (_"I have no more money to recruit!")}
{TEACHER (_"This is often a problem, which is why owning villages is important.")}
{TEACHER (_"That is often a problem, which is why owning villages is important.")}
{GENDER ({PRINT (_"Move Konrad to another (unowned) village")})
({PRINT (_"Move Lisar to another (unowned) village")})}
[/then]
@ -1037,7 +1037,7 @@ one Elvish Shaman")}
{LABEL (_"ZoC") 8,13}
# FIXME: Figure out best unit choice.
{TALK_ABOUT Dumbo (_"No. Once you move close to an enemy unit, you are in its <i>Zone of Control</i> and cannot move further that turn.
To move your troops onto that island without wading slowly through the water, youll have to kill him.")}
To move your troops onto that island without wading slowly through the water, youll have to kill the Grunt.")}
{PRINT (_"Attack the orc with an Archer")}
{UNLABEL 10,14}
{UNLABEL 8,14}
@ -1070,7 +1070,7 @@ To move your troops onto that island without wading slowly through the water, yo
# FIXME: use name of unit doing attack - use $unit.type
# Do that after String-Freeze!!
{STUDENT (_"No other units can reach that orc. I hope my archer survives its counter-attack! Id better grab more villages and move everyone closer for next turn.")}
{TEACHER (_"Yes. If your Shaman stands just behind that unit on the bridge, it will heal it at the beginning of the next turn.")}
{TEACHER (_"Yes. If your Shaman stands just behind that unit on the bridge, she will heal it at the beginning of the next turn.")}
{PRINT (_"Move your Shaman onto the bridge to stand behind your other unit")}
[event]
name=moveto
@ -1140,13 +1140,12 @@ To move your troops onto that island without wading slowly through the water, yo
name=turn 4
{CLEAR_PRINT}
{TALK_ABOUT_LOC 19,5 (_"Dont forget about your fighter in the east; you can move him south to that last village near the channel.")}
{TALK_ABOUT_LOC 19,5 (_"Dont forget about your Fighter in the east; you can move him south to that last village near the channel.")}
[allow_undo][/allow_undo]
[if]
{NUMEQ dumbo_dead 0}
[then]
# FIXME: Which unit? Is it really wounded?
{TALK_ABOUT Dumbo (_"We need to take that village, otherwise they will take it next turn! Move your wounded unit onto the village so it can heal, then kill that orc!")}
{TALK_ABOUT Dumbo (_"We need to occupy that village, otherwise they will take it next turn! Move a unit into the village to stop the orcs capturing it. Whichever unit you choose will benefit from the villages healing, too.")}
[/then]
[else]
{DEFEND_ISLAND}
@ -1158,15 +1157,16 @@ To move your troops onto that island without wading slowly through the water, yo
name=turn 5
{DEFEND_ISLAND}
{TALK_ABOUT_LOC 11,14 (_"Careful! It is now nighttime. Orcs are <i>chaotic</i>, meaning their attacks are 25% stronger at night and 25% weaker in the day. You are <i>lawful</i>: stronger by day. Elves are <i>neutral</i>: unaffected by night and day.")}
{NARRATOR (_"After this dialog, hold the mouse over the landscape image below the minimap on the right to see a description of the time of day.")}
{TALK_ABOUT_LOC 11,14 (_"Careful! It is now nighttime. Orcs are <i>chaotic</i>, which means their attacks are now 25% stronger. By day, their attacks are 25% weaker, which is a noticeable difference. You are <i>lawful</i>: stronger by day and weaker at night. Your elvish warriors are <i>neutral</i>: unaffected by the time of day.")}
{NARRATOR ({CAPTION _"<big>Time of Day</big>"} + _"
After this dialog, hold the mouse over the landscape image below the minimap on the right. This brings up a description of the time of day, showing who has the advantage.")}
[/event]
[event]
name=turn 6
{CHECK_INCOME}
{TALK_ABOUT_LOC 9,15 (_"Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, while villages can heal 8 (the maximum for any unit).")}
{TALK_ABOUT_LOC 9,15 (_"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).")}
[/event]
[event]
@ -1180,18 +1180,20 @@ To move your troops onto that island without wading slowly through the water, yo
[event]
name=turn 9
{UNLABEL 19,14}
{NARRATOR (_"You can make sure youve used all your units each turn by pressing <b>n</b> to automatically select the next unit. <b>Space</b> will indicate a unit is finished.
When <b>n</b> no longer selects a new unit, you can end your turn.")}
{NARRATOR ({CAPTION _"<big>Tracking Unused Units</big>"} + _"
You can ensure you use all your troops by pressing <b>n</b> to step from one unit to the next. If you press <b>space</b>, you can mark the currently selected unit as having finished its turn, which stops you moving it by accident later on. When <b>n</b> no longer selects a new unit, its safe to end your turn.")}
[/event]
[event]
name=turn 10
{NARRATOR (_"You only need to defeat the leader to win (see <b>Main Menu</b>-><b>Objectives</b>).")}
{NARRATOR ({CAPTION _"<big>Victory Conditions</big>"} + _"
In this scenario, you only need to defeat the orc leader to win. (Victory conditions for a scenario are given under <b>Scenario Objectives</b> in the <b>Main Menu</b>).")}
[/event]
[event]
name=turn 12
{NARRATOR (_"Remember to recruit troops useful for the situation. Archers are particularly effective against Grunts, Wolf Riders and their leader.")}
{NARRATOR ({CAPTION _"<big>Recruit the Right Unit Types</big>"} + _"
Remember to recruit troops useful for the situation. Archers are particularly effective against Grunts, Wolf Riders and the orcish leader.")}
[/event]
# Remind them to keep back
@ -1246,7 +1248,7 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
[message]
speaker=unit
message=_ "Using me to attack is risky! I can slow the opponent with my ranged attack, but I hope you have a plan if I miss!"
message= _"Using me to attack is risky! I can slow the opponent with my ranged attack, but I hope you have a plan if I miss!"
[/message]
[/event]
@ -1282,7 +1284,7 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
{NUMEQ talk_about_killing_thrag 0}
[then]
{VARIABLE talk_about_killing_thrag 1}
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is level 2. Choose your unit carefully!")}
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is second level. Choose your attacking unit carefully!")}
[/then]
[/if]
@ -1298,7 +1300,7 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
{NUMEQ talk_about_killing_thrag 0}
[then]
{VARIABLE talk_about_killing_thrag 1}
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is level 2. Choose your unit carefully!")}
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is second level. Choose your attacking unit carefully!")}
[/then]
[/if]
{CLEAR_VARIABLE attacker}
@ -1347,10 +1349,10 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
equals=male
[/variable]
[then]
{TEACHER (_"We will miss $deadguy.name| because he had $deadguy.experience experience points, meaning he would have advanced to level 2 soon.")}
{TEACHER (_"We will miss $deadguy.name| because he had $deadguy.experience experience points. He would have advanced to second level soon.")}
[/then]
[else]
{TEACHER (_"We will miss $deadguy.name| because she had $deadguy.experience experience points, meaning she would have advanced to level 2 soon.")}
{TEACHER (_"We will miss $deadguy.name| because she had $deadguy.experience experience points. She would have advanced to second level soon.")}
[/else]
[/if]
[/then]
@ -1361,7 +1363,18 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
less_than=8
[/variable]
[then]
{TEACHER (_"We will miss $deadguy.name|, but its better than one of our experienced troops dying!")}
[if]
[variable]
name=deadguy.gender
equals=male
[/variable]
[then]
{TEACHER (_"We will miss $deadguy.name|, but at least he was not one of our experienced troops!")}
[/then]
[else]
{TEACHER (_"We will miss $deadguy.name|, but at least she was not one of our experienced troops!")}
[/else]
[/if]
[/then]
[/if]
[/else]
@ -1375,11 +1388,12 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
[/variable]
[then]
{TEACHER (_"Losing a healer hurts all the troops! Keep them out of the enemys reach!")}
{NARRATOR (_"You can see where an enemy can reach by moving the mouse over them. You can see all the possible enemy moves at once with the <b>Show Enemy Moves</b> command from the <b>Actions</b> menu.")}
{NARRATOR ({CAPTION _"<big>Tracking Enemy Movement</big>"} + _"
You can see where an enemy can reach by moving the mouse over them. You can see all possible enemy moves at once with the <b>Show Enemy Moves</b> command from the <b>Actions</b> menu.")}
[/then]
[else]
# Must be level 2 unit.
{TEACHER (_"Level 2 units are powerful, but not invulnerable! Goodbye, $deadguy.name|.")}
{TEACHER (_"Second level units are powerful, but not invulnerable! Goodbye, $deadguy.name|.")}
[/else]
[/if]
[/else]
@ -1397,6 +1411,7 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
{TALK_ABOUT Thrag (_"Beware of the orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.")}
[/event]
# What if they level the Shaman?
[event]
name=post_advance
[filter]
@ -1413,7 +1428,7 @@ When <b>n</b> no longer selects a new unit, you can end your turn.")}
[message]
speaker=unit
#wmllint: display on
message=_ "Advancing a level has fully healed me!
message= _"Advancing a level has fully healed me!
I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
#wmllint: display off
[/message]
@ -1422,7 +1437,7 @@ I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I dea
[message]
speaker=unit
#wmllint: display on
message=_ "female^Advancing a level has fully healed me!
message= _"female^Advancing a level has fully healed me!
I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
#wmllint: display off
[/message]
@ -1438,7 +1453,7 @@ I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I dea
[message]
speaker=unit
#wmllint: display on
message=_ "Advancing a level has fully healed me!
message= _"Advancing a level has fully healed me!
I am good with both bow and sword, and I have a special ability: <i>Ambush</i>. I can hide in forests where enemies can only see me if they are right next to me."
#wmllint: display off
[/message]
@ -1452,8 +1467,8 @@ I am good with both bow and sword, and I have a special ability: <i>Ambush</i>.
[message]
speaker=unit
#wmllint: display on
message=_ "Advancing a level has fully healed me!
I am good with both bow and sword, and I have a special ability: <i>Leadership</i>. Level 1 units around me do 25% more damage, so position me carefully."
message= _"Advancing a level has fully healed me!
I am good with both bow and sword, and I have a special ability: <i>Leadership</i>. First level units around me do 25% more damage, so position me carefully."
#wmllint: display off
[/message]
[/event]
@ -1467,7 +1482,7 @@ I am good with both bow and sword, and I have a special ability: <i>Leadership</
[message]
speaker=unit
#wmllint: display on
message=_ "Advancing a level has fully healed me!
message= _"Advancing a level has fully healed me!
I am particularly good with the sword, dealing 8 damage in 4 attacks."
#wmllint: display off
[/message]
@ -1654,6 +1669,6 @@ I am particularly good with the sword, dealing 8 damage in 4 attacks."
[event]
name=victory
{TEACHER (_"You are victorious! You may want to try novice-level campaigns such as: <i>The South Guard</i>, <i>An Orcish Incursion</i>, <i>A Tale of Two Brothers</i>, and <i>Heir to the Throne</i>. <i>The South Guard</i> was specifically designed as a beginners campaign. Konrad, Lisar and Delfador are characters from <i>Heir to the Throne</i>.")}
{TEACHER (_"You have beaten the orcs! You may want to try some novice-level campaigns next, such as: <i>The South Guard</i>, <i>An Orcish Incursion</i>, <i>A Tale of Two Brothers</i>, or <i>Heir to the Throne</i>. <i>The South Guard</i> was specifically designed as a beginners campaign. Konrad, Lisar and Delfador are characters from <i>Heir to the Throne</i>.")}
[/event]
[/tutorial]