removed refs to non-existent topics;

fixed refs to topics whose name have changed
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Yann Dirson 2005-03-14 23:47:00 +00:00
parent 6457c3e654
commit 305dca7dbe

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@ -65,7 +65,7 @@ Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual amongs
[topic]
id=fundamentals
title= _ "Fundamentals of Gameplay"
text= _ "This page outlines all you need to know to play Battle for Wesnoth. It covers how to play and the basic mechanics behind the game. For more information on conquering the game, you may wish to consult <ref>dst=basic_strategy text='Basic Strategy'</ref> and <ref>dst=multiplayer_strategy text='Multiplayer Strategy'</ref>. Keep in mind that this is just an outline - for special exceptions and situations, please follow the links included." + _"
text= _ "This page outlines all you need to know to play Battle for Wesnoth. It covers how to play and the basic mechanics behind the game. Keep in mind that this is just an outline - for special exceptions and situations, please follow the links included." + _"
To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first - click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
@ -92,9 +92,9 @@ id=movement
title= _ "Movement"
text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish to move, then click on the hex you wish to move it to. When selected, all the hexes a unit can move to this turn will be highlighted, and all those it can't made dull. Mousing over a dull square will show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns." + _"
Each unit has a certain number of movement points which are expended when moving into a new hex, depending on the <ref>dst=terrain text=Terrain</ref> of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type - in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting Unit Description, and then look at <italic>text='Terrain Modifiers'</italic>." + _"
Each unit has a certain number of movement points which are expended when moving into a new hex, depending on the Terrain of that particular hex. For instance, grassland nearly always costs 1 movement point to enter. Exactly how many movement points are spent entering a hex depends on the unit type - in forest, elvish units only spend 1 movement point, most human and orc units spend 2, while horsemen spend 3. You can learn how many movement points a unit requires to enter a certain terrain type by right-clicking on it, selecting Unit Description, and then look at <italic>text='Terrain Modifiers'</italic>." + _"
Another thing to keep in mind while moving is <ref>dst=zones_of_control text='Zones of Control'</ref>. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmish text='Skirmishers'</ref> can ignore zones of control."
Another thing to keep in mind while moving is Zones of Control. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only <ref>dst=ability_skirmisher text='Skirmishers'</ref> can ignore zones of control."
[/topic]
[topic]
@ -108,14 +108,14 @@ The attacker gets the first attack, then the defender. This continues to alterna
<header>text='Chance to hit'</header>" + _"
With two exceptions, the chance to hit a unit is based solely on its defense rating in the <ref>dst=terrain text=Terrain</ref> it is currently standing in. This may be found by right-clicking a unit, selecting Unit Description, and then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves have a defense rating of 70% in forest, meaning a unit attacking them has only a 30% chance of hitting them. Conversely, the elf's chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
There are two exceptions to this rule: <ref>dst=magical_attacks text='Magical attacks'</ref> and <ref>dst=ability_marksman text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, Marksmen always have at least a 60% chance to hit, regardless of terrain." + _"
With two exceptions, the chance to hit a unit is based solely on its defense rating in the Terrain it is currently standing in. This may be found by right-clicking a unit, selecting Unit Description, and then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves have a defense rating of 70% in forest, meaning a unit attacking them has only a 30% chance of hitting them. Conversely, the elf's chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
There are two exceptions to this rule: Magical attacks and <ref>dst=weaponspecial_marksman text=Marksmen</ref>. Magical attacks always have a 70% chance to hit, regardless of terrain, and, when used offensively, Marksmen always have at least a 60% chance to hit, regardless of terrain." + _"
<header>text=Damage</header>" + _"
Each blow which hits causes a base amount of damage depending on the attack type. For instance, an Elvish Fighter with a 5-4 sword attack causes a base of 5 damage. This is usually modified by two things: <ref>dst=damage_types_and_resistance text=Resistance</ref> and <ref>dst=time_of_day text='Time of Day'</ref>, both of which are explained below." + _"
A few units have special abilities which affect damage dealt in combat. The most common of these is <ref>dst=ability_charge text=Charge</ref>, which doubles the damage dealt by both attacker and defender when the unit with Charge attacks."
A few units have special abilities which affect damage dealt in combat. The most common of these is <ref>dst=weaponspecial_charge text=Charge</ref>, which doubles the damage dealt by both attacker and defender when the unit with Charge attacks."
[/topic]
[topic]
@ -161,7 +161,7 @@ text= _ "If both units survive a combat, they gain a number of experience points
Units have a certain amount of experience required to advance (this is 20% less for units with the Intelligent trait). Once they achieve this amount, they immediately advance to the next level, healing fully in the process. In some cases, you will be given a choice of advancement options." + _"
Keep in mind that while most units have three levels, not all do, and that occasional units (such as <ref>dst=unit_mage text=Mages</ref>) may have four."
Keep in mind that while most units have three levels, not all do, and that occasional units (such as <ref>dst=unit_Mage text=Mages</ref>) may have four."
[/topic]
[topic]
@ -171,7 +171,7 @@ text= _ "In combat, your units will inevitably take damage. Wesnoth offers sever
Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP in its next turn." + _"
Villages: A unit which starts a turn in a village will heal 8HP." + _"
<ref>dst=ability_regeneration text=Regeneration</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability will heal all friendly units immediately beside them for 4HP each turn, to a total maximum of 8 points healed, or prevent Poison from dealing damage." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal all friendly units immediately beside them for 8HP each turn, to a total maximum of 18 points healed, or cure a unit of Poison." + _"