Language polishing (thanks ott)

This commit is contained in:
Susanna Björverud 2005-02-08 21:56:00 +00:00
parent a85c084a17
commit 3d9df28581
7 changed files with 22 additions and 22 deletions

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@ -142,7 +142,7 @@ Defeat:
[message]
description=Engineer
id=msg_cmpg_ei_15_08
message= _ "Deal. I c'n blow'er up once I get to that signpost ov'r 'ere. Thats where my eq'pment is."
message= _ "Deal. I c'n blow'er up once I get to that signpost ov'r 'ere. That's where my eq'pment is."
[/message]
[message]
description=Dacyn

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@ -238,7 +238,7 @@ y=$y1
[/message]
[message]
description=Owaec
message= _ "Thats the bandit leader! Kill him, and we will have fulfilled our duty!"
message= _ "That's the bandit leader! Kill him, and we will have fulfilled our duty!"
[/message]
[/else]
[/if]
@ -266,7 +266,7 @@ y=$y1
[else]
[message]
description=Owaec
message= _ "I have fulfilled me duty to the villages. Now I suppose I can join you in your quest."
message= _ "I have fulfilled my duty to the villages. Now I suppose I can join you in your quest."
[/message]
[unstore_unit]
variable=dacyn
@ -274,7 +274,7 @@ y=$y1
[/unstore_unit]
[message]
description=Dacyn
message= _ "Good job! Now, we should move onward, north. The undead scout has warned us; we must get far away from these lands. I think we should go north, and try to reach Weldyn from a different route."
message= _ "Good job! Now, we should move onward, north. The undead scout has warned us; we must get far away from these lands. I think we should go north, and try to reach Weldyn by a different route."
[/message]
[endlevel]
bonus=yes
@ -309,7 +309,7 @@ y=$y1
[else]
[message]
description=Owaec
message= _ "I have fulfilled me duty to the villages. Now I suppose I can join you in your quest."
message= _ "I have fulfilled my duty to the villages. Now I suppose I can join you in your quest."
[/message]
[unstore_unit]
variable=dacyn
@ -317,7 +317,7 @@ y=$y1
[/unstore_unit]
[message]
description=Dacyn
message= _ "Good job! Now, we should move onward, north. The undead scout has warned us; we must get far away from these lands. I think we should go north, and try to reach Weldyn from a different route."
message= _ "Good job! Now, we should move onward, north. The undead scout has warned us; we must get far away from these lands. I think we should go north, and try to reach Weldyn by a different route."
[/message]
[endlevel]
bonus=yes

View file

@ -48,7 +48,7 @@ victory_when_enemies_defeated=no
[/message]
[message]
description=Delfador
message= _ "Before entering any battle, you need to recruit units. To recruit a unit, right click on the castle tile on which you wish to recruit the unit. Then select Recruit, and select 'Ok'. You can only recruit units on castle tiles connected to the keep your leader is on."
message= _ "Before entering any battle, you need to recruit units. To recruit a unit, right click on the castle tile on which you wish to recruit the unit. Then select Recruit, and select 'OK'. You can only recruit units on castle tiles connected to the keep your leader is on."
[/message]
{SET_OBJECTIVE (_"Recruit a unit")}
[/event]
@ -60,7 +60,7 @@ victory_when_enemies_defeated=no
[/message]
{QUESTION_OPTIONS_START (_"What do I do next?")}
#define RECRUIT_QUESTIONS
{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right click on the castle tile on which you wish to recruit the unit. Then select Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next, select the type of unit that you want to recruit, and select 'Ok'. In order to recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit you recruited.")}
{QUESTION_OPTION (_"How do I recruit units?") (_"To recruit a unit, right click on the castle tile on which you wish to recruit the unit. Then select Recruit, or just hold your cursor over the tile and press 'Ctrl-R'. Next, select the type of unit that you want to recruit, and select 'OK'. In order to recruit faster, you can use 'Ctrl-Shift-R' to re-recruit the last type of unit you recruited.")}
{QUESTION_OPTION (_"What's a leader?") (_"A leader is a unit that can recruit. This means that when the leader is on a keep, he can recruit units on the surrounding castle tiles. Leaders are usually powerful units that each side only controls one of. Also, your leader is usually the first unit that your side controls, and starts on a keep. You can select your leader quickly by pressing 'l'. If your leader dies, you lose the game. You can win most scenarios by defeating all enemy leaders.")}
{QUESTION_OPTION (_"How should I choose what kind of units to recruit?") (_"You have to carefully review their skills, which are displayed to the left of the unit selection box, and cost, which is displayed after the name of the unit. You will learn more about these statistics throughout the tutorial.")}
{QUESTION_OPTION (_"What happens when I recruit a unit?") (_"When you recruit a unit, it appears at full health on a castle tile of your choice. It also receives two traits, which will be discussed later. It cannot move or attack until you end your turn.")}
@ -174,7 +174,7 @@ victory_when_enemies_defeated=no
description=Delfador
message= _ "Move your fighter onto a village."
[/message]
{SET_OBJECTIVE (_"Move your fighter onto a village")}
{SET_OBJECTIVE (_"Move your fighter onto a village.")}
[event]
name=moveto
[filter]

View file

@ -40,7 +40,7 @@ music=wesnoth-4.ogg
[/message]
[message]
description=Delfador
message= _ "You can win most scenarios simply by defeating all enemy leaders. Win this scenario by defeating me. Your fighter from the previous scenario can help you in this battle. To recall him, right-click on a castle tile, select Recall, select your fighter, then select 'Ok'. You should also recruit Elvish Fighters and Elvish Archers."
message= _ "You can win most scenarios simply by defeating all enemy leaders. Win this scenario by defeating me. Your fighter from the previous scenario can help you in this battle. To recall him, right-click on a castle tile, select Recall, select your fighter, then select 'OK'. You should also recruit Elvish Fighters and Elvish Archers."
[/message]
#this assumes that they only have 1 Elvish Fighter
#it should be changed
@ -74,7 +74,7 @@ Defeat Delfador"
description=Delfador
message= _ "You have successfully recalled your Elvish Fighter."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define RECALL_QUESTIONS
{QUESTION_OPTION (_"What happens when I recall a unit?") (_"First, you must pay 20 pieces of gold for each unit you recall, regardless of the type of unit. Other than that, recalled units are basically like recruited units, except that instead of a new unit appearing, a unit from a previous scenario will appear.")}
{QUESTION_OPTION (_"How should I decide which units to recall?") (_"You should usually recall units that have already advanced to the next level. However, you may also want to recall units that have high experience, and are thus likely to advance. You should recall units that will be useful for the scenario you are in; for example in a forest scenario, recall elves.")}
@ -88,7 +88,7 @@ Defeat Delfador"
description=Delfador
message= _ "You may notice that your units have slightly different statistics than the statistics shown before you recruited them. This is because they have been assigned traits."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define TRAIT_QUESTIONS
{QUESTION_OPTION (_"What do traits do?") (_"The function of traits is add variety by making units of the same type different from each other. This is done by randomly assigning each unit traits when they are recruited. The traits that a unit has are displayed on the Status Table, and the function of a specific trait can be found by putting your cursor over that trait.")}
{QUESTION_OPTION (_"What kind of traits can my units get?") (_"There are five distinct traits, which have effects ranging from increasing a unit's hit points to decreasing the amount of XP required to advance. However all traits are designed to improve unit's power; there are no 'negative' traits. Most units have an equal chance to get any two different traits when they are recruited.")}
@ -103,7 +103,7 @@ Defeat Delfador"
description=Delfador
message= _ "When you recruit and recall units, you lose gold. If this would cause you to have less than 0 gold, you cannot recruit or recall."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define GOLD_QUESTIONS
{QUESTION_OPTION (_"How much gold do my units cost?") (_"You need to pay each unit you recruit or recall gold when you recruit it. The cost of recruiting a unit is displayed under the unit's name. The cost of recalling a unit is always 20 gold. A unit also costs gold for each turn it is under your control. This cost, called 'upkeep', is equal to the level of the unit. However, units you do not recruit or recall such as your leader do not cost any gold at all. The total upkeep cost of your units is displayed on the status bar at the top after a picture of gold and then a red arrow.")}
{QUESTION_OPTION (_"How do I get gold?") (_"You begin each scenario with a percentage of gold from the previous scenario. If this is less than 100 gold, you begin with 100 gold instead. The amount of gold you have is displayed on the status bar after the picture of gold. After the start of a scenario, you receive 2 gold every turn. Since you usually need more gold than that, you should flag villages, which give you 1 gold per turn.")}
@ -117,7 +117,7 @@ Defeat Delfador"
description=Delfador
message= _ "The sun is setting over Wesnoth. The time of day affects how much damage units of different alignments can inflict upon each other."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define TIME_QUESTIONS
{QUESTION_OPTION (_"What are the different alignments and times of day?") (_"There are 3 alignments: Lawful, Neutral, and Chaotic. There are also 3 times of day: day, twilight, and night. During day, units of the alignment Lawful, such as humans, do 25% more damage, while Chaotic units such as undead do 25% less. At night it is reversed. During twilight, all units do their normal damage. Neutral units such as elves are unaffected by day and night.")}
{QUESTION_OPTION (_"How do I know what time of day it is?") (_"The times of day usually progress in a sequence: dawn- identical to twilight, morning- day, evening- day, dusk- twilight, first-watch- night, second-watch- night, then repeat. This is represented by the sun and moon which each rise in the east and set in the west. However some scenarios have a different sequence, such as underground where it is perpetually night. You can find out the current time of day by looking at the Status Table.")}
@ -131,7 +131,7 @@ Defeat Delfador"
description=Delfador
message= _ "Each hex has a terrain, which gives the hex distinctive properties."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define TERRAIN_QUESTIONS
{QUESTION_OPTION (_"What are the different properties that terrains have?") (_"Two terrains have properties which have already been described; namely villages and castle. However the properties of most terrains are more subtle, and have to do with the advantages and disadvantages different units have when they move onto them. The first property of a terrain is the number of move points it takes each unit to move through the hex. The second property is the defense that the terrain gives units standing on it. This is a percentage which determines the unit's chance to be hit on that terrain. For example; many elves have 70% defense in woods, and are therefore hit 30% of the time.")}
{QUESTION_OPTION (_"How do I find out the properties of a specific terrain?") (_"To find out the properties of a terrain with respect to a specific unit, right-click on the unit, select Unit Description, then look at Terrain Modifiers. To find out which terrain is on a particular hex, move your cursor over that hex and look in the upper-right hand corner of the screen. This will display, in order, the name of the terrain, then the coordinates of the hex, then the selected unit's defense, then the number of move points it will cost the selected unit to move through that hex.")}
@ -145,7 +145,7 @@ Defeat Delfador"
description=Delfador
message= _ "Each attack has a damage type which affects how much damage different units take from that attack."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define RESISTANCE_QUESTIONS
{QUESTION_OPTION (_"How does resistance affect attack damage?") (_"Each unit has a certain resistance against each attack type. This resistance is a percentage which is subtracted from the damage of opponent's weapons of that type. For example, if an Elvish Scout is attacked by an Elvish Archer, the archer does 20% more damage than normal, since Elvish Scouts have -20% resistance to pierce. This bonus/penalty is calculated additively with other bonuses/penalties like time of day, so two -50% penalties would add up to -100%.")}
{QUESTION_OPTION (_"What are the different damage types?") (_"There are 6 different damage types: blade, pierce, impact, fire, cold, and holy. Heavily armored units have high resistance to the physical types: blade, pierce, and impact, but low resistance to the magical types: fire and cold. All living units have resistance to holy while undead are extremely weak to it. To find out a specific unit's resistance, right-click on the unit, select Unit Description, then look at Resistances.")}
@ -159,7 +159,7 @@ Defeat Delfador"
description=Delfador
message= _ "Many units have a specialty which changes the rules of play in some way."
[/message]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define SPECIALTIES_QUESTIONS
{QUESTION_OPTION (_"What do specialties do?") (_"Each specialty does something different; that's the whole point of a specialty. To find a description of a unit's specialty, put your cursor over the name of the specialty.")}
{QUESTION_OPTION (_"Which units get specialties?") (_"The specialties a unit gets are determined by the unit type; for example all generals have the specialty leadership. There are two kinds of specialties: abilities, and attack specials. Abilities apply to units while attack specials only apply to one of the unit's attacks.")}
@ -192,7 +192,7 @@ Defeat Delfador"
name= _ "Potion of Strength"
image=items/potion-red.png
[/object]
{QUESTION_OPTIONS_START (_"En guarde!")}
{QUESTION_OPTIONS_START (_"En garde!")}
#define OBJECT_QUESTIONS
{QUESTION_OPTION (_"What kind of objects am I likely to encounter?") (_"The objects you encounter are put in by the scenario designer, so they vary from campaign to campaign. In Heir to the Throne, most objects give the unit who picks them up a new weapon. However there are usually not that many objects in a campaign.")}
{QUESTION_OPTION (_"How long do these objects last?") (_"Most objects are permanent changes to the unit that receives them. However a few objects, such as holy water, last only until the end of the scenario.")}

View file

@ -13,7 +13,7 @@ alignment=neutral
advanceto=null
cost=28
usage=fighter
unit_description= _ "Cuttle Fish are giantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."
unit_description= _ "Cuttle Fish are gigantic creatures of the seas. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance. The best way to survive an encounter with these monsters is to remain ashore."
get_hit_sound=squishy-hit.wav
[attack]
name=tentacle

View file

@ -16,7 +16,7 @@ advanceto=Sky Drake
#advanceto=null
cost=15
usage=scout
unit_description= _ "Drake Gliders wear as little armour as possible so they can quickly escape their foes when they leave their caves. These Drakes are competent fighters, possesing the internal fire common to many of their kin. Gliders can also effectively use their speed to viciously slam their opponents into submission. The best gliders can look forward to being accepted into the ranks of the high flying Sky Drakes."
unit_description= _ "Drake Gliders wear as little armour as possible so they can quickly escape their foes when they leave their caves. These Drakes are competent fighters, possessing the internal fire common to many of their kin. Gliders can also effectively use their speed to viciously slam their opponents into submission. The best gliders can look forward to being accepted into the ranks of the high flying Sky Drakes."
get_hit_sound=groan.wav
[attack]
name=slam
@ -67,4 +67,4 @@ get_hit_sound=groan.wav
[/missile_frame]
[/attack]
[/unit]
[/unit]

View file

@ -13,7 +13,7 @@ alignment=neutral
advanceto=null
cost=52
usage=archer
unit_description= _ "The guardians of the great dwarvish cities, they blast at their enemies using fire from what are called dragonstaffs. They are the chief possessors of arcane Dwarvish technology."
unit_description= _ "The guardians of the great dwarvish cities, they blast at their enemies using fire from what are called dragonstaves. They are the chief possessors of arcane Dwarvish technology."
get_hit_sound=groan.wav
[attack]