revert parts of 2008-01-14T22:08:08Z!benoit.timbert@free.fr

(removes the header markup from the special notes and the added
newlines between them)
This commit is contained in:
Gunter Labes 2008-01-16 12:56:04 +00:00
parent 1db8ca8ad9
commit 493f7b1cd6

View file

@ -1,147 +1,89 @@
#textdomain wesnoth
#define SPECIAL_NOTES
"
<header>text='"+_"
_"
Special Notes:"+"'</header>
"#enddef
Special Notes:"#enddef
#define SPECIAL_NOTES_SPIRIT
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."+"
"#enddef
_" Spirits have very unusual resistances to damage, and move quite slowly over open water."#enddef
#define SPECIAL_NOTES_ARCANE
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."+"
"#enddef
_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."#enddef
#define SPECIAL_NOTES_HEALS
_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."+"
"#enddef
_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."#enddef
#define SPECIAL_NOTES_CURES
_" This unit is capable of healing those around it, and curing them of poison."+"
"#enddef
_" This unit is capable of healing those around it, and curing them of poison."#enddef
#define SPECIAL_NOTES_UNPOISON
_" This unit is capable of neutralizing the effects of poison in units around it."+"
"#enddef
_" This unit is capable of neutralizing the effects of poison in units around it."#enddef
#define SPECIAL_NOTES_REGENERATES
_" This unit regenerates, which allows it to heal as though always stationed in a village."+"
"#enddef
_" This unit regenerates, which allows it to heal as though always stationed in a village."#enddef
#define SPECIAL_NOTES_STEADFAST
_" The steadiness of this unit reduces damage from some attacks, but only while defending."+"
"#enddef
_" The steadiness of this unit reduces damage from some attacks, but only while defending."#enddef
#define SPECIAL_NOTES_LEADERSHIP
_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."+"
"#enddef
_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."#enddef
#define SPECIAL_NOTES_SKIRMISHER
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."+"
"#enddef
_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."#enddef
#define SPECIAL_NOTES_ILLUMINATES
_" Illumination increases the lighting level in adjacent areas."+"
"#enddef
_" Illumination increases the lighting level in adjacent areas."#enddef
#define SPECIAL_NOTES_TELEPORT
_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."+"
"#enddef
_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."#enddef
#define SPECIAL_NOTES_AMBUSH
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."+"
"#enddef
_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."#enddef
#define SPECIAL_NOTES_NIGHTSTALK
_" This unit is able to hide at night, leaving no trace of its presence."+"
"#enddef
_" This unit is able to hide at night, leaving no trace of its presence."#enddef
#define SPECIAL_NOTES_CONCEALMENT
_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."+"
"#enddef
_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."#enddef
#define SPECIAL_NOTES_SUBMERGE
_" This unit can move unseen in deep water, requiring no air from the surface."+"
"#enddef
_" This unit can move unseen in deep water, requiring no air from the surface."#enddef
#define SPECIAL_NOTES_FEEDING
_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."+"
"#enddef
_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."#enddef
#define SPECIAL_NOTES_BERSERK
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."+"
"#enddef
_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."#enddef
#define SPECIAL_NOTES_BACKSTAB
_" If there is an enemy of the target on the opposite side of the target. This unit may backstab, inflicting double damage, by creeping around behind that enemy."+"
"#enddef
_" If there is an enemy of the target on the opposite side of the target. This unit may backstab, inflicting double damage, by creeping around behind that enemy."#enddef
#define SPECIAL_NOTES_PLAGUE
_" Foes who lose their life to the plague will rise again in unlife."+"
"#enddef
_" Foes who lose their life to the plague will rise again in unlife."#enddef
#define SPECIAL_NOTES_SLOW
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."+"
"#enddef
_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."#enddef
#define SPECIAL_NOTES_STONE
_" The ability to turn the living to stone makes this unit extremely dangerous."+"
"#enddef
_" The ability to turn the living to stone makes this unit extremely dangerous."#enddef
#define SPECIAL_NOTES_MARKSMAN
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."+"
"#enddef
_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."#enddef
#define SPECIAL_NOTES_MAGICAL
_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."+"
"#enddef
_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."#enddef
#define SPECIAL_NOTES_SWARM
_" The swarming attacks of this unit become less deadly whenever its members are wounded."+"
"#enddef
_" The swarming attacks of this unit become less deadly whenever its members are wounded."#enddef
#define SPECIAL_NOTES_CHARGE
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."+"
"#enddef
_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."#enddef
#define SPECIAL_NOTES_DRAIN
_" During battle, this unit can drain life from victims to renew its own health."+"
"#enddef
_" During battle, this unit can drain life from victims to renew its own health."#enddef
#define SPECIAL_NOTES_FIRSTSTRIKE
_" The length of this unit's weapon allows it to strike first in melee, even in defense."+"
"#enddef
_" The length of this unit's weapon allows it to strike first in melee, even in defense."#enddef
#define SPECIAL_NOTES_POISON
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."+"
"#enddef
_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."#enddef