Help: replaced custom <bold> and <italic> formatting tags with Pango equivalents
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@ -141,7 +141,7 @@ Have a look at the addon server for easy to use additional music tracks."
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# generator="contents:editor"
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text= "<img>src=icons/icon-editor.png align=left box=no float=yes</img>" + _ "Wesnoth's Map and Scenario Editor allows users to create and edit the maps on which every Wesnoth scenario takes place. It also provides a limited set of features for setting up a basic scenario.
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The editor can be launched from the <italic>text='Map Editor'</italic>" + _ " option at the title screen.
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The editor can be launched from the <i>Map Editor</i>" + _ " option at the title screen.
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<header>text='What you get'</header>" + _ "
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@ -189,12 +189,12 @@ TODO is that true?
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Allows only the composing of the terrain map itself and the definition of leader starting positions." + _ "
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How the information is saved depends on the loaded file:
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<bold>text='Native'</bold>" + _ "
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<b>Native</b>" + _ "
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A new map or file containing only the arguments to the map_data attribute.
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The produced map can be played in the “User Maps” game type at the create multiplayer game dialog if saved to the default directory.
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<bold>text='Embedded'</bold>" + _ "
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<b>Embedded</b>" + _ "
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Scenario files containing a valid map_data attribute (not a file include) will be opened in this submode. The editor replaces only the content of map_data and leaves everything else in the scenario untouched. Maps opened this way are marked [e] in the Maps menu." + _ "
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<header>text='Scenario Mode'</header>" + _ "
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@ -96,7 +96,7 @@
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title= _ "Introduction"
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text="<img>src=misc/logo-bg.png~BLIT(misc/logo.png) align=middle box=no</img>" + _ "
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<italic>text='Battle for Wesnoth'</italic> is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, <italic>text='Battle for Wesnoth'</italic> strives for simplicity of both rules and gameplay. This does not make the game simple, however — from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master.
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<i>Battle for Wesnoth</i> is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, <i>Battle for Wesnoth</i> strives for simplicity of both rules and gameplay. This does not make the game simple, however — from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master.
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The following pages outline all you need to know to play Wesnoth. As you play, new information is added to the various categories as you come across new aspects of the game. For more detailed information on special situations and exceptions, follow the included links."
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[/topic]
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@ -107,11 +107,11 @@ The following pages outline all you need to know to play Wesnoth. As you play, n
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title= _ "About the Game"
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text= _ "The game takes place on a hex-based game field, where your units battle against those controlled by the computer, friends who each take turns on the same computer (hotseat play), other players on the same network, or players worldwide in multiplayer mode.
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Each of these battles is called a <italic>text='scenario'</italic>, which can be strung together to make <italic>text='campaigns'</italic>. Besides the campaigns that ship with the game, Wesnoth supports user-made content, and the add-on server boasts hundreds of custom maps, campaigns, eras, factions, and resources.
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Each of these battles is called a <i>scenario</i>, which can be strung together to make <i>campaigns</i>. Besides the campaigns that ship with the game, Wesnoth supports user-made content, and the add-on server boasts hundreds of custom maps, campaigns, eras, factions, and resources.
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The game also features a human-readable markup called Wesnoth Markup Language (WML) to easily allow users to create their own content, as well as a fully-featured Map and Scenario Editor for designing your own battlefields.
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The <italic>text='Battle for Wesnoth'</italic> project was begun in 2003, and has been worked on by a multitude of volunteers ever since."
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The <i>Battle for Wesnoth</i> project was begun in 2003, and has been worked on by a multitude of volunteers ever since."
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[/topic]
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[topic]
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@ -166,11 +166,11 @@ This unit is unknown for the moment. You must discover it in the game to be allo
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[topic]
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id=..gameplay
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title= _ "Gameplay"
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text= _ "Wesnoth is comprised of a series of battles, called <italic>text='scenarios'</italic>, that pit your troops against the troops of one or more adversaries. Multiple scenarios that follow on from each other, telling a story, make up <italic>text='campaigns'</italic>. In a campaign, you often need to play more carefully, preserving your best troops for use again in later scenarios.
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text= _ "Wesnoth is comprised of a series of battles, called <i>scenarios</i>, that pit your troops against the troops of one or more adversaries. Multiple scenarios that follow on from each other, telling a story, make up <i>campaigns</i>. In a campaign, you often need to play more carefully, preserving your best troops for use again in later scenarios.
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The interactive <bold>text='Tutorial'</bold> introduces the basics of Wesnoth gameplay in the context of a scenario. Most material covered in the tutorial is explained more in-depth in these pages, so you can always refer back here if you forget something.
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The interactive <b>Tutorial</b> introduces the basics of Wesnoth gameplay in the context of a scenario. Most material covered in the tutorial is explained more in-depth in these pages, so you can always refer back here if you forget something.
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After you master the basics, try out a beginner campaign, such as <italic>text='Heir to the Throne'</italic> or <italic>text='The South Guard'</italic>. A full list of installed campaigns can be found via the <bold>text='Campaign'</bold> option on the main menu. As Wesnoth can be quite challenging, you may wish to start on easy before progressing to higher difficulties." + "
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After you master the basics, try out a beginner campaign, such as <i>Heir to the Throne</i> or <i>The South Guard</i>. A full list of installed campaigns can be found via the <b>Campaign</b> option on the main menu. As Wesnoth can be quite challenging, you may wish to start on easy before progressing to higher difficulties." + "
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<img>src=help/tooltip.png align=right float=yes</img>" +
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_ "While playing, keep in mind that you can mouse-over many items in the game, such as the information displayed in the status pane, to see a brief description explaining each item. This is especially useful when you encounter new elements, such as <ref>dst='..abilities_section' text='abilities'</ref>, for the first time." + _ "
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@ -186,9 +186,9 @@ After you master the basics, try out a beginner campaign, such as <italic>text='
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[topic]
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id=victory_and_defeat
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title= _ "Victory and Defeat"
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text= _ "Pay careful attention to the <bold>text='Objectives'</bold> pop-up box at the beginning of each scenario. In most scenarios, you will achieve victory by killing all enemy leaders ; likewise, the death of your own leader generally results in defeat. However, some scenarios may have other victory objectives, such as getting your leader to a designated point, rescuing an ally, solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _ "
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text= _ "Pay careful attention to the <b>Objectives</b> pop-up box at the beginning of each scenario. In most scenarios, you will achieve victory by killing all enemy leaders ; likewise, the death of your own leader generally results in defeat. However, some scenarios may have other victory objectives, such as getting your leader to a designated point, rescuing an ally, solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _ "
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When you win a scenario, the map grays over and the <bold>text='End Turn'</bold> button changes to <bold>text='End Scenario'</bold>. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
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When you win a scenario, the map grays over and the <b>End Turn</b> button changes to <b>End Scenario</b>. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance."
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[/topic]
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# wmllint: markcheck on
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@ -196,7 +196,7 @@ When you win a scenario, the map grays over and the <bold>text='End Turn'</bold>
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[topic]
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id=recruit_and_recall
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title= _ "Recruiting and Recalling"
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text="<img>src=help/recruit.png align=left float=yes</img>" + _ "Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst='..units' text='units'</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the <italic>text='Heir to the Throne'</italic> campaign) on the keep hex of a <ref>dst='..terrain_castle' text='castle'</ref>. Then you may recruit by either choosing <bold>text='Recruit'</bold> from the menu or right-clicking on a hex and selecting <bold>text='Recruit'</bold>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the <bold>text='Recruit'</bold> button to recruit it." + _ "
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text="<img>src=help/recruit.png align=left float=yes</img>" + _ "Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit <ref>dst='..units' text='units'</ref> into your army. To recruit, you must have your leader (for instance, Konrad in the <i>Heir to the Throne</i> campaign) on the keep hex of a <ref>dst='terrain_castle' text='castle'</ref>. Then you may recruit by either choosing <b>Recruit</b> from the menu or right-clicking on a hex and selecting <b>Recruit</b>. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the OK button to recruit it." + _ "
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If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _ "
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@ -212,7 +212,7 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
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[topic]
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id=income_and_upkeep
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title= _ "Income and Upkeep"
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text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; <italic>text='income'</italic> and <italic>text='upkeep'</italic>." + _ "
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text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; <i>income</i> and <i>upkeep</i>." + _ "
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Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below." + _ "
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@ -220,7 +220,7 @@ Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to it
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Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _ "
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There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of <italic>text='Heir to the Throne'</italic>) will usually have the <italic>text='loyal'</italic> trait. The unit you are playing (such as Konrad) will almost always be a leader."
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There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of <i>Heir to the Throne</i>) will usually have the <i>loyal</i> trait. The unit you are playing (such as Konrad) will almost always be a leader."
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[/topic]
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# wmllint: markcheck on
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@ -228,7 +228,7 @@ There are two important exceptions to upkeep: units with the loyal trait and lea
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[topic]
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id=hitpoints
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title= _ "Hitpoints and Experience"
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text= "<img>src=help/hpxp.png align=right float=yes</img>" + _ "Each unit has a certain number of <italic>text='hitpoints'</italic> (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of <italic>text='experience points'</italic> (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
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text= "<img>src=help/hpxp.png align=right float=yes</img>" + _ "Each unit has a certain number of <i>hitpoints</i> (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of <i>experience points</i> (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." +
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"
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" +
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@ -246,7 +246,7 @@ There are two important exceptions to upkeep: units with the loyal trait and lea
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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." + _ "
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While most units have three levels, not all do. Occasional units (such as <ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has reached its maximum level, it may have an <italic>text='After Maximum Level Advancement'</italic> (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA will normally be reached with 150 XP gained (120 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is usually more useful to try to advance your lower level units."
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While most units have three levels, not all do. Occasional units (such as <ref>dst='unit_Mage' text='magi'</ref>) may have four. Once a unit has reached its maximum level, it may have an <i>After Maximum Level Advancement</i> (AMLA) available to it. The AMLA will modify the unit each time the unit reaches the experience goal, but the unit will remain the same level. The typical AMLA effect is for the unit to raise the maximum HP by 3 and full-heal it. The first AMLA will normally be reached with 150 XP gained (120 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is usually more useful to try to advance your lower level units."
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[/topic]
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# wmllint: markcheck on
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@ -254,11 +254,11 @@ While most units have three levels, not all do. Occasional units (such as <ref>d
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[topic]
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id=movement
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title= _ "Movement"
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text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in <italic>text='Battle for Wesnoth'</italic> is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also 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. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack." + _ "
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text="<img>src=help/moving1.png align=left float=yes</img>" + "<img>src=help/moving2.png align=left float=yes</img>" + _ "Movement in <i>Battle for Wesnoth</i> is simple. Click on the unit you wish to move to select it, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also 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. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack." + _ "
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Each unit has a certain number of movement points which are used up 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 <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>." + _ "
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Each unit has a certain number of movement points which are used up 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 <b>Unit Description</b>, and then looking at <b>Terrain Modifiers</b>." + _ "
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Another thing to keep in mind while moving is <italic>text='zones of control'</italic>. Each unit — except for level 0 units — 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_skirmisherskirmisher' text='skirmishers'</ref> can ignore zones of control." + _ "
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Another thing to keep in mind while moving is <i>zones of control</i>. Each unit — except for level 0 units — 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." + _ "
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To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress."
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[/topic]
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[topic]
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id=shroud_and_fog
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title= _ "Shroud and Fog of War"
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text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The <italic>text='shroud'</italic> hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The <italic>text='fog of war'</italic> only hides units and ownership of villages (other than by you or your allies). The fog of war is cleared temporarily when you have units nearby, but returns when they leave. Both the shroud and the fog of war are cleared by units. Each unit clears locations adjacent to those within one turn’s move (ignoring zones of control and enemy units).
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text= _ "In some scenarios, parts of the map will be hidden from you. There are two mechanisms that can be used separately or together. The <i>shroud</i> hides both the terrain and any units at a location. However, once it is cleared, you can always see that location. The <i>fog of war</i> only hides units and ownership of villages (other than by you or your allies). The fog of war is cleared temporarily when you have units nearby, but returns when they leave. Both the shroud and the fog of war are cleared by units. Each unit clears locations adjacent to those within one turn’s move (ignoring zones of control and enemy units).
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Normally you can undo a unit’s movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing shroud or fog will also prevent undos to a previous state. You may wish to activate <bold>text='Delay Shroud Updates'</bold> in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via <bold>text='Update Shroud Now'</bold> (or the end of your turn) and thereby preserve your ability to undo movement."
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Normally you can undo a unit’s movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing shroud or fog will also prevent undos to a previous state. You may wish to activate <b>Delay Shroud Updates</b> in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via <b>Update Shroud Now</b> (or the end of your turn) and thereby preserve your ability to undo movement."
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[/topic]
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# wmllint: markcheck on
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[topic]
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id=combat
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title= _ "Combat"
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text= _ "Combat in <italic>text='Battle for Wesnoth'</italic> always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: <italic>text='melee'</italic>, which usually involves weapons such as swords, axes or fangs; and <italic>text='ranged'</italic>, which usually involves weapons such as bows, spears and fireballs." + _ "
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text= _ "Combat in <i>Battle for Wesnoth</i> always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: <i>melee</i>, which usually involves weapons such as swords, axes or fangs; and <i>ranged</i>, which usually involves weapons such as bows, spears and fireballs." + _ "
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<header>text='Order and Number of Strikes'</header>" + _ "
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<header>text='Chance to Hit'</header>" + _ "
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Every unit has a chance of being hit, based on the <italic>text='terrain'</italic> it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting <bold>text='Unit Description'</bold>, and then looking at <bold>text='Terrain Modifiers'</bold>. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in." + _ "
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Every unit has a chance of being hit, based on the <i>terrain</i> it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting <b>Unit Description</b>, and then looking at <b>Terrain Modifiers</b>. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in." + _ "
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There are two exceptions to this rule: <ref>dst='weaponspecial_magical' text='magical attacks'</ref> 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." + _ "
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<header>text=Damage</header>" + _ "
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Each strike which hits causes a base amount of damage depending on the attack type. For instance, an elvish fighter with a 5×4 attack does 5 base 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>. To see how base damage is modified by the circumstances, select <bold>text='Damage Calculations'</bold> in the attack selection menu." + _ "
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Each strike which hits causes a base amount of damage depending on the attack type. For instance, an elvish fighter with a 5×4 attack does 5 base 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>. To see how base damage is modified by the circumstances, select <b>Damage Calculations</b> in the attack selection menu." + _ "
|
||||
|
||||
A few units have special <ref>dst='..abilities_section' text='abilities'</ref> 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]
|
||||
|
@ -301,7 +301,7 @@ A few units have special <ref>dst='..abilities_section' text='abilities'</ref> w
|
|||
[topic]
|
||||
id=damage_types_and_resistance
|
||||
title= _ "Damage Types and Resistance"
|
||||
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: <italic>text='blade, pierce, and impact damage'</italic>. Additionally, there are three further types of damage usually associated with magical attacks: <italic>text='fire, cold, and arcane attacks'</italic>. Different units may have resistances which alter the damage which they take from certain damage types." + _ "
|
||||
text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: <i>blade, pierce, and impact damage</i>. Additionally, there are three further types of damage usually associated with magical attacks: <i>fire, cold, and arcane attacks</i>. Different units may have resistances which alter the damage which they take from certain damage types." + _ "
|
||||
|
||||
Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _ "
|
||||
|
||||
|
@ -330,10 +330,10 @@ If a strike is determined to hit, it will always do at least 1 point of damage.
|
|||
title= _ "Time of Day"
|
||||
text= _ "The time of day affects the damage of certain units as follows:
|
||||
|
||||
• <bold>text='Lawful'</bold> units get +25% damage in daytime, and −25% damage at night.
|
||||
• <bold>text='Chaotic'</bold> units get +25% damage at night, and −25% in daytime.
|
||||
• <bold>text='Neutral'</bold> units are unaffected by the time of day.
|
||||
• <bold>text='Liminal'</bold> units get −25% damage during both night and daytime." + _ "
|
||||
• <b>Lawful</b> units get +25% damage in daytime, and −25% damage at night.
|
||||
• <b>Chaotic</b> units get +25% damage at night, and −25% in daytime.
|
||||
• <b>Neutral</b> units are unaffected by the time of day.
|
||||
• <b>Liminal</b> units get −25% damage during both night and daytime." + _ "
|
||||
|
||||
The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:
|
||||
|
||||
|
@ -358,16 +358,16 @@ The current time of day can be observed under the minimap in the status pane. Fo
|
|||
title= _ "Healing"
|
||||
text= _ "In combat, your units will inevitably take damage. There are several ways to heal your units. However, with the exception of resting, these do not stack; only one can occur per turn." + _ "
|
||||
|
||||
• <bold>text='Resting'</bold>: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _ "
|
||||
• <bold>text='Villages'</bold>: A unit which starts a turn in a village or oasis will heal 8HP. If the unit is poisoned, the poison will be cured instead." + _ "
|
||||
• <ref>dst='ability_regeneratesregenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn. If the unit is poisoned, the poison will be cured instead." + _ "
|
||||
• <bold>text='Healing units'</bold>: Units with the <ref>dst='ability_healingheals +4' text='Heals'</ref> ability will heal each allied adjacent unit, usually <ref>dst='ability_healingheals +4' text='4HP'</ref> or <ref>dst='ability_healingheals +8' text='8HP'</ref> per turn, or prevent Poison from causing that unit damage." + _ "
|
||||
• <bold>text='Curing units'</bold>: Units with the <ref>dst='ability_curingcures' text='cures'</ref> ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _ "
|
||||
• <bold>text='Advancement'</bold>: When a unit <ref>dst='advancement' text='advances'</ref>, it will heal fully. This can happen as soon as your unit gains enough experience, whether it is your turn or not." + _ "
|
||||
• <b>Resting</b>: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _ "
|
||||
• <b>Villages</b>: A unit which starts a turn in a village or oasis will heal 8HP. If the unit is poisoned, the poison will be cured instead." + _ "
|
||||
• <ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn. If the unit is poisoned, the poison will be cured instead." + _ "
|
||||
• <b>Healing units</b>: Units with the <ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison from causing that unit damage." + _ "
|
||||
• <b>Curing units</b>: Units with the <ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _ "
|
||||
• <b>Advancement</b>: When a unit <ref>dst='advancement' text='advances'</ref>, it will heal fully. This can happen as soon as your unit gains enough experience, whether it is your turn or not." + _ "
|
||||
|
||||
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other: the best option will be used. Finally, units heal fully between scenarios." + _ "
|
||||
|
||||
<bold>text='Advanced'</bold>" + _ "
|
||||
<b>Advanced</b>" + _ "
|
||||
|
||||
Unlike other forms of healing, the heals ability will not take effect on the healed unit’s turn, but on the healer’s turn. This means that while a unit surrounded by several healers on the same side will only receive healing from one healer per turn, a unit surrounded by healers from several allied sides will be healed once on each of said allied sides’ turns."
|
||||
[/topic]
|
||||
|
@ -376,7 +376,7 @@ Unlike other forms of healing, the heals ability will not take effect on the hea
|
|||
[topic]
|
||||
id=wrap_up
|
||||
title= _ "Wrap Up"
|
||||
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on basic strategy, or familiarize yourself with <ref>dst='..traits_section' text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</ref>, but you now know everything you need to know to play the <italic>text='Heir to the Throne'</italic> campaign. Have fun, and good luck!"
|
||||
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on basic strategy, or familiarize yourself with <ref>dst='..traits_section' text='traits'</ref> and <ref>dst='..abilities_section' text='abilities'</ref>, but you now know everything you need to know to play the <i>Heir to the Throne</i> campaign. Have fun, and good luck!"
|
||||
[/topic]
|
||||
|
||||
[topic]
|
||||
|
@ -390,9 +390,9 @@ Unlike other forms of healing, the heals ability will not take effect on the hea
|
|||
id=..traits_section
|
||||
title= _ "Traits"
|
||||
generator="contents:generated"
|
||||
text= _ "Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited. The traits available to a unit are largely determined by its <italic>text='race'</italic>." + _ "
|
||||
text= _ "Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited. The traits available to a unit are largely determined by its <i>race</i>." + _ "
|
||||
|
||||
Most units have two traits. However, goblins have only one trait, undead units are always assigned the single trait <italic>text='undead'</italic> and in some cases <italic>text='fearless'</italic>, and woses do not receive any traits. " + _ "
|
||||
Most units have two traits. However, goblins have only one trait, undead units are always assigned the single trait <i>undead</i> and in some cases <i>fearless</i>, and woses do not receive any traits. " + _ "
|
||||
|
||||
The traits that are available to most non‐undead units are <ref>dst='traits_intelligent' text='intelligent'</ref>, <ref>dst='traits_quick' text='quick'</ref>, <ref>dst='traits_resilient' text='resilient'</ref>, and <ref>dst='traits_strong' text='strong'</ref>." + _ "
|
||||
|
||||
|
@ -406,7 +406,7 @@ Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and dwa
|
|||
title= _ "Terrains"
|
||||
text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat." + _ "
|
||||
|
||||
Terrains come in two types: <italic>text='basic'</italic> and <italic>text='mixed'</italic>." + _ "
|
||||
Terrains come in two types: <i>basic</i> and <i>mixed</i>." + _ "
|
||||
|
||||
<header>text='Basic Terrain Types'</header>" + _ "
|
||||
|
||||
|
@ -418,11 +418,11 @@ Every unit has a defense rating and a movement cost for each of the basic terrai
|
|||
|
||||
<header>text='Mixed Terrain Types'</header>" + _ "
|
||||
|
||||
Mixed terrain types share the properties of multiple basic terrain types — units generally receive the <italic>text='best defense'</italic> and <italic>text='worst movement'</italic> of the underlying basic types when they move onto a mixed type. For example, this is the case with <italic>text='forested hills'</italic>, <italic>text='sand hills'</italic>, and <italic>text='cave hills'</italic>.
|
||||
Mixed terrain types share the properties of multiple basic terrain types — units generally receive the <i>best defense</i> and <i>worst movement</i> of the underlying basic types when they move onto a mixed type. For example, this is the case with <i>forested hills</i>, <i>sand hills</i>, and <i>cave hills</i>.
|
||||
|
||||
" + "<img>src='terrain/hills/regular.png~BLIT(terrain/forest/pine-tile.png)'</img>" + "<img>src='terrain/hills/desert.png'</img>" + "<img>src='terrain/cave/hills-variation.png'</img>" + _ "
|
||||
|
||||
One notable exception is bridge terrains, such as <italic>text='bridges over shallow water'</italic>, <italic>text='fords'</italic>, and <italic>text='bridges over chasms'</italic>. Fords are easily passable to both merfolk and humans — all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly).
|
||||
One notable exception is bridge terrains, such as <i>bridges over shallow water</i>, <i>fords</i>, and <i>bridges over chasms</i>. Fords are easily passable to both merfolk and humans — all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly).
|
||||
|
||||
" + "<img>src='terrain/water/coast-tile.png~BLIT(terrain/bridge/wood-se-nw.png)'</img>" + "<img>src='terrain/water/ford-tile.png'</img>" + "<img>src='terrain/chasm/regular-tile.png~BLIT(terrain/cave/chasm-stone-bridge-sw-ne-tile.png)'</img>" + _ "
|
||||
|
||||
|
@ -436,11 +436,11 @@ Finally, water villages are generally inhospitable to land units, and do not giv
|
|||
|
||||
You can see what basic types a mixed terrain is comprised of by mousing over its hex and checking the terrain type icons displayed in the upper right (under the default theme)." + _ "
|
||||
|
||||
You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the <italic>text='terrain description'</italic> by either pressing the hotkey, or right clicking and selecting from the context menu." + _ "
|
||||
You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the <i>terrain description</i> by either pressing the hotkey, or right clicking and selecting from the context menu." + _ "
|
||||
|
||||
<header>text='Defense Caps'</header>" + _ "
|
||||
|
||||
Some units have <italic>text='defense caps'</italic> for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ "
|
||||
Some units have <i>defense caps</i> for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ "
|
||||
|
||||
For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _ "
|
||||
|
||||
|
@ -472,29 +472,23 @@ If a unit has a defense cap for some terrain, it is always the same as its defen
|
|||
|
||||
<header>text='Campaigns and Scenarios'</header>" + _ "
|
||||
|
||||
Single-player campaigns are collections of scenarios that fit together to tell a story. Both stand-alone scenarios—if intended to be played as such—and regular campaigns are available from the <italic>text='Campaigns'</italic> menu at the title screen." + _ "
|
||||
Single-player campaigns are collections of scenarios that fit together to tell a story. Both stand-alone scenarios—if intended to be played as such—and regular campaigns are available from the <i>Campaigns</i> menu at the title screen." + _ "
|
||||
|
||||
<header>text='Multiplayer Campaigns, Scenarios, and Map Packs'</header>" + _ "
|
||||
|
||||
<italic>text='Multiplayer'</italic> games can be played in fully customized, scripted scenarios or even specially designed campaigns. There are also packs providing sets of individual multiplayer scenarios." + _ "
|
||||
<i>Multiplayer</i> games can be played in fully customized, scripted scenarios or even specially designed campaigns. There are also packs providing sets of individual multiplayer scenarios." + _ "
|
||||
|
||||
<header>text='Multiplayer Eras and Factions'</header>" + _ "
|
||||
|
||||
For gameplay purposes, various races of creatures in the world cooperate with each other in factions. Factions are grouped in balanced sets with a common theme; for example, the main factions of Wesnoth can be found in the included Default Era.
|
||||
|
||||
In <italic>text='Multiplayer'</italic> mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams." + _ "
|
||||
In <i>Multiplayer</i> mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams." + _ "
|
||||
|
||||
You can see what eras you have loaded in the <ref>text='eras' dst='..eras_section'</ref> of the help." + _ "
|
||||
|
||||
<header>text='Modifications'</header>" + _ "
|
||||
<header>text='Multiplayer Modifications'</header>" + _ "
|
||||
|
||||
Modifications are optional scenario- and era-independent scripts that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "
|
||||
|
||||
<big>Cores</big>" + _ "
|
||||
|
||||
Cores enable total conversion of The Battle for Wesnoth. A core can replace all the content in Wesnoth: when a different core is loaded, the regular units, terrains and the like do not exist.
|
||||
|
||||
Cores allow a significantly different game experience: for example, a World War II campaign, or even a different game altogether, as long as it can be represented as a hexagonal map with ’units’ in some way." + _ "
|
||||
Modifications are optional scenario- and era-independent scripts for <i>Multiplayer</i> games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "
|
||||
|
||||
<header>text='Creator Resources'</header>" + _ "
|
||||
|
||||
|
@ -506,13 +500,13 @@ Content authors can use resource packs available on the add-ons server to enrich
|
|||
[topic]
|
||||
id=installing_addons
|
||||
title= _ "Installing Add-ons"
|
||||
text = _ "User-made add-ons can be obtained and updated through the <italic>text='Add-ons'</italic> option in the main menu. After connecting to the add-ons server (by default <italic>text='add-ons.wesnoth.org'</italic>), you will be presented with a list of add-ons available on the server for downloading.
|
||||
text = _ "User-made add-ons can be obtained and updated through the <i>Add-ons</i> option in the main menu. After connecting to the add-ons server (by default <i>add-ons.wesnoth.org</i>), you will be presented with a list of add-ons available on the server for downloading.
|
||||
|
||||
The installation status for each add-on is shown below each entry. For add-ons that are <italic>text='upgradable'</italic> or <italic>text='outdated'</italic> on the server, their installed and published versions will be shown in the <italic>text='Version'</italic> column.
|
||||
The installation status for each add-on is shown below each entry. For add-ons that are <i>upgradable</i> or <i>outdated</i> on the server, their installed and published versions will be shown in the <i>Version</i> column.
|
||||
|
||||
To search for add-ons by keywords, type any relevant terms in any order in the search box, separated by spaces. You can also sort the add-on list by clicking the column headers. It is also possible to choose to only display add-ons of specific categories by clicking on the <bold>text='Type'</bold> dropdown.
|
||||
To search for add-ons by keywords, type any relevant terms in any order in the <b>Filter</b> box, separated by spaces. You can also sort the add-on list by clicking the column headers. It is also possible to choose to only display add-ons of specific categories by clicking on the <b>Options</b> button in the top-right corner.
|
||||
|
||||
To install an add-on, select it from the list and click the <b>+</b> icon, or simply double-click on the add-on’s title. If the window is too small to show them inline, the <bold>text='Addon Details'</bold> button provides you with additional details about the add-on, such as its full description, installation status, and available translations."
|
||||
To install an add-on, select it from the list and click <b>OK</b>, or simply double-click on the add-on’s title. The <b>Description</b> button provides you with additional details about the add-on, such as its full description, installation status, and available languages."
|
||||
[/topic]
|
||||
# wmllint: markcheck on
|
||||
|
||||
|
@ -520,9 +514,9 @@ To install an add-on, select it from the list and click the <b>+</b> icon, or si
|
|||
[topic]
|
||||
id=removing_addons
|
||||
title= _ "Removing Add-ons"
|
||||
text = _ "To remove add-ons, choose <bold>text='Remove Add-ons'</bold> in the add-ons server connection dialog. You will be presented with options to remove any number of add-ons you currently have installed.
|
||||
text = _ "To remove add-ons, choose <b>Remove Add-ons</b> in the add-ons server connection dialog. You will be presented with options to remove any number of add-ons you currently have installed.
|
||||
|
||||
It is not possible to remove add-ons for which there is publishing information (<italic>text='.pbl'</italic> files) attached, in order to prevent its accidental loss. If necessary, you must manually delete the information files or the add-ons themselves using a file manager provided by your platform."
|
||||
It is not possible to remove add-ons for which there is publishing information (<i>.pbl</i> files) attached, in order to prevent its accidental loss. If necessary, you must manually delete the information files or the add-ons themselves using a file manager provided by your platform."
|
||||
[/topic]
|
||||
# wmllint: markcheck on
|
||||
|
||||
|
@ -586,7 +580,7 @@ Save the game and quit the scenario (without prompting)."
|
|||
Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.)
|
||||
|
||||
" + "<header>text=':control <side> <username>'</header>" + _ "
|
||||
Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the <bold>text='Scenario Settings'</bold> dialog (Press the <bold>text='More'</bold> button in the <bold>text='Status Table'</bold> (alt+s by default) to get there.). The host can change control of any side.
|
||||
Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the <b>Scenario Settings</b> dialog (Press the <b>More</b> button in the <b>Status Table</b> (alt+s by default) to get there.). The host can change control of any side.
|
||||
|
||||
" + "<header>text=':give_control'</header>" + _ "
|
||||
Launch a dialog to assist the host in changing the human controllers of sides.
|
||||
|
|
Loading…
Add table
Reference in a new issue