Terrains: convert italic help formatting to Pango markup
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1 changed files with 23 additions and 23 deletions
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@ -238,7 +238,7 @@
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string=Rr
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aliasof=Gt
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editor_group=flat
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help_topic_text= _ "<italic>text='Roads'</italic> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain."
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help_topic_text= _ "<i>Roads</i> are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, roads behave as flat terrain."
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[/terrain_type]
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[terrain_type]
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@ -295,7 +295,7 @@
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string=Dd
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aliasof=Dt
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editor_group=desert
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help_topic_text= _ "<italic>text='Deserts'</italic> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='sand'</ref>."
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help_topic_text= _ "<i>Deserts</i> have a somewhat different composition than small sand pits or beaches, however for gameplay purposes they are identical. See <ref>dst='terrain_sand' text='sand'</ref>."
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[/terrain_type]
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[terrain_type]
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@ -306,7 +306,7 @@
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string=Ds
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aliasof=Dt
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editor_group=desert
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help_topic_text= _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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help_topic_text= _ "The instability of <i>sand</i> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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Most units receive 20 to 40% defense in sand."
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[/terrain_type]
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@ -964,7 +964,7 @@ Most units receive 20 to 40% defense in sand."
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aliasof=Ut, Ht
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mvt_alias=-,Ut, Ht
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editor_group=cave, rough
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help_topic_text= _ "<italic>text='Rockbound cave'</italic> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
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help_topic_text= _ "<i>Rockbound cave</i> terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which shoulders defense, but is hard for most units to traverse. Only settlers of caves, such as dwarves and trolls, are fully capable of navigating such topography.
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Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves, by dint of their small size, enjoy 60% defense in rockbound caves.
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@ -1072,7 +1072,7 @@ Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</r
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light=25
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max_light=35
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editor_group=cave, obstacle
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help_topic_text= _ "The dangers inherent in trying to walk on <italic>text='lava'</italic> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
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help_topic_text= _ "The dangers inherent in trying to walk on <i>lava</i> are fairly obvious. As far as movement is concerned, lava is equivalent to <ref>dst='terrain_unwalkable' text='unwalkable'</ref> terrain, and can only be crossed by those units capable of flying a considerable distance above it. The molten magma also produces a substantial glow, illuminating the area immediately above it. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units."
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[/terrain_type]
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[terrain_type]
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@ -1887,7 +1887,7 @@ Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</r
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id=mermen-village
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name= _ "Village"
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editor_name= _ "Merfolk Village"
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help_topic_text= _ "<italic>text='Submerged villages'</italic> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
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help_topic_text= _ "<i>Submerged villages</i> are the homes of merfolk and nagas. While water-dwelling creatures are at home here, land-dwellers have a hard time navigating and defending these villages. However, like any village, the facilities are available to all creatures which allow units to tend to their wounds. Any unit stationed in a village can heal eight hitpoints each turn, or be cured of poison.
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Merfolk and nagas have 60% defense in submerged villages, whereas land based units usually have a low defense."
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string=^Vm
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@ -2429,7 +2429,7 @@ Merfolk and nagas have 60% defense in submerged villages, whereas land based uni
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submerge=0
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unit_height_adjust=22
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editor_group=bridge, water
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help_topic_text= _ "To those capable of building one, the ability to lay a <italic>text='bridge'</italic> offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
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help_topic_text= _ "To those capable of building one, the ability to lay a <i>bridge</i> offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
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For those who go by land or sea, a bridge is the best of both worlds — for gameplay purposes, it is treated either as grassland or the underlying water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
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[/terrain_type]
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@ -2779,7 +2779,7 @@ For those who go by land or sea, a bridge is the best of both worlds — for gam
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editor_name= _ "Fungus"
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string=Uft
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hidden=yes
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help_topic_text= _ "<italic>text='Mushroom groves'</italic> are vast underground forests of giant mushrooms,
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help_topic_text= _ "<i>Mushroom groves</i> are vast underground forests of giant mushrooms,
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which thrive in the damp darkness. Most units have trouble negotiating the spongy floor of smaller fungi, but they have plenty of cover behind the larger stalks. Mounted units, however, become completely mired and lack proper freedom of movement in combat. Undead units have a natural affinity for decay and function quite well in mushroom forests.
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Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receive only 20%."
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@ -2791,7 +2791,7 @@ Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receiv
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name= _ "Cave"
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editor_name= _ "Cave"
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string=Ut
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help_topic_text= _ "<italic>text='Cave'</italic> terrain represents any underground cavern with enough room for a unit to pass.
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help_topic_text= _ "<i>Cave</i> terrain represents any underground cavern with enough room for a unit to pass.
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Most units are wholly unfamiliar with the terrain, and thus are both slowed down and hindered in defense. Dwarves and trolls, who make their homes in caves, both have a relatively easy time navigating this terrain, especially dwarves, who by dint of their small size can navigate many obstacles that other races cannot. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='illuminated'</ref>.
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Rare patches of the underground world are illuminated by light from the surface shining down into the gloomy darkness. This provides an attack bonus for lawful units and removes the attack bonus from chaotic units. In all other regards this terrain is functionally identical to normal cave terrains.
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@ -2807,7 +2807,7 @@ Most units receive 20 to 40% defense in caves, whereas dwarves have 50%."
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editor_name= _ "Sands"
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string=Dt
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editor_group=desert
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help_topic_text= _ "The instability of <italic>text='sand'</italic> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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help_topic_text= _ "The instability of <i>sand</i> makes it harder for most units to cross, and leaves them wide open to attack. In contrast, the wide feet or snakelike bodies of the reptilian races make sand much easier for them to navigate.
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Most units receive 20 to 40% defense in sand."
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hidden=yes
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@ -2821,7 +2821,7 @@ Most units receive 20 to 40% defense in sand."
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string=Wrt
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submerge=0.3
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editor_group=water
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help_topic_text= _ "<italic>text='Coastal reefs'</italic> are shallows formed by stone, coral and sand.
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help_topic_text= _ "<i>Coastal reefs</i> are shallows formed by stone, coral and sand.
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This provides most land units with a more steady footing and defensive positions than wading in shallow water normally would and also grants most water-dwelling races an exceptionally high defense.
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Mermen and Naga both receive 70% defense on coastal reefs."
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@ -2835,7 +2835,7 @@ Mermen and Naga both receive 70% defense on coastal reefs."
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editor_name= _ "Hills"
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string=Ht
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editor_group=rough
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help_topic_text= _ "<italic>text='Hills'</italic> represent any reasonably rough terrain,
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help_topic_text= _ "<i>Hills</i> represent any reasonably rough terrain,
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with enough dips and rises in the ground to provide some cover. Hills are difficult for most troops to navigate. Dwarves, trolls, and orcs have enough familiarity with the terrain that they can pass through it without being slowed down. Cavalry have enough trouble navigating the terrain that any defensive aid lent by cover is negated.
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Most units have about 50% defense in hills, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in hills."
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@ -2850,7 +2850,7 @@ Most units have about 50% defense in hills, whereas cavalry are limited to 40%.
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string=St
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submerge=0.4
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editor_group=water
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help_topic_text= _ "<italic>text='Swamps'</italic> represent any sort of wetlands.
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help_topic_text= _ "<i>Swamps</i> represent any sort of wetlands.
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Swamps slow down nearly everyone, and inhibit their ability to defend themselves. An exception to this is any race bodily skilled in navigating water; these receive both full movement and a defensive bonus. Those that make their living in the wetlands are also adept at using this terrain for cover.
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Most units make do with 30% defense in swamps. Mermen, naga, and saurians all generally enjoy 60%."
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@ -2863,7 +2863,7 @@ Most units make do with 30% defense in swamps. Mermen, naga, and saurians all ge
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string=Wst
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name= _ "Shallow Water"
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editor_name= _ "Shallow Water"
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help_topic_text= _ "<italic>text='Shallow water'</italic> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
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help_topic_text= _ "<i>Shallow water</i> represents any body of water deep enough to come up to roughly a man’s waist. This is enough to slow down nearly anyone and leave them wide open to attack. Dwarves, given that the water reaches up almost to their heads, have an extremely hard time of this. The exception is any race whose bodies naturally lend themselves to swimming, for which they receive a considerable defensive bonus and full movement.
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Most units make do with 20 to 30% defense in shallow water, whereas both naga and mermen enjoy 60%."
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hidden=yes
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@ -2878,7 +2878,7 @@ Most units make do with 20 to 30% defense in shallow water, whereas both naga an
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unit_height_adjust=3
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recruit_onto=yes
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editor_group=castle
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help_topic_text= _ "<italic>text='Castles'</italic> are any sort of permanent fortification.
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help_topic_text= _ "<i>Castles</i> are any sort of permanent fortification.
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Nearly all units receive a considerable bonus to their defense by being stationed in a castle, and most units receive full movement in a castle. Stationing units in a castle represents its defensive capability. Without a unit in each wall hex, an enemy can simply sneak into the castle unchallenged, gaining the same defensive bonus as everyone inside.
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Most units have about 60% defense in a castle."
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@ -2892,7 +2892,7 @@ Most units have about 60% defense in a castle."
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editor_name= _ "Mountains"
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string=Mt
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editor_group=rough
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help_topic_text= _ "<italic>text='Mountains'</italic> are steep enough that units often have to climb over obstacles to move.
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help_topic_text= _ "<i>Mountains</i> are steep enough that units often have to climb over obstacles to move.
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By this nature, they provide a considerable defensive bonus for most troops, but they also severely impede any passage through them. Most cavalry simply cannot enter mountainous terrain; however, elvish cavalry is an exception to this, as are the goblin wolf riders. Both dwarves and trolls are native to mountainous terrain, and have a very easy time getting around.
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Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
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@ -2904,7 +2904,7 @@ Most units receive about 60% defense in mountains, whereas Dwarves enjoy 70%."
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id=deep_water
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name= _ "Deep Water"
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editor_name= _ "Deep Water"
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help_topic_text= _ "<italic>text='Deep water'</italic> represents any body of water deep enough to cover a man’s head.
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help_topic_text= _ "<i>Deep water</i> represents any body of water deep enough to cover a man’s head.
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Most units cannot enter deep water: it is the domain of units which can either fly, or are exceptionally strong swimmers.
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Mermen and naga both receive 50% defense in deep water, with full movement."
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@ -2917,7 +2917,7 @@ Mermen and naga both receive 50% defense in deep water, with full movement."
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id=flat
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name= _ "Flat"
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editor_name= _ "Flat"
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help_topic_text= _ "<italic>text='Grassland'</italic> represents open plains, whether cultivated, cut back for grazing, or wild.
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help_topic_text= _ "<i>Grassland</i> represents open plains, whether cultivated, cut back for grazing, or wild.
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Being open ground, grassland is both very easy to move across, but is also difficult to defend oneself in. Typically, those units that perform best on grassland are either cavalry, or very agile units which take advantage of the open space.
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Most units have defense of 30 to 40% on grassland."
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@ -2930,7 +2930,7 @@ Most units have defense of 30 to 40% on grassland."
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id=forest
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name= _ "Forest"
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editor_name= _ "Forest"
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help_topic_text= _ "<italic>text='Forests'</italic> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
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help_topic_text= _ "<i>Forests</i> represent any woodland with significant undergrowth, enough to hinder passage. Though they slow nearly everyone down, forests do offer better defense to most units than open ground. Cavalry, however, have so much trouble navigating them that any benefit gained by stealth is negated. Elves are an exception to this general rule for forests. Not only do they possess full movement in forests, but they also gain a considerable defensive bonus. Dwarves are another exception to this rule; though they are able to plow through the forests without much loss of speed, their utter unfamiliarity with the terrain causes them to receive no defensive bonus.
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Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves generally receive only 30% defense in forests."
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string=Ft # wmllint: ignore
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@ -2943,7 +2943,7 @@ Most units have 50% defense in forests, but cavalry are limited to 30%. Elves, o
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name= _ "Frozen"
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editor_name= _ "Frozen"
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string=At # wmllint: ignore
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help_topic_text= _ "<italic>text='Frozen'</italic> terrain represents any flat area that is covered by snow or ice.
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help_topic_text= _ "<i>Frozen</i> terrain represents any flat area that is covered by snow or ice.
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Most units are slowed down on it, and have a harder time defending themselves. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice.
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Most units have 20 to 40% defense in frozen terrain."
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@ -2956,7 +2956,7 @@ Most units have 20 to 40% defense in frozen terrain."
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name= _ "Village"
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editor_name= _ "Village"
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string=Vt # wmllint: ignore
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help_topic_text= _ "<italic>text='Villages'</italic> represent any group of buildings, human or otherwise.
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help_topic_text= _ "<i>Villages</i> represent any group of buildings, human or otherwise.
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Almost all units, even cavalry, have an easy time navigating villages, and most units gain a defensive bonus from being stationed in a village. Villages allow units the resources to clean and tend to their wounds, which allows any unit stationed therein to heal eight hitpoints each turn, or to be cured of poison.
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Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%."
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@ -2979,7 +2979,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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name= _ "Unwalkable"
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editor_name= _ "Unwalkable"
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string=Qt # wmllint: ignore
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help_topic_text= _ "<italic>text='Unwalkable terrain'</italic> covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
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help_topic_text= _ "<i>Unwalkable terrain</i> covers any chasm or gorge which, as the name implies, cannot be crossed simply by walking. Chasms are noted for sheer walls which would take days to traverse. As far as gameplay is concerned, only units capable of flying can cross this terrain."
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hidden=yes
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[/terrain_type]
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@ -2989,7 +2989,7 @@ Most units have 50 to 60% defense in villages, whereas cavalry receive only 40%.
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name= _ "Rails"
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editor_name= _ "Rails"
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string=Rt # wmllint: ignore
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help_topic_text= _ "<italic>text='Rails'</italic> are used to transport ore, mostly by dwarves."
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help_topic_text= _ "<i>Rails</i> are used to transport ore, mostly by dwarves."
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hide_if_impassable=yes
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hidden=yes
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[/terrain_type]
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