Remove unused entries.

This commit is contained in:
Dominic Bolin 2006-03-31 18:38:29 +00:00
parent b3dc620783
commit 6a072cd507

View file

@ -13,129 +13,6 @@ chaotic_description= _ "Chaotic units fight better at night, and worse during th
Day: -25% Damage
Night: +25% Damage"
# Ability descriptions
ambush_description= _ "Ambush:
This unit can hide in forest, and remain undetected by its enemies.
Enemy units cannot see or attack this unit when it is in forest, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
ability_ambush= _ "ambush"
cures_description= _ "Cures:
This unit combines herbal remedies with magic to cure a unit of poison. Most units with this ability also are extremely effective healers, but will cure poisoned units rather than healing them."
ability_cures= _ "cures"
heals8_description= _ "Heals +8:
Allows the unit to heal adjacent friendly units at the beginning of each turn.
This unit will heal all adjacent friendly units that are injured at the beginning of its turn.
Each non-poisoned unit will heal by up to 8 HP per turn, and poison damage will be stopped in poisoned units. The poison will only be cured if the healer also has 'cures' ability."
ability_heals8= _ "heals +8"
heals4_description= _ "Heals +4:
Allows the unit to heal adjacent friendly units at the beginning of each turn.
This unit will heal all adjacent friendly units that are injured at the beginning of its turn.
Each non-poisoned unit will heal by up to 8 HP per turn, and poison damage will be stopped in poisoned units. The poison will only be cured if the healer also has 'cures' ability."
ability_heals4= _ "heals +4"
illuminates_description= _ "Illuminates:
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk."
ability_illuminates= _ "illuminates"
leadership_description= _ "Leadership:
This unit can lead friendly units that are next to it, making them fight better.
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels."
ability_leadership= _ "leadership"
loyal_description= _ "Loyal:
Never more than 1 upkeep."
ability_loyal= _ "loyal"
nightstalk_description= _ "Nightstalk:
The unit becomes invisible during night.
Enemy units cannot see or attack this unit at night, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
ability_nightstalk= _ "nightstalk"
regenerates_description= _ "Regenerates:
The unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing."
ability_regenerates= _ "regenerates"
skirmisher_description= _ "Skirmisher:
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control. (Exception: if you stop in an enemy zone of control, your remaining movement will be set to 0 even if you are a skirmisher.)"
ability_skirmisher= _ "skirmisher"
steadfast_description= _ "Steadfast:
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected."
ability_steadfast= _ "steadfast"
submerge_description= _ "Submerge:
This unit can hide in deep water, and remain undetected by its enemies.
Enemy units cannot see or attack this unit when it is in deep water, except for any turn immediately after this unit has attacked, or if there are enemy units next to this unit."
ability_submerge= _ "submerge"
teleport_description= _ "Teleport:
This unit may teleport between any two friendly villages using one of its moves."
ability_teleport= _ "teleport"
# Weapon special effect descriptions
weapon_special_backstab_description= _ "Backstab:
This attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (e.g. turned to stone)."
weapon_special_berserk_description= _ "Berserk:
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred."
weapon_special_charge_description= _ "Charge:
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack."
weapon_special_drain_description= _ "Drain:
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down)."
weapon_special_firststrike_description= _ "First Strike:
This unit always strikes first with this attack, even if they are defending."
weapon_special_magical_description= _ "Magical:
This attack always has a 70% chance to hit."
weapon_special_marksman_description= _ "Marksman:
When used offensively, this attack always has at least a 60% chance to hit."
weapon_special_plague_description= _ "Plague:
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)"
weapon_special_plague_arg_description= _ "Plague:
When a unit is killed by a Plague attack, that unit is replaced with a unit of the specified type on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)"
weapon_special_poison_description= _ "Poison:
This attack poisons the target. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP."
weapon_special_slow_description= _ "Slow:
This attack slows the target. Slow halves the damage caused by attacks and slowed units move at half the normal speed (rounded up)."
weapon_special_stone_description= _ "Stone:
This attack turns the target to stone. Units that have been turned to stone may not move or attack."
weapon_special_swarm_description= _ "Swarm:
The number of strikes of this attack decreases when the unit is wounded. The number of strikes is proportional to the % of HP/maximum HP the unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the number of strikes."
# Races
elves= _ "Elves"
humans= _ "Humans"