more manual info into help, plus new info and some tweaks for 800x600

This commit is contained in:
András Salamon 2005-08-03 21:17:13 +00:00
parent 4101f7c5fc
commit 7f1d6578d2
5 changed files with 24 additions and 24 deletions

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@ -13,7 +13,7 @@ topics=introduction_topic,about_game
[section]
id=gameplay
title= _ "Gameplay"
topics=fundamentals,recruit_and_recall,orbs,movement,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
topics=fundamentals,recruit_and_recall,orbs,hitpoints,movement,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up
[/section]
[section]
@ -107,6 +107,14 @@ text= _ "On top of the energy bar shown next to each unit of yours is an orb. Fo
<img>src=help/orb-none.png align=here</img>" + _ "Enemy units have no orb on top of their energy bar."
[/topic]
[topic]
id=hitpoints
title= _ "Hitpoints and Experience"
text= _"Each unit has a certain number of hitpoints (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of experience points (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." + "
<img>src=help/hpxp.png align=left float=yes</img>" + _"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + "
<img>src=help/hp-green.png align=here</img><img>src=help/hp-yellow.png align=here</img><img>src=help/hp-red.png align=here</img>" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst=experience_and_advancement text=advance</ref>."
[/topic]
[topic]
id=movement
title= _ "Movement"
@ -156,27 +164,20 @@ If an attack is determined to hit, it will always do at least 1 point of damage.
[topic]
id=time_of_day
title= _ "Time of Day"
text= _ "Wesnoth games usually take place with a regular cycle between day and night. The current time of day can be observed under the minimap in the upper right.
The usual day/night cycle runs:
text= _"The time of day affects the damage of certain units as follows:
Lawful units get +25% damage in daytime, and -25% damage at night
Chaotic units get +25% damage at night, and -25% in daytime
Neutral units are unaffected by the time of day.
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:
" + _"Dawn" + " <jump>to=160</jump><img>src=misc/schedule-dawn.png align=here</img>
" + _"Morning" + " <jump>to=160</jump><img>src=misc/schedule-morning.png align=here</img>
" + _"Afternoon" + " <jump>to=160</jump><img>src=misc/schedule-afternoon.png align=here</img>
" + _"Dusk" + " <jump>to=160</jump><img>src=misc/schedule-dusk.png align=here</img>
" + _"First Watch" + " <jump>to=160</jump><img>src=misc/schedule-firstwatch.png align=here</img>
" + _"Second Watch" + " <jump>to=160</jump><img>src=misc/schedule-secondwatch.png align=here</img>
" + _"
Morning and Afternoon count as day, First and Second Watch count as night." + _"
The time of day affects the damage of certain units as follows -
Lawful units get +25% damage in daytime, and -25% damage at night.
Chaotic units get +25% damage at night, and -25% in daytime.
Neutral units are unaffected by the time of day." + "
<img>src=misc/schedule-underground.png align=right float=yes</img>" +
_"Keep in mind that some scenarios take place underground, where it is perpetually night!"
" + "
<img>src=misc/schedule-underground.png align=right float=yes</img>" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!"
[/topic]
[topic]
@ -186,24 +187,23 @@ text= _ "If both units survive a combat, they gain a number of experience points
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." + _"
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 After Maximum Level Advancement (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 for every 100 XP gained. Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
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 After Maximum Level Advancement (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 for every 100 XP gained. Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
[/topic]
[topic]
id=healing
title= _ "Healing"
text= _ "In combat, your units will inevitably take damage. Wesnoth offers several ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"
text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst=experience_and_advancement text=advances</ref>, it will heal fully. This can happen as you finish fighting an enemy, whether it is your turn or not. Wesnoth offers several other ways for your units to heal, all of which take place at the beginning of your turn, before you take action." + _"
Resting: A unit which neither moves, attacks, nor is attacked will heal 2HP in its next turn." + _"
Villages: A unit which starts a turn in a village will heal 8HP." + _"
<ref>dst=ability_regenerates text=Regeneration</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _"
Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability will heal all friendly units immediately beside them for 4HP each turn, to a total maximum of 8 points healed, or prevent Poison from dealing damage." + _"
Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability will heal up to 8HP of damage per turn, as well as preventing Poison from causing damage. Only those units will be healed that are adjacent to and are fighting on the same side as the healing unit, and only up to 4HP per unit." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal all up to 18HP of damage per turn, as well as curing Poison. Only those units will be healed or cured that are adjacent to and are fighting on the same side as the healing unit, and only up to 8HP per unit." + _"
Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal all friendly units immediately beside them for 8HP each turn, to a total maximum of 18 points healed, or cure a unit of Poison." + _"
Resting can be combined with other forms of healing, but villages, regeneration, and healing/curing cannot combine with each other. Also, units heal fully between scenarios."
Resting can be combined with other forms of healing, but villages, regeneration, healing and curing cannot combine with each other. A healing or curing unit whose attention is split between many wounded will be less effective at healing their individual wounds. Finally, units heal fully between scenarios."
[/topic]
[topic]
@ -249,7 +249,7 @@ The traits that are available to all non-Undead units are:" + _"
Intelligent units require 20% less experience than usual to advance.
Intelligent units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the After Maximum Level Advancement (AMLA) is not as significant a change as one gets with a new level. If you have many 'maximum level' units you may wish to recall units with more desirable traits." + _"
Intelligent units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the After Maximum Level Advancement (AMLA) is not as significant a change as one gets with a new level. If you have many 'maximum level' units you may wish to recall units with more desirable traits." + _"
<header>text=Quick</header>

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