updated British English translation
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@ -8,7 +8,7 @@
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### Packaging
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### Terrain
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### Translations
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* Updated translations: Japanese
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* Updated translations: British English, Japanese
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### Units
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### User interface
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### WML Engine
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@ -1293,7 +1293,7 @@ msgid ""
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msgstr ""
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"When loading a .cfg file, the scenario editor understands files created by "
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"the scenario editor, but is likely to have difficulty with files that have "
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"been edited by hand.\n"
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"been edited manually.\n"
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"\n"
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"Files created by the scenario editor omit the opening [scenario] and closing "
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"[/scenario] tags. If you are creating a campaign (or other add-on), then "
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@ -1302,9 +1302,9 @@ msgstr ""
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"\n"
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"One workflow is to create a separate WML file, also with the .cfg extension, "
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"which uses the WML preprocessor to include the editor-created file. This "
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"separate file contains both the [scenario] tag and any hand-edited WML such "
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"as events. With this workflow, the add-on’s file structure could look like "
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"this:\n"
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"separate file contains both the [scenario] tag and any manually-edited WML "
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"such as events. With this workflow, the add-on’s file structure could look "
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"like this:\n"
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"\n"
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"<header>text='For Wesnoth 1.14'</header>\n"
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"\n"
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@ -1548,9 +1548,9 @@ msgstr ""
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"In scenario mode, the editor saves the data as a .cfg file with embedded map "
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"data. When loading a .cfg file, the scenario editor understands files "
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"created by the scenario editor itself, but is likely to have difficulty with "
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"files that have been edited by hand; problems can be avoided by "
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"files that have been edited manually; problems can be avoided by "
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"<ref>dst='editor_separate_events_file' text='using a separate .cfg file'</"
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"ref> for the hand-edited parts."
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"ref> for the manually-edited parts."
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#. [topic]: id=editor_map_format
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#: data/core/editor/help.cfg:463
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