Unify the use of quotes in all hyperlinks text of the help.

This prevent some weird parsing bug and is cleaner since those are
strings separated by spaces, but may also contains spaces.
This commit is contained in:
Ali El Gariani 2008-07-05 18:08:27 +00:00
parent 1c62d0f2af
commit 9b50dade4c

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@ -135,7 +135,7 @@ Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among
To begin with, it's best to click the <italic>text=Tutorial</italic> button at the main menu. This will take you to the interactive tutorial, which will teach you the basics of Wesnoth. After this, it is recommended that you play the Heir to the Throne campaign first - click <italic>text=Campaign</italic> then <italic>text='Heir to the Throne'</italic>. As Battle for Wesnoth can be quite challenging, you may wish to start on <italic>text=Easy</italic>." + "
<img>src=help/tooltip.png align=right float=yes</img>" +
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst=..abilities_section text=abilities</ref> for the first time."
_"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new <ref>dst='..abilities_section' text='abilities'</ref> for the first time."
[/topic]
[topic]
@ -157,15 +157,15 @@ When you win a scenario, the map will gray over and the 'End Turn' button will c
[topic]
id=recruit_and_recall
title= _ "Recruiting and Recalling"
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 Heir to the Throne campaign) on the Keep square of a <ref>dst=terrain_castle text=Castle</ref>. Then you may recruit by either choosing Recruit from the menu or right-clicking on a hex and selecting <italic>text=Recruit</italic>. 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 recruit button to recruit it." + _"
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 Heir to the Throne campaign) on the Keep square of a <ref>dst='terrain_castle' text='Castle'</ref>. Then you may recruit by either choosing Recruit from the menu or right-clicking on a hex and selecting <italic>text=Recruit</italic>. 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 recruit button to recruit it." + _"
If you right-clicked on a castle hex and selected recruit, the new unit will appear in that square. Otherwise, it will appear in a free square 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." + _"
Recruited units come with two random <ref>dst=..traits_section text=Traits</ref> which modify their statistics." + _"
Recruited units come with two random <ref>dst='..traits_section' text='Traits'</ref> which modify their statistics." + _"
In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _"
Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for more information."
Units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst='income_and_upkeep' text='Income and Upkeep'</ref> for more information."
[/topic]
[topic]
@ -187,7 +187,7 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
" +
_"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-bars.png align=left float=yes</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>."
<img>src=help/hp-bars.png align=left float=yes</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]
@ -197,7 +197,7 @@ Units not only cost gold to Recruit or Recall, they also require money to suppor
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 Unit Description, and then looking at <italic>text='Terrain Modifiers'</italic>." + _"
Another thing to keep in mind while moving is Zones of Control. Each unit 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." + _"
Another thing to keep in mind while moving is Zones of Control. Each unit 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." + _"
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."
[/topic]
@ -223,13 +223,13 @@ The attacker gets the first strike, then the defender retaliates. Each strike ei
Every unit has a chance of being hit, based on the Terrain it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting Unit Description, and then looking at <italic>text='Terrain Modifiers'</italic>. 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." + _"
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." + _"
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." + _"
<header>text=Damage</header>" + _"
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 <italic>text='Damage Calculations'</italic> in the attack selection menu." + _"
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 <italic>text='Damage Calculations'</italic> 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."
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]
[topic]
@ -270,19 +270,19 @@ The current time of day can be observed under the minimap in the status pane. Fo
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 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."
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 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."
[/topic]
[topic]
id=healing
title= _ "Healing"
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." + _"
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 each allied adjacent unit, usually 4 or 8HP per turn, or prevent Poison from causing that unit damage." + _"
Curing units: 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)." + _"
<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 each allied adjacent unit, usually 4 or 8HP per turn, or prevent Poison from causing that unit damage." + _"
Curing units: 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)." + _"
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."
[/topic]
@ -303,7 +303,7 @@ There are two important exceptions to Upkeep: units with the Loyal trait and lea
[topic]
id=wrap_up
title= _ "Wrap Up"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on Basic Strategy, or familiarise 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 Heir to the Throne campaign. Have fun, and good luck!"
text= _ "This concludes the fundamentals of Wesnoth. You might want to read up on Basic Strategy, or familiarise 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 Heir to the Throne campaign. Have fun, and good luck!"
[/topic]
[topic]
@ -324,9 +324,9 @@ There are two important exceptions to Upkeep: units with the Loyal trait and lea
generator="contents:traits_section"
text= _ "Most units have two traits. However, Undead units are assigned the single trait 'Undead', and Woses do not receive any traits. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
The traits that are available to all 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>." + _"
The traits that are available to all 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>." + _"
Other traits that may be assigned to units are <ref>dst=traits_dextrous text=Dextrous</ref>, <ref>dst=traits_loyal text=Loyal</ref>, and <ref>dst=traits_undead text=Undead</ref>.
Other traits that may be assigned to units are <ref>dst='traits_dextrous' text='Dextrous'</ref>, <ref>dst='traits_loyal' text='Loyal'</ref>, and <ref>dst='traits_undead' text='Undead'</ref>.
"
[/topic]
@ -433,7 +433,7 @@ Most units have defense of 30 to 40% on grassland."
title= _ "Road"
text= "<img>src=terrain/flat/road.png align=left box=no</img> <img>src=terrain/desert-road.png align=middle box=no</img> <img>src=terrain/flat/dirt.png align=right box=no</img>
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
" + _ "Roads are beaten paths of dirt, formed by many travelers passing over them. As far as gameplay is concerned, Roads are identical to <ref>dst='terrain_grassland' text='Grassland'</ref>."
[/topic]
[topic]
@ -513,7 +513,7 @@ Most units have 20 to 40% defense in snow."
title= _ "Ice"
text= "<img>src=terrain/ice.png align=left box=no</img>
" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_snow text=Snow</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst='terrain_snow' text='Snow'</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
[/topic]
[topic]
@ -543,7 +543,7 @@ Most units receive 20 to 40% defense in Sand."
title= _ "Desert"
text= "<img>src=terrain/desert.png align=left box=no</img>
" + _ "Deserts 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>."
" + _ "Deserts 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>."
[/topic]
[topic]
@ -551,7 +551,7 @@ Most units receive 20 to 40% defense in Sand."
title= _ "Cave"
text= "<img>src=terrain/cave/floor3.png align=left box=no</img>
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. 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>.
" + _ "Cave terrain represents any underground cavern with enough room for a unit to pass. 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>.
Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
[/topic]
@ -561,7 +561,7 @@ Most units receive 20 to 40% defense in Caves, whereas dwarves have 50%."
title= _ "Rockbound Cave"
text= "<img>src=terrain/cave/hills-variation1.png align=left box=no</img>
" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst=terrain_illuminated_cave text=Illuminated</ref>
" + _ "Rockbound cave terrain is formed by the action of water and wind, carrying erosive particles that carve the rock. It resembles a scraggy underground cavern which reduces efficiency of most units, but shoulders defense. Dwarves and Trolls, who are main settlers of caves, have a relatively easy time navigating this terrain. Dwarves, who by dint of their small size have the full advantage of navigation in such topography. Occasionally caves are <ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>
Most units have about 50% defense in rocky caves, whereas cavalry are limited to 40%. Dwarves enjoy 60% defense in Rockbound caves."
[/topic]
@ -589,7 +589,7 @@ Most units receive 50% to 60% defense in mushroom groves, whereas cavalry receiv
title= _ "Savanna"
text= "<img>src=terrain/flat/savanna.png align=left box=no</img>
" + _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst=terrain_grassland text=Grassland</ref>."
" + _ "Savannas are plains of tall grass, found in the warmer climates of the world. For gameplay purposes, they are identical to <ref>dst='terrain_grassland' text='Grassland'</ref>."
[/topic]
[topic]
@ -678,7 +678,7 @@ For those who go by land or sea, a bridge is the best of both worlds - for gamep
Clear chat messages.
" + "<header>text=':debug'</header>" + _"
Switch debug mode on (does not work in multiplayer). See <ref>dst=debug_commands text='Debug mode commands'</ref>.
Switch debug mode on (does not work in multiplayer). See <ref>dst='debug_commands text'='Debug mode commands'</ref>.
Debug mode is turned off by quitting the game or :nodebug.
" + "<header>text=':droid <side> <on/off>'</header>" + _"