Language fixes for in-game help.
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1 changed files with 18 additions and 18 deletions
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@ -59,7 +59,7 @@ id=introduction_topic
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title= _ "Introduction"
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text="<img>src=misc/logo.png align=middle box=no</img>" + _"
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Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual amongst modern strategy games. While other games strive for complexity, both in rules and gameplay, Battle for Wesnoth strives for simplicity of rules and gameplay. This does not make the game simple, however - from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
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Battle for Wesnoth is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, both in rules and gameplay, Battle for Wesnoth strives for simplicity of rules and gameplay. This does not make the game simple, however - from these simple rules arise a wealth of strategy, making the game easy to learn but a challenge to master."
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[/topic]
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[topic]
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@ -70,7 +70,7 @@ text= _ "This page outlines all you need to know to play Battle for Wesnoth. It
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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>." + "
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<img>src=help/tooltip.png align=right float=yes</img>" +
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_"While playing, keep in mind that if you mouse-over many items on the menu bar to the right, a brief description will pop up explaining that item. This is especially useful when you encounter new abilities for the first time."
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_"While playing, keep in mind that if you mouse-over many items on the menu bar to the right, a brief description will pop up explaining each item. This is especially useful when you encounter new abilities for the first time."
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[/topic]
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[topic]
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@ -90,7 +90,7 @@ Keep in mind that units not only cost gold to Recruit or Recall, they also requi
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[topic]
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id=movement
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title= _ "Movement"
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text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish to move, then click on the hex you wish to move it to. When selected, all the hexes a unit can move to this turn will be highlighted, and all those it can't made dull. Mousing over a dull square will show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns." + _"
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text= _ "Movement in Battle for Wesnoth is simple: Simply click on the unit you wish to move, then click on the hex you wish to move it to. When a unit is selected, everywhere it can move this turn will be highlighted, and all other hexes on the map are made dull. Mousing over a dull hex will show the number of turns required to reach it, and clicking will cause the unit to move towards it by the fastest route over this and subsequent turns." + _"
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Each unit has a certain number of movement points which are expended 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 look at <italic>text='Terrain Modifiers'</italic>." + _"
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@ -104,11 +104,11 @@ text= _ "There are two types of combat in Battle for Wesnoth, short- and long-ra
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<header>text='Order and number of attacks'</header>" + _"
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The attacker gets the first attack, then the defender. This continues to alternate until each unit has used up all of its attacks. The number of attacks a unit gets varies; for instance, an Elvish fighter with a 5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-2 only gets 2 swings (but at 9 damage)." + _"
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The attacker gets the first attack, then the defender retaliates. This continues to alternate until each unit has used up all of its attacks. The number of attacks a unit has varies; for instance, an Elvish fighter with a 5-4 sword attack may make 4 swings each dealing 5 damage, while an Orcish Grunt with 9-2 can only make 2 swings (but at 9 damage each)." + _"
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<header>text='Chance to hit'</header>" + _"
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With two exceptions, the chance to hit a unit is based solely on its defense rating in the Terrain it is currently standing in. This may be found by right-clicking a unit, selecting Unit Description, and then look at <italic>text='Terrain Modifiers'</italic>. For instance, elves have a defense rating of 70% in forest, meaning a unit attacking them has only a 30% chance of hitting them. Conversely, the elf's chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
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With two exceptions, the chance to hit a unit is based solely on its defense rating in the Terrain it is currently standing in. This may 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, meaning a unit attacking them has only a 30% chance of hitting them. Conversely, the elf's chance of hitting the attacker in return depends on what terrain the attacker is in." + _"
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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." + _"
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<header>text=Damage</header>" + _"
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@ -176,7 +176,7 @@ Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability wi
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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." + _"
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Keep in mind that while Resting can be combined with other forms of healing, villages, regeneration, and healing/curing cannot combine with each other. Also, units heal fully between scenarios."
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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."
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[/topic]
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[topic]
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@ -184,12 +184,12 @@ id=income_and_upkeep
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title= _ "Income and Upkeep"
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text= _ "In Wesnoth, it is not enough simply to recruit units and fight. You must watch your gold as well, especially in campaigns, where you can carry extra gold over from one scenario to the next. There are two aspects to this; Income and Upkeep." + _"
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Income is simple. For every village you control, you gain one gold a turn. Thus, if you have ten villages, you would normally gain ten gold. Unfortunately, your Upkeep costs are subtracted from this income, as detailed below." + _"
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Income is simple. For every village you control, you gain one gold each turn. Thus, if you have ten villages, you would normally gain ten gold. Your Upkeep costs are subtracted from this income, as detailed below." + _"
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Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels <italic>text=worth</italic> of units as you have villages for free. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold a turn in upkeep." + _"
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Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels <italic>text=worth</italic> of units as you have villages, without paying any upkeep. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold each turn in upkeep." + _"
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These costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 8 gold a turn." + _"
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There are two main exceptions to Upkeep. Firstly, units with the Loyal trait will only ever count as level one for upkeep purposes, regardless of their actual level. Secondly, units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second level of Heir to the Throne) will never charge any upkeep."
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These costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 8 gold per turn." + _"
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There is one important exception to Upkeep: units with the Loyal trait never incur upkeep. Units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second level of Heir to the Throne) will usually have the Loyal trait."
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[/topic]
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[topic]
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@ -207,7 +207,7 @@ generator=about
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[topic]
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id=traits
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title= _ "Traits"
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text= _ "Most units have two traits, with the exception of Undead units who are assigned the trait 'Undead'. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
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text= _ "Most units have two traits, with the exception of Undead units which are assigned the trait 'Undead'. Traits are modifications that change a unit's attributes slightly. They are usually randomly assigned to a unit when it is recruited." + _"
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The traits that are available to all non-Undead units are:" + _"
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@ -216,7 +216,7 @@ The traits that are available to all non-Undead units are:" + _"
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Intelligent units require 20% less experience than usual to advance.
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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 units no longer require experience points after reaching their maximum level. If you have many 'maximum level' units you may with to recall units with more desirable traits." + _"
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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 units no longer have any use for experience points after reaching their maximum level. If you have many 'maximum level' units you may with to recall units with more desirable traits." + _"
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<header>text=Quick</header>
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@ -230,7 +230,7 @@ Quick is the most noticeable trait, particularly in slower moving units such as
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Resilient units have 7 more HP than usual.
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Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defence, or high resistances. Resilient units are especially useful for holding strategic positions against opponents." + _"
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Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents." + _"
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<header>text=Strong</header>
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@ -245,10 +245,10 @@ Other special traits that may be assigned to units are:" + _"
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<header>text=Loyal</header>
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Loyal units don't pay upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
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Loyal units don't incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost.
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During campaigns, certain units may opt join the player's forces of their own volition. These units are marked with the Loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss them or send them to a foolish death." + _"
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During campaigns, certain units may opt to join the player's forces of their own volition. These units are marked with the Loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death." + _"
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<header>text=Undead</header>
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@ -258,11 +258,11 @@ Undead units are immune to poison.
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Undead units generally have 'Undead' as their only trait. Since Undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks." + _"
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<header>text=Dexterous</header>
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<header>text=Dextrous</header>
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Dexterous units do +1 damage for every successful strike with a bow.
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Dextrous units do +1 damage for every successful strike with a bow.
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Dexterous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
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Dextrous is a trait possessed only by Elves. The Elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
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# Not used since generated text was not really suitable.
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#generator=traits
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[/topic]
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