help revisions, split traits into separate topics
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135
data/help.cfg
135
data/help.cfg
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@ -19,7 +19,9 @@ topics=fundamentals,recruit_and_recall,orbs,hitpoints,movement,combat,damage_typ
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[section]
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id=traits_section
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title= _ "Traits"
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topics=traits
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topics=traits_overview,traits_intelligent,traits_quick,traits_resilient,traits_strong,traits_loyal,traits_undead,traits_dextrous
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# Not used since generated text was not really suitable.
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#generator=traits
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[/section]
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[section]
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@ -44,18 +46,18 @@ generator=weapon_specials
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[section]
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id=terrains
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title= _ "Terrains"
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topics=terrain_grassland,terrain_road,terrain_forest,terrain_hills,terrain_mountains,terrain_swamp_water,terrain_shallow_water,terrain_deep_water,terrain_tundra,terrain_ice,terrain_castle,terrain_sand,terrain_desert,terrain_cave,terrain_savanna,terrain_village,terrain_canyon,terrain_lava,terrain_ford
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topics=terrain_grassland,terrain_road,terrain_forest,terrain_hills,terrain_mountains,terrain_swamp_water,terrain_shallow_water,terrain_deep_water,terrain_tundra,terrain_ice,terrain_castle,terrain_sand,terrain_desert,terrain_cave,terrain_savanna,terrain_village,terrain_canyon,terrain_lava,terrain_ford,terrain_bridge,terrain_cavewall
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[/section]
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[topic]
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id=abilities
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title= _ "Introduction"
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title= _ "Overview"
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text= _ "Certain units have abilities that either directly affect other units, or have an impact on how the unit interacts with other units. These abilities will be listed under this topic as you encounter them."
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[/topic]
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[topic]
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id=introduction_topic
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title= _ "Introduction"
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title= _ "Overview"
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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 among modern strategy games. While other games strive for complexity, Battle for Wesnoth strives for simplicity of both 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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@ -130,11 +132,11 @@ To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v
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[topic]
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id=combat
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title= _ "Combat"
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text= _ "Combat in Battle for Wesnoth always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate attacks until each has used their allotted number of attacks. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: melee, which usually involves weapons such as swords, axes or fangs; and ranged, which usually involves weapons such as bows, spears and fireballs." + _"
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text= _ "Combat in Battle for Wesnoth always takes place between units in adjacent hexes. Click on your unit, and click on the enemy you want to attack: your unit will move towards the enemy unit, and when they are next to each other, combat will begin. The attacker and defender alternate strikes until each has used their allotted number of strikes. The attacker chooses one of its weapons to attack with, and the defender retaliates with one of its attacks of the same type. There are two types of attacks: melee, which usually involves weapons such as swords, axes or fangs; and ranged, which usually involves weapons such as bows, spears and fireballs." + _"
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<header>text='Order and number of attacks'</header>" + _"
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<header>text='Order and number of strikes'</header>" + _"
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The attacker gets the first attack, then the defender retaliates. Each attack either hits, doing a given amount of damage, or misses, doing no damage at all. Attacks 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 attack may attack 4 times, each successful hit dealing 5 damage, while an Orcish Grunt with a 9-2 attack can only attack 2 times (but at 9 damage for each hit)." + _"
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The attacker gets the first strike, then the defender retaliates. Each strike either hits, doing a given amount of damage, or misses, doing no damage at all. Strikes alternate until each unit has used up all of its strikes. The number of strikes a unit has varies; for instance, an Elvish fighter with a 5-4 attack may strike 4 times, each successful strike dealing 5 damage, while an Orcish Grunt with a 9-2 attack can only strike twice (but at 9 damage for each hit)." + _"
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<header>text='Chance to hit'</header>" + _"
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@ -144,7 +146,7 @@ There are two exceptions to this rule: <ref>dst=weaponspecial_magical text='Magi
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<header>text=Damage</header>" + _"
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Each blow 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." + _"
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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." + _"
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A few units have special <ref>dst=abilities 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."
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[/topic]
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@ -158,7 +160,7 @@ Resistances work very simply: if a unit has 40% resistance against a damage type
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For example, Skeletons are highly resistant to Blade and Pierce damage, but are vulnerable to Impact and Fire damage, and extremely vulnerable to Holy damage." + _"
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If an attack is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
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If a strike is determined to hit, it will always do at least 1 point of damage. This applies even if the defender has 100% resistance to the damage type."
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[/topic]
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[topic]
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@ -167,7 +169,7 @@ title= _ "Time of Day"
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text= _"The time of day affects the damage of certain units as follows:
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Lawful units get +25% damage in daytime, and -25% damage at night
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Chaotic units get +25% damage at night, and -25% in daytime
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Neutral units are unaffected by the time of day.
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Neutral units are unaffected by the time of day." + _"
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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:
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" + _"Dawn" + " <jump>to=160</jump><img>src=misc/schedule-dawn.png align=here</img>
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@ -227,7 +229,7 @@ text= _ "This concludes the fundamentals of Wesnoth. You might want to read up o
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[topic]
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id=about
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title= _ "About"
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title= _ "Contributors"
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generator=about
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[/topic]
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@ -238,66 +240,69 @@ text="{COPYING.txt}"
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[/topic]
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[topic]
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id=traits
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title= _ "Traits"
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id=traits_overview
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title= _ "Overview"
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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." + _"
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The traits that are available to all non-Undead units are:" + _"
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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>." + _"
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Other traits that may be assigned to units are <ref>dst=traits_loyal text=Loyal</ref>, <ref>dst=traits_undead text=Undead</ref>, and <ref>dst=traits_dextrous text=Dextrous</ref>."
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[/topic]
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<header>text=Intelligent</header>
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[topic]
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id=traits_intelligent
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title= _ "Intelligent"
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text= _ "Intelligent units require 20% less experience than usual to advance." + _"
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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 the After Maximum Level Advancement (AMLA) is not as significant a change as advancing a level. If you have many 'maximum level' units you may wish to recall units with more desirable traits."
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[/topic]
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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 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." + _"
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[topic]
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id=traits_quick
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title= _"Quick"
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text= _"Quick units have 1 extra movement point, but 10% less HP than usual." + _"
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Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the Quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, Quick units aren't quite as tough as units without this trait and are subsequently less good at holding contested positions."
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[/topic]
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<header>text=Quick</header>
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[topic]
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id=traits_resilient
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title= _"Resilient"
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text= _"Resilient units have 7 more HP than usual." + _"
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Quick units have 1 extra movement point, but 10% less 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 defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
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[/topic]
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Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the Quick trait often have greatly increased mobility in rough terrain, so you should consider that when deploying your forces. Also, Quick units aren't quite as tough as units without this trait and are subsequently less good at holding contested positions." + _"
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[topic]
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id=traits_strong
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title= _"Strong"
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text= _"Strong units do 1 more damage for every successful strike in melee combat, and have 2 more HP." + _"
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While useful for any close-combat unit, Strong is most effective for units who have a high number of swings such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
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[/topic]
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<header>text=Resilient</header>
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[topic]
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id=traits_loyal
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title= _"Loyal"
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text= _"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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Resilient units have 7 more HP than usual.
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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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[/topic]
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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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[topic]
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id=traits_undead
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title= _"Undead"
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text= _"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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[/topic]
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<header>text=Strong</header>
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Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
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While useful for any close-combat unit, Strong is most effective for units who have a high number of swings such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow." + _"
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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 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 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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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=Dextrous</header>
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Dextrous units do +1 damage for every successful strike with a bow.
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[topic]
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id=traits_dextrous
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title= _"Dextrous"
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text= _"Dextrous units do 1 more damage for every successful strike with a bow." + _"
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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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[topic]
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@ -380,12 +385,12 @@ Mermen and Naga both receive 50% defense in deep water, with full movement."
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[topic]
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id=terrain_tundra
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title= _ "Tundra"
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title= _ "Snow"
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text= "<img>src=terrain/snow.png align=left box=no</img>
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" + _ "Tundra is any grassland covered by snow, either permanently, or temporarily. Most units are slowed down by tundra, and have a harder time defending themselves.
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" + _ "Snow represents any flat area that is frozen, either permanently (like tundra), or temporarily (like snow-covered grassland). Most units are slowed down by snow, and have a harder time defending themselves.
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Most units have 20 to 40% defense in Tundra."
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Most units have 20 to 40% defense in snow."
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[/topic]
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[topic]
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@ -393,7 +398,7 @@ id=terrain_ice
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title= _ "Ice"
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text= "<img>src=terrain/ice.png align=left box=no</img>
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" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_tundra text=Tundra</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
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" + _ "Ice represents any body of frozen water. For gameplay purposes, it is identical to <ref>dst=terrain_tundra text=Snow</ref>. Note that swimming units, even those who can breathe underwater, cannot swim underneath ice."
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[/topic]
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[topic]
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" + _ "When a river happens to be extremely shallow, passing over it is a trivial matter for land based units. Moreover, any creature best adapted to swimming has full mobility even at such places in the river. As far as gameplay is concerned, a river ford is treated as either grassland or shallow water, choosing whichever one offers the best defensive and movement bonuses for the unit on it."
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[/topic]
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[topic]
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id=terrain_bridge
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title= _ "Bridge"
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text= "<img>src=terrain/bridge-ne-sw-tile.png align=left box=no</img><img>src=terrain/bridge-n-s-tile.png align=middle box=no</img><img>src=terrain/bridge-se-nw-tile.png align=right box=no</img>
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" + _ "To those capable of building one, the ability to lay a bridge offers a liberation from the fickle nature of waterways, whose fords come and go with the rise and fall of the waterline. This is to say nothing of the luxury of dry feet, the loss of which is no laughing matter in the cold months of the year.
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For those who go by land or sea, a bridge is the best of both worlds - for gameplay purposes, it is treated either as grassland or shallow water, whichever offers the best movement and defensive bonuses for the unit occupying the bridge hex. Note that a swimming unit and a land unit are not capable of occupying a bridge hex at the same time."
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[/topic]
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[topic]
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id=terrain_cavewall
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title= _ "Cave Wall"
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text= "<img>src=terrain/cavewall.png align=left box=no</img>
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" + _ "Cave walls are made of solid stone, renowned for its ability to impede even the most determined traveler."
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[/topic]
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[/help]
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@ -346,7 +346,7 @@ char=F
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[terrain]
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symbol_image=cavewall
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id=cavewall
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name= _ "Cave wall"
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name= _ "Cave Wall"
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char=W
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light=true
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[/terrain]
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[terrain]
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symbol_image=dwarven_castle-tile
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id=dwarven_castle
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name= _ "Dwarven castle"
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name= _ "Dwarven Castle"
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char=o
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aliasof=C
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unit_height_adjust=0
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