update markup in terrain editor pages
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1 changed files with 51 additions and 52 deletions
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@ -26,23 +26,24 @@
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[topic]
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id=editor_tool_paint
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title= _ "Paint Tool"
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text= "<img>src=icons/action/editor-tool-paint_60.png align=left box=yes</img>" + _ "Paint terrain tiles on the map.
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text= "<table col=2/><img src=icons/action/editor-tool-paint_60.png align=left box=yes/><jump/>" + _ "Paint terrain tiles on the map.<br/><endtable/>" +
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_"
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The paint tool utilizes the brush sizes and the terrain palette.
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<bold>text='Keyboard Modifiers'</bold>
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<header>Keyboard Modifiers</header>
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• Shift+mouse click: If a base terrain is selected, change the base without changing the overlay. If an overlay is selected, change the overlay without changing the base.
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• Control+mouse click: Select the terrain under the mouse cursor, as if it had been selected on the terrain palette (picks up both base and overlay).
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<bold>text='Brush Sizes'</bold>
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<header>Brush Sizes</header>
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The selected brush changes the size of the tool:" +
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"<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Paint single hexes." +
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"<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Paint seven hexes at a time." +
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"<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Paint nineteen hexes at a time." +
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"<img>src=icons/action/editor-brush-nw-se_30.png align=left box=yes</img>" + _ "Paint three hexes in a line." +
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"<img>src=icons/action/editor-brush-sw-ne_30.png align=left box=yes</img>" + _ "Paint three hexes in a line."
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"<table col=2/>" +
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"<img src=icons/action/editor-brush-1_30.png align=left box=yes/><jump/>" + _ "Paint single hexes.<br/>" +
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"<img src=icons/action/editor-brush-2_30.png align=left box=yes/><jump/>" + _ "Paint seven hexes at a time.<br/>" +
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"<img src=icons/action/editor-brush-3_30.png align=left box=yes/><jump/>" + _ "Paint nineteen hexes at a time.<br/>" +
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"<img src=icons/action/editor-brush-nw-se_30.png align=left box=yes/><jump/>" + _ "Paint three hexes in a line.<br/>" +
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"<img src=icons/action/editor-brush-sw-ne_30.png align=left box=yes/><jump/>" + _ "Paint three hexes in a line.<br/>" +
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"<endtable/>"
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[/topic]
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# wmllint: markcheck on
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@ -50,7 +51,8 @@ The selected brush changes the size of the tool:" +
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[topic]
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id=editor_tool_fill
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title= _ "Fill Tool"
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text= "<img>src=icons/action/editor-tool-fill_60.png align=left box=yes</img>" + _ "Fill continuous regions of terrain with a different one.
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text= "<img>src=icons/action/editor-tool-fill_60.png align=left box=yes</img>" + _ "
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Fill continuous regions of terrain with a different one.
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The fill tool utilizes the terrain palette.
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@ -65,7 +67,8 @@ The fill tool utilizes the terrain palette.
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[topic]
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id=editor_tool_select
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title= _ "Select Tool"
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text= "<img>src=icons/action/editor-tool-select_60.png align=left box=yes</img>" + _ "Selects a set of hex fields, for use with with the cut, copy and fill-selection buttons below the menu bar.
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text= "<img>src=icons/action/editor-tool-select_60.png align=left box=yes</img>" + _ "
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Selects a set of hex fields, for use with with the cut, copy and fill-selection buttons below the menu bar.
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<bold>text='Keyboard Modifiers'</bold>
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@ -75,11 +78,11 @@ The fill tool utilizes the terrain palette.
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<bold>text='Brush Sizes'</bold>
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The selected brush changes the size of the tool:" +
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"<img>src=icons/action/editor-brush-1_30.png align=left box=yes</img>" + _ "Select single hexes." +
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"<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img>" + _ "Select seven hexes at a time." +
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"<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img>" + _ "Select nineteen hexes at a time." +
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"<img>src=icons/action/editor-brush-nw-se_30.png align=left box=yes</img>" + _ "Select three hexes in a line." +
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"<img>src=icons/action/editor-brush-sw-ne_30.png align=left box=yes</img>" + _ "Select three hexes in a line."
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"<table col=2/><img>src=icons/action/editor-brush-1_30.png align=left box=yes</img><jump/>" + _ "Select single hexes.<br/>" +
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"<img>src=icons/action/editor-brush-2_30.png align=left box=yes</img><jump/>" + _ "Select seven hexes at a time.<br/>" +
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"<img>src=icons/action/editor-brush-3_30.png align=left box=yes</img><jump/>" + _ "Select nineteen hexes at a time.<br/>" +
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"<img>src=icons/action/editor-brush-nw-se_30.png align=left box=yes</img><jump/>" + _ "Select three hexes in a line.<br/>" +
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"<img>src=icons/action/editor-brush-sw-ne_30.png align=left box=yes</img><jump/>" + _ "Select three hexes in a line.<br/>"
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[/topic]
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# wmllint: markcheck on
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@ -87,17 +90,18 @@ The selected brush changes the size of the tool:" +
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[topic]
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id=editor_tool_paste
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title= _ "Clipboard and Paste Tool"
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text= "<img>src=icons/action/editor-paste_60.png align=left box=yes</img>" + _ "Rotate, flip and paste the terrain in the clipboard
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text= "<img>src=icons/action/editor-paste_60.png align=left box=yes</img>" + _ "
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Rotate, flip and paste the terrain in the clipboard
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Hexes can be cut or copied to the clipboard using the <ref>dst='editor_tool_select' text='Select Tool'</ref>.
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The paste tool shows an outline of the clipboard, which can be pasted with a mouse-click. Only the outline is shown, but mistakes can be corrected with the undo function, which is bound to both Control+Z and to the same key as the in-game undo function.
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The paste tool also has some clipboard-manipulation functions:" +
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"<img>src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes</img>" + _ "Rotate clockwise by 60°." +
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"<img>src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes</img>" + _ "Rotate counter-clockwise by 60°." +
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"<img>src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes</img>" + _ "Flip horizontally" +
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"<img>src=icons/action/editor-clipboard-flip-vertical_30.png align=left box=yes</img>" + _ "Flip vertically"
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"<table col=2/><img>src=icons/action/editor-clipboard-rotate-cw_30.png align=left box=yes</img><jump/>" + _ "Rotate clockwise by 60°.<br/>" +
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"<img>src=icons/action/editor-clipboard-rotate-ccw_30.png align=left box=yes</img><jump/>" + _ "Rotate counter-clockwise by 60°.<br/>" +
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"<img>src=icons/action/editor-clipboard-flip-horizontal_30.png align=left box=yes</img><jump/>" + _ "Flip horizontally<br/>" +
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"<img>src=icons/action/editor-clipboard-flip-vertical_30.png align=left box=yes</img><jump/>" + _ "Flip vertically<br/><endtable/>"
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[/topic]
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# wmllint: markcheck on
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@ -107,7 +111,8 @@ The paste tool also has some clipboard-manipulation functions:" +
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title= _ "Starting Locations Tool"
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text= "<img>src=icons/action/editor-tool-starting-position_60.png align=left box=yes</img>" +
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# po: the parts about "10" being shown as "Player 10" use the translatable string "Player $side_num" in the wesnoth-editor textdomain
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_ "Defines the side leader starting position.
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_ "
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Defines the side leader starting position.
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This tool sets the side leaders’ default starting locations, and named special locations. Both types of location are enabled in both <ref>dst='..editor_mode_terrain' text='Terrain Editor'</ref> and <ref>dst='..editor_mode_scenario' text='Scenario Editor'</ref> modes. The location names are shown as a list in the editor palette, clicking on the map will place that name on a hex, each location can only be placed on a single hex, and the editor will only allow one location per hex.
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@ -131,19 +136,16 @@ Named locations can be accessed from WML using the Standard Location Filter’s
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" +
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# po: The images here have text, while they could be translated I assume editor-only images won’t be.
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# po: In English the text is “IO” for impassable and “UO” for unwalkable.
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_ "editor^<bold>text='Movement Overlays'</bold>
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<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green.png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img> Impassable and Unwalkable
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_ "editor^<header>Movement Overlays</header>
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<img>src='terrain/grass/green.png~BLIT(terrain/impassable-editor.png~O(0.5))' box=yes</img><img>src='terrain/grass/green.png~BLIT(terrain/unwalkable-editor.png~O(0.5))' align=here box=yes</img><br/><bold>Impassable and Unwalkable</bold>
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While easily noticeable in the editor, these are invisible in the game, so the mixed terrains created by them look like the base terrain. They create a mixed terrain with the movement costs set to “impassable” or “unwalkable” respectively." + "
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" +
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# po: The images here have text, while they could be translated I assume editor-only images won’t be.
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# po: In English these images are the literal text “Castle overlay” and “Keep overlay”.
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_ "editor^<bold>text='Castle Overlays'</bold>
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<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor.png~O(0.5))' align=here box=yes</img> <img>src='terrain/grass/green.png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</img>
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_ "editor^<header>Castle Overlays</header>
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<img>src='terrain/grass/green.png~BLIT(terrain/castle/castle-overlay-editor.png~O(0.5))' align=here box=yes</img><img>src='terrain/grass/green.png~BLIT(terrain/castle/keep-overlay-editor.png~O(0.5))' align=here box=yes</img>
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Adding either of these overlays to a passable hex allows units to be recruited onto a hex. The keep also allows a leader to recruit from there.
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These can be added to an impassable hex to connect a castle to a visually-separate keep through an impassable wall. It’s also possible to create a castle that seems to have grassland between the keep and towers, however this requires the connecting hexes to be occupied or blocked to prevent units being recruited onto them." + "
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@ -151,18 +153,14 @@ These can be added to an impassable hex to connect a castle to a visually-separa
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" +
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# po: The image here has text, while it could be translated I assume editor-only images won’t be.
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# po: In English this image is the literal text “Village overlay”.
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_ "editor^<bold>text='Village Overlay'</bold>
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_ "editor^<header>Village Overlay</header>
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<img>src='terrain/grass/green.png~BLIT(terrain/village/village-overlay-editor.png~O(0.5))' align=here box=yes</img>
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This turns any base terrain into a village, providing income and healing." + "
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" +
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# po: The image is an “S” on a solid black background.
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_ "editor^<bold>text='Fake Shroud'</bold>
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_ "editor^<header>Fake Shroud</header>
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<img>src=terrain/void/shroud-editor.png align=left box=yes</img>
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Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the player’s units can see the hex."
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[/topic]
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@ -170,27 +168,27 @@ Fake Shroud looks like an unexplored area, even in scenarios that have shroud di
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[topic]
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id=editor_terrain_elevation
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title= _ "Terrain Elevation Graphics"
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text= "<img>src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes</img> - " + _ "A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palette’s “elevation” group." + "
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text="<img>src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes</img><br/>" +
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_ "A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palette’s “elevation” group.
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" +
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_ "editor^<header>Direct Overlays</header>" +
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"<br/><img>src='terrain/elevation/bluffs-tile.png' box=yes</img><img>src='terrain/elevation/regular-tile.png' box=yes</img><br/>" +
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_ "
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<b>Bluffs and Gulch</b>
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The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section.
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" +
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_ "editor^<bold>text='Direct Overlays'</bold>" + "
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<img>src='terrain/elevation/bluffs-tile.png' align=here box=yes</img> <img>src='terrain/elevation/regular-tile.png' align=here box=yes</img> " + _ "Bluffs and Gulch
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The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section." + "
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" +
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_ "editor^<bold>text='Elevation Floodfill'</bold>" + "
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<img>src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' align=here box=yes</img> " + _ "Raised elevation on-map marker" + "
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<img>src='terrain/floodfill/marker-high-tile.png' align=here box=yes</img>" + _ "Raised elevation editor palette icon
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To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
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_ "editor^<header>Elevation Floodfill</header>" +
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"<br/><table col=2/><img>src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' box=yes</img><jump/>" + _ "Raised elevation on-map marker<br/>" +
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"<img>src='terrain/floodfill/marker-high-tile.png' box=yes</img><jump/>" + _ "Raised elevation editor palette icon<br/><endtable/>" +
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"To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
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There are two high markers and two low markers, so it is possible to make terraces of up to five levels (lowest, lower, normal, higher, highest). Placing a high region next to a low region does not result in larger cliffs.
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" + "
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" +
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_ "editor^<bold>text='How to Use'</bold>
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_ "
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editor^<header>How to Use</header>
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The marker arrows are not very useful by themselves, but the bluffs/gulch-type terrains can be used to contain the floodfilled area.
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@ -210,7 +208,8 @@ The graphics used to represent the ledge borders are determined by the base terr
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title= _ "Deprecated Terrain"
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# po: The main reason for choosing “D” is that the hole in the middle of the letter makes it easier to see which terrain is underneath it. This uses a hardcoded image and doesn’t expect the image to be translated.
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# po: The Xol and ^Efs terrains’ help pages aren’t given hyperlinks, because they both have hide_help enabled. Even when on a map with Xol on it, ctrl+t will show the hidden page but the ref still won’t link to it.
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text= _ "editor^<img>src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' align=left box=yes</img>The magenta ‘D’ (for “Deprecated”).
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text= _ "editor^<img src='terrain/grass/green.png~BLIT(terrain/deprecated-editor.png)' box=yes/>
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The magenta ‘D’ (for “Deprecated”).
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This is shown in the editor over deprecated terrain codes. Examples are:
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• the <ref>dst='terrain_fungus_grove_old' text='“^Uf” mushroom terrain'</ref>,
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