update the AMLA documentation

This commit is contained in:
Gunter Labes 2008-01-05 18:04:27 +00:00
parent 7e035c9409
commit ed2b8286f1
2 changed files with 3 additions and 5 deletions

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@ -256,9 +256,7 @@ 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. The first AMLA will normally be reached with 100 XP gained (80 XP for intelligent units). However, gaining an AMLA becomes progressively harder for each AMLA the unit receives, and so it is often more useful to try to advance your lower level units.
Note that only a small number of units, for example the Necrophage, will actually heal with AMLA effects. Most units just gain the bonus to the Maximum HP."
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 100 XP gained (80 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]
@ -692,7 +690,7 @@ Debug mode is turned off by quitting the game or :nodebug.
Ban a user in a multiplayer game by the IP address used by that username and kick him.
" + "<header>text=':control <side> <username>'</header>" + _"
Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer).
Change the controller for side (write here the number of the side) to username (write here the nick of the player or observer). You can check what side belongs to which player in the "Scenario Settings" dialog (Press the "more" button in the "Status Table" (alt+s by default) to get there.).
" + "<header>text=':kick <username>'</header>" + _"
Kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.

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@ -168,7 +168,7 @@
source= _ "- Sir Kaylan, 498YW"
[/tip]
[tip]
text= _ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the unit's maximum hitpoints by three. This is much less than the normal benefits gained from advancing a level, so it is generally more useful to try to advance your lower-level units instead."
text= _ "Instead of leveling up, high-level units gain an 'After Maximum Level Advancement' (AMLA), which usually increases the unit's maximum hitpoints by three and full-heals them. This is much less than the normal benefits gained from advancing a level, so it is generally more useful to try to advance your lower-level units instead."
source= _ "- The Wesnoth Tactical Guide"
[/tip]
[tip]