help.cfg: healing clarification
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@ -357,15 +357,15 @@ The current time of day can be observed under the minimap in the status pane. Fo
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[topic]
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id=healing
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title= _ "Healing"
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text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst='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." + _ "
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text= _ "In combat, your units will inevitably take damage. When a unit <ref>dst='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." + _"
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<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _ "
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<italic>text='Villages'</italic>: A unit which starts a turn in a village will heal 8HP." + _ "
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<ref>dst='ability_regenerates' text='Regeneration'</ref>: Certain units (such as trolls) will automatically heal 8HP every turn." + _ "
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<italic>text='Healing units'</italic>: Units with the <ref>dst='ability_heals +4' text='Heals'</ref> ability will heal each allied adjacent unit, usually <ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn, or prevent Poison from causing that unit damage." + _ "
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<italic>text='Curing units'</italic>: 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)." + _ "
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<italic>text='Curing units'</italic>: For each turn for each of your allies, units with the <ref>dst='ability_cures' text='cures'</ref> ability will cure Poison in your adjacent units." + _"
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<italic>text='Healing units'</italic>: For each turn for each of your allies, units with the <ref>dst='ability_heals +4' text='heals'</ref> ability will heal your adjacent units if those units are not poisoned and were not cured by the same side this turn. Usual healing speed is <ref>dst='ability_heals +4' text='4HP'</ref> or <ref>dst='ability_heals +8' text='8HP'</ref> per turn." + _"
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<italic>text='Villages, Regeneration and Oases'</italic>: A unit may also heal itself. To do that, it must either have <ref>dst='ability_regenerates' text='regeneration'</ref> ability, or be located in a village or oasis at the start of its turn. If such a unit was poisoned, it will heal itself from poison. If it was not poisoned and was not healed/cured by own units this turn, it will heal 8HP." + _"
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<italic>text='Stopping poison'</italic>: If a unit is poisoned (and not cured) at the start of its turn, poison can still be stopped for this turn if there is an adjacent allied healer. Otherwise, the standard poison effect is applied." + _"
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<italic>text='Resting'</italic>: A unit which neither moves, attacks, nor is attacked will heal 2 HP at the start of its turn. <ref>dst='traits_healthy' text='Healthy'</ref> units may rest while traveling." + _"
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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."
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Finally, units heal fully between scenarios."
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[/topic]
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# wmllint: markcheck on
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