diff --git a/data/core/help.cfg b/data/core/help.cfg index 31adceb63128..5059e2a15518 100644 --- a/data/core/help.cfg +++ b/data/core/help.cfg @@ -15,13 +15,13 @@ [section] id=introduction title= _ "Introduction" - topics=..introduction,introduction_topic,about_game + topics=..introduction,about_game [/section] [section] id=gameplay title= _ "Gameplay" - topics=..gameplay,victory_and_defeat,recruit_and_recall,hitpoints,orbs,movement,shroud_and_fog,combat,damage_types_and_resistance,time_of_day,experience_and_advancement,healing,income_and_upkeep,wrap_up + topics=..gameplay,victory_and_defeat,recruit_and_recall,income_and_upkeep,hitpoints,advancement,movement,shroud_and_fog,combat,damage_types_and_resistance,orbs,time_of_day,healing,wrap_up [/section] [section] @@ -91,10 +91,26 @@ {core/encyclopedia} + # wmllint: markcheck off [topic] id=..introduction title= _ "Introduction" - generator="contents:introduction" + text="src=misc/logo.png align=middle box=no" + _ " + +text='Battle for Wesnoth' is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, text='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." + [/topic] + # wmllint: markcheck on + + [topic] + id=about_game + title= _ "About the Game" + text= _ "The game takes place on a hex-based game field, where your units battle against those controlled by the computer, friends who each take turns sitting at the computer (hotseat play), other players on the same network, or players worldwide in multiplayer mode. + +Each of these battles is called a text='scenario', which cab be strung together to make text='campaigns'. Besides the campaigns that ship with the game, Wesnoth also supports user-made content, and the add-on server boasts hundreds of custom user maps, campaigns, era, factions, and resources. + +The game also features a human-readable markup language called WML to easily allow users to create their own custom content, as well as a fully-featured Map and Scenario Editor for creating your own battlefields. + +The text='Battle for Wesnoth' project was begun in 2003, and has been worked on by a multitude of volunteers ever since." [/topic] [topic] @@ -109,9 +125,9 @@ [topic] id=..eras_section title= _ "Eras" - text=_"A faction is a collection of units and leaders. Factions are assigned to sides in multiplayer games. + text= _ "A faction is a collection of units and leaders. Factions are assigned to sides in multiplayer games. -" + _"An era is a collection of factions, intended to be played against one another. Besides the mainline eras that come with the game, many user-made factions are available from add-ons. +" + _ "An era is a collection of factions, intended to be played against one another. Besides the mainline eras that come with the game, many user-made factions are available from add-ons. " generator="contents:generated" @@ -135,113 +151,117 @@ generator="contents:generated" [/topic] - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=.unknown_unit title= _ "Unknown Unit" - text="src=units/unknown-unit.png~RC(magenta>1) align=left float=yes" + _" + text="src=units/unknown-unit.png~RC(magenta>1) align=left float=yes" + _ " This unit is unknown for the moment. You must discover it in the game to be allowed to see its description." [/topic] - - [topic] - id=introduction_topic - title= _ "Overview" - text="src=misc/logo.png align=middle box=no" + _" - -text='Battle for Wesnoth' is a turn-based fantasy strategy game somewhat unusual among modern strategy games. While other games strive for complexity, text='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." - [/topic] - #wmllint: markcheck on + # wmllint: markcheck on [topic] id=..gameplay title= _ "Gameplay" - text= _ "These pages outline all you need to know to play text='Battle for Wesnoth'. They cover how to play and the basic mechanics behind the game. As you play the game, new information is added to these pages as you come across new aspects of the game. For more detailed information on special situations and exceptions, please follow the links included." + _" + text= _ "These pages outline all you need to know to play text='Battle for Wesnoth'. As you play, new information is added to the various categories as you come across new aspects of the game. For more detailed information on special situations and exceptions, follow the included links. -To begin with, it’s best to click the text='Tutorial' 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 text='Campaign' then text='Heir to the Throne'. As text='Battle for Wesnoth' can be quite challenging, you may wish to start on easy." + " +The game is comprised of a series of battles, called text='scenarios', that pit your troops against the troops of one or more adversaries. Multiple scenarios that follow on from each other, telling a story, make up text='campaigns'. In a campaign, you often need to play more carefully, preserving your best troops for use again in later scenarios. + +The interactive text='Tutorial' introduces the basics of Wesnoth gameplay in the context of a scenario. Most material covered in the tutorial is explained more in-depth in these pages, so you can always refer back here if you forget something. + +After you master the basics, try out a beginner campaign, such as text='Heir to the Throne' or text='The South Guard'. A full list of installed campaigns can be found via the text='Campaign' option on the main menu. As Wesnoth can be quite challenging, you may wish to start on easy before progressing to higher difficulties." + " src=help/tooltip.png align=right float=yes" + - _"While playing, keep in mind that if you mouse-over many items in the game, such as the information displayed in the status pane, a brief description will be shown explaining each item. This is especially useful when you encounter new dst='..abilities_section' text='abilities' for the first time. + _ "While playing, keep in mind that you can mouse-over many items in the game, such as the information displayed in the status pane, to see a brief description explaining each item. This is especially useful when you encounter new elements, such as dst='..abilities_section' text='abilities', for the first time. " generator="contents:gameplay" [/topic] - [topic] - id=about_game - title= _ "About the Game" - text=_"The game takes place over a series of battles, called text='scenarios'. Each scenario pits your troops against the troops of one or more adversaries. You can play against the computer, or with friends who each take turns sitting at the computer (hotseat play). If your computer is connected to a computer network, you can also play against other people connected to that network. If your computer has a connection to the Internet, you can play against other people across the Internet." + _" - -text='Campaigns' consist of multiple scenarios that follow on from each other, telling a story. In a campaign, you often need to play more carefully, preserving your best troops so that they can be used again in later scenarios in the campaign." - [/topic] - - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=victory_and_defeat title= _ "Victory and Defeat" - text= _ "Pay careful attention to the text='Objectives' pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. But scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _" + text= _ "Pay careful attention to the text='Objectives' pop-up box at the beginning of each scenario. Usually you will achieve victory by killing all enemy leaders, and only be defeated by having your leader killed. However, some scenarios may have other victory objectives — getting your leader to a designated point, say, or rescuing someone, or solving a puzzle, or holding out against a siege until a certain number of turns have elapsed." + _ " When you win a scenario, the map grays over and the text='End Turn' button changes to text='End Scenario'. You can now do things like changing your save options or (if you are in a multiplayer game) chatting with other players before pressing that button to advance." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=recruit_and_recall title= _ "Recruiting and Recalling" - text="src=help/recruit.png align=left float=yes" + _"Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit dst='..units' text='units' into your army. To recruit, you must have your leader (for instance, Konrad in the text='Heir to the Throne' campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _" + text="src=help/recruit.png align=left float=yes" + _ "Each side begins with one leader in their keep. At the start of any battle, and at times during it, you will need to recruit dst='..units' text='units' into your army. To recruit, you must have your leader (for instance, Konrad in the text='Heir to the Throne' campaign) on the keep hex of a dst='terrain_castle' text='castle'. Then you may recruit by either choosing text='Recruit' from the menu or right-clicking on a hex and selecting text='Recruit'. This brings up the recruit menu, which lists units available for recruitment, along with their gold cost. Click on a unit to see its statistics, then press the recruit button to recruit it." + _ " -If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _" +If you right-clicked on a castle hex and selected recruit, the new unit will appear in that hex. Otherwise, it will appear in a free hex near the keep. You may only recruit as many units as you have free hexes in your castle, and you cannot spend more gold than you actually have on recruiting." + _ " -Recruited units come with two random dst='..traits_section' text='traits' which modify their statistics." + _" +Recruited units come with two random dst='..traits_section' text='traits' which modify their statistics." + _ " -In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _" +In later scenarios, you may also Recall survivors from earlier battles. Recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios." + _ " Units not only cost gold to Recruit or Recall, they also require money to support. See dst='income_and_upkeep' text='income and upkeep' for more information." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] - id=orbs - title= _ "Orbs" - text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + " -src=help/orb-green.png align=here" + _ " green if it hasn’t moved this turn," + " -src=help/orb-yellow.png align=here" + _ " yellow if it has moved, but could still move further or attack, or" + " -src=help/orb-black.png align=here" + _ " black if it can no longer move or attack, or the user ended the unit’s turn." + " -src=help/orb-blue.png align=here" + _ " blue if the unit is an ally you do not control." + " -src=help/orb-red.png align=here" + _ " Enemy units have a red orb on top of their energy bar." + id=income_and_upkeep + title= _ "Income and Upkeep" + 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; text='income' and text='upkeep'." + _ " + +Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below." + _ " + +Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels worth 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." + _ " + +Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _ " + +There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of text='Heir to the Throne') will usually have the text='loyal' trait. The unit you are playing (such as Konrad) will almost always be a leader." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=hitpoints title= _ "Hitpoints and Experience" - text= "src=help/hpxp.png align=right float=yes" + _"Each unit has a certain number of text='hitpoints' (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of text='experience points' (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." + + text= "src=help/hpxp.png align=right float=yes" + _ "Each unit has a certain number of text='hitpoints' (HP). If the hitpoints of a unit drop below 1, the unit dies. Each unit also has a certain number of text='experience points' (XP). A freshly recruited unit starts with no experience points, and gains experience by fighting enemies." + " " + - _"The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + " -src=help/hp-bars.png align=left float=yes" + _"The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to dst='experience_and_advancement' text='advance'." + _ "The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have)." + " + +src=help/hp-bars.png align=left float=yes" + _ "The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to dst='advancement' text='advance'." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off + [topic] + id=advancement + title= _ "Advancement" + text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they’re fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _ " + +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 dst='unit_Mage' text='magi') may have four. Once a unit has reached its maximum level, it may have an text='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 150 XP gained (120 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] + # wmllint: markcheck on + + # wmllint: markcheck off [topic] id=movement title= _ "Movement" - text="src=help/moving1.png align=left float=yes" + "src=help/moving2.png align=left float=yes" + _ "Movement in text='Battle for Wesnoth' is simple. Click on the unit you wish to move to select it, 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 highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also 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. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack." + _" + text="src=help/moving1.png align=left float=yes" + "src=help/moving2.png align=left float=yes" + _ "Movement in text='Battle for Wesnoth' is simple. Click on the unit you wish to move to select it, 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 highlighted hex shows the defense rating the unit would have if you moved it to that hex. Mousing over a dull hex will also 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. If you don’t use up all of a unit’s movement when you first move a unit, you may move it again. This is useful when having two units switch places. Attacking with a unit will use up its movement. Ending a move in a village you don’t already own will also use up a unit’s movement, but will still allow it to attack." + _ " -Each unit has a certain number of movement points which are used up 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 text='Unit Description', and then looking at text='Terrain Modifiers'." + _" +Each unit has a certain number of movement points which are used up 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 text='Unit Description', and then looking at text='Terrain Modifiers'." + _ " -Another thing to keep in mind while moving is text='zones of control'. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only dst='ability_skirmisher' text='skirmishers' can ignore zones of control." + _" +Another thing to keep in mind while moving is text='zones of control'. Each unit generates a zone of control in the hexes immediately surrounding it, and any enemy unit entering those hexes immediately ends its movement. Learning how to use zones of control to your advantage is an important part of Wesnoth, as only dst='ability_skirmisher' text='skirmishers' can ignore zones of control." + _ " To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v. Ctrl-b or Cmd-b shows where the enemy could move, if your units were not on the map to block their progress." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=shroud_and_fog title= _ "Shroud and Fog of War" @@ -249,109 +269,97 @@ To see where the enemy can move to during their next turn, press Ctrl-v or Cmd-v Normally you can undo a unit’s movement, as long as an event with a randomized result has not occurred, such as combat or recruitment (as most units receive random traits when recruited). Exploring hidden terrain by clearing shroud or fog will also prevent undos to a previous state. You may wish to activate text='Delay Shroud Updates' in the actions menu. This will prevent units from clearing shroud or fog until the next randomized event or a manual update via text='Update Shroud Now' (or the end of your turn) and thereby preserve your ability to undo movement." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=combat title= _ "Combat" - text= _ "Combat in text='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: text='melee', which usually involves weapons such as swords, axes or fangs; and text='ranged', which usually involves weapons such as bows, spears and fireballs." + _" + text= _ "Combat in text='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: text='melee', which usually involves weapons such as swords, axes or fangs; and text='ranged', which usually involves weapons such as bows, spears and fireballs." + _ " -
text='Order and Number of Strikes'
" + _" +
text='Order and Number of Strikes'
" + _ " -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)." + _" +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)." + _ " -
text='Chance to Hit'
" + _" +
text='Chance to Hit'
" + _ " -Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting text='Unit Description', and then looking at text='Terrain Modifiers'. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in." + _" +Every unit has a chance of being hit, based on the text='terrain' it is in. This is shown in the status pane, and may also be found by right-clicking a unit, selecting text='Unit Description', and then looking at text='Terrain Modifiers'. For instance, many elves have a defense rating of 70% in forest, so a unit attacking them has only a 30% chance of hitting. Conversely, the elf’s chance of hitting the attacker in return depends on what terrain the attacker is in." + _ " -There are two exceptions to this rule: dst='weaponspecial_magical' text='magical attacks' and dst='weaponspecial_marksman' text='marksmen'. 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." + _" +There are two exceptions to this rule: dst='weaponspecial_magical' text='magical attacks' and dst='weaponspecial_marksman' text='marksmen'. 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." + _ " -
text=Damage
" + _" +
text=Damage
" + _ " -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: dst='damage_types_and_resistance' text='resistance' and dst='time_of_day' text='time of day'. To see how base damage is modified by the circumstances, select text='Damage Calculations' in the attack selection menu." + _" +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: dst='damage_types_and_resistance' text='resistance' and dst='time_of_day' text='time of day'. To see how base damage is modified by the circumstances, select text='Damage Calculations' in the attack selection menu." + _ " A few units have special dst='..abilities_section' text='abilities' which affect damage dealt in combat. The most common of these is dst='weaponspecial_charge' text='charge', which doubles the damage dealt by both attacker and defender when the unit with charge attacks." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on [topic] id=damage_types_and_resistance title= _ "Damage Types and Resistance" - text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: text='blade, pierce, and impact damage'. Additionally, there are three further types of damage usually associated with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which they take from certain damage types." + _" + text= _ "In Wesnoth, there are three types of damage usually associated with physical attacks: text='blade, pierce, and impact damage'. Additionally, there are three further types of damage usually associated with magical attacks: text='fire, cold, and arcane attacks'. Different units may have resistances which alter the damage which they take from certain damage types." + _ " -Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _" +Resistances work very simply: if a unit has 40% resistance against a damage type, then it will suffer 40% less damage when hit with that damage type. It is also possible for a unit to be vulnerable against some damage types. If a unit has −100% resistance against a damage type, it will suffer 100% more damage when hit by that type." + _ " -For example, skeletons are highly resistant to blade and pierce damage, but are vulnerable to impact and fire damage, and extremely vulnerable to arcane damage." + _" +For example, skeletons are highly resistant to blade and pierce damage, but are vulnerable to impact and fire damage, and extremely vulnerable to arcane damage." + _ " 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." [/topic] - #wmllint: markcheck off + # wmllint: markcheck off [topic] - id=time_of_day - title= _ "Time of Day" - text= _"The time of day affects the damage of certain units as follows: - Lawful units get +25% damage in daytime, and −25% damage at night. - Chaotic units get +25% damage at night, and −25% in daytime. - Neutral units are unaffected by the time of day. - Liminal units get −25% damage during both night and daytime." + _" + id=orbs + title= _ "Orbs" + text= _ "On top of the energy bar shown next to each unit of yours is an orb. For units you control, this orb is:" + " -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: -" + _"Dawn" + " to=160src=misc/time-schedules/default/schedule-dawn.png align=here -" + _"Morning" + " to=160src=misc/time-schedules/default/schedule-morning.png align=here -" + _"Afternoon" + " to=160src=misc/time-schedules/default/schedule-afternoon.png align=here -" + _"Dusk" + " to=160src=misc/time-schedules/default/schedule-dusk.png align=here -" + _"First Watch" + " to=160src=misc/time-schedules/default/schedule-firstwatch.png align=here -" + _"Second Watch" + " to=160src=misc/time-schedules/default/schedule-secondwatch.png align=here -" + " -src=misc/time-schedules/schedule-underground.png align=right float=yes" + _"Keep in mind that some scenarios take place underground, where it is perpetually night!" +src=help/orb-green.png align=here" + _ " green if it hasn’t moved this turn," + " +src=help/orb-yellow.png align=here" + _ " yellow if it has moved, but could still move further or attack, or" + " +src=help/orb-black.png align=here" + _ " black if it can no longer move or attack, or the user ended the unit’s turn." + " +src=help/orb-blue.png align=here" + _ " blue if the unit is an ally you do not control." + " +src=help/orb-red.png align=here" + _ " Enemy units have a red orb on top of their energy bar." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] - id=experience_and_advancement - title= _ "Experience and Advancement" - text= _ "If both units survive a combat, they gain a number of experience points equal to the level of the unit they’re fighting. If a unit kills another in combat, however, it gains much more experience — 4 for a level 0 unit, 8 for level 1, 16 for level 2, 24 for level 3, and so forth." + _" + id=time_of_day + title= _ "Time of Day" + text= _ "The time of day affects the damage of certain units as follows: -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." + _" +• text='Lawful' units get +25% damage in daytime, and −25% damage at night. +• text='Chaotic' units get +25% damage at night, and −25% in daytime. +• text='Neutral' units are unaffected by the time of day. +• text='Liminal' units get −25% damage during both night and daytime." + _ " -While most units have three levels, not all do. Occasional units (such as dst='unit_Mage' text='magi') may have four. Once a unit has reached its maximum level, it may have an text='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 150 XP gained (120 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." +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: + +" + _ "Dawn" + " to=160src=misc/time-schedules/default/schedule-dawn.png align=here +" + _ "Morning" + " to=160src=misc/time-schedules/default/schedule-morning.png align=here +" + _ "Afternoon" + " to=160src=misc/time-schedules/default/schedule-afternoon.png align=here +" + _ "Dusk" + " to=160src=misc/time-schedules/default/schedule-dusk.png align=here +" + _ "First Watch" + " to=160src=misc/time-schedules/default/schedule-firstwatch.png align=here +" + _ "Second Watch" + " to=160src=misc/time-schedules/default/schedule-secondwatch.png align=here +" + " +src=misc/time-schedules/schedule-underground.png align=right float=yes" + _ "Keep in mind that some scenarios take place underground, where it is perpetually night!" [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=healing title= _ "Healing" - text= _ "In combat, your units will inevitably take damage. When a unit dst='experience_and_advancement' text='advances', 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." + _" + text= _ "In combat, your units will inevitably take damage. When a unit dst='advancement' text='advances', 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." + _ " -text='Resting': A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _" -text='Villages': A unit which starts a turn in a village will heal 8HP." + _" -dst='ability_regenerates' text='Regeneration': Certain units (such as trolls) will automatically heal 8HP every turn." + _" -text='Healing units': Units with the dst='ability_heals +4' text='Heals' ability will heal each allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent Poison from causing that unit damage." + _" -text='Curing units': Units with the dst='ability_cures' text='cures' ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _" +text='Resting': A unit which neither moves, attacks, nor is attacked will heal 2 HP in its next turn." + _ " +text='Villages': A unit which starts a turn in a village will heal 8HP." + _ " +dst='ability_regenerates' text='Regeneration': Certain units (such as trolls) will automatically heal 8HP every turn." + _ " +text='Healing units': Units with the dst='ability_heals +4' text='Heals' ability will heal each allied adjacent unit, usually dst='ability_heals +4' text='4HP' or dst='ability_heals +8' text='8HP' per turn, or prevent Poison from causing that unit damage." + _ " +text='Curing units': Units with the dst='ability_cures' text='cures' ability will cure Poison in all allied adjacent units (in preference to healing, if it has that ability as well)." + _ " 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." [/topic] - #wmllint: markcheck on - - #wmllint: markcheck off - [topic] - id=income_and_upkeep - title= _ "Income and Upkeep" - 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; text='income' and text='upkeep'." + _" - -Income is simple. You have a base income of 2 gold per turn. For every village you control, you gain one additional gold each turn. (In general this is configurable but in campaigns it is almost always one gold per village.) Thus, if you have ten villages, you would normally gain 12 gold each turn. Your upkeep costs are subtracted from this income, as detailed below." + _" - -Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels worth 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." + _" - -Upkeep costs are subtracted from your income, so in the case of twelve levels of units and ten villages, your resultant Income would be 10 gold per turn." + _" - -There are two important exceptions to upkeep: units with the loyal trait and leaders never incur upkeep. Units you begin the scenario with (such as Delfador), or units who join you during a scenario (such as the horseman in the second scenario of text='Heir to the Throne') will usually have the text='loyal' trait. The unit you are playing (such as Konrad) will almost always be a leader." - [/topic] - #wmllint: markcheck on + # wmllint: markcheck on [topic] id=wrap_up @@ -371,87 +379,87 @@ There are two important exceptions to upkeep: units with the loyal trait and lea text="{COPYING.txt}" [/topic] - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=..traits_section title= _ "Traits" generator="contents:traits_section" - text= _ "Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited. The traits available to a unit are largely determined by its text='race'." + _" + text= _ "Traits are modifications that change a unit’s attributes slightly. They are usually randomly assigned to a unit when it is recruited. The traits available to a unit are largely determined by its text='race'." + _ " -Most units have two traits. However, goblins have only one trait, undead units are always assigned the single trait text='undead' and in some cases text='fearless', and woses do not receive any traits. " + _" +Most units have two traits. However, goblins have only one trait, undead units are always assigned the single trait text='undead' and in some cases text='fearless', and woses do not receive any traits. " + _ " -The traits that are available to most non‐undead units are dst='traits_intelligent' text='intelligent', dst='traits_quick' text='quick', dst='traits_resilient' text='resilient', and dst='traits_strong' text='strong'." + _" +The traits that are available to most non‐undead units are dst='traits_intelligent' text='intelligent', dst='traits_quick' text='quick', dst='traits_resilient' text='resilient', and dst='traits_strong' text='strong'." + _ " Elves may also receive dst='traits_dextrous' text='dextrous', and dwarves may recieve dst='traits_healthy' text='healthy'. Trolls and certain humans may recieve dst="traits_fearless" text='fearless'. Other traits which may be assigned include dst='traits_loyal' text='loyal', dst="traits_feral" text='feral' and dst='traits_undead' text='undead'. " [/topic] - #wmllint: markcheck on + # wmllint: markcheck on [topic] id=traits_intelligent title= _ "Intelligent" - text= _ "Intelligent units require 20% less experience than usual to advance." + _" + text= _ "Intelligent units require 20% less experience than usual to advance." + _ " text='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 text='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." [/topic] [topic] id=traits_quick - title= _"Quick" - text= _"text='Quick' units have 1 extra movement point, but 5% less hitpoints than usual." + _" + title= _ "Quick" + text= _ "text='Quick' units have 1 extra movement point, but 5% less hitpoints than usual." + _ " 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." [/topic] [topic] id=traits_resilient - title= _"Resilient" - text= _"text='Resilient' units have an additional 4 hitpoints, and gain 1 more per level." + _" + title= _ "Resilient" + text= _ "text='Resilient' units have an additional 4 hitpoints, and gain 1 more per level." + _ " 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." [/topic] [topic] id=traits_strong - title= _"Strong" - text= _"text='Strong' units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." + _" + title= _ "Strong" + text= _ "text='Strong' units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." + _ " 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." [/topic] [topic] id=traits_fearless - title= _"Fearless" - text= _"Aversion to light and dark holds no sway over these brave individuals." + title= _ "Fearless" + text= _ "Aversion to light and dark holds no sway over these brave individuals." [/topic] [topic] id=traits_feral - title= _"Feral" - text= _"Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, text='feral' units receive a maximum of 50% defense in any land-based village regardless of base terrain." + title= _ "Feral" + text= _ "Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, text='feral' units receive a maximum of 50% defense in any land-based village regardless of base terrain." [/topic] [topic] id=traits_loyal - title= _"Loyal" - text= _"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." + _" + title= _ "Loyal" + text= _ "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." + _ " 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." [/topic] [topic] id=traits_undead - title= _"trait^Undead" # wmllint: no spellcheck - text= _"text='Undead' units are immune to poison, drain, and plague." + _" + title= _ "trait^Undead" # wmllint: no spellcheck + text= _ "text='Undead' units are immune to poison, drain, and plague." + _ " 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." [/topic] [topic] id=traits_mechanical - title= _"trait^Mechanical" # wmllint: no spellcheck - text= _"text='Mechanical' units are immune to poison, drain, and plague." + _" + title= _ "trait^Mechanical" # wmllint: no spellcheck + text= _ "text='Mechanical' units are immune to poison, drain, and plague." + _ " Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them." [/topic] @@ -459,99 +467,99 @@ Mechanical units generally have mechanical as their only trait. Since mechanical [topic] id=traits_elemental title= _ "trait^Elemental" - text= _"text='Elemental' units are immune to poison, drain, and plague." + _" + text= _ "text='Elemental' units are immune to poison, drain, and plague." + _ " Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them." [/topic] [topic] id=traits_dextrous - title= _"Dextrous" # wmllint: no spellcheck - text= _"text='Dextrous' units do 1 more damage for every successful strike in ranged combat." + _" + title= _ "Dextrous" # wmllint: no spellcheck + text= _ "text='Dextrous' units do 1 more damage for every successful strike in ranged combat." + _ " 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." [/topic] [topic] id=traits_healthy - title= _"Healthy" - text= _"Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." + _" + title= _ "Healthy" + text= _ "Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." + _ " text='Healthy' units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before." [/topic] [topic] id=traits_dim - title= _"Dim" - text= _"Units with trait text='dim' suffer a 20% increase in experience required to advance." + _" + title= _ "Dim" + text= _ "Units with trait text='dim' suffer a 20% increase in experience required to advance." + _ " Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them." [/topic] [topic] id=traits_slow - title= _"Slow" - text= _"text='Slow' units have 1 less movement point but 5% more hitpoints." + _" + title= _ "Slow" + text= _ "text='Slow' units have 1 less movement point but 5% more hitpoints." + _ " Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance." [/topic] [topic] id=traits_weak - title= _"Weak" - text= _"Units with the text='weak' trait receive a 1 point decrease in hitpoints and melee damage." + title= _ "Weak" + text= _ "Units with the text='weak' trait receive a 1 point decrease in hitpoints and melee damage." [/topic] [topic] id=traits_aged - title= _"trait^Aged" - text= _"Units with the text='aged' trait have 8 hitpoints less and suffer from a 1 point decrease in movement and melee damage." + title= _ "trait^Aged" + text= _ "Units with the text='aged' trait have 8 hitpoints less and suffer from a 1 point decrease in movement and melee damage." [/topic] [topic] id=..terrains_section title= _ "Terrains" - text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat." + _" + text= _ "Game maps feature a variety of terrains that affect both unit movement and a unit’s defensive capability in combat." + _ " -Terrains come in two types: text='basic' and text='mixed'." + _" +Terrains come in two types: text='basic' and text='mixed'." + _ " -
text='Basic Terrain Types'
" + _" +
text='Basic Terrain Types'
" + _ " Basic terrain types include Flat, Hills, Mountains, Sands, Water and Swamps. There are many more besides these — a list of the terrain types you have discovered can be found at the end of this page. -" + "src='terrain/grass/green.png'" + "src='terrain/hills/regular.png'" + "src='terrain/mountains/dry-tile.png'" + "src='terrain/sand/desert.png'" + "src='terrain/water/coast-tile.png'" + "src='terrain/swamp/water-tile.png'" + _" +" + "src='terrain/grass/green.png'" + "src='terrain/hills/regular.png'" + "src='terrain/mountains/dry-tile.png'" + "src='terrain/sand/desert.png'" + "src='terrain/water/coast-tile.png'" + "src='terrain/swamp/water-tile.png'" + _ " -Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well." + _" +Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well." + _ " -
text='Mixed Terrain Types'
" + _" +
text='Mixed Terrain Types'
" + _ " Mixed terrain types share the properties of multiple basic terrain types — units generally receive the text='best defense' and text='worst movement' of the underlying basic types when they move onto a mixed type. For example, this is the case with text='forested hills', text='sand hills', and text='cave hills'. -" + "src='terrain/hills/regular.png~BLIT(terrain/forest/pine-tile.png)'" + "src='terrain/hills/desert.png'" + "src='terrain/cave/hills-variation.png'" + _" +" + "src='terrain/hills/regular.png~BLIT(terrain/forest/pine-tile.png)'" + "src='terrain/hills/desert.png'" + "src='terrain/cave/hills-variation.png'" + _ " One notable exception is bridge terrains, such as text='bridges over shallow water', text='fords', and text='bridges over chasms'. Fords are easily passable to both merfolk and humans — all units moving on a ford enjoy the best defense and best movement out of flat and shallow water, rather than the worse movement of the two. Similarly, bridges over chasms are passable to nonfliers (unsurprisingly). -" + "src='terrain/water/coast-tile.png~BLIT(terrain/bridge/wood-se-nw.png)'" + "src='terrain/water/ford-tile.png'" + "src='terrain/chasm/regular-tile.png~BLIT(terrain/cave/chasm-stone-bridge-sw-ne-tile.png)'" + _" +" + "src='terrain/water/coast-tile.png~BLIT(terrain/bridge/wood-se-nw.png)'" + "src='terrain/water/ford-tile.png'" + "src='terrain/chasm/regular-tile.png~BLIT(terrain/cave/chasm-stone-bridge-sw-ne-tile.png)'" + _ " Land‐based villages generally give best‐defense, best‐movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively. -" + "src='terrain/hills/regular.png~BLIT(terrain/village/human-hills-tile.png)'" + "src='terrain/swamp/water-tile.png~BLIT(terrain/village/swampwater-tile.png)'" + "src='terrain/cave/floor6.png~BLIT(terrain/village/cave-tile.png)'" + _" +" + "src='terrain/hills/regular.png~BLIT(terrain/village/human-hills-tile.png)'" + "src='terrain/swamp/water-tile.png~BLIT(terrain/village/swampwater-tile.png)'" + "src='terrain/cave/floor6.png~BLIT(terrain/village/cave-tile.png)'" + _ " Finally, water villages generally are not hospitable to land units, and do not give defense or movement benefits associated to the village terrain type. They count only as water tiles instead. -" + "src='terrain/water/coast-tile.png~BLIT(terrain/village/coast-tile.png)'" + _" +" + "src='terrain/water/coast-tile.png~BLIT(terrain/village/coast-tile.png)'" + _ " -You can see what basic types are associated to a mixed type by mousing over its hex and checking the terrain type icons displayed in the upper right, (under the default theme)." + _" +You can see what basic types are associated to a mixed type by mousing over its hex and checking the terrain type icons displayed in the upper right, (under the default theme)." + _ " -You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the text='terrain description' by either pressing the hotkey, or right clicking and selecting from the context menu." + _" +You can see what type of behavior the mixed terrain gives by mousing over its hex and viewing the text='terrain description' by either pressing the hotkey, or right clicking and selecting from the context menu." + _ " -
text='Defense Caps'
" + _" +
text='Defense Caps'
" + _ " -Some units have text='defense caps' for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _" +Some units have text='defense caps' for a particular basic terrain type. These units suffer a penalty on mixed terrains with that type — their defense cannot exceed the cap." + _ " -For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _" +For example, the text='Loyalist Cavalryman' dst='unit_Cavalryman' has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap." + _ " -If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." + _" +If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger)." + _ "
text='Basic Terrain Types'
@@ -559,7 +567,7 @@ If a unit has a defense cap for some terrain, it is always the same as its defen generator="contents:generated" [/topic] - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=..addons title= _ "Add-ons" @@ -568,9 +576,9 @@ If a unit has a defense cap for some terrain, it is always the same as its defen " generator="contents:addons" [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=using_addons title= _ "Using Add-ons" @@ -588,7 +596,7 @@ Single-player campaigns are collections of scenarios that fit together to tell a For gameplay purposes, various races of creatures in the world cooperate with each other in factions. Factions are grouped in balanced sets with a common theme; for example, the main factions of Wesnoth can be found in the included Default Era. -In text='Multiplayer' mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams." + _" +In text='Multiplayer' mode, you can choose an era when creating a new game, and players can pick from the available factions for that era when setting up their sides and teams." + _ " You can see what eras you have loaded in the text='eras' dst='..eras_section' of the help." + _ " @@ -596,13 +604,13 @@ You can see what eras you have loaded in the text='eras' dst='..eras_sectio Modifications are optional scenario- and era-independent scripts for text='Multiplayer' games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ " -
text='Creator Resources'
" + _" +
text='Creator Resources'
" + _ " Content authors can use resource packs available on the add-ons server to enrich their own content with existing assets such as images, music, and code. These are not generally intended for direct use in-game; however, other playable add-ons may depend on them and suggest or require their installation during download." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=installing_addons title= _ "Installing Add-ons" @@ -614,9 +622,9 @@ To search for add-ons by keywords, type any relevant terms in any order in the < To install an add-on, select it from the list and click text='OK', or simply double-click on the add-on’s title. The text='Description' button provides you with additional details about the add-on, such as its full description, installation status, and available languages." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=removing_addons title= _ "Removing Add-ons" @@ -624,9 +632,9 @@ To install an add-on, select it from the list and click text='OK', It is not possible to remove add-ons for which there is publishing information (text='.pbl' files) attached, in order to prevent its accidental loss. If necessary, you must manually delete the information files or the add-ons themselves using a file manager provided by your platform." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=..commands title= _ "Commands" @@ -636,119 +644,119 @@ It is not possible to remove add-ons for which there is publishing information ( [topic] id=general_commands title= _ "General commands" - #wmllint: display on - text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). + # wmllint: display on + text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). -" + "
text=':clear'
" + _" +" + "
text=':clear'
" + _ " Clear chat messages. -" + "
text=':debug'
" + _" +" + "
text=':debug'
" + _ " Switch debug mode on (does not work in multiplayer). See dst='debug_commands' text='debug mode commands'. Debug mode is turned off by quitting the game or :nodebug. -" + "
text=':droid [] [on|off]'
" + _" +" + "
text=':droid [] [on|off]'
" + _ " Set or toggle player on side between human and AI player. The player/client who controls that side needs to issue this command. If no second parameter is supplied, toggle bewteen human and AI. If it is ‘on’, set an AI controller. If it is ‘off’ set a human controller. Defaults to the currently active side if no parameter is supplied. -" + "
text=':controller '
" + _" +" + "
text=':controller '
" + _ " Display the controller status of a side. -" + "
text=':fps'
" + _" +" + "
text=':fps'
" + _ " Toggle the display of the current frames per second. -" + "
text=':log '
" + _" +" + "
text=':log '
" + _ " Switch a log domain to a different log level. -" + "
text=':refresh'
" + _" +" + "
text=':refresh'
" + _ " Redraws the screen and reloads any image files that have been changed. -" + "
text=':theme'
" + _" +" + "
text=':theme'
" + _ " Bring up theme selection menu. -" + "
text=':q or :q!'
" + _" +" + "
text=':q or :q!'
" + _ " Quit the scenario (without prompting). -" + "
text=':w'
" + _" +" + "
text=':w'
" + _ " Save the game (without prompting). -" + "
text=':wq'
" + _" +" + "
text=':wq'
" + _ " Save the game and quit the scenario (without prompting)." - #wmllint: display off + # wmllint: display off [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=mp_commands title= _ "Multiplayer commands" - text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). + text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). -" + "
text=':ban '
" + _" +" + "
text=':ban '
" + _ " Ban a user in a multiplayer game by the IP address used by that username and kick him. Can be used on users not in the game but on the server. (Of course they won’t be kicked then.) -" + "
text=':control '
" + _" +" + "
text=':control '
" + _ " Change the controller for side (write here the number of the side) to username (write here the nickname of the player or observer). You can check what side belongs to which player in the text='Scenario Settings' dialog (Press the text='More' button in the text='Status Table' (alt+s by default) to get there.). The host can change control of any side. -" + "
text=':give_control'
" + _" +" + "
text=':give_control'
" + _ " Launch a dialog to assist the host in changing the human controllers of sides. -" + "
text=':idle '
" + _" +" + "
text=':idle '
" + _ " Toggle the idle state for a side. The host may make a side idle after a network disconnection. -" + "
text=':kick '
" + _" +" + "
text=':kick '
" + _ " Kick a user in multiplayer. They will be able to rejoin the game. If you just want to change control of their side(s) use the :control command instead. -" + "
text=':m or :msg or :whisper '
" + _" +" + "
text=':m or :msg or :whisper '
" + _ " Send a private message to a user. When in a game, it is not possible to send private messages to players who are currently controlling a side in the same game. -" + "
text=':mute []'
" + _" +" + "
text=':mute []'
" + _ " Mute a specific observer. If no username is supplied the muted usernames are displayed. -" + "
text=':muteall'
" + _" +" + "
text=':muteall'
" + _ " Toggle muting/silencing of all observers on/off. -" + "
text=':unban '
" + _" +" + "
text=':unban '
" + _ " Unban a user in a multiplayer game by the IP address used by that username. Can be used on users not in the game but on the server. -" + "
text=':unmute []'
" + _" +" + "
text=':unmute []'
" + _ " Unmute a specific observer. If no username is supplied the list of muted observers is cleared." [/topic] - #wmllint: markcheck on + # wmllint: markcheck on - #wmllint: markcheck off + # wmllint: markcheck off [topic] id=debug_commands title= _ "Debug mode commands" - text= _"These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). + text= _ "These commands can either be issued via the command line by prefixing them with ':' (as shown here) or via the chat by prefixing them with '/' (press 'm' first to open the chat line). -" + "
text=':choose_level or :cl'
" + _" +" + "
text=':choose_level or :cl'
" + _ " Brings up a menu for choosing a scenario to immediately advance to in a campaign. -" + "
text=':create '
" + _" +" + "
text=':create '
" + _ " Create a unit of the specified type on the selected hex. -" + "
text=':fog/shroud'
" + _" +" + "
text=':fog/shroud'
" + _ " Toggle fog/shroud for the current side. -" + "
text=':gold '
" + _" +" + "
text=':gold '
" + _ " Adds the specified amount to the current side’s gold. -" + "
text=':n'
" + _" +" + "
text=':n'
" + _ " Immediately advances to the next scenario in a campaign. -" + "
text=':set_var '
" + _" +" + "
text=':set_var '
" + _ " Manually set a gamestate variable to value. -" + "
text=':show_var '
" + _" +" + "
text=':show_var '
" + _ " Show a gamestate variable. -" + "
text=':throw/fire '
" + _" +" + "
text=':throw/fire '
" + _ " Manually fire the specified event. -" + "
text=':unit '
" + _" +" + "
text=':unit '
" + _ " Modifies the specified property of the selected unit. Example: :unit hitpoints=100 -" + "
text=':unit '
" + _" +" + "
text=':unit '
" + _ " Makes the selected unit level up N times. Example: :unit advances=2" [/topic] - #wmllint: markcheck on + # wmllint: markcheck on [/help] diff --git a/src/help/help_impl.cpp b/src/help/help_impl.cpp index 437456575634..e2ab5e5fce35 100644 --- a/src/help/help_impl.cpp +++ b/src/help/help_impl.cpp @@ -85,7 +85,7 @@ const std::string closed_section_img = "help/closed_section.png"; const std::string open_section_img = "help/open_section.png"; const std::string indentation_img = "help/indentation.png"; // The topic to open by default when opening the help dialog. -const std::string default_show_topic = "introduction_topic"; +const std::string default_show_topic = "..introduction"; const std::string unknown_unit_topic = ".unknown_unit"; const std::string unit_prefix = "unit_"; const std::string terrain_prefix = "terrain_";