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Update text to match game-play changes (fixes #2950).
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(cherry-picked from commit d85e2a2)
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Wedge009 authored and sevu committed Oct 7, 2018
1 parent 0b98ddd commit 8516e1f
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4 changes: 2 additions & 2 deletions data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg
Expand Up @@ -207,15 +207,15 @@
speaker=narrator
caption= _ "Movement"
image=wesnoth-icon.png
message= _ "When you select a unit, in this case Konrad, the places he can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
message= _ "When you hover over or select a unit, in this case Konrad, the places he can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on Konrad and then your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
{CONTINUE_MSG}
[/message]
) (
[message]
speaker=narrator
caption= _ "Movement"
image=wesnoth-icon.png
message= _ "When you select a unit, in this case Li’sar, the places she can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
message= _ "When you hover over or select a unit, in this case Li’sar, the places she can move to are highlighted. All units have a certain number of <i>movement points</i>, which dictate how many hexes that unit can move per turn. Normally, moving one hex on flat terrain uses one movement point. To move, simply click on Li’sar and then your destination. (You can press <b>u</b> to undo a move if you move to the wrong place.)" +
{CONTINUE_MSG}
[/message]
)}
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8 changes: 4 additions & 4 deletions data/campaigns/tutorial/scenarios/02_Tutorial_part_2.cfg
Expand Up @@ -417,7 +417,7 @@ A full list of abilities and weapons specials, along with traits, may be found i

[message]
speaker=Galdrad
message= _ "You could. However, elves (and orcs) have bad <i>defense</i> in water. You’ll be more vulnerable as you try to wade slowly across the ford; the enemy will have an 80% chance to hit you. Since elves have good defense in the forest, I would advise you keep to the trees and attack the orcs from there; you’ll only have a 40% chance of being hit in return."
message= _ "You could. However, elves (and orcs) have bad <i>defense</i> in water. You’ll be more vulnerable as you try to wade slowly across the ford; the enemy will have an 80% chance to hit you. Since elves have good defense in the forest, I would advise you keep to the trees and attack the orcs from there; your Fighters will only suffer a 40% chance of being hit in return, while Shamans and Archers will only incur a 30% chance."
[/message]

[message]
Expand Down Expand Up @@ -667,7 +667,7 @@ A full list of abilities and weapons specials, along with traits, may be found i
speaker=narrator
caption= _ "Time of Day"
image=wesnoth-icon.png
message= _ "During a scenario, the time of day will shift as turns pass. There are four <i>alignments</i> a unit may be: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different bonus or handicap depending on the time of day. You can mouse over the landscape image below the minimap on the right to see the current time of day and who has the advantage."
message= _ "During a scenario, the time of day will shift as turns pass. There are four <i>alignments</i> a unit may be: Lawful, Neutral, Chaotic, or Liminal. Each alignment gets a different bonus or handicap depending on the time of day. You can hover over the sky image below the minimap on the right to see the current time of day and who has the advantage."
[/message]
[/event]

Expand Down Expand Up @@ -1016,8 +1016,8 @@ A full list of abilities and weapons specials, along with traits, may be found i

[message]
speaker=unit
message= _ "Advancing a level has fully healed me! I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
female_message= _ "female^Advancing a level has fully healed me! I always have a 60% chance of hitting with my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
message= _ "Advancing a level has fully healed me! When attacking, I always have at least a 60% chance of hitting with my longbow thanks to my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
female_message= _ "female^Advancing a level has fully healed me! When attacking, I always have at least a 60% chance of hitting with my longbow thanks to my <i>Marksman</i> ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
[/message]
[/event]

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4 changes: 2 additions & 2 deletions data/core/help.cfg
Expand Up @@ -486,9 +486,9 @@ In <italic>text='Multiplayer'</italic> mode, you can choose an era when creating

You can see what eras you have loaded in the <ref>text='eras' dst='..eras_section'</ref> of the help." + _ "

<header>text='Multiplayer Modifications'</header>" + _ "
<header>text='Modifications'</header>" + _ "

Modifications are optional scenario- and era-independent scripts for <italic>text='Multiplayer'</italic> games that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "
Modifications are optional scenario- and era-independent scripts that can alter the default ruleset in various ways. You can choose and configure modifications when creating a new game." + _ "

<header>text='Creator Resources'</header>" + _ "

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