mail[Wesnoth-commits] r28507 - in /trunk: data/hardwired/tips.cfg doc/manual/manual.txt


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Posted by esr on August 12, 2008 - 21:22:
Author: esr
Date: Tue Aug 12 21:22:06 2008
New Revision: 28507

URL: http://svn.gna.org/viewcvs/wesnoth?rev=28507&view=rev
Log:
Deal with some dic glitches described here:
http://www.wesnoth.org/forum/viewtopic.php?f=6&t=20447

Modified:
    trunk/data/hardwired/tips.cfg
    trunk/doc/manual/manual.txt

Modified: trunk/data/hardwired/tips.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/hardwired/tips.cfg?rev=28507&r1=28506&r2=28507&view=diff
==============================================================================
--- trunk/data/hardwired/tips.cfg (original)
+++ trunk/data/hardwired/tips.cfg Tue Aug 12 21:22:06 2008
@@ -60,7 +60,7 @@
     source= _ "- The Wesnoth Tactical Guide"
 [/tip]
 [tip]
-    text= _ "Poisoned units will lose eight hitpoints every turn until they 
are one point from death. They will remain at death's door until the poison 
is removed. Healers can prevent a poisoned unit from deteriorating, but the 
poison will not be removed unless the unit regenerates, or spends a turn in a 
village or next to a unit with the 'Cures' ability."
+    text= _ "Poisoned units will lose eight hitpoints every turn until they 
are one point from death. They will remain at death's door until the poison 
is removed. Healers can prevent a poisoned unit from deteriorating, but the 
poison will not be removed unless the unit regenerates, or begins a turn in a 
village or next to a unit with the 'Cures' ability."
     source= _ "- The Wesnoth Tactical Guide"
 [/tip]
 [tip]

Modified: trunk/doc/manual/manual.txt
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/doc/manual/manual.txt?rev=28507&r1=28506&r2=28507&view=diff
==============================================================================
--- trunk/doc/manual/manual.txt (original)
+++ trunk/doc/manual/manual.txt Tue Aug 12 21:22:06 2008
@@ -154,8 +154,11 @@
  you with information about units and all other gameplay relevant things of 
the
  game. Most of those things are mentioned in this manual.
 
-More::
+Next::
  Click this button to read the next little tip from the "Tome of Wesnoth".
+
+Previous::
+ Click this button to read the previous little tip from the "Tome of 
Wesnoth".
 
 Envelope::
  Click this button (the icon of an envelope) to open a dialog where you can
@@ -369,12 +372,13 @@
 Save and Load
 ^^^^^^^^^^^^^
 
-At the start of each scenario, you have the option to save it. If you
+At the start of each scenario, your game state is normally saved. If you
 are defeated, you may load it and try again. Once you have succeeded,
-you will again be asked to save the next scenario and play that. If you
-have to stop playing during a scenario, you can save your turn and load
-it again later. Just remember, a good Battle for Wesnoth player never needs 
to save
-during a scenario. However, most beginners tend to do so rather often.
+you will again be asked to save the next scenario and play that. If
+you have to stop playing during a scenario, you can save your turn and
+load it again later. Just remember, a good Battle for Wesnoth player
+never needs to save during a scenario. However, most beginners tend to
+do so rather often.
 
 
 Playing
@@ -926,7 +930,8 @@
  - *Fire*: Weapons using fire to roast the foe like a chicken. Example:
    A drake's fire breath.
  - *Arcane*: An attack that dispels the magic animating zombies,
-   specters, and other undead creatures. Example: A white mage's magic 
attack.
+   specters, and other undead creatures and spirits. Example: A white 
+   mage's magic attack.
 
 Resistance
 ^^^^^^^^^^




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