mail[Wesnoth-commits] r43464 - /trunk/data/hardwired/tips.cfg


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Posted by Majora700 on June 15, 2010 - 23:10:
Author: espreon
Date: Tue Jun 15 23:10:37 2010
New Revision: 43464

URL: http://svn.gna.org/viewcvs/wesnoth?rev=43464&view=rev
Log:
Added some cola to some source strings.

Modified:
    trunk/data/hardwired/tips.cfg

Modified: trunk/data/hardwired/tips.cfg
URL: 
http://svn.gna.org/viewcvs/wesnoth/trunk/data/hardwired/tips.cfg?rev=43464&r1=43463&r2=43464&view=diff
==============================================================================
--- trunk/data/hardwired/tips.cfg (original)
+++ trunk/data/hardwired/tips.cfg Tue Jun 15 23:10:37 2010
@@ -49,7 +49,7 @@
 [/tip]
 [tip]
     text= _ "An otherwise sound plan can fail if you attack at the wrong 
time of day."
-    source= _ "― Haldric II, 42YW, from Handbook of Tactical Analysis 
Volume I"
+    source= _ "― Haldric II, 42YW, from Handbook of Tactical Analysis: 
Volume I"
 [/tip]
 [tip]
     text= _ "If you are playing with 'Shroud' or 'Fog of War' turned on, you 
won't know what you're facing. In this case, long-range scouting units are 
worth their cost. Try to choose scouts that can easily move across the 
surrounding terrain, because units see as far as they can move in one turn."
@@ -73,11 +73,11 @@
 [/tip]
 [tip]
     text= _ "Units of level one and higher have a 'Zone of Control' in each 
of the hexes next to them. If a unit moves into an enemy's zone of control, 
it may not move any further that turn. This means that units can have two 
empty hexes between them and still create a barrier to the enemy. However, 
skirmishers are skilled enough to ignore these zones."
-    source= _ "― Haldric II, 42YW, from Handbook of Tactical Analysis 
Volume I"
+    source= _ "― Haldric II, 42YW, from Handbook of Tactical Analysis: 
Volume I"
 [/tip]
 [tip]
     text= _ "The chance to hit a unit usually depends on how well that unit 
can defend itself in the terrain in which it is standing. However, magical 
attacks always have a 70% chance to hit, and units with the 'marksman' 
ability will always have at least 60% chance to hit when attacking on their 
turn."
-    source= _ "― Haldric II, 43YW, from Handbook of Tactical Analysis 
Volume II"
+    source= _ "― Haldric II, 43YW, from Handbook of Tactical Analysis: 
Volume II"
 [/tip]
 [tip]
     text= _ "Units stationed in villages will either heal eight hitpoints at 
the beginning of their turn, or will recover from poisoning."
@@ -121,7 +121,7 @@
 [/tip]
 [tip]
     text= _ "Your leader can recruit or recall units from any keep inside a 
castle, not just the keep they start on. You can capture a keep from an enemy 
and recruit from there. Also, some of your allies may be willing to make room 
for you on their keep so you can recruit there."
-    source= _ "― Haldric II, 42 YW, from Handbook of Tactical Analysis 
Volume I"
+    source= _ "― Haldric II, 42 YW, from Handbook of Tactical Analysis: 
Volume I"
 [/tip]
 [tip]
     text= _ "Skeletons are resistant to piercing, bladed and cold-based 
attacks but are vulnerable to impact, fire, and arcane attacks."
@@ -129,7 +129,7 @@
 [/tip]
 [tip]
     text= _ "Units with the 'leadership' ability help lower-level adjacent 
units on the same side fight better. Use leaders to help your other units 
level up faster."
-    source= _ "― Haldric II, 42 YW, from Handbook of Tactical Analysis 
Volume I"
+    source= _ "― Haldric II, 42 YW, from Handbook of Tactical Analysis: 
Volume I"
 [/tip]
 [tip]
     text= _ "Try to avoid moving next to unoccupied villages. An enemy unit 
may move into the village and attack you, while enjoying the defense and 
healing of the village."




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