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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