Author: zookeeper
Date: Wed Aug 27 20:07:38 2008
New Revision: 29031
URL: http://svn.gna.org/viewcvs/wesnoth?rev=29031&view=rev
Log:
Fixed several problems with the terrain help images, adding a couple of new
tile icons.
Added:
trunk/data/core/images/terrain/cave/beam-cave-tile.png (with props)
trunk/data/core/images/terrain/cave/wall-rough-tile.png (with props)
Modified:
trunk/data/core/help.cfg
trunk/data/core/images/terrain/flat/farm-veg-spring-icon.png
Modified: trunk/data/core/help.cfg
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/help.cfg?rev=29031&r1=29030&r2=29031&view=diff
==============================================================================
--- trunk/data/core/help.cfg (original)
+++ trunk/data/core/help.cfg Wed Aug 27 20:07:38 2008
@@ -439,19 +439,19 @@
[topic]
id=terrain_forest
title= _ "Forest"
- text= "<img>src=terrain/forest/pine-tile.png align=left box=no</img>
<img>src=terrain/snow-forest-tile.png align=middle box=no</img>
<img>src=terrain/forest/tropical-tile.png align=right box=no</img>
+ text= "<img>src=terrain/forest/pine.png align=left box=no</img>
<img>src=terrain/forest/snow-forest.png align=middle box=no</img>
<img>src=terrain/forest/tropical.png align=right box=no</img>
" + _ "Forests represent any woodland with significant undergrowth, enough to
hinder passage. Though they slow nearly everyone down, forests do offer better
defense to most units than open ground. Cavalry, however, have so much trouble
navigating them that any benefit gained by stealth is negated. Elves are an
exception to this general rule for forests. Not only do they possess full
movement in forests, but they also gain a considerable defensive bonus. Dwarves
are another exception to this rule; though they are able to plow through the
forests without much loss of speed, their utter unfamiliarity with the terrain
causes them to receive no defensive bonus.
Most units have 50% defense in forests, but cavalry are limited to 30%. Elves,
on the other hand, enjoy 60 to 70% defense, even their mounted units. Dwarves
generally receive only 30% defense in forests.
-" + "<img>src=terrain/forest/great-tree-tile.png align=middle box=no</img>"
+" + "<img>src=terrain/forest/great-tree1.png align=middle box=no</img>"
[/topic]
[topic]
id=terrain_hills
title= _ "Hills"
- text= "<img>src=terrain/hills-variation1.png align=left box=no</img>
<img>src=terrain/snow-hills.png align=middle box=no</img>
+ text= "<img>src=terrain/hills-variation.png align=left box=no</img>
<img>src=terrain/snow-hills.png align=middle box=no</img>
<img>src=terrain/desert-hills.png align=right box=no</img>
" + _ "Hills represent any reasonably rough terrain, with enough dips and
rises in the ground to provide some cover. Hills are difficult for most troops
to navigate. Dwarves, Trolls, and Orcs have enough familiarity with the terrain
that they can pass through it without being slowed down. Cavalry have enough
trouble navigating the terrain that any defensive aid lent by cover is negated.
@@ -559,7 +559,7 @@
[topic]
id=terrain_rockbound_cave
title= _ "Rockbound Cave"
- text= "<img>src=terrain/cave/hills-variation1.png align=left
box=no</img>
+ text= "<img>src=terrain/cave/hills-variation.png align=left
box=no</img>
" + _ "Rockbound cave terrain is formed by the action of water and wind,
carrying erosive particles that carve the rock. It resembles a scraggy
underground cavern which reduces efficiency of most units, but shoulders
defense. Dwarves and Trolls, who are main settlers of caves, have a relatively
easy time navigating this terrain. Dwarves, who by dint of their small size
have the full advantage of navigation in such topography. Occasionally caves
are <ref>dst='terrain_illuminated_cave' text='Illuminated'</ref>
@@ -569,7 +569,7 @@
[topic]
id=terrain_illuminated_cave
title= _ "Illuminated Cave"
- text= "<img>src=terrain/cave/beam-tile.png align=left box=no</img>
<img>src=terrain/cave/hills-beam-tile.png align=right box=no</img>
+ text= "<img>src=terrain/cave/beam-cave-tile.png align=left
box=no</img> <img>src=terrain/cave/hills-beam-tile.png align=middle
box=no</img> <img>src=terrain/forest/mushrooms-beam-tile.png align=right
box=no</img>
" + _ "Rare patches of the underground world are illuminated by light from the
surface shining down into the gloomy darkness. This provides an attack bonus
for lawful units and removes the attack bonus from chaotic units. In all other
regards this terrain is functionally identical to normal cave terrains."
[/topic]
@@ -577,7 +577,7 @@
[topic]
id=terrain_fungus
title= _ "Mushroom Grove"
- text= "<img>src=terrain/mushrooms-tile.png align=left box=no</img>
+ text= "<img>src=terrain/forest/mushrooms-tile.png align=left
box=no</img>
" + _ "Mushroom groves are vast underground forests of giant mushrooms, which
thrive in the damp darkness. Most units have trouble negotiating the spongy
floor of smaller fungi, but they have plenty of cover behind the larger stalks.
Mounted units, however, become completely mired and lack proper freedom of
movement in combat. Undead units have a natural affinity for decay and function
quite well in mushroom forests.
@@ -601,7 +601,9 @@
Most units have 50 to 60% defense in villages, whereas cavalry receive only
40%.
-" + "<img>src=terrain/village/human-snow-hills-tile.png align=left
box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle
box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>"
+" + "<img>src=terrain/village/human-snow-hills-tile.png align=left
box=no</img> <img>src=terrain/village/dwarven-tile.png align=middle
box=no</img> <img>src=terrain/village/desert-tile.png align=right box=no</img>
+
+" + "<img>src=terrain/village/human-city-tile.png align=left box=no</img>
<img>src=terrain/village/hut-hills-tile.png align=middle box=no</img>
<img>src=terrain/village/cave-tile.png align=right box=no</img>"
[/topic]
[topic]
@@ -651,7 +653,7 @@
[topic]
id=terrain_cavewall
title= _ "Cave Wall"
- text= "<img>src=terrain/cave/wall-rough1.png align=left box=no</img>
+ text= "<img>src=terrain/cave/wall-rough-tile.png align=left
box=no</img> <img>src=terrain/walls/wall-stone-tile.png align=right box=no</img>
" + _ "Cave walls are made of solid stone, renowned for its ability to impede
even the most determined traveler."
[/topic]
@@ -659,7 +661,7 @@
[topic]
id=terrain_impassable_mountain
title= _ "Impassable Mountain"
- text= "<img>src=terrain/cloud-tile.png align=left box=no</img>
+ text= "<img>src=terrain/cloud-tile.png align=left box=no</img>
<img>src=terrain/cloud-desert-tile.png align=right box=no</img>
" + _ "Impassable mountains are so tall and steep that they are constantly
wreathed in cloud. To cross such mountains is practically impossible. Even
flying creatures cannot navigate the jagged peaks at such rarified heights."
[/topic]
Added: trunk/data/core/images/terrain/cave/beam-cave-tile.png
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/cave/beam-cave-tile.png?rev=29031&view=auto
==============================================================================
Binary file - no diff available.
Propchange: trunk/data/core/images/terrain/cave/beam-cave-tile.png
------------------------------------------------------------------------------
svn:mime-type = application/octet-stream
Added: trunk/data/core/images/terrain/cave/wall-rough-tile.png
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/cave/wall-rough-tile.png?rev=29031&view=auto
==============================================================================
Binary file - no diff available.
Propchange: trunk/data/core/images/terrain/cave/wall-rough-tile.png
------------------------------------------------------------------------------
svn:mime-type = application/octet-stream
Modified: trunk/data/core/images/terrain/flat/farm-veg-spring-icon.png
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/terrain/flat/farm-veg-spring-icon.png?rev=29031&r1=29030&r2=29031&view=diff
==============================================================================
Binary files - no diff available.
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