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Remove trailing trash in help strings.
The fact they weren't translatable is also a symptom of some limitations of the wml-to-gettext scripts.
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@ -76,8 +76,7 @@ Recruited units come with two random <ref>dst=traits text=Traits</ref> which mod
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In later scenarios, you may also Recall survivors from earlier battles. Recalling functions identically to Recruiting, save that recalling costs a standard 20 gold and presents you with a list of all surviving units from previous scenarios.
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Keep in mind that units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for more information.
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"
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Keep in mind that units not only cost gold to Recruit or Recall, they also require money to support. See <ref>dst=income_and_upkeep text='Income and Upkeep'</ref> for more information."
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[/topic]
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[topic]
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@ -168,8 +167,7 @@ Healing units: Units with the <ref>dst=ability_heals text=Heals</ref> ability wi
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Curing units: Units with the <ref>dst=ability_cures text=Cures</ref> ability will heal all friendly units immediately beside them for 8HP each turn, or cure a unit of Poison.
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Keep in mind that while Resting can be combined with other forms of healing, villages, regeneration, and healing/curing cannot combine with each other. Also, units heal fully between scenarios.
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"
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Keep in mind that while Resting can be combined with other forms of healing, villages, regeneration, and healing/curing cannot combine with each other. Also, units heal fully between scenarios."
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[/topic]
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[topic]
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@ -182,8 +180,7 @@ Income is simple. For every village you control, you gain one gold a turn. Thus,
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Upkeep is also fairly simple. Each unit requires an amount of Upkeep equal to its level. You can support as many levels <italic>text=worth</italic> of units as you have villages for free. However, for each level of unit beyond the number of villages you have, you must pay one gold per turn. For example, if you have twelve level one units and ten villages, you would have to pay two gold a turn in upkeep.
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These costs are subtracted from your Income, so in the case of twelve levels of units and ten villages, your resultant Income would be 8 gold a turn.
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There are two main exceptions to Upkeep. Firstly, units with the Loyal trait will only ever count as level one for upkeep purposes, regardless of their actual level. Secondly, units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second level of Heir to the Throne) will never charge any upkeep.
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"
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There are two main exceptions to Upkeep. Firstly, units with the Loyal trait will only ever count as level one for upkeep purposes, regardless of their actual level. Secondly, units you begin the scenario with (such as Konrad or Delfador), or units who join you during a scenario (such as the Horseman in the second level of Heir to the Throne) will never charge any upkeep."
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[/topic]
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[topic]
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@ -238,8 +235,7 @@ Resilient units can be useful at all stages in the campaign, and is a useful tra
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Strong units do 1 more damage per swing in melee combat, and have 2 more HP.
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Useful for any close-combat unit, Strong is most effective for units who have a high number of swings, such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow.
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"
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Useful for any close-combat unit, Strong is most effective for units who have a high number of swings, such as the Elvish Fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
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# Not used since generated text was not really suitable.
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#generator=traits
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[/topic]
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