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Edits by Deciero. Spelling, punctuation, wording etc.
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@ -24,7 +24,7 @@
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#define UNDO_REMINDER
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{NARRATOR (_"*Remember:
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You can press 'u' to undo most things: useful to correct mistakes.")}
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You can press \"u\" to undo most things; useful for correcting mistakes.")}
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[allow_undo][/allow_undo]
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#enddef
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@ -23,10 +23,10 @@
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[then]
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{VARIABLE island_defended 1}
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{LABEL (_"Patch of forest") 10,14}
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{TALK_ABOUT_LOC 10,14 (_"Now put an unwounded unit, preferably a fighter, in that patch of forest on the south-east of the island: a nice, defensible spot.")}
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{TALK_ABOUT_LOC 10,14 (_"Now put an unwounded unit, preferably a fighter, in that patch of forest on the south-east of the island; a nice, defensible spot.")}
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{STUDENT (_"Can one unit survive against all those enemies?")}
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{TEACHER (_"With a little help, yes. If you move your Shaman next to the defending unit, it will heal it by 4 hitpoints per turn. Just be careful not to expose the Shaman to attack: it is fairly weak itself.")}
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{PRINT (_"Move a unit (the Fighter, if possible) to the patch of forest")}
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{TEACHER (_"With a little help, yes. If you move your Shaman next to the defending unit, it will heal it 4 hitpoints per turn. Just be careful not to expose the Shaman to attack since it's fairly weak itself.")}
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{PRINT (_"Move a unit (fighter if possible) to the patch of forest")}
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[event]
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name=moveto
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[filter]
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@ -223,7 +223,7 @@
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[then]
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[message]
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speaker=second_unit
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message=_"I hope I get to retreat after this!"
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message=_ "I hope I have a chance to retreat after this!"
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[/message]
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{VARIABLE_OP complain_msg add 1}
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[/then]
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@ -234,7 +234,7 @@
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[then]
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[message]
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speaker=second_unit
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message=_"One lucky attack by an orcish Grunt and I'm done for!"
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message=_ "One lucky attack by an Orcish Grunt, and I'm done for!"
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[/message]
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{VARIABLE_OP complain_msg add 1}
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[/then]
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@ -245,7 +245,7 @@
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[then]
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[message]
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speaker=second_unit
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message=_"Ouch! I could use some healing in a village."
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message=_ "Ouch! I could make use of some healing in a village."
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[/message]
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{VARIABLE_OP complain_msg add 1}
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[/then]
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@ -272,7 +272,7 @@
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[/variable]
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[then]
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{VARIABLE income_exceeded 1}
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{STUDENT (_"I have $side.gold gold: enough to recruit!")}
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{STUDENT (_"I have $side.gold gold; enough to recruit!")}
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{TALK_ABOUT_LOC 9,15 (_"Yes, keep recruiting more units: I think you might need them!")}
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[/then]
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[/if]
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@ -416,8 +416,8 @@
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{STUDENT (_"Ho Galdrad! Has Delfador conjured something else to beat me with? A flock of scarecrows, perhaps?")}
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# wmlindent: start ignoring
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{GENDER ({TEACHER (_ "This is no game, Konrad! " +
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_ "Orcs have encamped across the river. This is elven country: we elves are fast and hard to hit in forests. They are fools to enter here. You must defeat their leader, so they never bother us again. I will advise you.")}) ({TEACHER (_ "This is no game, Li'sar! " +
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_ "Orcs have encamped across the river. This is elven country: we elves are fast and hard to hit in forests. They are fools to enter here. You must defeat their leader, so they never bother us again. I will advise you.")})}
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_ "Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")}) ({TEACHER (_ "This is no game, Li'sar! " +
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_ "Orcs have encamped across the river. This is elven country; they are fools to enter here. We Elves are fast and hard to hit in forests. You must defeat their leader so they never threaten us again. I will advise you.")})}
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# wmlindent: stop ignoring
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{STUDENT (_"What should I do?")}
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@ -425,7 +425,7 @@
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{DEFAULT_MUSIC_PLAYLIST}
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{TALK_ABOUT Dumbo (_"First, we will have to deal with the Orcish Grunt stationed in the middle of the river. He should be little trouble.")}
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{TALK_ABOUT Thrag (_"By then, their leader will have recruited units to send against us, and the real fight will begin.")}
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{TALK_ABOUT Thrag (_"By then, their leader will have recruited units to send against us and the real fight will begin.")}
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{LABEL (_"SHALLOW") 19,16}
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{LABEL (_"SHALLOW") 18,16}
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{LABEL (_"SHALLOW") 18,14}
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@ -436,7 +436,7 @@
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{LABEL (_"DEEP") 20,15}
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{LABEL (_"DEEP") 19,17}
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{TALK_ABOUT_LOC 19,14 (_"See this dark blue water: it is too deep for either side to cross. They could slowly wade through that narrow band of shallow lighter-blue water in the east, but we would stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
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{TALK_ABOUT_LOC 19,14 (_"See this dark blue water? It's too deep for either side to cross. They could slowly wade through that narrow band of shallow lighter-blue water in the east; but we could stand on the shore and force them to fight us from the water, where they are exposed and we are protected by the forest.")}
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{UNLABEL 19,16}
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{UNLABEL 18,16}
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{UNLABEL 18,14}
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@ -447,7 +447,7 @@
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{UNLABEL 20,15}
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{UNLABEL 19,17}
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{LABEL (_"Village") 11,14}
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{TALK_ABOUT_LOC 9,14 (_"The more likely attack, then, is across the bridge. That middle island is the key: it has a village, for healing injured units, and forest in which we fight so well.")}
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{TALK_ABOUT_LOC 9,14 (_""The more likely attack, then, is across the bridge. That middle island is the key: it has a village for healing injured units and forests in which we fight so well.")}
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{UNLABEL 11,14}
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# wmlindent: start ignoring
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{TEACHER (_"To start, we will need some units:
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@ -538,10 +538,10 @@ One Elvish Shaman")}
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greater_than=0
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[/variable]
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[then]
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{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would recall them: as they don't, it's cheaper to recruit new ones. So recruit an Elvish Fighter.")}
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{TEACHER (_"If any Elvish Fighters from your last battle had experience, we would recall them to the current battlefield. However, both units don't have much experience so it's more effecient to recruit new ones. Recruit an Elvish Fighter.")}
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[/then]
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[else]
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{TEACHER (_"If you had any experienced units alive from your last battle we would recall them, instead we must recruit a new Elvish Fighter.")}
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{TEACHER (_"If you had any experienced units alive from your last battle we would recall them. Instead we must recruit a new Elvish Fighter.")}
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[/else]
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[/if]
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{LABEL (_"Elvish Fighter") 11,3}
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@ -594,10 +594,10 @@ One Elvish Shaman")}
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{VARIABLE_OP recruit_num add 1}
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{UNLABEL 10,2}
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{CLEAR_PRINT}
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{TEACHER (_"The Shaman is a fairly weak unit, but has the ability to heal units around it. It also has a special attack which slows enemies, halving the damage they do!")}
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{TEACHER (_"The Shaman is a fairly weak unit but has the ability to heal units around it. It also has a special attack which slows enemies, halving the damage they do!")}
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{STUDENT (_"So, should I end my turn now?")}
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# FIXME: If any level 2 units, costs will be higher.
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{TEACHER (_"It's true, none of your recruited units can move, but you still can. Your five units cost you 5 gold, leaving you 3 gold pieces poorer per turn. You need more income.")}
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{TEACHER (_"While none of your recruited units can move, you still can. Your five units cost you 5 gold in upkeep, leaving you 3 gold poorer per turn. You need more income.")}
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# wmlindent: start ignoring
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{GENDER ({PRINT (_"Move Konrad to capture a village")})
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({PRINT (_"Move Li'sar to capture a village")})}
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@ -872,9 +872,9 @@ One Elvish Shaman")}
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# wmlindent: start ignoring
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# FIXME: Level 2 units change costs.
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{GENDER ({TEACHER (_"You've learned well, Konrad! " +
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_ "The village supports one unit, and pays one gold per turn: you're only losing 1 gold per turn now.")})
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_ "The village supports one unit and pays 1 gold per turn. You're only losing 1 gold per turn now.")})
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({TEACHER (_"You've learned well, Li'sar! " +
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_ "The village supports one unit, and pays one gold per turn: you're only losing 1 gold per turn now.")})}
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_ "The village supports one unit and pays 1 gold per turn. You're only losing 1 gold per turn now.")})}
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# wmlindent: stop ignoring
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{PRINT (_"End your turn")}
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[/then]
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@ -904,7 +904,7 @@ One Elvish Shaman")}
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[event]
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name=turn 2
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{TALK_ABOUT Dumbo (_"Orcs have no ranged attack, so use your archers against it.")}
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{TALK_ABOUT Dumbo (_"Orcs have no ranged attack, so use your archers against them.")}
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{PRINT (_"Attack the orc with an Archer (move mouse over units to see description on right)")}
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@ -914,7 +914,7 @@ One Elvish Shaman")}
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x=8,10
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y=8,8
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[/filter]
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{TEACHER (_"Excellent. Elves are well protected in the forest: there's only a 30% chance of hitting an Elven Archer when it's in forest.")}
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{TEACHER (_"Excellent. Elves are well-protected in the forest. There's only a 30% chance of hitting an Elvish Archer in forests.")}
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[/event]
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[event]
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name=moveto
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@ -923,13 +923,13 @@ One Elvish Shaman")}
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side=1
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[/filter]
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[allow_undo][/allow_undo]
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{TEACHER (_"It's very dangerous to stand in water when there are enemies about! Your unit would have an 80% chance of being hit when the orc counter-attacks! Cancel!")}
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{TEACHER (_"It's very dangerous to stand in water when there are enemies about! Your unit will have an 80% chance of being hit when the enemy counter-attacks! Cancel!")}
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{UNDO_REMINDER}
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[/event]
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[event]
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name=attack_end
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{PRINT (_"Attack the orc with the other Archer")}
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{PRINT (_"Attack the Orc with the other Archer")}
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# FIXME: Can't nest events of same type: they both fire 8(
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# So set up this event on next attack.
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@ -942,8 +942,8 @@ One Elvish Shaman")}
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{CLEAR_PRINT}
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{UNLABEL 14,3}
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{LABEL (_"Fighter to HERE") 19,5}
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{TALK_ABOUT_LOC 19,5 (_"Your other units cannot reach that orc this turn. Send a Fighter to that village to the far east: that will take two turns.")}
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{NARRATOR (_"You can make a unit keep moving for multiple turns: select the unit, then click on the target. You will see (2) if it will take two turns to reach it.")}
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{TALK_ABOUT_LOC 19,5 (_"Your other units cannot reach that Orc this turn. Send a Fighter to the village to the far east. It will take two turns to reach it.")}
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{NARRATOR (_"You can order a unit to move for multiple turns by selecting the unit and clicking on the destination. A number will indicate how many turns it will take until that unit reaches the tile.")}
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{PRINT (_"Tell a Fighter to move to the far east village")}
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[event]
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@ -963,8 +963,8 @@ One Elvish Shaman")}
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{UNLABEL 19,5}
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{LABEL (_"Keep") 10,3}
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{TEACHER (_"Send the other Fighter and the Shaman south so they can attack next turn, then return to the keep to recruit more units!")}
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{GENDER ({PRINT (_"Move Fighter and Shaman south, then return Konrad to the keep")})
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({PRINT (_"Move Fighter and Shaman south, then return Li'sar to the keep")})}
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{GENDER ({PRINT (_"Move your Fighter and Shaman south, then return Konrad to the Keep")})
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({PRINT (_"Move your Fighter and Shaman south, then return Li'sar to the Keep")})}
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[/event]
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[event]
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@ -1017,7 +1017,7 @@ One Elvish Shaman")}
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{UNLABEL 12,3}
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# Explain: Zone of Control
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{TALK_ABOUT Dumbo (_"The Orcish Grunt is blocking the bridge! We must occupy that island before the Wolf Riders reach it.")}
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{TALK_ABOUT Dumbo (_"That Grunt is blocking the bridge! We must occupy that island before the Wolf Riders reach it.")}
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{STUDENT (_"Can't our units just move around him?")}
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# All around Dumbo (9,14)
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@ -1028,7 +1028,7 @@ One Elvish Shaman")}
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{LABEL (_"ZoC") 10,13}
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{LABEL (_"ZoC") 8,13}
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# FIXME: Figure out best unit choice.
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{TALK_ABOUT Dumbo (_"No: once you move close to an enemy unit, you are in it's 'Zone of Control', and cannot move further that turn.
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{TALK_ABOUT Dumbo (_"No. Once you move close to an enemy unit, you are in its \"Zone of Control\" and cannot move further that turn.
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To move your troops onto that island without wading slowly through the water, you'll have to kill him.")}
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{PRINT (_"Attack the orc with an Archer")}
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{UNLABEL 10,14}
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@ -1061,9 +1061,9 @@ To move your troops onto that island without wading slowly through the water, yo
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[else]
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# FIXME: use name of unit doing attack - use $unit.type
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# Do that after String-Freeze!!
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{STUDENT (_"No other units can reach that orc: I hope my archer survives its counter-attack! I'd better grab more villages, and move everyone closer for next turn.")}
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{TEACHER (_"Yes. If your Shaman stands just behind that unit on the bridge, it will heal it at the beginning of next turn, too.")}
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{PRINT (_"Move Shaman onto bridge to stand behind unit")}
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{STUDENT (_"No other units can reach that Orc. I hope my archer survives its counter-attack! I'd better grab more villages and move everyone closer for next turn.")}
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{TEACHER (_"Yes. If your Shaman stands just behind that unit on the bridge, it will heal it at the beginning of the next turn.")}
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{PRINT (_"Move your Shaman onto the bridge to stand behind your other unit")}
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[event]
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name=moveto
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[filter]
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@ -1122,7 +1122,7 @@ To move your troops onto that island without wading slowly through the water, yo
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y=14,15,14,15,14,15
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side=1
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[/filter]
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{TEACHER (_"It's very dangerous to stand in water when there are enemies about! Your unit would have an 80% chance of being hit! Cancel, and wait for them to attack you!")}
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{TEACHER (_"It's very dangerous to stand in water when there are enemies about! Your unit will have an 80% chance of being hit! Cancel, and wait for them to attack you!")}
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{UNDO_REMINDER}
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[allow_undo][/allow_undo]
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[/event]
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@ -1132,13 +1132,13 @@ To move your troops onto that island without wading slowly through the water, yo
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name=turn 4
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{CLEAR_PRINT}
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{TALK_ABOUT_LOC 19,5 (_"Don't forget about your fighter in the east: you can move him south to that last village near the channel.")}
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{TALK_ABOUT_LOC 19,5 (_"Don't forget about your fighter in the east; you can move him south to that last village near the channel.")}
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[allow_undo][/allow_undo]
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[if]
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{NUMEQ dumbo_dead 0}
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[then]
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# FIXME: Which unit? Is it really wounded?
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{TALK_ABOUT Dumbo (_"We need to take that village on the island, otherwise they will take it next turn! Move your wounded unit to take it so it can heal, then kill that orc!")}
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{TALK_ABOUT Dumbo (_"We need to take that village, otherwise they will take it next turn! Move your wounded unit onto the village so it can heal, then kill that Orc!")}
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[/then]
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[else]
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{DEFEND_ISLAND}
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@ -1150,15 +1150,15 @@ To move your troops onto that island without wading slowly through the water, yo
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name=turn 5
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{DEFEND_ISLAND}
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{TALK_ABOUT_LOC 11,14 (_"Careful! It is now nighttime. orcs are chaotic: their attacks are 25% stronger at night, 25% weaker in the day. You are lawful: stronger by day. Elves are neutral: we are unaffected by night and day.")}
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{NARRATOR (_"After this dialog, hold the mouse over the image below the map on the right, to see a description of the time of day.")}
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{TALK_ABOUT_LOC 11,14 (_"Careful! It is now nighttime. Orcs are chaotic, meaning their attacks are 25% stronger at night and 25% weaker in the day. You are lawful: stronger by day. Elves are neutral: unaffected by night and day.")}
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{NARRATOR (_"After this dialog, hold the mouse over the landscape image below the minimap on the right to see a description of the time of day.")}
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[/event]
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[event]
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name=turn 6
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{CHECK_INCOME}
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{TALK_ABOUT_LOC 9,15 (_"Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, villages can heal 8 (the maximum for any unit).")}
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{TALK_ABOUT_LOC 9,15 (_"Remember to retreat your wounded units to villages. Healers can only heal 4 hitpoints at a time, while villages can heal 8 (the maximum for any unit).")}
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[/event]
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[event]
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@ -1166,24 +1166,24 @@ To move your troops onto that island without wading slowly through the water, yo
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{CHECK_INCOME}
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{LABEL (_"Defend here") 19,14}
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{TALK_ABOUT_LOC 19,16 (_"Beware those orcs crossing the river! If they get into the forest they'll be hard to dislodge!")}
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{TALK_ABOUT_LOC 19,16 (_"Beware of those Orcs crossing the river! If they get into the forest they'll be hard to dislodge!")}
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[/event]
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[event]
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name=turn 9
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{UNLABEL 19,14}
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{NARRATOR (_"You can make sure you've used all your units for this turn: press 'n' for the next unit, SPACE to indicate it's finished.
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When 'n' no longer selects a new unit, you can end your turn.")}
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{NARRATOR (_"You can make sure you've used all your units each turn by pressing \"n\" to automatically select the next unit. SPACE will indicate a unit is finished.
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When \"n\" no longer selects a new unit, you can end your turn.")}
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[/event]
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[event]
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name=turn 10
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{NARRATOR (_"You only need to defeat the leader to win: see Main Menu->Objectives.")}
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{NARRATOR (_"You only need to defeat the leader to win (see Main Menu->Objectives).")}
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[/event]
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[event]
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name=turn 12
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{NARRATOR (_"Remember to recruit more troops as you need them: Archers are particularly effective against Grunts, Wolf Riders and their leader.")}
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{NARRATOR (_"Remember to recruit troops useful for the situation. Archers are particularly effective against Grunts, Wolf Riders and their leader.")}
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[/event]
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# Remind them to keep back
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@ -1201,7 +1201,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
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less_than=8
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[/variable]
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[then]
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{TEACHER (_"Stay near the keep: you need to be on a keep to recruit more units, and I doubt the orc leader will let you use his!")}
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{TEACHER (_"Stay near the keep! You need to be on a keep to recruit more units, and I doubt the Orc leader will let you use his!")}
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[/then]
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[/if]
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[allow_undo][/allow_undo]
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@ -1215,7 +1215,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
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y=19,19,23
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[/filter]
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{TALK_ABOUT Thrag (_"Their leader has moved into that village! He's not as stupid as I thought: it heals him each turn and provides good defense.")}
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{TALK_ABOUT Thrag (_"Their leader has moved into that village! He's not as stupid as I thought. The village heals him each turn and provides good defense.")}
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[/event]
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[event]
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@ -1226,7 +1226,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
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y=14,10,10
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[/filter]
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{TALK_ABOUT_LOC ($x1,$y1) (_"That unit has captured our village! You'd better get him out: it heals him each turn and provides good defense.")}
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{TALK_ABOUT_LOC ($x1,$y1) (_"That unit has captured our village! You'd better get him out; it heals him each turn and provides good defense.")}
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[/event]
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# Warn about using shaman to attack.
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@ -1274,7 +1274,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
{NUMEQ talk_about_killing_thrag 0}
|
||||
[then]
|
||||
{VARIABLE talk_about_killing_thrag 1}
|
||||
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit which finishes him will gain 16 experience points, because he is level 2. Choose your unit carefully!")}
|
||||
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is level 2. Choose your unit carefully!")}
|
||||
[/then]
|
||||
[/if]
|
||||
|
||||
@ -1290,7 +1290,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
{NUMEQ talk_about_killing_thrag 0}
|
||||
[then]
|
||||
{VARIABLE talk_about_killing_thrag 1}
|
||||
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit which finishes him will gain 16 experience points, because he is level 2. Choose your unit carefully!")}
|
||||
{TALK_ABOUT Thrag (_"You are close to killing their leader! The unit who finishes him will gain 16 experience points because he is level 2. Choose your unit carefully!")}
|
||||
[/then]
|
||||
[/if]
|
||||
{CLEAR_VARIABLE attacker}
|
||||
@ -1329,7 +1329,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
greater_than=20
|
||||
[/variable]
|
||||
[then]
|
||||
{TEACHER (_"We will miss $deadguy.name|, and he had $deadguy.experience experience points, meaning he would have advanced to level 2 soon.")}
|
||||
{TEACHER (_"We will miss $deadguy.name| because he had $deadguy.experience experience points, meaning he would have advanced to level 2 soon.")}
|
||||
[/then]
|
||||
[else]
|
||||
[if]
|
||||
@ -1338,7 +1338,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
less_than=8
|
||||
[/variable]
|
||||
[then]
|
||||
{TEACHER (_"We will miss $deadguy.name|, but better than one of our experienced troops dying!")}
|
||||
{TEACHER (_"We will miss $deadguy.name|, but it's better than one of our experienced troops dying!")}
|
||||
[/then]
|
||||
[/if]
|
||||
[/else]
|
||||
@ -1352,7 +1352,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
[/variable]
|
||||
[then]
|
||||
{TEACHER (_"Losing a healer hurts all the troops! Keep them out of the enemy's reach!")}
|
||||
{NARRATOR (_"You can see where an enemy could reach by moving the mouse over them. You can see all the possible enemy moves at once with 'Show Enemy Moves' from the 'Actions' menu.")}
|
||||
{NARRATOR (_"You can see where an enemy can reach by moving the mouse over them. You can see all the possible enemy moves at once with the \"Show Enemy Moves\" command from the \"Actions\" menu.")}
|
||||
[/then]
|
||||
[else]
|
||||
# Must be level 2 unit.
|
||||
@ -1371,7 +1371,7 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
x=1-13
|
||||
y=18-21
|
||||
[/filter]
|
||||
{TALK_ABOUT Thrag (_"Beware the leader: he can do 36 hitpoints damage at night! Attack with many units at once, during the day.")}
|
||||
{TALK_ABOUT Thrag (_"BBeware of the Orc leader: he can do 36 hitpoints of damage at night! Attack with many units at once during the day.")}
|
||||
[/event]
|
||||
|
||||
[event]
|
||||
@ -1384,8 +1384,8 @@ When 'n' no longer selects a new unit, you can end your turn.")}
|
||||
[message]
|
||||
speaker=unit
|
||||
#wmllint: display on
|
||||
message=_"Advancing a level has fully healed me!
|
||||
I always have a 60% chance of hitting with my bow, and 9 hitpoints damage on each of the four attacks. Use me to dislodge hard-to-hit units."
|
||||
message=_ "Advancing a level has fully healed me!
|
||||
I always have a 60% chance of hitting with my Marksman ability, and I deal 9 damage each for 4 attacks. Use me to dislodge hard-to-hit units."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
[/event]
|
||||
@ -1398,8 +1398,8 @@ I always have a 60% chance of hitting with my bow, and 9 hitpoints damage on eac
|
||||
[message]
|
||||
speaker=unit
|
||||
#wmllint: display on
|
||||
message=_"Advancing a level has fully healed me!
|
||||
I am good with both bow and sword, but I have a special ability: ambush. I can hide in forests, and enemies can only see me if they are right next to me."
|
||||
message=_ "Advancing a level has fully healed me!
|
||||
I am good with both bow and sword, and I have a special ability: ambush. I can hide in forests where enemies can only see me if they are right next to me."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
[/event]
|
||||
@ -1412,8 +1412,8 @@ I am good with both bow and sword, but I have a special ability: ambush. I can h
|
||||
[message]
|
||||
speaker=unit
|
||||
#wmllint: display on
|
||||
message=_"Advancing a level has fully healed me!
|
||||
I am good with both bow and sword, but I have a special ability: leadership. Level 1 units around me do 25% more damage, so position me carefully."
|
||||
message=_ "Advancing a level has fully healed me!
|
||||
I am good with both bow and sword, and I have a special ability: leadership. Level 1 units around me do 25% more damage, so position me carefully."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
[/event]
|
||||
@ -1427,8 +1427,8 @@ I am good with both bow and sword, but I have a special ability: leadership. Lev
|
||||
[message]
|
||||
speaker=unit
|
||||
#wmllint: display on
|
||||
message=_"Advancing a level has fully healed me!
|
||||
I am particularly good with the sword: four attacks doing 8 damage each."
|
||||
message=_ "Advancing a level has fully healed me!
|
||||
I am particularly good with the sword, dealing 8 damage in 4 attacks."
|
||||
#wmllint: display off
|
||||
[/message]
|
||||
[/event]
|
||||
@ -1596,7 +1596,7 @@ I am particularly good with the sword: four attacks doing 8 damage each."
|
||||
|
||||
[event]
|
||||
name=time over
|
||||
{TEACHER (_"You took too long, we'll never be rid of these orcs!")}
|
||||
{TEACHER (_"You took too long! We'll never be rid of these Orcs!")}
|
||||
[endlevel]
|
||||
result=defeat
|
||||
[/endlevel]
|
||||
@ -1614,6 +1614,6 @@ I am particularly good with the sword: four attacks doing 8 damage each."
|
||||
|
||||
[event]
|
||||
name=victory
|
||||
{TEACHER (_"You have been victorious over the orcs. Next, you may want to try one of the campaigns with a Beginner level, such as An Orcish Incursion, The South Guard, A Take of Two Brothers or Heir to the Throne. The South Guard was specifically designed as a beginner's campaign. Konrad, Li'sar and Delfador are characters from Heir to The Throne.")}
|
||||
{TEACHER (_"You are victorious! You may want to try Novice-level campaigns such as: The South Guard, An Orcish Incursion, A Tale of Two Brothers, and Heir to the Throne. The South Guard was specifically designed as a beginner's campaign. Konrad, Li'sar and Delfador are characters from Heir to the Throne.")}
|
||||
[/event]
|
||||
[/tutorial]
|
||||
|
Loading…
x
Reference in New Issue
Block a user