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Fix and enhance the special notes by adding a line between special notes and highlight "Special notes:"
148 lines
4.3 KiB
INI
148 lines
4.3 KiB
INI
#textdomain wesnoth
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#define SPECIAL_NOTES
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"
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<header>text='"+_"
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Special Notes:"+"'</header>
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"#enddef
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#define SPECIAL_NOTES_SPIRIT
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_" Spirits have very unusual resistances to damage, and move quite slowly over open water."+"
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"#enddef
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#define SPECIAL_NOTES_ARCANE
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_" This unit's arcane attack deals tremendous damage to magical creatures, and even some to mundane creatures."+"
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"#enddef
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#define SPECIAL_NOTES_HEALS
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_" This unit is capable of basic healing, though it can only delay the effects of poison, not cure them entirely."+"
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"#enddef
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#define SPECIAL_NOTES_CURES
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_" This unit is capable of healing those around it, and curing them of poison."+"
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"#enddef
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#define SPECIAL_NOTES_UNPOISON
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_" This unit is capable of neutralizing the effects of poison in units around it."+"
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"#enddef
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#define SPECIAL_NOTES_REGENERATES
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_" This unit regenerates, which allows it to heal as though always stationed in a village."+"
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"#enddef
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#define SPECIAL_NOTES_STEADFAST
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_" The steadiness of this unit reduces damage from some attacks, but only while defending."+"
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"#enddef
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#define SPECIAL_NOTES_LEADERSHIP
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_" The leadership of this unit enables friendly units next to it to deal more damage in combat, though this only applies to units of lower level."+"
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"#enddef
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#define SPECIAL_NOTES_SKIRMISHER
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_" This unit's skill at skirmishing allows it to ignore enemies' zones of control and thus move unhindered around them."+"
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"#enddef
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#define SPECIAL_NOTES_ILLUMINATES
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_" Illumination increases the lighting level in adjacent areas."+"
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"#enddef
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#define SPECIAL_NOTES_TELEPORT
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_" This unit can teleport between any two villages instantly, though the player must control both, and the destination village must be unoccupied."+"
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"#enddef
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#define SPECIAL_NOTES_AMBUSH
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_" In woodlands, this unit's ambush skill renders it invisible to enemies unless it is immediately adjacent or has revealed itself by attacking."+"
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"#enddef
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#define SPECIAL_NOTES_NIGHTSTALK
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_" This unit is able to hide at night, leaving no trace of its presence."+"
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"#enddef
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#define SPECIAL_NOTES_CONCEALMENT
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_" This unit can hide in villages (with the exception of water villages), and remain undetected by its enemies, except by those standing next to it."+"
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"#enddef
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#define SPECIAL_NOTES_SUBMERGE
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_" This unit can move unseen in deep water, requiring no air from the surface."+"
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"#enddef
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#define SPECIAL_NOTES_FEEDING
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_" This unit gains 1 hitpoint added to its maximum whenever it kills a living unit."+"
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"#enddef
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#define SPECIAL_NOTES_BERSERK
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_" Whenever its berserk attack is used, this unit continues to push the attack until either it or its enemy lies dead."+"
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"#enddef
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#define SPECIAL_NOTES_BACKSTAB
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_" If there is an enemy of the target on the opposite side of the target. This unit may backstab, inflicting double damage, by creeping around behind that enemy."+"
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"#enddef
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#define SPECIAL_NOTES_PLAGUE
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_" Foes who lose their life to the plague will rise again in unlife."+"
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"#enddef
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#define SPECIAL_NOTES_SLOW
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_" This unit is able to slow its enemies, halving their movement speed and attack damage until they end a turn."+"
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"#enddef
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#define SPECIAL_NOTES_STONE
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_" The ability to turn the living to stone makes this unit extremely dangerous."+"
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"#enddef
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#define SPECIAL_NOTES_MARKSMAN
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_" This unit's marksmanship gives it a high chance of hitting targeted enemies, but only on the attack."+"
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"#enddef
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#define SPECIAL_NOTES_MAGICAL
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_" The ranged attacks of this unit are magical, and always have a high chance of hitting an opponent."+"
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"#enddef
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#define SPECIAL_NOTES_SWARM
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_" The swarming attacks of this unit become less deadly whenever its members are wounded."+"
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"#enddef
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#define SPECIAL_NOTES_CHARGE
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_" Using a charging attack doubles both damage dealt and received; this does not affect defensive retaliation."+"
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"#enddef
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#define SPECIAL_NOTES_DRAIN
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_" During battle, this unit can drain life from victims to renew its own health."+"
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"#enddef
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#define SPECIAL_NOTES_FIRSTSTRIKE
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_" The length of this unit's weapon allows it to strike first in melee, even in defense."+"
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"#enddef
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#define SPECIAL_NOTES_POISON
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_" The victims of this unit's poison will continually take damage until they can be cured in town or by a unit which cures."+"
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"#enddef
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