<para>If you hit <guibutton>New Local Game</guibutton> you will be presented with the <guilabel>New game properties</guilabel> dialog where you will be able to choose the number of players, the skin (or theme) to use, the game type (conquer the goal or have a specific goal) and finally if this game will be played with online players or if it is purely local. New skins can be downloaded using <guibutton>Download New Skins</guibutton> button.</para>
<para>If you hit <guibutton>New Local Game</guibutton> you will be presented with the <guilabel>New game properties</guilabel> dialog where you will be able to choose the number of players, the skin (or theme) to use, the game type (conquer the goal or have a specific goal) and finally if this game will be played with online players or if it is purely local. New skins can be downloaded using <guibutton>Download New Skins...</guibutton> button.</para>
<screenshot>
<screeninfo>The New Game dialog</screeninfo>
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@@ -360,8 +361,8 @@ your application. -->
</variablelist>
</sect2>
<sect2id="fight-solution">
<title>Solution of the fight</title>
<sect2id="fight-outcome">
<title>Outcome of the fight</title>
<para>For each army in the fight there is a corresponding die cast. The player who rolls a higher number on the dice, whether being from the attacker or defender, wins and the one to roll a smaller number on the dice loses armies according to the number of dice thrown.</para>
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@@ -479,14 +480,14 @@ If you play a local game and want to communicate with the other players, well, l
<para>Please refer to <ulinkurl="https://api.kde.org/">https://api.kde.org/</ulink> for the documentation of the API. It was quite complete but is currently a little bit outdated. There are no comments in the <literalrole="extension">.cpp</literal> implementation files.</para>
<para>Note that I originally developed this game under &Windows; with Borland C++ and WinG. I ported it to &Java; before converting back to C++ and &kde;. At the beginning I used French or a mix of French and English to name the identifiers (classnames, methods, members, &etc;). I also used French for the comments. When I decided to distribute this game, I decided to convert all to english... but I am clearly not a native English speaker: please suggest or make and submit corrections, to the code comments or to this documentation.</para>
<para>Note that I originally developed this game under &Windows; with <application>Borland C++</application> and <application>WinG</application>. I ported it to &Java; before converting back to C++ and &kde;. At the beginning I used French or a mix of French and English to name the identifiers (classnames, methods, members, &etc;). I also used French for the comments. When I decided to distribute this game, I decided to convert all to english... but I am clearly not a native English speaker: please suggest or make and submit corrections, to the code comments or to this documentation.</para>
</chapter>
<chapterid="skins">
<title>Creating new skins</title>
<para>&ksirk; comes with a skin editor, named ksirkskineditor(!), that allows to edit all skin data, as soon as graphics (map, sprites, &etc;) are available in a &SVG; file. Please see the ksirkskineditor manual for further details.</para>
<para>&ksirk; comes with a skin editor, named <command>ksirkskineditor</command>, that allows to edit all skin data, as soon as graphics (map, sprites, &etc;) are available in a &SVG; file. Please see the &i18n-ksirkskineditor; manual for further details.</para>
@@ -50,7 +51,7 @@ $applicationname xx.yy for applications with independent release schedule (extra
<!-- Abstract about this handbook -->
<abstract>
<para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &ksirkskineditor;.</para>
<para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &i18n-ksirkskineditor;.</para>
</abstract>
<!-- This is a set of Keywords for indexing by search engines.
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@@ -86,23 +87,23 @@ consistent documentation style across all KDE apps. -->
application that explains what it does and where to report
problems. Basically a long version of the abstract. Don't include a
revision history. (see installation appendix comment) -->
<para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &ksirkskineditor;.</para>
<para>&ksirk; is a computerized version of a well known strategy game. It is fully skinable. This manual explains how to create new skins from scratch, using a file browser, a &SVG; image editor and &i18n-ksirkskineditor;.</para>
<screenshot>
<screeninfo>Here's a screenshot of &ksirkskineditor;</screeninfo>
<screeninfo>Here's a screenshot of &i18n-ksirkskineditor;</screeninfo>
<para>There is three main steps to create a new skin: creating the folders hierarchy; creating the graphics, all pooled inside a &SVG; file; and then placing sprites and naming things using &ksirkskineditor;.</para>
<para>There is three main steps to create a new skin: creating the folders hierarchy; creating the graphics, all pooled inside a &SVG; file; and then placing sprites and naming things using &i18n-ksirkskineditor;.</para>
</chapter>
<chapterid="using-kapp">
<title>Creating a &ksirk; skin</title>
<para>&ksirk; is fully skinable. For who have graphic capabilities, creating a new skin is as simple as copying an existing one, editing or changing the graphics and updating the data in a <literalrole="extension">.desktop</literal> configuration file, which is done using the &ksirkskineditor;. A last step is to edit the file describing what to install.</para>
<para>&ksirk; is fully skinable. For who have graphic capabilities, creating a new skin is as simple as copying an existing one, editing or changing the graphics and updating the data in a <literalrole="extension">.desktop</literal> configuration file, which is done using the &i18n-ksirkskineditor;. A last step is to edit the file describing what to install.</para>
<para>All examples (text and images) are taken from the default skin of &ksirk;.</para>
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@@ -133,7 +134,7 @@ revision history. (see installation appendix comment) -->
<sect2id="tdd">
<title>The Data folder</title>
<para>This folder contains only one file, <filename>world.desktop</filename>. This file is a description of the content of the skin. It is used to describe the organization of the world and how to display it. You don't have to fill it manualy as it will be handled by the &ksirkskineditor;. But, for the sake of completeness, we will now describe its structure.</para>
<para>This folder contains only one file, <filename>world.desktop</filename>. This file is a description of the content of the skin. It is used to describe the organization of the world and how to display it. You don't have to fill it manualy as it will be handled by the &i18n-ksirkskineditor;. But, for the sake of completeness, we will now describe its structure.</para>
<para>An <literal>onu</literal> group contains a number of country entries, a number of nationality entries and lastly a number of continent entries. Then various groups contain the description of the different sprites, the description of the different countries, continents, nationalities and goals.</para>
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@@ -212,7 +213,7 @@ revision history. (see installation appendix comment) -->
<sect3>
<title>The sprites description groups</title>
<para>Each type of sprite (flag, infantry, cavalry, cannon, firing cannon and exploding cannon) is defined by a group. Only some sprites have a width entry. This entry is used for relative positioning during animations: the cannons, firing or exploding should not "move" around the country's flag during fight.</para>
<para>Each type of sprite (flag, infantry, cavalry, cannon, firing cannon and exploding cannon) is defined by a group. Only some sprites have a width entry. This entry is used for relative positioning during animations: the cannons, firing or exploding should not <quote>move</quote> around the country's flag during fight.</para>
<table>
<title>Sprite description group entries</title>
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@@ -492,7 +493,7 @@ revision history. (see installation appendix comment) -->
<entry>This mark is added to fighting sprites to show the number of armies they represent, here 1. There is also a mark2 and a mark3 elements.</entry>
<entry>This mark is added to fighting sprites to show the number of armies they represent, here 1. There is also a <literal>mark2</literal> and a <literal>mark3</literal> elements.</entry>
</row>
</tbody>
</tgroup>
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@@ -598,12 +599,12 @@ revision history. (see installation appendix comment) -->
</sect1>
<sect1id="using-kse">
<title>Using the &ksirkskineditor;</title>
<title>Using the &i18n-ksirkskineditor;</title>
<para>After creating the graphics in the right folder and &SVG; file, you just have to create countries, players, &etc; and associate them with the right &SVG; element in the pool. This can be done with the &ksirkskineditor;. Note that each part of this application is auto-described by tooltips and contextual help usually reachable through the <keycomboaction="simul">&Ctrl;<keycap>F1</keycap></keycombo> shortcut.</para>
<para>After creating the graphics in the right folder and &SVG; file, you just have to create countries, players, &etc; and associate them with the right &SVG; element in the pool. This can be done with the &i18n-ksirkskineditor;. Note that each part of this application is auto-described by tooltips and contextual help usually reachable through the <keycomboaction="simul">&Ctrl;<keycap>F1</keycap></keycombo> shortcut.</para>
<screenshot>
<screeninfo>Here's a screenshot of &ksirkskineditor;</screeninfo>
<screeninfo>Here's a screenshot of &i18n-ksirkskineditor;</screeninfo>