Git commit 8b2354b52bbad9a48c481e320097509c808c150e by Antoni Bella Pérez.
Committed on 14/10/2021 at 14:53.
Pushed by bellaperez into branch 'master'.

Documentation updates

* Update date and version numbers
* Remove deprecated entities: ksirk (from kdoctools), kappname and package
* Remove final whitespaces
* Re-indent (more readable)
* Suitable tags and more entities
* Renew to Breeze gui icons

A  +-    --    doc/ksirk/application-exit.png
A  +-    --    doc/ksirk/document-new.png
M  +405  -664  doc/ksirk/index.docbook
D  +-    --    doc/ksirk/newGame.png
D  +-    --    doc/ksirk/quit.png
A  +-    --    doc/ksirkskineditor/document-open.png
A  +-    --    doc/ksirkskineditor/document-save.png
M  +521  -383  doc/ksirkskineditor/index.docbook
D  +-    --    doc/ksirkskineditor/load.png
D  +-    --    doc/ksirkskineditor/save.png

https://invent.kde.org/games/ksirk/commit/8b2354b52bbad9a48c481e320097509c808c150e

diff --git a/doc/ksirk/application-exit.png b/doc/ksirk/application-exit.png
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diff --git a/doc/ksirk/document-new.png b/doc/ksirk/document-new.png
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diff --git a/doc/ksirk/index.docbook b/doc/ksirk/index.docbook
index a5b72bb..db60529 100644
--- a/doc/ksirk/index.docbook
+++ b/doc/ksirk/index.docbook
@@ -1,8 +1,5 @@
 <?xml version="1.0" ?>
 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" 
"dtd/kdedbx45.dtd" [
-  <!ENTITY ksirk '<application>KsirK</application>'>
-  <!ENTITY kappname "&ksirk;"><!-- replace ksirk here -->
-  <!ENTITY package "kdegames">
   <!ENTITY % addindex "IGNORE">
   <!ENTITY % English "INCLUDE">
 ]>
@@ -13,35 +10,26 @@
 <title>The &ksirk; Handbook</title>
 
 <authorgroup>
-<author>
-<firstname>Gael</firstname>
-<othername>Kleag</othername>
-<surname>de Chalendar</surname>
-<affiliation>
-<address><email>[email protected]</email></address>
-</affiliation>
-</author>
-<author>
-<firstname>Nemanja</firstname>
-<othername></othername>
-<surname>Hirsl</surname>
-<affiliation>
-<address><email>[email protected]</email></address>
-</affiliation>
-</author>
-<!-- TRANS:ROLES_OF_TRANSLATORS -->
+  <author>
+    <firstname>Ga&euml;l</firstname> <othername>Kleag</othername> <surname>de 
Chalendar</surname>
+    <affiliation><address><email>[email protected]</email></address></affiliation>
+  </author>
+  <author>
+    <firstname>Nemanja</firstname> <othername></othername> 
<surname>Hirsl</surname>
+    
<affiliation><address><email>[email protected]</email></address></affiliation>
+  </author>
+  <!-- Translators: put here the copyright notice of the translation -->
+  <!-- TRANS:ROLES_OF_TRANSLATORS -->
 </authorgroup>
 
-
 <copyright>
-<year>2002-2012</year>
-<holder>Gael de Chalendar</holder>
+  <year>2002-2012</year>
+  <holder>Ga&euml;l de Chalendar</holder>
 </copyright>
 <copyright>
-<year>2013</year>
-<holder>Nemanja Hirsl</holder>
+  <year>2013</year>
+  <holder>Nemanja Hirsl</holder>
 </copyright>
-<!-- Translators: put here the copyright notice of the translation -->
 <!-- Put here the FDL notice.  Read the explanation in fdl-notice.docbook
      and in the FDL itself on how to use it. -->
 <legalnotice>&FDLNotice;</legalnotice>
@@ -52,48 +40,28 @@ need them for translation coordination !
 Please respect the format of the date (DD/MM/YYYY) and of the version
 (V.MM.LL), it could be used by automation scripts.
 Do NOT change these in the translation. -->
-
-<date>2013-02-17</date>
-<releaseinfo>4.10.0</releaseinfo>
+<date>2021-10-14</date>
+<releaseinfo>KDE Gear 21.08</releaseinfo>
 
 <!-- Abstract about this handbook -->
-
 <abstract>
-<para>
-&ksirk; is a computerized version of a well known strategy game. Commercial
-and other Free Software versions exist but I (Gaël de Chalendar) created this 
game
-initially as a C++ learning exercise and so, I developed it up to this point 
(see README for details).
-</para>
-<para>
-In the current version, &ksirk; is a multi-player network-enabled game with an 
AI.
-(see TODO for details)
-</para>
-<para>
-This documentation gives the major information you need to start playing.
-Please read the tooltips and the status bar messages to complete your 
information. A chapter explains how to create new skins for &ksirk;
-</para>
-<para>
-The goal of the game is simply to conquer the World... It is done by attacking 
your neighbors
-with your armies. Peaceful, isn't it :-)
-</para>
+  <para>&ksirk; is a computerized version of a well known strategy game.</para>
 </abstract>
 
 <!-- This is a set of Keywords for indexing by search engines.
 Please at least include KDE, the KDE package it is in, the name
  of your application, and a few relevant keywords. -->
-
 <keywordset>
-<keyword>KDE</keyword>
-<keyword>kdegames</keyword>
-<keyword>game</keyword>
-<keyword>strategy</keyword>
-<keyword>Risk</keyword>
-<keyword>free</keyword>
-<keyword>GPL</keyword>
-<keyword>Network</keyword>
-<keyword>AI</keyword>
+  <keyword>KDE</keyword>
+  <keyword>AI</keyword>
+  <keyword>free</keyword>
+  <keyword>game</keyword>
+  <keyword>GPL</keyword>
+  <keyword>KsirK</keyword>
+  <keyword>network</keyword>
+  <keyword>risk</keyword>
+  <keyword>strategy</keyword>
 </keywordset>
-
 </bookinfo>
 
 <!-- The contents of the documentation begin here.  Label
@@ -112,507 +80,340 @@ 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. Commercial
+<para>&ksirk; is a computerized version of a well known strategy game. 
Commercial
 and other Free Software versions exist but I (Gaël de Chalendar) created this 
game
-initially as a C++ learning exercise and so, I developed it up to this point 
(see README for details).
-</para>
-<para>
+initially as a C++ learning exercise and so, I developed it up to this point 
(see <filename>README</filename> for details).</para>
+
 <screenshot>
   <screeninfo>Here's a screenshot of &ksirk;</screeninfo>
   <mediaobject>
-    <imageobject>
-      <imagedata fileref="firing-screenshot.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Screenshot</phrase>
-    </textobject>
+    <imageobject><imagedata fileref="firing-screenshot.png" 
format="PNG"/></imageobject>
+    <textobject><phrase>Screenshot</phrase></textobject>
   </mediaobject>
 </screenshot>
-</para>
-<para>
-In the current version, &ksirk; is a multi-player network-enabled game with an 
AI.
-(see TODO for details)
-</para>
-<para>
-This documentation gives only the major information you need to start playing.
-Please read the tooltips and the status bar messages to complete your 
information.
-</para>
-<para>
-The goal of the game is simply to conquer the World... It is done by attacking 
your neighbors
-with your armies. Peaceful, isn't it ? :-)
-</para>
+
+<para>In the current version, &ksirk; is a multi-player network-enabled game 
with an AI. (see <filename>TODO</filename> for details)</para>
+
+<para>This documentation gives only the major information you need to start 
playing. Please read the tooltips and the status bar messages to complete your 
information.</para>
+
+<para>The goal of the game is simply to conquer the World... It is done by 
attacking your neighbors with your armies. Peaceful, isn't it ? :-)</para>
 </chapter>
 
 <chapter id="using-kapp">
 <title>Using &ksirk;</title>
 
 <!-- This chapter should tell the user how to use your app. You should use as
-many sections (Chapter, Sect1, Sect3, etc...) as is necessary to fully document
+many sections (Chapter, Sect1, Sect3, &etc;) as is necessary to fully document
 your application. -->
 
-
-
 <sect1 id="playing-ksirk">
 <title>Playing &ksirk;</title>
-<para>Preliminary note : the map can be scrolled by three methods:</para>
-<itemizedlist><listitem><para>You can put your
-mouse near a border of the window and the map will scroll in that 
direction</para></listitem>
-<listitem><para>You can use your mouse wheel: with no modifier, it will scroll 
vertically; when pressing the &Alt;
-key, it will scroll horizontally</para></listitem>
-<listitem><para>You can use the keyboard 
arrows</para></listitem></itemizedlist>
-<sect2 id="mainmenu" >
-<title>Starting a game</title>
-<para>
-When &ksirk; starts, you are presented with a main menu.
-<screenshot>
-  <screeninfo>The main menu of &ksirk;</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="introscreen.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Main menu</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
 
-<variablelist>
-<varlistentry>
-<term>
-  <menuchoice>
-    <guimenu>New Local Game</guimenu>
-  </menuchoice>
-</term>
-<listitem>
-  <para>
-  <action>Starts a new game</action>
-  </para>
-</listitem>
-</varlistentry>
-<varlistentry>
-<term>
-  <menuchoice>
-    <guimenu>Play &ksirk; over Jabber Network</guimenu>
-  </menuchoice>
-</term>
-<listitem>
-  <para>
-    <action>Play &ksirk; over <ulink 
url="http://en.wikipedia.org/wiki/Extensible_Messaging_and_Presence_Protocol";>Jabber</ulink>.
 You need to register Jabber account first.</action>
-  </para>
-</listitem>
-</varlistentry>
-<varlistentry>
-<term>
-  <menuchoice>
-    <guimenu>New Standard TCP/IP Network Game</guimenu>
-  </menuchoice>
-</term>
-<listitem>
-  <para>
-    <action>Start a new game using <ulink 
url="http://en.wikipedia.org/wiki/Internet_protocol_suite";>Internet protocol 
suite</ulink>.</action>
-  </para>
-</listitem>
-</varlistentry>
-<varlistentry>
-<term>
-  <menuchoice>
-    <guimenu>Join Standard TCP/IP Network Game</guimenu>
-  </menuchoice>
-</term>
-<listitem>
-  <para>
-    <action>Join to the created by other user game using <ulink 
url="http://en.wikipedia.org/wiki/Internet_protocol_suite";>Internet protocol 
suite</ulink>.</action>
-  </para>
-</listitem>
-</varlistentry>
-<varlistentry>
-  <term>
-    <menuchoice>
-      <guimenu>Load</guimenu>
-    </menuchoice>
-  </term>
-  <listitem>
-    <para>
-      <action>Use this to load a previously saved game</action>
-    </para>
-  </listitem>
-</varlistentry>
-<varlistentry>
-  <term>
-    <menuchoice>
-      <guimenu>Quit</guimenu>
-    </menuchoice>
-  </term>
-  <listitem>
-    <para>
-      <action>Maybe you finally don't want to play?</action>
-    </para>
-  </listitem>
-</varlistentry>
-</variablelist>
-</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.
-<screenshot>
-  <screeninfo>The New Game dialog</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="newgamedialog.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>The New Game dialog</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-</para>
-<para>
-To start a TCP/IP network game, choose the <guilabel>New Standard TCP/IP 
Network Game</guilabel> option on introduction screen. After clicking this 
button you will be able to choose the network parameters: number of local 
players and TCP port on which waiting for connections.
-<screenshot>
-  <screeninfo>Network game parameters dialog</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="numnetplayersdialog.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Network game parameters dialog</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-</para>
-<para>
-Then, network players will be able to connect by choosing <guilabel>Join 
Standard TCP/IP Network Game</guilabel> on the introduction screen and by 
indicating the IP or hostname of the host and the port number you just set.
-<screenshot>
-  <screeninfo>Joining network game dialog</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="joinnetgame.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Joining network game dialog</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-</para>
-<para>
-  Each connection is indicated by a new row in the 
<guilabel>Players</guilabel> table below the map thumbnail.
-<screenshot>
-  <screeninfo>New player row</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="justjoined.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>New player row</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
+<para>Preliminary note: the map can be scrolled by three methods:</para>
 
-</para>
-<para>
-Let's suppose you keep all the default settings and hit 
<guibutton>Next</guibutton>. You will then setup two players, one after one. 
For each one, you'll choose a name, a nationality and, if you want, setup a 
password such that nobody else than you can reuse this player when reloading 
this saved game. Lastly, you will here specify if this player is played by the 
computer or by a human being.
-<screenshot>
-  <screeninfo>The Player Setup dialog</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="playersetupdialog.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>The Player Setup dialog</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-</para>
-<para>
-  Then, after clicking <guibutton>Start</guibutton>, if you choose to play 
with goal, the goal of each local player is displayed, preceded by a warning 
such that other players looking at the same computer can discreetly turn away 
while the goal is being viewed.
-<screenshot>
-  <screeninfo>The Goal Display warning message</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="displaygoalwarningmessage.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>The Goal Display warning message</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-<screenshot>
-  <screeninfo>The Goal Display dialog</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="displaygoalmessage.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>The Goal Display dialog</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
-</para>
-</sect2>
+  <itemizedlist>
+    <listitem><para>You can put your mouse near a border of the window and the 
map will scroll in that direction</para></listitem>
+    <listitem><para>You can use your mouse wheel: with no modifier, it will 
scroll vertically; when pressing the &Alt; key, it will scroll 
horizontally</para></listitem>
+    <listitem><para>You can use the keyboard arrows</para></listitem>
+  </itemizedlist>
 
-<sect2 id="distribution" >
-<title>Distribution</title>
-<para>
-At the beginning of the game, countries are distributed to all the players. 
Each country contains
-one army (represented by an infantryman) at the start. Each player has some 
armies to
-distribute to his countries at their turn (indicated by the presence of their 
name and their flag in
-the status bar). Note that five armies are represented by a cavalryman and 10 
by
-a cannon.
-</para>
-<para>
-To put an army on one of your countries, click on it with the left mouse 
button. To remove an
-army, click with the right button. Note, as a general rule, that you will 
never be able to remove
-more armies than the number you placed.
-<screenshot>
-  <screeninfo>Placing armies</screeninfo>
-  <mediaobject>
-    <imageobject>
-      <imagedata fileref="placingarmies.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Placing armies</phrase>
-    </textobject>
-  </mediaobject>
-</screenshot>
+  <sect2 id="mainmenu" >
+  <title>Starting a game</title>
 
-</para>
-<para>
-When a player has distributed all there armies, the next player is 
automatically selected to do the
-same task. When all players have finished to distributing their armies, there 
is two possibilities
-that can be selected by two buttons showed in the right panel:
-<variablelist>
-<varlistentry>
-<term>
-      <inlinemediaobject>
-        <imageobject>
-          <imagedata fileref="recycling.png" format="PNG"/>
-        </imageobject>
-        <textobject>
-          <phrase>Redistribution</phrase>
-        </textobject>
-      </inlinemediaobject>
-    <guibutton>Recycle</guibutton>
-</term>
-<listitem>
-  <para>
-  <action>
-  One player wants to change some of his choices. The first player can then 
remove an army he
-  just put in a country with the right mouse button and put it in another one 
with the left mouse
-  button. When he finishes, he gives control to next player with the 
<guibutton>Valid</guibutton> button. When all
-  players have finished their redistribution, the two buttons are displayed 
again.
-  </action>
-  </para>
-</listitem>
-</varlistentry>
-<varlistentry>
-<term>
-      <inlinemediaobject>
-        <imageobject>
-          <imagedata fileref="recyclingFinished.png" format="PNG"/>
-        </imageobject>
-        <textobject>
-          <phrase>End of redistribution</phrase>
-        </textobject>
-      </inlinemediaobject>
-    <guibutton>Done</guibutton>
-</term>
-<listitem><para><action>The redistribution is finished and the game can 
continue.
-</action></para></listitem>
-</varlistentry>
-</variablelist>
+  <para>When &ksirk; starts, you are presented with a main menu.</para>
 
-</para>
-</sect2>
+  <screenshot>
+    <screeninfo>The main menu of &ksirk;</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="introscreen.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Main menu</phrase></textobject>
+    </mediaobject>
+  </screenshot>
 
-<sect2 id="fight" >
-<title>Fight</title>
-<para>
-After the redistribution, a turn starts. Each player plays at his turn. He has 
the choice to:
-<variablelist>
-  <varlistentry>
-    <term>
-          <inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="joueurSuivant.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Next player</phrase>
-            </textobject>
-          </inlinemediaobject>
+  <variablelist>
+    <varlistentry>
+      <term><guibutton>New Local Game</guibutton></term>
+      <listitem><para><action>Starts a new game.</action></para></listitem>
+    </varlistentry>
+<!--
+    <varlistentry>
+      <term><guibutton>Play &ksirk; over Jabber Network</guibutton></term>
+      <listitem><para><action>Play &ksirk; over <ulink 
url="https://en.wikipedia.org/wiki/XMPP";>Jabber</ulink>. You need to register 
Jabber account first.</action></para></listitem>
+    </varlistentry>
+-->
+    <varlistentry>
+      <term><guibutton>New Standard TCP/IP Network Game</guibutton></term>
+      <listitem><para><action>Start a new game using <ulink 
url="https://en.wikipedia.org/wiki/Internet_protocol_suite";>Internet protocol 
suite</ulink>.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term><guibutton>Join Standard TCP/IP Network Game</guibutton></term>
+      <listitem><para><action>Join to the created by other user game using 
<ulink url="https://en.wikipedia.org/wiki/Internet_protocol_suite";>Internet 
protocol suite</ulink>.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term><guibutton>Load...</guibutton></term>
+      <listitem><para><action>Use this to load a previously saved 
game.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term><guibutton>Quit</guibutton></term>
+      <listitem><para><action>Maybe you finally don't want to 
play?</action></para></listitem>
+    </varlistentry>
+  </variablelist>
+
+  <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>
+    <mediaobject>
+      <imageobject><imagedata fileref="newgamedialog.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>The New Game dialog</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>To start a TCP/IP network game, choose the <guilabel>New Standard 
TCP/IP Network Game</guilabel> option on introduction screen. After pess this 
button you will be able to choose the network parameters: number of local 
players and TCP port on which waiting for connections.</para>
+
+  <screenshot>
+    <screeninfo>Network game parameters dialog</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="numnetplayersdialog.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Network game parameters dialog</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>Then, network players will be able to connect by choosing 
<guilabel>Join Standard TCP/IP Network Game</guilabel> on the introduction 
screen and by indicating the IP or hostname of the host and the port number you 
just set.</para>
+
+  <screenshot>
+    <screeninfo>Joining network game dialog</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="joinnetgame.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Joining network game dialog</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>Each connection is indicated by a new row in the 
<guilabel>Players</guilabel> table below the map thumbnail.</para>
+
+  <screenshot>
+    <screeninfo>New player row</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="justjoined.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>New player row</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>Let's suppose you keep all the default settings and hit 
<guibutton>Next</guibutton>. You will then setup two players, one after one. 
For each one, you'll choose a name, a nationality and, if you want, setup a 
password such that nobody else than you can reuse this player when reloading 
this saved game. Lastly, you will here specify if this player is played by the 
computer or by a human being.</para>
+
+  <screenshot>
+    <screeninfo>The Player Setup dialog</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="playersetupdialog.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>The Player Setup dialog</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>Then, after press <guibutton>Start</guibutton>, if you choose to play 
with goal, the goal of each local player is displayed, preceded by a warning 
such that other players looking at the same computer can discreetly turn away 
while the goal is being viewed.</para>
+
+  <screenshot>
+    <screeninfo>The Goal Display warning message</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="displaygoalwarningmessage.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>The Goal Display warning 
message</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <screenshot>
+    <screeninfo>The Goal Display dialog</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="displaygoalmessage.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>The Goal Display dialog</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+  </sect2>
+
+  <sect2 id="distribution" >
+  <title>Distribution</title>
+
+  <para>At the beginning of the game, countries are distributed to all the 
players. Each country contains one army (represented by an infantryman) at the 
start. Each player has some armies to distribute to his countries at their turn 
(indicated by the presence of their name and their flag in the status bar). 
Note that five armies are represented by a cavalryman and 10 by a cannon.</para>
+
+  <para>To put an army on one of your countries, click on it with the &LMB;. 
To remove an army, click with the &RMB;. Note, as a general rule, that you will 
never be able to remove more armies than the number you placed.</para>
+
+  <screenshot>
+    <screeninfo>Placing armies</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="placingarmies.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Placing armies</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>When a player has distributed all there armies, the next player is 
automatically selected to do the same task. When all players have finished to 
distributing their armies, there is two possibilities that can be selected by 
two buttons showed in the right panel:</para>
+
+  <variablelist>
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="recycling.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Redistribution</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Recycle</guibutton>
+      </term>
+      <listitem><para><action>One player wants to change some of his choices. 
The first player can then remove an army he just put in a country with the 
&RMB; and put it in another one with the &LMB;. When he finishes, he gives 
control to next player with the <guibutton>Valid</guibutton> button. When all 
players have finished their redistribution, the two buttons are displayed 
again.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="recyclingFinished.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>End of redistribution</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Done</guibutton>
+      </term>
+      <listitem><para><action>The redistribution is finished and the game can 
continue.</action></para></listitem>
+    </varlistentry>
+  </variablelist>
+  </sect2>
+
+  <sect2 id="fight" >
+  <title>Fight</title>
+
+  <para>After the redistribution, a turn starts. Each player plays at his 
turn. He has the choice to:</para>
+
+  <variablelist>
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="joueurSuivant.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Next player</phrase></textobject>
+        </inlinemediaobject>
         <guibutton>Next Player</guibutton>
-    </term>
-    <listitem>
-      <para>
-        <action>
-          The turn of the current player finishes and it's the turn of the 
next one.
-        </action>
-      </para>
-    </listitem>
-  </varlistentry>
-  <varlistentry>
-    <term>
-          <inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="attackOne.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Attack 1</phrase>
-            </textobject>
-          </inlinemediaobject>
-          &nbsp;<inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="attackTwo.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Attack 2</phrase>
-            </textobject>
-          </inlinemediaobject>
-          &nbsp;<inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="attackThree.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Attack 3</phrase>
-            </textobject>
-          </inlinemediaobject><guibutton>Attack with one, two or three 
armies</guibutton>
-          &nbsp;<inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="autoattack.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Auto attack</phrase>
-            </textobject>
-          </inlinemediaobject>
-          <guibutton>Auto attack</guibutton>
-    </term>
-    <listitem>
-      <para>
-          To attack, drag with the mouse from the attacking country and drop 
to the attacked one. You will then be presented with a contextual menu showing 
the above entries.
-          <screenshot>
-            <screeninfo>Attack menu</screeninfo>
-            <mediaobject>
-              <imageobject>
-                <imagedata fileref="attackmenu.png" format="PNG"/>
-              </imageobject>
-              <textobject>
-                <phrase>Attack menu</phrase>
-              </textobject>
-            </mediaobject>
-          </screenshot>
-          For a country X to attack a country Y with x armies, 2 conditions 
must be fulfilled:</para>
-          <itemizedlist><listitem><para> the two countries must be 
neighbors;</para></listitem>
-          <listitem><para>country X must have at least x+1 armies before the 
attack.</para></listitem></itemizedlist>
-        <para>
-          If the attack is valid, a dialog is displayed if necessary for the 
defender to choose if he wants to defend with one or two armies or let the 
computer decide.
-      </para>
-      <para>
-        When the defenders choice is done, the fight will occur and be 
completed. This will described below.
-          <screenshot>
-            <screeninfo>Defense dialog</screeninfo>
-            <mediaobject>
-              <imageobject>
-                <imagedata fileref="defensedialog.png" format="PNG"/>
-              </imageobject>
-              <textobject>
-                <phrase>Defense dialog</phrase>
-              </textobject>
-            </mediaobject>
-          </screenshot>
-      </para>
-    </listitem>
-  </varlistentry>
-  <varlistentry>
-    <term>
-          <inlinemediaobject>
-            <imageobject>
-              <imagedata fileref="moveArmies.png" format="PNG"/>
-            </imageobject>
-            <textobject>
-              <phrase>Move armies</phrase>
-            </textobject>
-          </inlinemediaobject>
-          <guibutton>Move Armies from one country to another</guibutton>
-    </term>
-    <listitem>
-      <para>
-        <action>
-          This is the last action of a player's turn. It gives the possibility 
to move some armies
-          from one of his country to another, neighboring the first one. To 
choose the two
-          countries, please drag and drop like you use during an attack. When 
both countries are selected,
-          a slider is displayed on which you can choose how many armies there 
will be on each country afterwards.
-        </action>
-      </para>
-    </listitem>
-  </varlistentry>
-</variablelist>
-</para>
-</sect2>
-<sect2  id="fight-solution" >
+      </term>
+      <listitem><para><action>The turn of the current player finishes and it's 
the turn of the next one.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="attackOne.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Attack 1</phrase></textobject>
+        </inlinemediaobject>&nbsp;
+
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="attackTwo.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Attack 2</phrase></textobject>
+        </inlinemediaobject>&nbsp;
+
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="attackThree.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Attack 3</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Attack with one, two or three armies</guibutton>&nbsp;
+
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="autoattack.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Auto attack</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Auto attack</guibutton>
+      </term>
+
+      <listitem><para>To attack, drag with the mouse from the attacking 
country and drop to the attacked one. You will then be presented with a 
contextual menu showing the above entries.</para>
+
+        <screenshot>
+          <screeninfo>Attack menu</screeninfo>
+          <mediaobject>
+            <imageobject><imagedata fileref="attackmenu.png" 
format="PNG"/></imageobject>
+            <textobject><phrase>Attack menu</phrase></textobject>
+          </mediaobject>
+        </screenshot>
+
+        <para>For a country X to attack a country Y with x armies, 2 
conditions must be fulfilled:</para>
+
+        <itemizedlist>
+          <listitem><para>the two countries must be 
neighbors;</para></listitem>
+          <listitem><para>country X must have at least x+1 armies before the 
attack.</para></listitem>
+        </itemizedlist>
+
+        <para>If the attack is valid, a dialog is displayed if necessary for 
the defender to choose if he wants to defend with one or two armies or let the 
computer decide.</para>
+
+        <para>When the defenders choice is done, the fight will occur and be 
completed. This will described below.</para>
+
+        <screenshot>
+          <screeninfo>Defense dialog</screeninfo>
+          <mediaobject>
+            <imageobject><imagedata fileref="defensedialog.png" 
format="PNG"/></imageobject>
+            <textobject><phrase>Defense dialog</phrase></textobject>
+          </mediaobject>
+        </screenshot>
+      </listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="moveArmies.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Move armies</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Move Armies from one country to another</guibutton>
+      </term>
+
+      <listitem><para><action>This is the last action of a player's turn. It 
gives the possibility to move some armies from one of his country to another, 
neighboring the first one. To choose the two countries, please drag and drop 
like you use during an attack. When both countries are selected, a slider is 
displayed on which you can choose how many armies there will be on each country 
afterwards.</action></para></listitem>
+    </varlistentry>
+  </variablelist>
+  </sect2>
+
+  <sect2  id="fight-solution" >
   <title>Solution 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.
-          <screenshot>
-            <screeninfo>Attack result displayed</screeninfo>
-            <mediaobject>
-              <imageobject>
-                <imagedata fileref="shownumberofarmies.png" format="PNG"/>
-              </imageobject>
-              <textobject>
-                <phrase>Attack result displayed</phrase>
-              </textobject>
-            </mediaobject>
-          </screenshot>
-  </para>
-  <para>
-    If the number of armies in the defender country reaches 0, the ownership 
of this country
-    changes to the attacker: his flag is set up and one of his attacking 
armies is installed in his
-    new country. The "Move armies" slider is displayed as for the moves of the 
end of the turn.
-          <screenshot>
-            <screeninfo>Invasion slider</screeninfo>
-            <mediaobject>
-              <imageobject>
-                <imagedata fileref="invasionslider.png" format="PNG"/>
-              </imageobject>
-              <textobject>
-                <phrase>Invasion slider</phrase>
-              </textobject>
-            </mediaobject>
-          </screenshot>
-  </para>
-</sect2>
-<sect2  id="end_of_turn" >
+
+  <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>
+
+  <screenshot>
+    <screeninfo>Attack result displayed</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="shownumberofarmies.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Attack result displayed</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+
+  <para>If the number of armies in the defender country reaches 0, the 
ownership of this country changes to the attacker: his flag is set up and one 
of his attacking armies is installed in his new country. The "Move armies" 
slider is displayed as for the moves of the end of the turn.</para>
+
+  <screenshot>
+    <screeninfo>Invasion slider</screeninfo>
+    <mediaobject>
+      <imageobject><imagedata fileref="invasionslider.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>Invasion slider</phrase></textobject>
+    </mediaobject>
+  </screenshot>
+  </sect2>
+
+  <sect2  id="end_of_turn" >
   <title>End of the turn</title>
-  <para>
-    To finish your current turn, if you don't want to move armies, you can hit 
the <guibutton>Next Player</guibutton> button in the toolbar.
-  </para>
-  <para>
-    When everybody has played, the turn is finished. Some armies are 
distributed to the
-    players, in function of the countries they own: 1 for each group of three 
countries, with a
-    minimum of 3. There is also a bonus for players that own a complete 
continent, different for
-    each one. The values of the bonuses for the default skin are:
-    <table>
-      <title>Bonus due to the continents</title>
-      <tgroup cols="2">
-        <thead>
-          <row><entry>Continent</entry><entry>Bonus</entry></row>
-        </thead>
-        <tbody>
-          <row><entry>North America</entry><entry>5</entry></row>
-          <row><entry>South America</entry><entry>2</entry></row>
-          <row><entry>Europe</entry><entry>5</entry></row>
-          <row><entry>Africa</entry><entry>3</entry></row>
-          <row><entry>Asia</entry><entry>7</entry></row>
-          <row><entry>Pacific Area</entry><entry>2</entry></row>
-        </tbody>
-      </tgroup>
-    </table>
-  </para>
-  <para>
-    When a player has finished distributing his armies, he clicks the 
<guibutton>Valid</guibutton> button to
-    allow the next player to distribute his bonus armies. As for the initial 
distribution, when all player
-    have placed their armies, they can start a new redistribution cycle or 
start a new turn...
-  </para>
-</sect2>
+
+  <para>To finish your current turn, if you don't want to move armies, you can 
hit the <guibutton>Next Player</guibutton> button in the toolbar.</para>
+
+  <para>When everybody has played, the turn is finished. Some armies are 
distributed to the players, in function of the countries they own: 1 for each 
group of three countries, with a minimum of 3. There is also a bonus for 
players that own a complete continent, different for each one. The values of 
the bonuses for the default skin are:</para>
+
+  <table>
+    <title>Bonus due to the continents</title>
+    <tgroup cols="2">
+      <thead>
+        <row>
+          <entry>Continent</entry>
+          <entry>Bonus</entry>
+        </row>
+      </thead>
+      <tbody>
+        <row><entry>North America</entry><entry>5</entry></row>
+        <row><entry>South America</entry><entry>2</entry></row>
+        <row><entry>Europe</entry><entry>5</entry></row>
+        <row><entry>Africa</entry><entry>3</entry></row>
+        <row><entry>Asia</entry><entry>7</entry></row>
+        <row><entry>Pacific Area</entry><entry>2</entry></row>
+      </tbody>
+    </tgroup>
+  </table>
+
+  <para>When a player has finished distributing his armies, he clicks the 
<guibutton>Valid</guibutton> button to allow the next player to distribute his 
bonus armies. As for the initial distribution, when all player have placed 
their armies, they can start a new redistribution cycle or start a new 
turn...</para>
+  </sect2>
+
 <!-- Does not work for current TCP/IP games
 <sect2 id="sending-messages" >
 <title>Sending messages to other players</title>
@@ -641,69 +442,52 @@ If you play a local game and want to communicate with the 
other players, well, l
 
 <sect1 id="kapp-mainwindow">
 <title>The main &ksirk; window</title>
-<sect2>
-<title>The buttons</title>
-<para>
-<variablelist>
-<varlistentry>
-<term>
-      <inlinemediaobject>
-        <imageobject>
-          <imagedata fileref="quit.png" format="PNG"/>
-        </imageobject>
-        <textobject>
-          <phrase>Quit Game</phrase>
-        </textobject>
-      </inlinemediaobject>
-    <guibutton>Quit</guibutton>
-</term>
-<listitem><para><action>
-Causes the program to quit.
-</action></para></listitem>
-</varlistentry>
-<varlistentry>
-<term>
-      <inlinemediaobject>
-        <imageobject>
-          <imagedata fileref="newGame.png" format="PNG"/>
-        </imageobject>
-        <textobject>
-          <phrase>New Game</phrase>
-        </textobject>
-      </inlinemediaobject>
-    <guibutton>New Game</guibutton>
-</term>
-<listitem><para><action>Starts a new game. It will cause the displaying of a 
dialog asking
-the number of players. After that, each player will be asked its name with 
another dialog.
-</action></para></listitem>
-</varlistentry>
-</variablelist>
-</para>
 
+  <sect2>
+  <title>The buttons</title>
+
+  <variablelist>
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="application-exit.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Quit Game</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>Quit</guibutton>
+      </term>
+      <listitem><para><action>Causes the program to 
quit.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term>
+        <inlinemediaobject>
+          <imageobject><imagedata fileref="document-new.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>New Game</phrase></textobject>
+        </inlinemediaobject>
+        <guibutton>New Game</guibutton>
+      </term>
+      <listitem><para><action>Starts a new game. It will cause the displaying 
of a dialog asking the number of players. After that, each player will be asked 
its name with another dialog.</action></para></listitem>
+    </varlistentry>
+  </variablelist>
 </sect2>
 
 </sect1>
 </chapter>
 
 <chapter id="developers">
-  <title>Developer's Guide to &ksirk;</title>
-  
-  <para>
-    Please refer to <ulink 
url="http://api.kde.org/";>http://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 <filename>.cpp</filename> 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>
-  
+<title>Developer's Guide to &ksirk;</title>
+
+<para>Please refer to <ulink 
url="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 <literal role="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>
+
 </chapter>
 
 <chapter id="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>
+<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>
+
 </chapter>
 
 <chapter id="faq">
@@ -716,7 +500,7 @@ the number of players. After that, each player will be 
asked its name with anoth
 <qandaset id="faqlist">
 <qandaentry>
 <question>
-<para>What will be the first question concerning &kappname;?</para>
+<para>What will be the first question concerning &ksirk;?</para>
 </question>
 <answer>
 </answer>
@@ -734,25 +518,19 @@ distribution. -->
 
 <title>Credits and License</title>
 
-<para>
-&ksirk;
-</para>
-<para>
-Program copyright 2002-2012 Gael de Chalendar <email>[email protected]</email>
-</para>
-<para>
-Program copyright 2013 Nemanja Hirsl <email>[email protected]</email>
-</para>
-<para>
-Contributors:
+<para>&ksirk;</para>
+
+<para>Program copyright 2002-2012 Ga&euml;l de Chalendar 
<email>[email protected]</email></para>
+
+<para>Program copyright 2013 Nemanja Hirsl 
<email>[email protected]</email></para>
+
+<para>Contributors:
 Robin Doer,
-Albert Astals Cid,
+&Albert.Astals.Cid;,
 Michal Golunski (Polish translation).
 </para>
 
-<para>
-Documentation copyright 2002-2008 Gael de Chalendar 
<email>[email protected]</email>
-</para>
+<para>Documentation copyright 2002-2008 Ga&euml;l de Chalendar 
<email>[email protected]</email></para>
 
 <!-- TRANS:CREDIT_FOR_TRANSLATORS -->
 
@@ -775,55 +553,31 @@ Documentation copyright 2002-2008 Gael de Chalendar 
<email>[email protected]</email>
 <sect1 id="configuration">
 <title>Configuration</title>
 
-<para>
-  The settings menu entry opens a dialog that allows you to&nbsp;:
-          <screenshot>
-            <screeninfo>Preferences dialog</screeninfo>
-            <mediaobject>
-              <imageobject>
-                <imagedata fileref="preferences.png" format="PNG"/>
-              </imageobject>
-              <textobject>
-                <phrase>Preferences dialog</phrase>
-              </textobject>
-            </mediaobject>
-          </screenshot>
-</para>
-      <itemizedlist>
-        <listitem>
-          <para>
-      enable or disable the sounds&nbsp;;
-          </para>
-        </listitem>
-        <listitem>
-          <para>
-      set the speed of the sprites (from slow to immediate)&nbsp;;
-          </para>
-        </listitem>
-        <listitem>
-          <para>
-      enable or disable the contextual helps displayed in popups&nbsp;;
-          </para>
-        </listitem>
-        <listitem>
-          <para>
-            show or hide the number of armies on each country. The following  
snapshot shows the map when the number of armies are displayed.
-            <screenshot>
-              <screeninfo>Display of the number of armies</screeninfo>
-              <mediaobject>
-                <imageobject>
-                  <imagedata fileref="shownumberofarmies.png" format="PNG"/>
-                </imageobject>
-                <textobject>
-                  <phrase>Display of the number of armies</phrase>
-                </textobject>
-              </mediaobject>
-            </screenshot>
-
-          </para>
-        </listitem>
-      </itemizedlist>
+<para>The <menuchoice><guimenu>Settings</guimenu> <guimenuitem>Configure 
&ksirk;...</guimenuitem></menuchoice> menu item opens a dialog that allows you 
to:</para>
+
+<screenshot>
+  <screeninfo>Preferences dialog</screeninfo>
+  <mediaobject>
+    <imageobject><imagedata fileref="preferences.png" 
format="PNG"/></imageobject>
+    <textobject><phrase>Preferences dialog</phrase></textobject>
+  </mediaobject>
+</screenshot>
 
+<itemizedlist>
+  <listitem><para>enable or disable the sounds&nbsp;;</para></listitem>
+  <listitem><para>set the speed of the sprites (from slow to 
immediate)&nbsp;;</para></listitem>
+  <listitem><para>enable or disable the contextual helps displayed in 
popups&nbsp;;</para></listitem>
+  <listitem><para>show or hide the number of armies on each country. The 
following  snapshot shows the map when the number of armies are 
displayed.</para>
+
+    <screenshot>
+      <screeninfo>Display of the number of armies</screeninfo>
+      <mediaobject>
+        <imageobject><imagedata fileref="shownumberofarmies.png" 
format="PNG"/></imageobject>
+        <textobject><phrase>Display of the number of 
armies</phrase></textobject>
+        </mediaobject>
+    </screenshot>
+  </listitem>
+</itemizedlist>
 </sect1>
 
 </appendix>
@@ -839,16 +593,3 @@ sgml-indent-step:0
 sgml-indent-data:nil
 End:
 -->
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/doc/ksirk/newGame.png b/doc/ksirk/newGame.png
deleted file mode 100644
index 92642a9..0000000
Binary files a/doc/ksirk/newGame.png and /dev/null differ
diff --git a/doc/ksirk/quit.png b/doc/ksirk/quit.png
deleted file mode 100644
index a9d2a72..0000000
Binary files a/doc/ksirk/quit.png and /dev/null differ
diff --git a/doc/ksirkskineditor/document-open.png 
b/doc/ksirkskineditor/document-open.png
new file mode 100644
index 0000000..0dc47ce
Binary files /dev/null and b/doc/ksirkskineditor/document-open.png differ
diff --git a/doc/ksirkskineditor/document-save.png 
b/doc/ksirkskineditor/document-save.png
new file mode 100644
index 0000000..3e2293d
Binary files /dev/null and b/doc/ksirkskineditor/document-save.png differ
diff --git a/doc/ksirkskineditor/index.docbook 
b/doc/ksirkskineditor/index.docbook
index b9a520f..d8a7df0 100644
--- a/doc/ksirkskineditor/index.docbook
+++ b/doc/ksirkskineditor/index.docbook
@@ -1,9 +1,6 @@
 <?xml version="1.0" ?>
 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" 
"dtd/kdedbx45.dtd" [
-  <!ENTITY ksirk '<application>KsirK</application>'>
   <!ENTITY ksirkskineditor '<application>KsirK Skin Editor</application>'>
-  <!ENTITY kappname "&ksirkskineditor;">
-  <!ENTITY package "kdegames">
   <!ENTITY % addindex "IGNORE">
   <!ENTITY % English "INCLUDE">
 ]>
@@ -11,26 +8,21 @@
 <book id="ksirkskineditor" lang="&language;">
 
 <bookinfo>
-<title>The &kappname; Handbook</title>
+<title>The &ksirkskineditor; Handbook</title>
 
 <authorgroup>
-<author>
-<firstname>Gael</firstname>
-<othername>Kleag</othername>
-<surname>de Chalendar</surname>
-<affiliation>
-<address><email>[email protected]</email></address>
-</affiliation>
-</author>
-<!-- TRANS:ROLES_OF_TRANSLATORS -->
+  <author>
+    <firstname>Ga&euml;l</firstname> <othername>Kleag</othername> <surname>de 
Chalendar</surname>
+    <affiliation><address><email>[email protected]</email></address></affiliation>
+  </author>
+  <!-- Translators: put here the copyright notice of the translation -->
+  <!-- TRANS:ROLES_OF_TRANSLATORS -->
 </authorgroup>
 
-
 <copyright>
-<year>2009</year>
-<holder>Gael de Chalendar</holder>
+  <year>2009</year>
+  <holder>Ga&euml;l de Chalendar</holder>
 </copyright>
-<!-- Translators: put here the copyright notice of the translation -->
 <!-- Put here the FDL notice.  Read the explanation in fdl-notice.docbook
      and in the FDL itself on how to use it. -->
 <legalnotice>&FDLNotice;</legalnotice>
@@ -43,7 +35,7 @@ Change date/releaseinfo only if
 Don't forget to include this last date.
 Please respect the format of the date (YYYY-MM-DD),it is used by scripts.
 -->
-<date>2009-05-22</date>
+<date>2021-10-14</date>
 
 <!--version information of Frameworks/Plasma/Applications this documentation 
is valid for.
 Example:
@@ -53,14 +45,12 @@ Applications xx.yy for docbooks released as Applications
 xx.yy (Applications xx.yy) for docbooks with own version released as 
Applications
 $applicationname xx.yy for applications with independent release schedule 
(extragear/playground)
 -->
-<releaseinfo>4.3</releaseinfo>
+<releaseinfo>KDE Gear 21.08</releaseinfo>
 
 <!-- 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 &kappname;.
-</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 &ksirkskineditor;.</para>
 </abstract>
 
 <!-- This is a set of Keywords for indexing by search engines.
@@ -68,15 +58,14 @@ Please at least include KDE, the KDE package it is in, the 
name
  of your application, and a few relevant keywords. -->
 
 <keywordset>
-<keyword>KDE</keyword>
-<keyword>kdegames</keyword>
-<keyword>game</keyword>
-<keyword>strategy</keyword>
-<keyword>Risk</keyword>
-<keyword>free</keyword>
-<keyword>GPL</keyword>
-<keyword>skin</keyword>
-<keyword>editor</keyword>
+  <keyword>KDE</keyword>
+  <keyword>editor</keyword>
+  <keyword>free</keyword>
+  <keyword>game</keyword>
+  <keyword>GPL</keyword>
+  <keyword>risk</keyword>
+  <keyword>skin</keyword>
+  <keyword>strategy</keyword>
 </keywordset>
 
 </bookinfo>
@@ -97,405 +86,572 @@ 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 &kappname;.
-</para>
-<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 &ksirkskineditor;.</para>
+
 <screenshot>
-  <screeninfo>Here's a screenshot of &kappname;</screeninfo>
+  <screeninfo>Here's a screenshot of &ksirkskineditor;</screeninfo>
   <mediaobject>
-    <imageobject>
-      <imagedata fileref="main-snapshot.png" format="PNG"/>
-    </imageobject>
-    <textobject>
-      <phrase>Screenshot</phrase>
-    </textobject>
+    <imageobject><imagedata fileref="main-snapshot.png" 
format="PNG"/></imageobject>
+    <textobject><phrase>Screenshot</phrase></textobject>
   </mediaobject>
 </screenshot>
-</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 &kappname;.
-</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 &ksirkskineditor;.</para>
 </chapter>
 
 <chapter id="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 .desktop configuration file, which is done 
using the &kappname;. 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>
-  
-  <sect1 id="sdf">
-    <title>Structure of folders and files</title>
-    <para>
-      <itemizedlist>
-        <listitem>
-          <para>Data/ : Data used by the program to handle the images of the 
skin.
-            <itemizedlist>
-              <listitem><para>CMakeLists.txt : Describes what to 
install.</para></listitem>
-              <listitem><para>onu.desktop : Main file for the description of 
the skin. See its description below.</para></listitem>
-            </itemizedlist>
-          </para>
-        </listitem>
-        <listitem>
-          <para>Images/ : The images of the skin (map, sprites, etc.)
-            <itemizedlist>
-              <listitem><para>CMakeLists.txt : Describes what to 
install.</para></listitem>
-              <listitem><para>pool.svg : the map and all the sprites used in 
this skin.</para></listitem>
-              <listitem><para>map-mask.png : the image allowing the program to 
find which country the mouse is over during the game (see 
below).</para></listitem>
-              <listitem><para>*.png : the other images here are buttons 
images.</para></listitem>
-            </itemizedlist>
-          </para>
-        </listitem>
-        <listitem><para>CMakeLists.txt/ : Describes what to 
install.</para></listitem>
-        <listitem><para>Sounds/ : sound files for the skin.</para></listitem>
-      </itemizedlist>
-    </para>
-    <sect2 id="tdd">
-      <title>The Data folder</title>
-        <para>
-          This folder contains only one file, world.desktop. 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 &kappname;. But, for the sake of completeness, we will 
now describe its structure.
-        </para>
-        <para>
-          An onu 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>
-        <para>
-          The following sections describe the content of each group.
-        </para>
-        <sect3>
-          <title>The onu group</title>
-          <para>
-            <table>
-              <title>The onu group entries</title>
-              <tgroup cols="2">
-                <thead><row><entry>Entry 
name</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>width</entry><entry>The width of the skin's 
map</entry></row>
-                  <row><entry>height</entry><entry>The height of the skin's 
map</entry></row>
-                  <row><entry>skinpath</entry><entry>The path of the skin 
relative to the application data path (e.g. skins/default)</entry></row>
-                  <row><entry>nb-countries</entry><entry>The number of 
countries (42 in the default skin). There should be the same number of country 
groups below</entry></row>
-                  <row><entry>nb-nationalities</entry><entry>The number of 
nationalities (6 in the default skin). There should be the same number of 
nationality groups below</entry></row>
-                  <row><entry>nb-continents</entry><entry>The number of 
continents (6 in the default skin). There should be the same number of 
continent groups below</entry></row>
-                  <row><entry>pool</entry><entry>The path and name of the pool 
file relative to the skin path (e.g. Images/pool.svg)</entry></row>
-                  <row><entry>map-mask</entry><entry>The path and name of the 
map mask file relative to the skin path (e.g. Images/map-mask.png)</entry></row>
-                  <row><entry>format-version</entry><entry>The version of the 
skin file format (2.0)</entry></row>
-                  <row><entry>name</entry><entry>The display name of the 
skin</entry></row>
-                  <row><entry>desc</entry><entry>The long description of the 
skin</entry></row>
-                  <row><entry>fighters-flag-y-diff</entry><entry>The height 
difference between flags and cannons sprites</entry></row>
-                  <row><entry>width-between-flag-and-fighter</entry><entry>The 
number of pixels between the left most pixel of the flag and the right most 
pixel of the simple cannon (when not firing nor exploding)</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-        </sect3>
-        <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.
-            <table>
-              <title>Sprite description group entries</title>
-              <tgroup cols="2">
-                
<thead><row><entry>Entry</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>width</entry><entry>The reference width of the 
flag sprite frames</entry></row>
-                  <row><entry>height</entry><entry>The reference height of the 
flag sprite frames</entry></row>
-                  <row><entry>frames</entry><entry>The number of frames of the 
sprite</entry></row>
-                  <row><entry>versions</entry><entry>The number of versions of 
the flag sprites</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-        </sect3>
-        <sect3>
-          <title>The countries description groups</title>
-          <para>
-            Each country listed in the onu group, countries entry has its own 
group whose label is the country name. The table below lists the entries of 
these groups.
-          </para>
-          <para>
-            <table>
-              <title>Country entries</title>
-              <tgroup cols="2">
-                <thead><row><entry>Entry 
name</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>id</entry><entry>The integer unique 
identification number of the country, must start at zero (0)</entry></row>
-                  <row><entry>name</entry><entry>The displayed name of the 
country</entry></row>
-                  <row><entry>&lt;sprite&gt;-point</entry><entry>Each type of 
sprite (flag, infantry, etc.) in the country is displayed at a certain position 
defined by this entry made of two integers separated by a comma</entry></row>
-                  <row><entry>neighbours</entry><entry>The list of the ids of 
the neighbors of the current country</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-        </sect3>
-        <sect3>
-          <title>The nationalities description groups</title>
-          <para>
-            Each nationality listed in the onu group, nationalities entry has 
its own group whose label is the nationality name. The table below lists the 
entries of these groups.
-          </para>
-          <para>
-            <table>
-              <title>Nationality entries</title>
-              <tgroup cols="2">
-                <thead><row><entry>Entry 
name</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>name</entry><entry>The name of the nationality 
(e.g. Japan)</entry></row>
-                  <row><entry>leader</entry><entry>The name that will be 
proposed to the player choosing this nationality</entry></row>
-                  <row><entry>flag</entry><entry>The name of the country's 
flag sprite element in the onu SVG file</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-        </sect3>
-        <sect3>
-          <title>The continents description groups</title>
-          <para>
-            Each continent listed in the onu group, continents entry has its 
own group whose label is the continent name. The table below lists the entries 
of these groups.
-          </para>
-          <para>
-            <table>
-              <title>Continent entries</title>
-              <tgroup cols="2">
-                <thead><row><entry>Entry 
name</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>name</entry><entry>The name of the continent 
(e.g. Africa)</entry></row>
-                  <row><entry>id</entry><entry>The integer unique 
identification number of the continent</entry></row>
-                  <row><entry>bonus</entry><entry>The number of armies 
obtained at the end of the turn by the player owning all the countries of the 
continent</entry></row>
-                  <row><entry>continent-countries</entry><entry>The list of 
the ids of the countries inside the current continent</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-        </sect3>
-        <sect3>
-          <title>The goals description groups</title>
-          <para>
-            Each goal listed in the onu group, goals entry has its own group 
whose label is the goal name. The table below lists the entries of these groups.
-          </para>
-          <para>
-            <table>
-              <title>Goal entries</title>
-              <tgroup cols="2">
-                <thead><row><entry>Entry 
name</entry><entry>Signification</entry></row></thead>
-                <tbody>
-                  <row><entry>type</entry><entry>The type of goal. Can be 
continents, countries or player</entry></row>
-                  <row><entry>nbArmiesByCountry</entry><entry>set the minimal 
number of armies the player will have to put on each country</entry></row>
-                  <row><entry>nbCountries</entry><entry>set the number of 
countries the player must possess</entry></row>
-                  <row><entry>nbCountriesFallback</entry><entry>For a player 
goal type, if the target player is killed by another one, this sets the number 
of countries the player will have to conquer instead</entry></row>
-                  <row><entry>desc</entry><entry>A full text description of 
the goal with appropriate placeholders (needs more doc here)</entry></row>
-                  <row><entry>continents</entry><entry>The list of continents 
ids the player will have to conquer</entry></row>
-                </tbody>
-              </tgroup>
-            </table>
-          </para>
-      </sect3>
-    </sect2>
-    <sect2 id="tid">
-      <title>The Images folder</title>
-      <para>
-        This folder contains the buttons specific to &ksirk; and the pool SVG 
file that contains the map and all sprites.
-      </para>
-      <sect3>
-        <title>The pool.svg file</title>
-        <para>
-          This SVG file contains the map and all the sprites of the game. Each 
element is named such that the game can select and render separately each of 
them.
-        </para>
-        <para>
-          In the default skin, the sprites are flags, infantry, cavalry and 
cannon. Infantry represents one army, five for cavalry and ten for cannons. 
Cannons are also used to display fighting armies. That's why there is three 
kinds of cannon sprites: normal static or moving cannon, firing one and 
exploding one.
-        </para>
-        <para>
-          Each sprite image is the concatenation of the various views of the 
object and for each view, its frames. Views are organized vertically and frames 
horizontally. Where to cut the image in individual frames is found by dividing 
the height of the image by the number of views and the width by the number of 
frames. These data are found in the onu.desktop file.
-          <mediaobject><imageobject><imagedata fileref="cannon.png" 
format="PNG"/></imageobject><caption><para>An example of a sprite image: 
cannon.png</para></caption></mediaobject>
-        </para>
-        <para>
-          For armies sprites, there is three different views, from top to 
bottom:</para>
-          <itemizedlist><listitem><para>looking right</para></listitem>
-          <listitem><para>looking left and</para></listitem><listitem>
-          <para>facer</para></listitem></itemizedlist>
-           <para> For flags, there is only one view. All sprites backgrounds 
should be set to transparent.
-          <mediaobject><imageobject><imagedata fileref="italy.png" 
format="PNG"/></imageobject><caption><para>An example of a flag sprite image: 
italy.png</para></caption></mediaobject>
-        </para>
-        <para>
-        <table>
-        <title>The elements of the pool</title>
-        <tgroup cols="3">
-        <thead><row><entry>Element name</entry><entry>Sample 
Image</entry><entry>Signification</entry></row></thead>
+
+<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 <literal 
role="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>All examples (text and images) are taken from the default skin of 
&ksirk;.</para>
+
+<sect1 id="sdf">
+<title>Structure of folders and files</title>
+
+<itemizedlist>
+  <listitem><para><filename class="directory">Data/</filename> : Data used by 
the program to handle the images of the skin.</para>
+    <itemizedlist>
+      <listitem><para><filename>CMakeLists.txt</filename> : Describes what to 
install.</para></listitem>
+      <listitem><para><filename>onu.desktop</filename> : Main file for the 
description of the skin. See its description below.</para></listitem>
+    </itemizedlist>
+  </listitem>
+
+  <listitem><para><filename class="directory">Images/</filename> : The images 
of the skin (map, sprites, &etc;)</para>
+    <itemizedlist>
+      <listitem><para><filename>CMakeLists.txt</filename> : Describes what to 
install.</para></listitem>
+      <listitem><para><filename>pool.svg</filename> : The map and all the 
sprites used in this skin.</para></listitem>
+      <listitem><para><filename>map-mask.png</filename> : The image allowing 
the program to find which country the mouse is over during the game (see 
below).</para></listitem>
+      <listitem><para><literal role="extension">*.png</literal> : The other 
images here are buttons images.</para></listitem>
+    </itemizedlist>
+  </listitem>
+
+  <listitem><para><filename>CMakeLists.txt</filename> : Describes what to 
install.</para></listitem>
+  <listitem><para><filename class="directory">Sounds/</filename> : Sound files 
for the skin.</para></listitem>
+</itemizedlist>
+
+  <sect2 id="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>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>
+
+  <para>The following sections describe the content of each group.</para>
+
+    <sect3>
+    <title>The <literal>onu</literal> group</title>
+
+    <table>
+      <title>The <literal>onu</literal> group entries</title>
+      <tgroup cols="2">
+        <thead>
+          <row>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
         <tbody>
           <row>
-            <entry>map</entry><entry><mediaobject><imageobject><imagedata 
fileref="map.png" format="PNG"/></imageobject></mediaobject></entry><entry>Map 
of the skins's world. Countries can have arbitrary shapes, but should be 
grouped in eye-recognizable continents, by location only or by color</entry>
+            <entry><literal>width</literal></entry>
+            <entry>The width of the skin's map.</entry>
           </row>
           <row>
-            <entry>italy</entry><entry><mediaobject><imageobject><imagedata 
fileref="italy.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>The flag of the Italy 
nation. There is one such entry for each nation</entry>
+            <entry><literal>height</literal></entry>
+            <entry>The height of the skin's map.</entry>
           </row>
           <row>
-            <entry>infantry</entry><entry><mediaobject><imageobject><imagedata 
fileref="infantry.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>Icon representing one 
army</entry>
+            <entry><literal>skinpath</literal></entry>
+            <entry>The path of the skin relative to the application data path 
(&eg; <filename>skins/default</filename>).</entry>
           </row>
           <row>
-            <entry>cavalry</entry><entry><mediaobject><imageobject><imagedata 
fileref="cavalry.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>Icon representing five 
armies</entry>
+            <entry><literal>nb-countries</literal></entry>
+            <entry>The number of countries (42 in the default skin). There 
should be the same number of country groups below.</entry>
           </row>
           <row>
-            <entry>cannon</entry><entry><mediaobject><imageobject><imagedata 
fileref="cannon.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>Icon representing ten 
armies</entry>
+            <entry><literal>nb-nationalities</literal></entry>
+            <entry>The number of nationalities (6 in the default skin). There 
should be the same number of nationality groups below.</entry>
           </row>
           <row>
-            <entry>firing</entry><entry><mediaobject><imageobject><imagedata 
fileref="firing.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>Icon representing 
armies during a fight</entry>
+            <entry><literal>nb-continents</literal></entry>
+            <entry>The number of continents (6 in the default skin). There 
should be the same number of continent groups below.</entry>
           </row>
           <row>
-            
<entry>exploding</entry><entry><mediaobject><imageobject><imagedata 
fileref="exploding.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>Icon representing 
armies when losing a fight</entry>
+            <entry><literal>pool</literal></entry>
+            <entry>The path and name of the pool file relative to the skin 
path (&eg; <filename>Images/pool.svg</filename>).</entry>
           </row>
           <row>
-            <entry>Alaska</entry><entry><mediaobject><imageobject><imagedata 
fileref="alaska.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>The shape of the 
Alaska country. This is used to highligth the country. There is one such shape 
for each country. Its color is not used. As such, the color is free.</entry>
+            <entry><literal>map-mask</literal></entry>
+            <entry>The path and name of the map mask file relative to the skin 
path (&eg; <filename>Images/map-mask.png</filename>).</entry>
           </row>
           <row>
-            <entry>reddices</entry><entry><mediaobject><imageobject><imagedata 
fileref="reddices.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>The red dices used to 
show battles results</entry>
+            <entry><literal>format-version</literal></entry>
+            <entry>The version of the skin file format (2.0).</entry>
           </row>
           <row>
-            
<entry>bluedices</entry><entry><mediaobject><imageobject><imagedata 
fileref="bluedices.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>The blue dices used to 
show battles results</entry>
+            <entry><literal>name</literal></entry>
+            <entry>The display name of the skin.</entry>
           </row>
           <row>
-            <entry>mark1</entry><entry><mediaobject><imageobject><imagedata 
fileref="mark1.png" 
format="PNG"/></imageobject></mediaobject></entry><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><literal>desc</literal></entry>
+            <entry>The long description of the skin.</entry>
+          </row>
+          <row>
+            <entry><literal>fighters-flag-y-diff</literal></entry>
+            <entry>The height difference between flags and cannons 
sprites.</entry>
+          </row>
+          <row>
+            <entry><literal>width-between-flag-and-fighter</literal></entry>
+            <entry>The number of pixels between the left most pixel of the 
flag and the right most pixel of the simple cannon (when not firing nor 
exploding).</entry>
           </row>
         </tbody>
-        </tgroup>
-        </table>
-        </para>
-      </sect3>
-      <sect3>
-        <title>The map-mask.png file</title>
-        <para>
-          This is a png file representing also the map of the skins's world, 
but with coded colors that allows one to identify uniquely each country. 
Countries must have at least the same shapes as the corresponding countries on 
the map.png file so that users can click anywhere in a viewable country and 
select the good one. Countries, like little islands as Indonesia in the default 
map can be greater than the equivalent in the map.png file to facilitate the 
selection of the country.
-          <mediaobject>
-            <imageobject><imagedata fileref="map-mask.png" 
format="PNG"/></imageobject>
-            <textobject><phrase>A sample map-mask</phrase></textobject>
-          </mediaobject>
-        </para>
-        <para>
-          The blue component (in RGB model) of a country's color identifies 
the country: index 0 is country 0 in the onu.xml file, index 1 is country 1, 
&etc; White (0xFFFFFF in RGB) identifies the absence of country (sees or, why 
not, no man's lands).
-        </para>
-      </sect3>
-      <sect3>
-        <title>The buttons images</title>
-        <para>The filenames are hard-coded in the code, so they should not be 
modified. The table below shows all the buttons that should be provided.</para>
-        <table>
-        <title>The buttons of the &GUI;</title>
-        <tgroup cols="3">
-        
<thead><row><entry>Image</entry><entry>Filename</entry><entry>Signification</entry></row></thead>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <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>
+
+    <table>
+      <title>Sprite description group entries</title>
+      <tgroup cols="2">
+        <thead>
+          <row>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
         <tbody>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="newNetGame.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>newNetGame.png</entry><entry>Tries
 to join a network game</entry>
+            <entry><literal>width</literal></entry>
+            <entry>The reference width of the flag sprite frames.</entry>
+          </row>
+          <row>
+            <entry><literal>height</literal></entry>
+            <entry>The reference height of the flag sprite frames.</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="recycling.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>recycling.png</entry><entry>After
 all players have put their armies, it is possible to modify the distributions 
(named recycling). This button asks to do such a redistribution</entry>
+            <entry><literal>frames</literal></entry>
+            <entry>The number of frames of the sprite.</entry>
+          </row>
+          <row>
+            <entry><literal>versions</literal></entry>
+            <entry>The number of versions of the flag sprites.</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <sect3>
+    <title>The countries description groups</title>
+
+    <para>Each country listed in the <literal>onu</literal> group, countries 
entry has its own group whose label is the country name. The table below lists 
the entries of these groups.</para>
+
+    <table>
+      <title>Country entries</title>
+      <tgroup cols="2">
+        <thead>
+          <row>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
           </row>
+        </thead>
+        <tbody>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="recyclingFinished.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>recyclingFinished.png</entry><entry>Chooses
 not to redistribute. All clients windows must have this button clicked to 
really end the distribution</entry>
+            <entry><literal>id</literal></entry>
+            <entry>The integer unique identification number of the country, 
must start at zero (0).</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="nextPlayer.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>nextPlayer.png</entry><entry>Ends
 the current player's turn and switch to the next one or to the next turn if 
the current player was the last one</entry>
+            <entry><literal>name</literal></entry>
+            <entry>The displayed name of the country.</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="attackOne.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>attackOne.png</entry><entry>Chooses
 to start an attack with one army</entry>
+            <entry><literal>&lt;sprite&gt;-point</literal></entry>
+            <entry>Each type of sprite (flag, infantry, &etc;) in the country 
is displayed at a certain position defined by this entry made of two integers 
separated by a comma.</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="attackTwo.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>attackTwo.png</entry><entry>Chooses
 to start an attack with two armies</entry>
+            <entry><literal>neighbours</literal></entry>
+            <entry>The list of the ids of the neighbors of the current 
country.</entry>
           </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <sect3>
+    <title>The nationalities description groups</title>
+
+    <para>Each nationality listed in the <literal>onu</literal> group, 
nationalities entry has its own group whose label is the nationality name. The 
table below lists the entries of these groups.</para>
+
+    <table>
+      <title>Nationality entries</title>
+      <tgroup cols="2">
+        <thead>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="attackThree.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>attackThree.png</entry><entry>Chooses
 to start an attack with three armies</entry>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
           </row>
+        </thead>
+        <tbody>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="defendOne.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>defendOne.png</entry><entry>Chooses
 to defend an attacked country with one army</entry>
+            <entry><literal>name</literal></entry>
+            <entry>The name of the nationality (&eg; 
<literal>Japan</literal>).</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="defendTwo.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>defendTwo.png</entry><entry>Chooses
 to defend an attacked country with two armies</entry>
+            <entry><literal>leader</literal></entry>
+            <entry>The name that will be proposed to the player choosing this 
nationality.</entry>
           </row>
           <row>
-            <entry><mediaobject><imageobject><imagedata 
fileref="moveArmies.png" 
format="PNG"/></imageobject></mediaobject></entry><entry>moveArmies.png</entry><entry>Chooses
 to start the moving of armies between two countries (last action in the 
turn)</entry>
+            <entry><literal>flag</literal></entry>
+            <entry>The name of the country's flag sprite element in the 
<literal>onu</literal> &SVG; file.</entry>
           </row>
         </tbody>
-        </tgroup>
-        </table>
-      </sect3>
-    </sect2>
-    <sect2 id="tsd">
-      <title>The Sounds folder</title>
-      <para>This folder contains three sound files:</para>
-      <itemizedlist><listitem><para>roll.wav played when armies are moving 
</para></listitem>
-      <listitem><para>cannon.wav played when firing and 
</para></listitem><listitem>
-      <para>crash.wav played when a cannon 
explodes</para></listitem></itemizedlist>
-    </sect2>
-  </sect1>
-  <sect1 id="using-kse">
-    <title>Using the &kappname;</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 &kappname;. Note that each 
part of this application is auto-described by tooltips and contextual help 
usualy reachable through the Ctrl+F1 shortcut.</para>
-    <para>
-      <screenshot>
-        <screeninfo>Here's a screenshot of &kappname;</screeninfo>
-        <mediaobject>
-          <imageobject>
-            <imagedata fileref="main-snapshot.png" format="PNG"/>
-          </imageobject>
-          <textobject>
-            <phrase>Screenshot</phrase>
-          </textobject>
-        </mediaobject>
-      </screenshot>
-    </para>
-  </sect1>
-</chapter>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <sect3>
+    <title>The continents description groups</title>
+
+    <para>Each continent listed in the <literal>onu</literal> group, 
continents entry has its own group whose label is the continent name. The table 
below lists the entries of these groups.</para>
+
+    <table>
+      <title>Continent entries</title>
+      <tgroup cols="2">
+        <thead>
+          <row>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry><literal>name</literal></entry>
+            <entry>The name of the continent (&eg; 
<literal>Africa</literal>).</entry>
+          </row>
+          <row>
+            <entry><literal>id</literal></entry>
+            <entry>The integer unique identification number of the 
continent.</entry>
+          </row>
+          <row>
+            <entry><literal>bonus</literal></entry>
+            <entry>The number of armies obtained at the end of the turn by the 
player owning all the countries of the continent.</entry>
+          </row>
+          <row>
+            <entry><literal>continent-countries</literal></entry>
+            <entry>The list of the ids of the countries inside the current 
continent.</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <sect3>
+    <title>The goals description groups</title>
+
+    <para>Each goal listed in the <literal>onu</literal> group, goals entry 
has its own group whose label is the goal name. The table below lists the 
entries of these groups.</para>
+
+    <table>
+      <title>Goal entries</title>
+      <tgroup cols="2">
+        <thead>
+          <row>
+            <entry>Entry name</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry><literal>type</literal></entry>
+            <entry>The type of goal. Can be continents, countries or 
player.</entry>
+          </row>
+          <row>
+            <entry><literal>nbArmiesByCountry</literal></entry>
+            <entry>Set the minimal number of armies the player will have to 
put on each country.</entry>
+          </row>
+          <row>
+            <entry><literal>nbCountries</literal></entry>
+            <entry>Set the number of countries the player must possess.</entry>
+          </row>
+          <row>
+            <entry><literal>nbCountriesFallback</literal></entry>
+            <entry>For a player goal type, if the target player is killed by 
another one, this sets the number of countries the player will have to conquer 
instead.</entry>
+          </row>
+          <row>
+            <entry><literal>desc</literal></entry>
+            <entry>A full text description of the goal with appropriate 
placeholders (needs more doc here).</entry>
+          </row>
+          <row>
+            <entry><literal>continents</literal></entry>
+            <entry>The list of continents ids the player will have to 
conquer.</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+  </sect2>
+
+  <sect2 id="tid">
+  <title>The Images folder</title>
+
+  <para>This folder contains the buttons specific to &ksirk; and the pool 
&SVG; file that contains the map and all sprites.</para>
+
+    <sect3>
+    <title>The <filename>pool.svg</filename> file</title>
+
+    <para>This &SVG; file contains the map and all the sprites of the game. 
Each element is named such that the game can select and render separately each 
of them.</para>
+
+    <para>In the default skin, the sprites are flags, infantry, cavalry and 
cannon. Infantry represents one army, five for cavalry and ten for cannons. 
Cannons are also used to display fighting armies. That's why there is three 
kinds of cannon sprites: normal static or moving cannon, firing one and 
exploding one.</para>
+
+    <para>Each sprite image is the concatenation of the various views of the 
object and for each view, its frames. Views are organized vertically and frames 
horizontally. Where to cut the image in individual frames is found by dividing 
the height of the image by the number of views and the width by the number of 
frames. These data are found in the <filename>onu.desktop</filename> 
file.</para>
+
+    <mediaobject>
+      <imageobject><imagedata fileref="cannon.png" format="PNG"/></imageobject>
+      <caption><para>An example of a sprite image: 
<filename>cannon.png</filename></para></caption>
+    </mediaobject>
+
+    <para>For armies sprites, there is three different views, from top to 
bottom:</para>
+
+    <itemizedlist>
+      <listitem><para>looking right</para></listitem>
+      <listitem><para>looking left and</para></listitem>
+      <listitem><para>facer</para></listitem>
+    </itemizedlist>
+
+    <para>For flags, there is only one view. All sprites backgrounds should be 
set to transparent.</para>
 
+    <mediaobject>
+      <imageobject><imagedata fileref="italy.png" format="PNG"/></imageobject>
+      <caption><para>An example of a flag sprite image: 
<filename>italy.png</filename></para></caption>
+    </mediaobject>
 
+    <table>
+      <title>The elements of the pool</title>
+      <tgroup cols="3">
+        <thead>
+          <row>
+            <entry>Element name</entry>
+            <entry>Sample image</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry><literal>map</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="map.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Map of the skins's world. Countries can have arbitrary 
shapes, but should be grouped in eye-recognizable continents, by location only 
or by color.</entry>
+          </row>
+          <row>
+            <entry><literal>italy</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="italy.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>The flag of the Italy nation. There is one such entry for 
each nation.</entry>
+          </row>
+          <row>
+            <entry><literal>infantry</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="infantry.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Icon representing one army.</entry>
+          </row>
+          <row>
+            <entry><literal>cavalry</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="cavalry.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Icon representing five armies.</entry>
+          </row>
+          <row>
+            <entry><literal>cannon</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="cannon.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Icon representing ten armies.</entry>
+          </row>
+          <row>
+            <entry><literal>firing</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="firing.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Icon representing armies during a fight.</entry>
+          </row>
+          <row>
+            <entry><literal>exploding</literal></entry>
+            <entry><mediaobject><imageobject><imagedata 
fileref="exploding.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry>Icon representing armies when losing a fight.</entry>
+          </row>
+          <row>
+            <entry><literal>alaska</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="alaska.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>The shape of the Alaska country. This is used to highligth 
the country. There is one such shape for each country. Its color is not used. 
As such, the color is free.</entry>
+          </row>
+          <row>
+            <entry><literal>reddices</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="reddices.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry>The red dices used to show battles results.</entry>
+          </row>
+          <row>
+            <entry><literal>bluedices</literal></entry>
+            <entry><mediaobject><imageobject><imagedata 
fileref="bluedices.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry>The blue dices used to show battles results.</entry>
+          </row>
+          <row>
+            <entry><literal>mark1</literal></entry>
+            <entry><mediaobject><imageobject><imagedata fileref="mark1.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <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>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+
+    <sect3>
+    <title>The <filename>map-mask.png</filename> file</title>
+
+    <para>This is a png file representing also the map of the skins's world, 
but with coded colors that allows one to identify uniquely each country. 
Countries must have at least the same shapes as the corresponding countries on 
the <filename>map.png</filename> file so that users can click anywhere in a 
viewable country and select the good one. Countries, like little islands as 
Indonesia in the default map can be greater than the equivalent in the 
<filename>map.png</filename> file to facilitate the selection of the 
country.</para>
+
+    <mediaobject>
+      <imageobject><imagedata fileref="map-mask.png" 
format="PNG"/></imageobject>
+      <textobject><phrase>A sample map-mask</phrase></textobject>
+    </mediaobject>
+
+    <para>The blue component (in RGB model) of a country's color identifies 
the country: index 0 is country 0 in the <filename>onu.xml</filename> file, 
index 1 is country 1, &etc; White (0xFFFFFF in RGB) identifies the absence of 
country (sees or, why not, no man's lands).</para>
+    </sect3>
+
+    <sect3>
+    <title>The buttons images</title>
+
+    <para>The filenames are hard-coded in the code, so they should not be 
modified. The table below shows all the buttons that should be provided.</para>
+
+    <table>
+      <title>The buttons of the &GUI;</title>
+      <tgroup cols="3">
+        <thead>
+          <row>
+            <entry>Image</entry>
+            <entry>Filename</entry>
+            <entry>Signification</entry>
+          </row>
+        </thead>
+        <tbody>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="newNetGame.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>newNetGame.png</filename></entry>
+            <entry>Tries to join a network game.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="recycling.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>recycling.png</filename></entry>
+            <entry>After all players have put their armies, it is possible to 
modify the distributions (named recycling). This button asks to do such a 
redistribution.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="recyclingFinished.png" 
format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>recyclingFinished.png</filename></entry>
+            <entry>Chooses not to redistribute. All clients windows must have 
this button clicked to really end the distribution.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="nextPlayer.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>nextPlayer.png</filename></entry>
+            <entry>Ends the current player's turn and switch to the next one 
or to the next turn if the current player was the last one.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="attackOne.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>attackOne.png</filename></entry>
+            <entry>Chooses to start an attack with one army.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="attackTwo.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>attackTwo.png</filename></entry>
+            <entry>Chooses to start an attack with two armies.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="attackThree.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>attackThree.png</filename></entry>
+            <entry>Chooses to start an attack with three armies.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="defendOne.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>defendOne.png</filename></entry>
+            <entry>Chooses to defend an attacked country with one army.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="defendTwo.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>defendTwo.png</filename></entry>
+            <entry>Chooses to defend an attacked country with two 
armies.</entry>
+          </row>
+          <row>
+            <entry><mediaobject><imageobject><imagedata 
fileref="moveArmies.png" format="PNG"/></imageobject></mediaobject></entry>
+            <entry><filename>moveArmies.png</filename></entry>
+            <entry>Chooses to start the moving of armies between two countries 
(last action in the turn).</entry>
+          </row>
+        </tbody>
+      </tgroup>
+    </table>
+    </sect3>
+  </sect2>
+
+  <sect2 id="tsd">
+  <title>The Sounds folder</title>
+
+  <para>This folder contains three sound files:</para>
+
+  <itemizedlist>
+    <listitem><para><filename>roll.wav</filename> played when armies are 
moving </para></listitem>
+    <listitem><para><filename>cannon.wav</filename> played when firing and 
</para></listitem>
+    <listitem><para><filename>crash.wav</filename> played when a cannon 
explodes</para></listitem>
+  </itemizedlist>
+  </sect2>
+</sect1>
+
+<sect1 id="using-kse">
+<title>Using the &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 usualy reachable through the <keycombo 
action="simul">&Ctrl;<keycap>F1</keycap></keycombo> shortcut.</para>
+
+<screenshot>
+  <screeninfo>Here's a screenshot of &ksirkskineditor;</screeninfo>
+  <mediaobject>
+    <imageobject><imagedata fileref="main-snapshot.png" 
format="PNG"/></imageobject>
+    <textobject><phrase>Screenshot</phrase></textobject>
+  </mediaobject>
+</screenshot>
+</sect1>
+</chapter>
 
 <chapter id="commands">
 <title>Command Reference</title>
 
 <sect1 id="kapp-mainwindow">
-<title>The main &kappname; window</title>
-<sect2>
-<title>The buttons</title>
-<para>
-<variablelist>
-  <varlistentry>
-    <term>
+<title>The main &ksirkskineditor; window</title>
+
+  <sect2>
+  <title>The buttons</title>
+
+  <variablelist>
+    <varlistentry>
+      <term>
         <inlinemediaobject>
-          <imageobject>
-            <imagedata fileref="load.png" format="PNG"/>
-          </imageobject>
-          <textobject>
-            <phrase>Load</phrase>
-          </textobject>
+          <imageobject><imagedata fileref="document-open.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Load</phrase></textobject>
         </inlinemediaobject>
-      <guibutton>Load</guibutton>
-    </term>
-    <listitem><para><action>Causes the program to load an existing 
skin.</action></para>
-    </listitem>
-  </varlistentry>
-  <varlistentry>
-    <term>
+        <guibutton>Load...</guibutton>
+      </term>
+      <listitem><para><action>Causes the program to load an existing 
skin.</action></para></listitem>
+    </varlistentry>
+
+    <varlistentry>
+      <term>
         <inlinemediaobject>
-          <imageobject>
-            <imagedata fileref="save.png" format="PNG"/>
-          </imageobject>
-          <textobject>
-            <phrase>Save</phrase>
-          </textobject>
+          <imageobject><imagedata fileref="document-save.png" 
format="PNG"/></imageobject>
+          <textobject><phrase>Save</phrase></textobject>
         </inlinemediaobject>
-      <guibutton>Save</guibutton>
-    </term>
-    <listitem>
-      <para><action>Saves the currently edited skin</action></para>
-    </listitem>
-  </varlistentry>
-</variablelist>
-</para>
-
-</sect2>
-
+        <guibutton>Save</guibutton>
+      </term>
+      <listitem><para><action>Saves the currently edited 
skin</action></para></listitem>
+    </varlistentry>
+  </variablelist>
+  </sect2>
 </sect1>
 </chapter>
 
 <chapter id="developers">
-  <title>Developer's Guide to &kappname;</title>
-  
-  <para>
-    Please refer to <ulink 
url="http://api.kde.org/";>http://api.kde.org/</ulink> for the documentation of 
the API.
-  </para>
+<title>Developer's Guide to &ksirkskineditor;</title>
+
+<para>Please refer to <ulink 
url="https://api.kde.org/";>https://api.kde.org/</ulink> for the documentation 
of the API.</para>
 </chapter>
 
 <chapter id="faq">
@@ -514,16 +670,11 @@ distribution. -->
 
 <title>Credits and License</title>
 
-<para>
-&kappname;
-</para>
-<para>
-Program copyright 2009 Gael de Chalendar <email>[email protected]</email>
-</para>
+<para>&ksirkskineditor;</para>
+
+<para>Program copyright 2009 Ga&euml;l de Chalendar 
<email>[email protected]</email></para>
 
-<para>
-Documentation copyright 2009 Gael de Chalendar <email>[email protected]</email>
-</para>
+<para>Documentation copyright 2009 Ga&euml;l de Chalendar 
<email>[email protected]</email></para>
 
 <!-- TRANS:CREDIT_FOR_TRANSLATORS -->
 
@@ -551,16 +702,3 @@ sgml-indent-step:0
 sgml-indent-data:nil
 End:
 -->
-
-
-
-
-
-
-
-
-
-
-
-
-
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diff --git a/doc/ksirkskineditor/save.png b/doc/ksirkskineditor/save.png
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