Review: Approve

LGTM - just 1 nit as to phrasing.

Not tested.

Diff comments:

> 
> === modified file 'data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua'
> --- data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2016-11-30 
> 09:14:27 +0000
> +++ data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2017-01-06 
> 09:30:02 +0000
> @@ -34,7 +34,7 @@
>     position = "topright",
>     title = _"Soldiers’ abilities",
>     body = rt(
> -      p(_[[A new soldier is created like a worker: when a military building 
> needs a soldier, a carrier grabs the needed weapons and armor from a 
> warehouse (or your headquarters) and walks up the road to your new building. 
> Basic Barbarian soldiers do not use armor, they only need an ax.]]) ..
> +      p(_[[New soldiers are created differently from normal workers: 
> recruits are walking from a warehouse (or your headquarters) to the barracks 
> where they receive some basic training and become soldiers. Basic Barbarian 
> soldiers do not use armor, they only need an ax.]]) ..

recruits will walk ... where they will receive ...

>        p(_[[Take a look at the soldiers that are on their way to our military 
> buildings. They look different from normal workers: they have a health bar 
> over their head that displays their remaining health, and they have four 
> symbols, which symbolize the individual soldier’s current levels in the four 
> different categories: health, attack, defense and evade.]]) ..
>        -- TRANSLATORS: the current stats are: 3 health, 5 attack, 0 defense, 
> 2 evade.
>        p((_[[If a Barbarian soldier is fully trained, he has level %1% 
> health, level %2% attack, level %3% defense and level %4% evade. This is one 
> fearsome warrior then! The individual abilities have the following 
> meaning:]]):bformat(soldier.max_health_level, soldier.max_attack_level, 
> soldier.max_defense_level, soldier.max_evade_level))


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