1 of the list bullets should be an arrow.
Diff comments:
> === modified file 'data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua'
> --- data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2017-01-06
> 14:17:42 +0000
> +++ data/campaigns/tutorial02_warfare.wmf/scripting/texts.lua 2018-01-12
> 19:04:25 +0000
> @@ -33,91 +41,84 @@
> abilities = {
> position = "topright",
> title = _"Soldiers’ abilities",
> - body = rt(
> + body = (
> p(_[[New soldiers are created differently from normal workers:
> recruits will walk from a warehouse (or your headquarters) to the barracks
> where they will receive some basic training and become soldiers. Basic
> Barbarian soldiers do not use armor, they only need an ax.]]) ..
> 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))
> - ) ..
> - rt("image=tribes/workers/barbarians/soldier/health_level0.png",
> h2(_"Health:")) ..
> - -- TRANSLATORS: the current stats are: 13000 health, 2800 health gain.
> - rt(p((_[[The total life of a soldier. A Barbarian soldier starts with %1%
> health, and he will gain %2% health with each health
> level.]]):bformat(soldier.base_health, soldier.health_incr_per_level))) ..
> - rt("image=tribes/workers/barbarians/soldier/attack_level0.png",
> h2(_"Attack:")) ..
> - -- TRANSLATORS: the current stats are: 1400 damage, gains 850 damage
> points.
> - rt(p(_[[The amount of damage a soldier will inflict on the enemy when an
> attack is successful. A Barbarian soldier with attack level 0 inflicts ~%1%
> points of health damage when he succeeds in hitting an enemy. For each attack
> level, he gains %2% damage points.]]):bformat(soldier.base_min_attack +
> (soldier.base_max_attack - soldier.base_min_attack) / 2,
> soldier.attack_incr_per_level)) ..
> - -- The Atlanteans' image, because the Barbarian one has a white background
> - rt("image=tribes/workers/atlanteans/soldier/defense_level0.png",
> h2(_"Defense:")) ..
> - -- TRANSLATORS: the current stats are: 3%. The calculated health value is
> 3395
> - -- TRANSLATORS: The last two %% after the placeholder are the percent
> symbol.
> - rt(p(_[[The defense is the percentage that is subtracted from the attack
> value. The Barbarians cannot train in this skill and therefore have always
> defense level 0, which means that the damage is always reduced by %1%%%. If
> an attacker with an attack value of 3500 points hits a Barbarian soldier, the
> Barbarian will lose 3500·%2%%% = %3% health.]]):bformat(soldier.base_defense,
> (100 - soldier.base_defense), 3500 * (100 - soldier.base_defense) / 100)) ..
> - rt("image=tribes/workers/barbarians/soldier/evade_level0.png",
> h2(_"Evade:")) ..
> - -- TRANSLATORS: the current stats are: 25% evade, increases in steps of
> 15%.
> - -- TRANSLATORS: The last two %% after the placeholder are the percent
> symbol.
> - rt(p(_[[Evade is the chance that the soldier is able to dodge an attack.
> A level 0 Barbarian has a %1%%% chance to evade an attack, and this increases
> in steps of %2%%% for each level.]]):bformat(soldier.base_evade,
> soldier.evade_incr_per_level))
> + 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)) ..
> + h2_image("tribes/workers/barbarians/soldier/health_level0.png",
> _"Health:") ..
> + -- TRANSLATORS: the current stats are: 13000 health, 2800 health gain.
> + p(_[[The total life of a soldier. A Barbarian soldier starts with %1%
> health, and he will gain %2% health with each health
> level.]]):bformat(soldier.base_health, soldier.health_incr_per_level) ..
> + h2_image("tribes/workers/barbarians/soldier/attack_level0.png",
> _"Attack:") ..
> + -- TRANSLATORS: the current stats are: 1400 damage, gains 850 damage
> points.
> + p(_[[The amount of damage a soldier will inflict on the enemy when an
> attack is successful. A Barbarian soldier with attack level 0 inflicts ~%1%
> points of health damage when he succeeds in hitting an enemy. For each attack
> level, he gains %2% damage points.]]):bformat(soldier.base_min_attack +
> (soldier.base_max_attack - soldier.base_min_attack) / 2,
> soldier.attack_incr_per_level) ..
> + -- The Atlanteans' image, because the Barbarian one has a white
> background
> + h2_image("tribes/workers/atlanteans/soldier/defense_level0.png",
> _"Defense:") ..
> + -- TRANSLATORS: the current stats are: 3%. The calculated health value
> is 3395
> + -- TRANSLATORS: The last two %% after the placeholder are the percent
> symbol.
> + p(_[[The defense is the percentage that is subtracted from the attack
> value. The Barbarians cannot train in this skill and therefore have always
> defense level 0, which means that the damage is always reduced by %1%%%. If
> an attacker with an attack value of 3500 points hits a Barbarian soldier, the
> Barbarian will lose 3500·%2%%% = %3% health.]]):bformat(soldier.base_defense,
> (100 - soldier.base_defense), 3500 * (100 - soldier.base_defense) / 100) ..
> + h2_image("tribes/workers/barbarians/soldier/evade_level0.png",
> _"Evade:") ..
> + -- TRANSLATORS: the current stats are: 25% evade, increases in steps
> of 15%.
> + -- TRANSLATORS: The last two %% after the placeholder are the percent
> symbol.
> + p(_[[Evade is the chance that the soldier is able to dodge an attack.
> A level 0 Barbarian has a %1%%% chance to evade an attack, and this increases
> in steps of %2%%% for each level.]]):bformat(soldier.base_evade,
> soldier.evade_incr_per_level))
> }
>
> battlearena1 = {
> position = "topright",
> title = _"The Battle Arena",
> - body = rt(
> + body = (
> p(_[[Now I have talked about training and levels. Let me elaborate on
> that.]]) ..
> p(_[[A newly created soldier has no experience and is not very good at
> fighting. To make him stronger, you can build training sites.]]) ..
> p(_[[One of these training sites is the battle arena. It is a big and
> expensive building, and it trains soldiers in evade. Since soldiers get very
> hungry during their workout, this building needs a lot of food and strong
> beer. In a real game, you should have a good infrastructure before you build
> it.]]) ..
> - paragraphdivider() ..
> - listitem_bullet(_[[To see evade training in action, build a battle
> arena.]]) ..
> - "</p><p font-size=8><br></p>" ..
> + li(_[[To see evade training in action, build a battle arena.]]) ..
> p(_[[While we’re waiting for the battle arena, you’ll probably notice
> some soldiers walking around. They are automatically exchanged from time to
> time. I’ll teach you about that later.]])
> ),
> h = 400,
> obj_name = "build_battlearena",
> obj_title = _"Build a battle arena",
> - obj_body = rt(
> - paragraphdivider() ..
> - listitem_bullet(_[[Build a battle arena. It is a big building.]]) ..
> - listitem_arrow(_[[Since the construction will take some time, you can
> change the game speed using Page Up and Page Down.]])
> + obj_body = (
> + li(_[[Build a battle arena. It is a big building.]]) ..
> + li(_[[Since the construction will take some time, you can change the
> game speed using Page Up and Page Down.]])
li_arrow
> )
> }
>
> battlearena2 = {
> position = "topright",
> title = _"The Battle Arena",
> - body = rt(
> + body =
> h1(_"The Battle Arena Has Been Constructed") ..
> p(_[[Very good. Our battle arena has been finished, and the soldiers
> are already walking towards it.]]) ..
> -- Not perfectly correct (some training steps need either bread or
> meat), but we do not want to confuse new players
> p(_[[The needed wares are also delivered there. For successful
> training, you need pitta bread and strong beer, as well as either fish or
> meat.]] .. " " ..
> _[[For more information, you can have a look at the building’s help
> window, accessible via the question mark in every building’s window.]]) ..
> - p(_[[To learn how far your soldiers have progressed in their training,
> you can have a look at their icons. They are modified by red dots:]])
> - ) ..
> - rt("image=tribes/workers/barbarians/soldier/evade_level0.png", p(_[[No
> red dots means that the soldier is not trained, so he has level 0. All your
> new recruits have this.]])) ..
> - rt("image=tribes/workers/barbarians/soldier/evade_level1.png", p(_[[With
> every successful training step, your soldier becomes stronger. This is
> indicated by a red dot. This soldier is on level 1 in evade training.]])) ..
> - rt("image=tribes/workers/barbarians/soldier/evade_level2.png", p(_[[When
> your soldier has reached the highest possible level (in this case level 2),
> this is indicated by a white background color.]])),
> + p(_[[To learn how far your soldiers have progressed in their training,
> you can have a look at their icons. They are modified by red dots:]]) ..
> + li_image("tribes/workers/barbarians/soldier/evade_level0.png", _[[No
> red dots means that the soldier is not trained, so he has level 0. All your
> new recruits have this.]]) ..
> + li_image("tribes/workers/barbarians/soldier/evade_level1.png", _[[With
> every successful training step, your soldier becomes stronger. This is
> indicated by a red dot. This soldier is on level 1 in evade training.]]) ..
> + li_image("tribes/workers/barbarians/soldier/evade_level2.png", _[[When
> your soldier has reached the highest possible level (in this case level 2),
> this is indicated by a white background color.]]),
> h = 450
> }
>
> trainingcamp1 = {
> position = "topright",
> title = _"The Training Camp",
> - body = rt(
> + body = (
> h1(_"The Training Camp") ..
> p(_[[There is a second training site: the training camp. It is a big
> building too, and to complement the battle arena, it trains attack and health
> (remember, the Barbarian soldiers cannot be trained in defense).]]) ..
> - paragraphdivider() ..
> - listitem_bullet(_[[Build a training camp.]])
> + li(_[[Build a training camp.]])
> ),
> h = 300,
> obj_name = "build_trainingcamp",
> obj_title = _"Build a training camp",
> - obj_body = rt(
> + obj_body = (
> p(_[[The battle arena only trains the soldiers in evade. To get the
> strongest possible soldier, you also need to build a training camp, which
> trains them in attack and health.]]) ..
> - paragraphdivider() ..
> - listitem_bullet(_[[Build a training camp.]])
> + li(_[[Build a training camp.]])
> )
> }
>
> trainingcamp2 = {
> position = "topright",
> title = _"The Training Camp",
> - body = rt(
> + body = (
> p(_[[Great, our training camp has now been finished, too. Now nothing
> will hinder us from getting the strongest warriors the world has ever
> seen.]]) ..
> p(_[[To train in the training camp, our soldiers need food like in the
> battle arena, but no strong beer. Instead, they need different axes for
> attack training and helmets for health training.]]) ..
> p(_[[This equipment is produced in smithies out of coal, iron, and
> sometimes gold. You will learn more about this in the second scenario of the
> Barbarian campaign.]]) ..
--
https://code.launchpad.net/~widelands-dev/widelands/fh1-tutorial2/+merge/336055
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/fh1-tutorial2 into lp:widelands.
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