').text('the ' + scene.enemy + (scene.plural ? ' are' : ' is') + ' dead.').appendTo(desc);
+ $('
').text(_("the {0} is dead.",scene.enemy)).appendTo(desc);
Events.drawLoot(scene.loot);
@@ -471,7 +471,7 @@ var Events = {
Events.endEvent();
}
},
- text: 'leave'
+ text: _('leave')
}).appendTo(btns);
Events.createEatMeatButton(0).appendTo(btns);
@@ -808,7 +808,7 @@ var Events = {
Engine.keyLock = false;
// Force refocus on the body. I hate you, IE.
$('body').focus();
- });
+ });
},
handleStateUpdates: function(e){
diff --git a/script/events/encounters.js b/script/events/encounters.js
index adcf892c5..fe750c88d 100644
--- a/script/events/encounters.js
+++ b/script/events/encounters.js
@@ -4,7 +4,7 @@
Events.Encounters = [
/* Tier 1 */
{ /* Snarling Beast */
- title: 'A Snarling Beast',
+ title: _('A Snarling Beast'),
isAvailable: function() {
return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FOREST;
},
@@ -34,12 +34,12 @@ Events.Encounters = [
chance: 0.8
}
},
- notification: 'a snarling beast leaps out of the underbrush'
+ notification: _('a snarling beast leaps out of the underbrush')
}
}
},
{ /* Gaunt Man */
- title: 'A Gaunt Man',
+ title: _('A Gaunt Man'),
isAvailable: function() {
return World.getDistance() <= 10 && World.getTerrain() == World.TILE.BARRENS;
},
@@ -69,12 +69,12 @@ Events.Encounters = [
chance: 0.5
}
},
- notification: 'a gaunt man approaches, a crazed look in his eye'
+ notification: _('a gaunt man approaches, a crazed look in his eye')
}
}
},
{ /* Strange Bird */
- title: 'A Strange Bird',
+ title: _('A Strange Bird'),
isAvailable: function() {
return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FIELD;
},
@@ -104,13 +104,13 @@ Events.Encounters = [
chance: 0.8
}
},
- notification: 'a strange looking bird speeds across the plains'
+ notification: _('a strange looking bird speeds across the plains')
}
}
},
/* Tier 2*/
{ /* Shivering Man */
- title: 'A Shivering Man',
+ title: _('A Shivering Man'),
isAvailable: function() {
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
},
@@ -145,12 +145,12 @@ Events.Encounters = [
chance: 0.7
}
},
- notification: 'a shivering man approaches and attacks with surprising strength'
+ notification: _('a shivering man approaches and attacks with surprising strength')
}
}
},
{ /* Man-eater */
- title: 'A Man-Eater',
+ title: _('A Man-Eater'),
isAvailable: function() {
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FOREST;
},
@@ -180,12 +180,12 @@ Events.Encounters = [
chance: 0.8
}
},
- notification: 'a large creature attacks, claws freshly bloodied'
+ notification: _('a large creature attacks, claws freshly bloodied')
}
}
},
{ /* Scavenger */
- title: 'A Scavenger',
+ title: _('A Scavenger'),
isAvailable: function() {
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS;
},
@@ -220,12 +220,12 @@ Events.Encounters = [
chance: 0.1
}
},
- notification: 'a scavenger draws close, hoping for an easy score'
+ notification: _('a scavenger draws close, hoping for an easy score')
}
}
},
{ /* Huge Lizard */
- title: 'A Huge Lizard',
+ title: _('A Huge Lizard'),
isAvailable: function() {
return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FIELD;
},
@@ -255,13 +255,13 @@ Events.Encounters = [
chance: 0.8
}
},
- notification: 'the grass thrashes wildly as a huge lizard pushes through'
+ notification: _('the grass thrashes wildly as a huge lizard pushes through')
}
}
},
/* Tier 3*/
{ /* Feral Terror */
- title: 'A Feral Terror',
+ title: _('A Feral Terror'),
isAvailable: function() {
return World.getDistance() > 20 && World.getTerrain() == World.TILE.FOREST;
},
@@ -291,12 +291,12 @@ Events.Encounters = [
chance: 0.8
}
},
- notification: 'a beast, wilder than imagining, erupts out of the foliage'
+ notification: _('a beast, wilder than imagining, erupts out of the foliage')
}
}
},
{ /* Soldier */
- title: 'A Soldier',
+ title: _('A Soldier'),
isAvailable: function() {
return World.getDistance() > 20 && World.getTerrain() == World.TILE.BARRENS;
},
@@ -332,12 +332,12 @@ Events.Encounters = [
chance: 0.1
}
},
- notification: 'a soldier opens fire from across the desert'
+ notification: _('a soldier opens fire from across the desert')
}
}
},
{ /* Sniper */
- title: 'A Sniper',
+ title: _('A Sniper'),
isAvailable: function() {
return World.getDistance() > 20 && World.getTerrain() == World.TILE.FIELD;
},
@@ -373,7 +373,7 @@ Events.Encounters = [
chance: 0.1
}
},
- notification: 'a shot rings out, from somewhere in the long grass'
+ notification: _('a shot rings out, from somewhere in the long grass'à
}
}
}
diff --git a/script/events/global.js b/script/events/global.js
index 85ca99ab4..04037d127 100644
--- a/script/events/global.js
+++ b/script/events/global.js
@@ -3,33 +3,33 @@
**/
Events.Global = [
{ /* The Thief */
- title: 'The Thief',
+ title: _('The Thief'),
isAvailable: function() {
return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1;
},
scenes: {
'start': {
text: [
- 'the villagers haul a filthy man out of the store room.',
- "say his folk have been skimming the supplies.",
- 'say he should be strung up as an example.'
+ _('the villagers haul a filthy man out of the store room.'),
+ _("say his folk have been skimming the supplies."),
+ _('say he should be strung up as an example.')
],
- notification: 'a thief is caught',
+ notification: _('a thief is caught'),
buttons: {
'kill': {
- text: 'hang him',
+ text: _('hang him'),
nextScene: {1: 'hang'}
},
'spare': {
- text: 'spare him',
+ text: _('spare him'),
nextScene: {1: 'spare'}
}
}
},
'hang': {
text: [
- 'the villagers hang the thief high in front of the store room.',
- 'the point is made. in the next few days, the missing supplies are returned.'
+ _('the villagers hang the thief high in front of the store room.'),
+ _('the point is made. in the next few days, the missing supplies are returned.')
],
onLoad: function() {
$SM.set('game.thieves', 2);
@@ -38,15 +38,15 @@ Events.Global = [
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'spare': {
text: [
- "the man says he's grateful. says he won't come around any more.",
- "shares what he knows about sneaking before he goes."
+ _("the man says he's grateful. says he won't come around any more."),
+ _("shares what he knows about sneaking before he goes.")
],
onLoad: function() {
$SM.set('game.thieves', 2);
@@ -55,7 +55,7 @@ Events.Global = [
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
diff --git a/script/events/outside.js b/script/events/outside.js
index 97dd7dfcd..c9ee27e33 100644
--- a/script/events/outside.js
+++ b/script/events/outside.js
@@ -3,15 +3,15 @@
**/
Events.Outside = [
{ /* Ruined traps */
- title: 'A Ruined Trap',
+ title: _('A Ruined Trap'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
},
scenes: {
'start': {
text: [
- 'some of the traps have been torn apart.',
- 'large prints lead away, into the forest.'
+ _('some of the traps have been torn apart.'),
+ _('large prints lead away, into the forest.')
],
onLoad: function() {
var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
@@ -19,34 +19,34 @@ Events.Outside = [
Outside.updateVillage();
Outside.updateTrapButton();
},
- notification: 'some traps have been destroyed',
+ notification: _('some traps have been destroyed'),
buttons: {
'track': {
- text: 'track them',
+ text: _('track them'),
nextScene: {0.5: 'nothing', 1: 'catch'}
},
'ignore': {
- text: 'ignore them',
+ text: _('ignore them'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
- 'the tracks disappear after just a few minutes.',
- 'the forest is silent.'
+ _('the tracks disappear after just a few minutes.'),
+ _('the forest is silent.')
],
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
},
'catch': {
text: [
- 'not far from the village lies a large beast, its fur matted with blood.',
- 'it puts up little resistance before the knife.'
+ _('not far from the village lies a large beast, its fur matted with blood.'),
+ _('it puts up little resistance before the knife.')
],
reward: {
fur: 100,
@@ -55,7 +55,7 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
@@ -64,7 +64,7 @@ Events.Outside = [
},
{ /* Sickness */
- title: 'Sickness',
+ title: _('Sickness'),
isAvailable: function() {
return Engine.activeModule == Outside &&
$SM.get('game.population', true) > 10 &&
@@ -74,37 +74,37 @@ Events.Outside = [
scenes: {
'start': {
text: [
- 'a sickness is spreading through the village.',
- 'medicine is needed immediately.'
+ _('a sickness is spreading through the village.'),
+ _('medicine is needed immediately.')
],
buttons: {
'heal': {
- text: '1 medicine',
+ text: _('1 medicine'),
cost: { 'medicine' : 1 },
nextScene: {1: 'healed'}
},
'ignore': {
- text: 'ignore it',
+ text: _('ignore it'),
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
- 'the sickness is cured in time.'
+ _('the sickness is cured in time.')
],
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
},
'death': {
text: [
- 'the sickness spreads through the village.',
- 'the days are spent with burials.',
- 'the nights are rent with screams.'
+ _('the sickness spreads through the village.'),
+ _('the days are spent with burials.'),
+ _('the nights are rent with screams.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 20) + 1;
@@ -112,7 +112,7 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
@@ -121,33 +121,33 @@ Events.Outside = [
},
{ /* Plague */
- title: 'Plague',
+ title: _('Plague'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
- 'a terrible plague is fast spreading through the village.',
- 'medicine is needed immediately.'
+ _('a terrible plague is fast spreading through the village.'),
+ _('medicine is needed immediately.')
],
buttons: {
'heal': {
- text: '5 medicine',
+ text: _('5 medicine'),
cost: { 'medicine' : 5 },
nextScene: {1: 'healed'}
},
'ignore': {
- text: 'do nothing',
+ text: _('do nothing'),
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
- 'the plague is kept from spreading.',
- 'only a few die.',
- 'the rest bury them.'
+ _('the plague is kept from spreading.'),
+ _('only a few die.'),
+ _('the rest bury them.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 5) + 2;
@@ -155,16 +155,16 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
},
'death': {
text: [
- 'the plague rips through the village.',
- 'the nights are rent with screams.',
- 'the only hope is a quick death.'
+ _('the plague rips through the village.'),
+ _('the nights are rent with screams.'),
+ _('the only hope is a quick death.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 80) + 10;
@@ -172,7 +172,7 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
@@ -181,16 +181,16 @@ Events.Outside = [
},
{ /* Beast attack */
- title: 'A Beast Attack',
+ title: _('A Beast Attack'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
},
scenes: {
'start': {
text: [
- 'a pack of snarling beasts pours out of the trees.',
- 'the fight is short and bloody, but the beasts are repelled.',
- 'the villagers retreat to mourn the dead.'
+ _('a pack of snarling beasts pours out of the trees.'),
+ _('the fight is short and bloody, but the beasts are repelled.'),
+ _('the villagers retreat to mourn the dead.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 10) + 1;
@@ -203,7 +203,7 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
@@ -212,16 +212,16 @@ Events.Outside = [
},
{ /* Soldier attack */
- title: 'A Military Raid',
+ title: _('A Military Raid'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
},
scenes: {
'start': {
text: [
- 'a gunshot rings through the trees.',
- 'well armed men charge out of the forest, firing into the crowd.',
- 'after a skirmish they are driven away, but not without losses.'
+ _('a gunshot rings through the trees.'),
+ _('well armed men charge out of the forest, firing into the crowd.'),
+ _('after a skirmish they are driven away, but not without losses.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 40) + 1;
@@ -233,7 +233,7 @@ Events.Outside = [
},
buttons: {
'end': {
- text: 'go home',
+ text: _('go home'),
nextScene: 'end'
}
}
diff --git a/script/events/room.js b/script/events/room.js
index 76195e461..1424bdc4f 100644
--- a/script/events/room.js
+++ b/script/events/room.js
@@ -3,82 +3,82 @@
**/
Events.Room = [
{ /* The Nomad -- Merchant */
- title: 'The Nomad',
+ title: _('The Nomad'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
},
scenes: {
'start': {
text: [
- 'a nomad shuffles into view, laden with makeshift bags bound with rough twine.',
- "won't say from where he came, but it's clear that he's not staying."
+ _('a nomad shuffles into view, laden with makeshift bags bound with rough twine.'),
+ _("won't say from where he came, but it's clear that he's not staying.")
],
- notification: 'a nomad arrives, looking to trade',
+ notification: _('a nomad arrives, looking to trade'),
buttons: {
'buyScales': {
- text: 'buy scales',
+ text: _('buy scales'),
cost: { 'fur': 100 },
reward: { 'scales': 1 }
},
'buyTeeth': {
- text: 'buy teeth',
+ text: _('buy teeth'),
cost: { 'fur': 200 },
reward: { 'teeth': 1 }
},
'buyBait': {
- text: 'buy bait',
+ text: _('buy bait'),
cost: { 'fur': 5 },
reward: { 'bait': 1 },
- notification: 'traps are more effective with bait.'
+ notification: _('traps are more effective with bait.')
},
'buyCompass': {
available: function() {
return $SM.get('stores.compass', true) < 1;
},
- text: 'buy compass',
+ text: _('buy compass'),
cost: { fur: 300, scales: 15, teeth: 5 },
reward: { 'compass': 1 },
- notification: 'the old compass is dented and dusty, but it looks to work.',
+ notification: _('the old compass is dented and dusty, but it looks to work.'),
onChoose: Path.openPath
},
'goodbye': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
}
}
}, { /* Noises Outside -- gain wood/fur */
- title: 'Noises',
+ title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
'start': {
text: [
- 'through the walls, shuffling noises can be heard.',
- "can't tell what they're up to."
+ _('through the walls, shuffling noises can be heard.'),
+ _("can't tell what they're up to.")
],
- notification: 'strange noises can be heard through the walls',
+ notification: _('strange noises can be heard through the walls'),
buttons: {
'investigate': {
- text: 'investigate',
+ text: _('investigate'),
nextScene: { 0.3: 'stuff', 1: 'nothing' }
},
'ignore': {
- text: 'ignore them',
+ text: _('ignore them'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
- 'vague shapes move, just out of sight.',
- 'the sounds stop.'
+ _('vague shapes move, just out of sight.'),
+ _('the sounds stop.')
],
buttons: {
'backinside': {
- text: 'go back inside',
+ text: _('go back inside'),
nextScene: 'end'
}
}
@@ -86,12 +86,12 @@ Events.Room = [
'stuff': {
reward: { wood: 100, fur: 10 },
text: [
- 'a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.',
- 'the night is silent.'
+ _('a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.'),
+ _('the night is silent.')
],
buttons: {
'backinside': {
- text: 'go back inside',
+ text: _('go back inside'),
nextScene: 'end'
}
}
@@ -99,32 +99,32 @@ Events.Room = [
}
},
{ /* Noises Inside -- trade wood for better good */
- title: 'Noises',
+ title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
start: {
text: [
- 'scratching noises can be heard from the store room.',
- 'something\'s in there.'
+ _('scratching noises can be heard from the store room.'),
+ _('something\'s in there.')
],
- notification: 'something\'s in the store room',
+ notification: _('something\'s in the store room'),
buttons: {
'investigate': {
- text: 'investigate',
+ text: _('investigate'),
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'ignore': {
- text: 'ignore them',
+ text: _('ignore them'),
nextScene: 'end'
}
}
},
scales: {
text: [
- 'some wood is missing.',
- 'the ground is littered with small scales'
+ _('some wood is missing.'),
+ _('the ground is littered with small scales')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -136,15 +136,15 @@ Events.Room = [
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
teeth: {
text: [
- 'some wood is missing.',
- 'the ground is littered with small teeth'
+ _('some wood is missing.'),
+ _('the ground is littered with small teeth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -156,15 +156,15 @@ Events.Room = [
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
cloth: {
text: [
- 'some wood is missing.',
- 'the ground is littered with scraps of cloth'
+ _('some wood is missing.'),
+ _('the ground is littered with scraps of cloth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -176,7 +176,7 @@ Events.Room = [
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -184,30 +184,30 @@ Events.Room = [
}
},
{ /* The Beggar -- trade fur for better good */
- title: 'The Beggar',
+ title: _('The Beggar'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
scenes: {
start: {
text: [
- 'a beggar arrives.',
- 'asks for any spare furs to keep him warm at night.'
+ _('a beggar arrives.'),
+ _('asks for any spare furs to keep him warm at night.')
],
- notification: 'a beggar arrives',
+ notification: _('a beggar arrives'),
buttons: {
'50furs': {
- text: 'give 50',
+ text: _('give 50'),
cost: {fur: 50},
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'100furs': {
- text: 'give 100',
+ text: _('give 100'),
cost: {fur: 100},
nextScene: { 0.5: 'teeth', 0.8: 'scales', 1: 'cloth' }
},
'deny': {
- text: 'turn him away',
+ text: _('turn him away'),
nextScene: 'end'
}
}
@@ -215,12 +215,12 @@ Events.Room = [
scales: {
reward: { scales: 20 },
text: [
- 'the beggar expresses his thanks.',
- 'leaves a pile of small scales behind.'
+ _('the beggar expresses his thanks.'),
+ _('leaves a pile of small scales behind.')
],
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -228,12 +228,12 @@ Events.Room = [
teeth: {
reward: { teeth: 20 },
text: [
- 'the beggar expresses his thanks.',
- 'leaves a pile of small teeth behind.'
+ _('the beggar expresses his thanks.'),
+ _('leaves a pile of small teeth behind.')
],
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -241,12 +241,12 @@ Events.Room = [
cloth: {
reward: { cloth: 20 },
text: [
- 'the beggar expresses his thanks.',
- 'leaves some scraps of cloth behind.'
+ _('the beggar expresses his thanks.'),
+ _('leaves some scraps of cloth behind.')
],
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -255,68 +255,68 @@ Events.Room = [
},
{ /* Mysterious Wanderer -- wood gambling */
- title: 'The Mysterious Wanderer',
+ title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
start: {
text: [
- 'a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.',
- "builder's not sure he's to be trusted."
+ _('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'),
+ _("builder's not sure he's to be trusted.")
],
- notification: 'a mysterious wanderer arrives',
+ notification: _('a mysterious wanderer arrives'),
buttons: {
'100wood': {
- text: 'give 100',
+ text: _('give 100'),
cost: {wood: 100},
nextScene: { 1: '100wood'}
},
'500wood': {
- text: 'give 500',
+ text: _('give 500'),
cost: {wood: 500},
nextScene: { 1: '500wood' }
},
'deny': {
- text: 'turn him away',
+ text: _('turn him away'),
nextScene: 'end'
}
}
},
'100wood': {
text: [
- 'the wanderer leaves, cart loaded with wood'
+ _('the wanderer leaves, cart loaded with wood')
],
onLoad: function() {
if(Math.random() < 0.5) {
setTimeout(function() {
$SM.add('stores.wood', 300);
- Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
+ Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
},
'500wood': {
text: [
- 'the wanderer leaves, cart loaded with wood'
+ _('the wanderer leaves, cart loaded with wood')
],
onLoad: function() {
if(Math.random() < 0.3) {
setTimeout(function() {
$SM.add('stores.wood', 1500);
- Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with wood.');
+ Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -325,68 +325,68 @@ Events.Room = [
},
{ /* Mysterious Wanderer -- fur gambling */
- title: 'The Mysterious Wanderer',
+ title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
scenes: {
start: {
text: [
- 'a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.',
- "builder's not sure she's to be trusted."
+ _('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'),
+ _("builder's not sure she's to be trusted.")
],
- notification: 'a mysterious wanderer arrives',
+ notification: _('a mysterious wanderer arrives'),
buttons: {
'100fur': {
- text: 'give 100',
+ text: _('give 100'),
cost: {fur: 100},
nextScene: { 1: '100fur'}
},
'500fur': {
- text: 'give 500',
+ text: _('give 500'),
cost: {fur: 500},
nextScene: { 1: '500fur' }
},
'deny': {
- text: 'turn her away',
+ text: _('turn her away'),
nextScene: 'end'
}
}
},
'100fur': {
text: [
- 'the wanderer leaves, cart loaded with furs'
+ _('the wanderer leaves, cart loaded with furs')
],
onLoad: function() {
if(Math.random() < 0.5) {
setTimeout(function() {
$SM.add('stores.fur', 300);
- Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
+ Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
},
'500fur': {
text: [
- 'the wanderer leaves, cart loaded with furs'
+ _('the wanderer leaves, cart loaded with furs')
],
onLoad: function() {
if(Math.random() < 0.3) {
setTimeout(function() {
$SM.add('stores.fur', 1500);
- Notifications.notify(Room, 'the mysterious wanderer returns, cart piled high with furs.');
+ Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -395,26 +395,26 @@ Events.Room = [
},
{ /* The Scout -- Map Merchant */
- title: 'The Scout',
+ title: _('The Scout'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
- "the scout says she's been all over.",
- "willing to talk about it, for a price."
+ _("the scout says she's been all over."),
+ _("willing to talk about it, for a price.")
],
- notification: 'a scout stops for the night',
+ notification: _('a scout stops for the night'),
buttons: {
'buyMap': {
- text: 'buy map',
+ text: _('buy map'),
cost: { 'fur': 200, 'scales': 10 },
- notification: 'the map uncovers a bit of the world',
+ notification: _('the map uncovers a bit of the world'),
onChoose: World.applyMap
},
'learn': {
- text: 'learn scouting',
+ text: _('learn scouting'),
cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 },
available: function() {
return !$SM.hasPerk('scout');
@@ -424,7 +424,7 @@ Events.Room = [
}
},
'leave': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -433,20 +433,20 @@ Events.Room = [
},
{ /* The Wandering Master */
- title: 'The Master',
+ title: _('The Master'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
- 'an old wanderer arrives.',
- 'he smiles warmly and asks for lodgings for the night.'
+ _('an old wanderer arrives.'),
+ _('he smiles warmly and asks for lodgings for the night.')
],
- notification: 'an old wanderer arrives',
+ notification: _('an old wanderer arrives'),
buttons: {
'agree': {
- text: 'agree',
+ text: _('agree'),
cost: {
'cured meat': 100,
'fur': 100,
@@ -455,18 +455,18 @@ Events.Room = [
nextScene: {1: 'agree'}
},
'deny': {
- text: 'turn him away',
+ text: _('turn him away'),
nextScene: 'end'
}
}
},
'agree': {
text: [
- 'in exchange, the wanderer offers his wisdom.'
+ _('in exchange, the wanderer offers his wisdom.')
],
buttons: {
'evasion': {
- text: 'evasion',
+ text: _('evasion'),
available: function() {
return !$SM.hasPerk('evasive');
},
@@ -476,7 +476,7 @@ Events.Room = [
nextScene: 'end'
},
'precision': {
- text: 'precision',
+ text: _('precision'),
available: function() {
return !$SM.hasPerk('precise');
},
@@ -486,7 +486,7 @@ Events.Room = [
nextScene: 'end'
},
'force': {
- text: 'force',
+ text: _('force'),
available: function() {
return !$SM.hasPerk('barbarian');
},
@@ -496,7 +496,7 @@ Events.Room = [
nextScene: 'end'
},
'nothing': {
- text: 'nothing',
+ text: _('nothing'),
nextScene: 'end'
}
}
@@ -505,85 +505,85 @@ Events.Room = [
},
{ /* The Sick Man */
- title: 'The Sick Man',
+ title: _('The Sick Man'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
- "a man hobbles up, coughing.",
- "he begs for medicine."
+ _("a man hobbles up, coughing."),
+ _("he begs for medicine.")
],
- notification: 'a sick man hobbles up',
+ notification: _('a sick man hobbles up'),
buttons: {
'help': {
- text: 'give 1 medicine',
+ text: _('give 1 medicine'),
cost: { 'medicine': 1 },
- notification: 'the man swallows the medicine eagerly',
+ notification: _('the man swallows the medicine eagerly'),
nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' }
},
'ignore': {
- text: 'tell him to leave',
+ text: _('tell him to leave'),
nextScene: 'end'
}
}
},
'alloy': {
text: [
- "the man is thankful.",
- 'he leaves a reward.',
- 'some weird metal he picked up on his travels.'
+ _("the man is thankful."),
+ _('he leaves a reward.'),
+ _('some weird metal he picked up on his travels.')
],
onLoad: function() {
$SM.add('stores["alien alloy"]', 1);
},
buttons: {
'bye': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
},
'cells': {
text: [
- "the man is thankful.",
- 'he leaves a reward.',
- 'some weird glowing boxes he picked up on his travels.'
+ _("the man is thankful."),
+ _('he leaves a reward.'),
+ _('some weird glowing boxes he picked up on his travels.')
],
onLoad: function() {
$SM.add('stores["energy cell"]', 3);
},
buttons: {
'bye': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
},
'scales': {
text: [
- "the man is thankful.",
- 'he leaves a reward.',
- 'all he has are some scales.'
+ _("the man is thankful."),
+ _('he leaves a reward.'),
+ _('all he has are some scales.')
],
onLoad: function() {
$SM.add('stores.scales', 5);
},
buttons: {
'bye': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
- "the man expresses his thanks and hobbles off."
+ _("the man expresses his thanks and hobbles off.")
],
buttons: {
'bye': {
- text: 'say goodbye',
+ text: _('say goodbye'),
nextScene: 'end'
}
}
diff --git a/script/events/setpieces.js b/script/events/setpieces.js
index f78e8805b..7af71d8ea 100644
--- a/script/events/setpieces.js
+++ b/script/events/setpieces.js
@@ -3,13 +3,13 @@
**/
Events.Setpieces = {
"outpost": { /* Friendly Outpost */
- title: 'An Outpost',
+ title: _('An Outpost'),
scenes: {
'start': {
text: [
- 'a safe place in the wilds.'
+ _('a safe place in the wilds.')
],
- notification: 'a safe place in the wilds.',
+ notification: _('a safe place in the wilds.'),
loot: {
'cured meat': {
min: 5,
@@ -22,7 +22,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -30,48 +30,48 @@ Events.Setpieces = {
}
},
"swamp": { /* Swamp */
- title: 'A Murky Swamp',
+ title: _('A Murky Swamp'),
scenes: {
'start': {
text: [
- 'rotting reeds rise out of the swampy earth.',
- 'a lone frog sits in the muck, silently.'
+ _('rotting reeds rise out of the swampy earth.'),
+ _('a lone frog sits in the muck, silently.')
],
- notification: 'a swamp festers in the stagnant air.',
+ notification: _('a swamp festers in the stagnant air.'),
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
nextScene: {1: 'cabin'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'cabin': {
text: [
- 'deep in the swamp is a moss-covered cabin.',
- 'an old wanderer sits inside, in a seeming trance.'
+ _('deep in the swamp is a moss-covered cabin.'),
+ _('an old wanderer sits inside, in a seeming trance.')
],
buttons: {
'talk': {
cost: {'charm': 1},
- text: 'talk',
+ text: _('talk'),
nextScene: {1: 'talk'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'talk': {
text: [
- 'the wanderer takes the charm and nods slowly.',
- 'he speaks of once leading the great fleets to fresh worlds.',
- 'unfathomable destruction to fuel wanderer hungers.',
- 'his time here, now, is his penance.'
+ _('the wanderer takes the charm and nods slowly.'),
+ _('he speaks of once leading the great fleets to fresh worlds.'),
+ _('unfathomable destruction to fuel wanderer hungers.'),
+ _('his time here, now, is his penance.')
],
onLoad: function() {
$SM.addPerk('gastronome');
@@ -79,7 +79,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -87,22 +87,22 @@ Events.Setpieces = {
}
},
"cave": { /* Cave */
- title: 'A Damp Cave',
+ title: _('A Damp Cave'),
scenes: {
'start': {
text: [
- 'the mouth of the cave is wide and dark.',
- "can't see what's inside."
+ _('the mouth of the cave is wide and dark.'),
+ _("can't see what's inside.")
],
- notification: 'the earth here is split, as if bearing an ancient wound',
+ notification: _('the earth here is split, as if bearing an ancient wound'),
buttons: {
'enter': {
- text: 'go inside',
+ text: _('go inside'),
cost: { torch: 1 },
nextScene: {0.3: 'a1', 0.6: 'a2', 1: 'a3'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -116,7 +116,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 1,
health: 5,
- notification: 'a startled beast defends its home',
+ notification: _('a startled beast defends its home'),
loot: {
'fur': {
min: 1,
@@ -131,35 +131,35 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b1', 1: 'b2'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'a2': {
text: [
- 'the cave narrows a few feet in.',
- "the walls are moist and moss-covered"
+ _('the cave narrows a few feet in.'),
+ _("the walls are moist and moss-covered")
],
buttons: {
'continue': {
- text: 'squeeze',
+ text: _('squeeze'),
nextScene: {0.5: 'b2', 1: 'b3'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'a3': {
text: [
- 'the remains of an old camp sits just inside the cave.',
- 'bedrolls, torn and blackened, lay beneath a thin layer of dust.'
+ _('the remains of an old camp sits just inside the cave.'),
+ _('bedrolls, torn and blackened, lay beneath a thin layer of dust.')
],
loot: {
'cured meat': {
@@ -180,20 +180,20 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b3', 1: 'b4'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'b1': {
text: [
- 'the body of a wanderer lies in a small cavern.',
- "rot's been to work on it, and some of the pieces are missing.",
- "can't tell what left it here."
+ _('the body of a wanderer lies in a small cavern.'),
+ _("rot's been to work on it, and some of the pieces are missing."),
+ _("can't tell what left it here.")
],
loot: {
'iron sword': {
@@ -219,29 +219,29 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'c1' }
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'b2': {
text: [
- 'the torch sputters and dies in the damp air',
- 'the darkness is absolute'
+ _('the torch sputters and dies in the damp air'),
+ _('the darkness is absolute')
],
- notification: 'the torch goes out',
+ notification: _('the torch goes out'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
cost: {'torch': 1},
nextScene: { 1: 'c1' }
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
@@ -254,7 +254,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 1,
health: 5,
- notification: 'a startled beast defends its home',
+ notification: _('a startled beast defends its home'),
loot: {
'fur': {
min: 1,
@@ -269,11 +269,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'c2'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
@@ -286,7 +286,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 2,
health: 6,
- notification: 'a cave lizard attacks',
+ notification: _('a cave lizard attacks'),
loot: {
'scales': {
min: 1,
@@ -301,11 +301,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'c2'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
@@ -318,7 +318,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 2,
health: 10,
- notification: 'a large beast charges out of the dark',
+ notification: _('a large beast charges out of the dark'),
loot: {
'fur': {
min: 1,
@@ -333,11 +333,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end1', 1: 'end2'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
@@ -350,7 +350,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 2,
health: 10,
- notification: 'a giant lizard shambles forward',
+ notification: _('a giant lizard shambles forward'),
loot: {
'scales': {
min: 1,
@@ -365,18 +365,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.7: 'end2', 1: 'end3'}
},
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'end1': {
text: [
- 'the nest of a large animal lies at the back of the cave.'
+ _('the nest of a large animal lies at the back of the cave.')
],
onLoad: function() {
World.clearDungeon();
@@ -410,14 +410,14 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'end2': {
text: [
- 'a small supply cache is hidden at the back of the cave.'
+ _('a small supply cache is hidden at the back of the cave.')
],
loot: {
'cloth': {
@@ -461,14 +461,14 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
},
'end3': {
text: [
- 'an old case is wedged behind a rock, covered in a thick layer of dust.'
+ _('an old case is wedged behind a rock, covered in a thick layer of dust.')
],
loot: {
'steel sword': {
@@ -492,7 +492,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave cave',
+ text: _('leave cave'),
nextScene: 'end'
}
}
@@ -500,21 +500,21 @@ Events.Setpieces = {
}
},
"town": { /* Town */
- title: 'A Deserted Town',
+ title: _('A Deserted Town'),
scenes: {
'start': {
text: [
- 'a small suburb lays ahead, empty houses scorched and peeling.',
- "broken streetlights stand, rusting. light hasn't graced this place in a long time."
+ _('a small suburb lays ahead, empty houses scorched and peeling.'),
+ _("broken streetlights stand, rusting. light hasn't graced this place in a long time.")
],
- notification: "the town lies abandoned, its citizens long dead",
+ notification: _("the town lies abandoned, its citizens long dead"),
buttons: {
'enter': {
- text: 'explore',
+ text: _('explore'),
nextScene: {0.3: 'a1', 0.7: 'a3', 1: 'a2'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -522,17 +522,17 @@ Events.Setpieces = {
'a1': {
text: [
- "where the windows of the schoolhouse aren't shattered, they're blackened with soot.",
- 'the double doors creak endlessly in the wind.'
+ _("where the windows of the schoolhouse aren't shattered, they're blackened with soot."),
+ _('the double doors creak endlessly in the wind.')
],
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
nextScene: {0.5: 'b1', 1: 'b2'},
cost: {torch: 1}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -563,38 +563,38 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: 'ambushed on the street.',
+ notification: _('ambushed on the street.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b3', 1: 'b4'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'a3': {
text: [
- "a squat building up ahead.",
- 'a green cross barely visible behind grimy windows.'
+ _("a squat building up ahead."),
+ _('a green cross barely visible behind grimy windows.')
],
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
nextScene: {0.5: 'b5', 1: 'end5'},
cost: {torch: 1}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'b1': {
text: [
- 'a small cache of supplies is tucked inside a rusting locker.'
+ _('a small cache of supplies is tucked inside a rusting locker.')
],
loot: {
'cured meat': {
@@ -620,11 +620,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c1', 1: 'c2'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -654,14 +654,14 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: 'a scavenger waits just inside the door.',
+ notification: _('a scavenger waits just inside the door.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c2', 1: 'c3'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -686,22 +686,22 @@ Events.Setpieces = {
chance: 1
}
},
- notification: 'a beast stands alone in an overgrown park.',
+ notification: _('a beast stands alone in an overgrown park.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c4', 1: 'c5'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'b4': {
text: [
- 'an overturned caravan is spread across the pockmarked street.',
- "it's been picked over by scavengers, but there's still some things worth taking."
+ _('an overturned caravan is spread across the pockmarked street.'),
+ _("it's been picked over by scavengers, but there's still some things worth taking.")
],
loot: {
'cured meat': {
@@ -727,11 +727,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c5', 1: 'c6' }
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -761,14 +761,14 @@ Events.Setpieces = {
chance: 0.4
}
},
- notification: 'a madman attacks, screeching.',
+ notification: _('a madman attacks, screeching.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.3: 'end5', 1: 'end6'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -798,14 +798,14 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: 'a thug moves out of the shadows.',
+ notification: _('a thug moves out of the shadows.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd1'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -830,31 +830,31 @@ Events.Setpieces = {
chance: 1
}
},
- notification: 'a beast charges out of a ransacked classroom.',
+ notification: _('a beast charges out of a ransacked classroom.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd1'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'c3': {
text: [
- 'through the large gymnasium doors, footsteps can be heard.',
- 'the torchlight casts a flickering glow down the hallway.',
- 'the footsteps stop.'
+ _('through the large gymnasium doors, footsteps can be heard.'),
+ _('the torchlight casts a flickering glow down the hallway.'),
+ _('the footsteps stop.')
],
buttons: {
'continue': {
- text: 'enter',
+ text: _('enter'),
nextScene: {1: 'd1'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -879,38 +879,38 @@ Events.Setpieces = {
chance: 1
}
},
- notification: 'another beast, draw by the noise, leaps out of a copse of trees.',
+ notification: _('another beast, draw by the noise, leaps out of a copse of trees.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd2'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'c5': {
text: [
- "something's causing a commotion a ways down the road.",
- "a fight, maybe."
+ _("something's causing a commotion a ways down the road."),
+ _("a fight, maybe.")
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd2'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'c6': {
text: [
- 'a small basket of food is hidden under a park bench, with a note attached.',
- "can't read the words."
+ _('a small basket of food is hidden under a park bench, with a note attached.'),
+ _("can't read the words.")
],
loot: {
'cured meat': {
@@ -921,11 +921,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd2'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -955,14 +955,14 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: 'a panicked scavenger bursts through the door, screaming.',
+ notification: _('a panicked scavenger bursts through the door, screaming.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end1', 1: 'end2'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -992,22 +992,22 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: "a man stands over a dead wanderer. notices he's not alone.",
+ notification: _("a man stands over a dead wanderer. notices he's not alone."),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end3', 1: 'end4'}
},
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end1': {
text: [
- 'scavenger had a small camp in the school.',
- 'collected scraps spread across the floor like they fell from heaven.'
+ _('scavenger had a small camp in the school.'),
+ _('collected scraps spread across the floor like they fell from heaven.')
],
onLoad: function() {
World.clearDungeon();
@@ -1041,15 +1041,15 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end2': {
text: [
- "scavenger'd been looking for supplies in here, it seems.",
- "a shame to let what he'd found go to waste."
+ _("scavenger'd been looking for supplies in here, it seems."),
+ _("a shame to let what he'd found go to waste.")
],
onLoad: function() {
World.clearDungeon();
@@ -1073,15 +1073,15 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end3': {
text: [
- "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.",
- "worth killing for, it seems."
+ _("beneath the wanderer's rags, clutched in one of its many hands, a glint of steel."),
+ _("worth killing for, it seems.")
],
onLoad: function() {
World.clearDungeon();
@@ -1100,16 +1100,16 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end4': {
text: [
- "eye for an eye seems fair.",
- "always worked before, at least.",
- "picking the bones finds some useful trinkets."
+ _("eye for an eye seems fair."),
+ _("always worked before, at least."),
+ _("picking the bones finds some useful trinkets.")
],
onLoad: function() {
World.clearDungeon();
@@ -1143,14 +1143,14 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end5': {
text: [
- 'some medicine abandoned in the drawers.'
+ _('some medicine abandoned in the drawers.')
],
onLoad: function() {
World.clearDungeon();
@@ -1164,22 +1164,22 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
},
'end6': {
text: [
- 'the clinic has been ransacked.',
- 'only dust and stains remain.'
+ _('the clinic has been ransacked.'),
+ _('only dust and stains remain.')
],
onLoad: function() {
World.clearDungeon();
},
buttons: {
'leave': {
- text: 'leave town',
+ text: _('leave town'),
nextScene: 'end'
}
}
@@ -1187,110 +1187,110 @@ Events.Setpieces = {
}
},
"city": { /* City */
- title: 'A Ruined City',
+ title: _('A Ruined City'),
scenes: {
'start': {
text: [
- 'a battered highway sign stands guard at the entrance to this once-great city.',
- "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.",
- 'might be things worth having still inside.'
+ _('a battered highway sign stands guard at the entrance to this once-great city.'),
+ _("the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast."),
+ _('might be things worth having still inside.')
],
- notification: "the towers of a decaying city dominate the skyline",
+ notification: _("the towers of a decaying city dominate the skyline"),
buttons: {
'enter': {
- text: 'explore',
+ text: _('explore'),
nextScene: {0.2: 'a1', 0.5: 'a2', 0.8: 'a3', 1: 'a4'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'a1': {
text:[
- 'the streets are empty.',
- 'the air is filled with dust, driven relentlessly by the hard winds.'
+ _('the streets are empty.'),
+ _('the air is filled with dust, driven relentlessly by the hard winds.')
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b1', 1: 'b2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'a2': {
text:[
- 'orange traffic cones are set across the street, faded and cracked.',
- 'lights flash through the alleys between buildings.'
+ _('orange traffic cones are set across the street, faded and cracked.'),
+ _('lights flash through the alleys between buildings.')
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b3', 1: 'b4'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'a3': {
text: [
- 'a large shanty town sprawls across the streets.',
- 'faces, darkened by soot and blood, stare out from crooked huts.'
+ _('a large shanty town sprawls across the streets.'),
+ _('faces, darkened by soot and blood, stare out from crooked huts.')
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'b5', 1: 'b6'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'a4': {
text: [
- 'the shell of an abandoned hospital looms ahead.'
+ _('the shell of an abandoned hospital looms ahead.')
],
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
cost: { 'torch': 1 },
nextScene: {0.5: 'b7', 1: 'b8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b1': {
text: [
- 'the old tower seems mostly intact.',
- 'the shell of a burned out car blocks the entrance.',
- 'most of the windows at ground level are busted anyway.'
+ _('the old tower seems mostly intact.'),
+ _('the shell of a burned out car blocks the entrance.'),
+ _('most of the windows at ground level are busted anyway.')
],
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
nextScene: {0.5: 'c1', 1: 'c2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b2': {
combat: true,
- notification: 'a huge lizard scrambles up out of the darkness of an old metro station.',
+ notification: _('a huge lizard scrambles up out of the darkness of an old metro station.'),
enemy: 'lizard',
chara: 'L',
damage: 5,
@@ -1316,17 +1316,17 @@ Events.Setpieces = {
},
buttons: {
'descend': {
- text: 'descend',
+ text: _('descend'),
nextScene: {0.5: 'c2', 1: 'c3'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b3': {
- notification: 'the shot echoes in the empty street.',
+ notification: _('the shot echoes in the empty street.'),
combat: true,
enemy: 'sniper',
chara: 'S',
@@ -1354,17 +1354,17 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c4', 1: 'c5'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b4': {
- notification: 'the soldier steps out from between the buildings, rifle raised.',
+ notification: _('the soldier steps out from between the buildings, rifle raised.'),
combat: true,
enemy: 'soldier',
ranged: true,
@@ -1392,17 +1392,17 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c5', 1: 'c6'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b5': {
- notification: 'a frail man stands defiantly, blocking the path.',
+ notification: _('a frail man stands defiantly, blocking the path.'),
combat: true,
enemy: 'frail man',
chara: 'M',
@@ -1434,49 +1434,49 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c7', 1: 'c8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b6': {
text: [
- 'nothing but downcast eyes.',
- 'the people here were broken a long time ago.'
+ _('nothing but downcast eyes.'),
+ _('the people here were broken a long time ago.')
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'c8', 1: 'c9'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b7': {
text: [
- 'empty corridors.',
- 'the place has been swept clean by scavengers.'
+ _('empty corridors.'),
+ _('the place has been swept clean by scavengers.')
],
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.3: 'c12', 0.7: 'c10', 1: 'c11'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'b8': {
- notification: 'an old man bursts through a door, wielding a scalpel.',
+ notification: _('an old man bursts through a door, wielding a scalpel.'),
combat: true,
enemy: 'old man',
chara: 'M',
@@ -1503,17 +1503,17 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.3: 'c13', 0.7: 'c11', 1: 'end15'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'c1': {
- notification: 'a thug is waiting on the other side of the wall.',
+ notification: _('a thug is waiting on the other side of the wall.'),
combat: true,
enemy: 'thug',
chara: 'T',
@@ -1540,18 +1540,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'd1', 1: 'd2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'c2': {
- notification: 'a snarling beast jumps out from behind a car.',
+ notification: _('a snarling beast jumps out from behind a car.'),
combat: true,
enemy: 'beast',
chara: 'B',
@@ -1578,11 +1578,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1590,18 +1590,18 @@ Events.Setpieces = {
'c3': {
text: [
- 'street above the subway platform is blown away.',
- 'lets some light down into the dusty haze.',
- 'a sound comes from the tunnel, just ahead.'
+ _('street above the subway platform is blown away.'),
+ _('lets some light down into the dusty haze.'),
+ _('a sound comes from the tunnel, just ahead.')
],
buttons: {
'enter': {
- text: 'investigate',
+ text: _('investigate'),
cost: { 'torch': 1 },
nextScene: {0.5: 'd2', 1: 'd3'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1609,17 +1609,17 @@ Events.Setpieces = {
'c4': {
text: [
- 'looks like a camp of sorts up ahead.',
- 'rusted chainlink is pulled across an alleyway.',
- 'fires burn in the courtyard beyond.'
+ _('looks like a camp of sorts up ahead.'),
+ _('rusted chainlink is pulled across an alleyway.'),
+ _('fires burn in the courtyard beyond.')
],
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'd4', 1: 'd5'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1627,16 +1627,16 @@ Events.Setpieces = {
'c5': {
text: [
- 'more voices can be heard ahead.',
- 'they must be here for a reason.'
+ _('more voices can be heard ahead.'),
+ _('they must be here for a reason.')
],
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd5'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1644,16 +1644,16 @@ Events.Setpieces = {
'c6': {
text: [
- 'the sound of gunfire carries on the wind.',
- 'the street ahead glows with firelight.'
+ _('the sound of gunfire carries on the wind.'),
+ _('the street ahead glows with firelight.')
],
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'd5', 1: 'd6'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1661,16 +1661,16 @@ Events.Setpieces = {
'c7': {
text: [
- 'more squatters are crowding around now.',
- 'someone throws a stone.'
+ _('more squatters are crowding around now.'),
+ _('someone throws a stone.')
],
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'd7', 1: 'd8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1678,8 +1678,8 @@ Events.Setpieces = {
'c8': {
text: [
- 'an improvised shop is set up on the sidewalk.',
- 'the owner stands by, stoic.'
+ _('an improvised shop is set up on the sidewalk.'),
+ _('the owner stands by, stoic.')
],
loot: {
'steel sword': {
@@ -1710,11 +1710,11 @@ Events.Setpieces = {
},
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'd8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1722,8 +1722,8 @@ Events.Setpieces = {
'c9': {
text: [
- 'strips of meat hang drying by the side of the street.',
- 'the people back away, avoiding eye contact.'
+ _('strips of meat hang drying by the side of the street.'),
+ _('the people back away, avoiding eye contact.')
],
loot: {
'cured meat': {
@@ -1734,11 +1734,11 @@ Events.Setpieces = {
},
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'd8', 1: 'd9'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1746,22 +1746,22 @@ Events.Setpieces = {
'c10': {
text: [
- 'someone has locked and barricaded the door to this operating theatre.'
+ _('someone has locked and barricaded the door to this operating theatre.')
],
buttons: {
'enter': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.2: 'end12', 0.6: 'd10', 1: 'd11'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'c11': {
- notification: 'a tribe of elderly squatters is camped out in this ward.',
+ notification: _('a tribe of elderly squatters is camped out in this ward.'),
combat: true,
enemy: 'squatters',
plural: true,
@@ -1789,18 +1789,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'end10' }
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'c12': {
- notification: 'a pack of lizards rounds the corner.',
+ notification: _('a pack of lizards rounds the corner.'),
combat: true,
enemy: 'lizards',
plural: true,
@@ -1828,11 +1828,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'end10' }
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1840,7 +1840,7 @@ Events.Setpieces = {
'c13': {
text: [
- 'strips of meat are hung up to dry in this ward.'
+ _('strips of meat are hung up to dry in this ward.')
],
loot: {
'cured meat': {
@@ -1851,18 +1851,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 0.5: 'end10', 1: 'end11' }
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd1': {
- notification: 'a large bird nests at the top of the stairs.',
+ notification: _('a large bird nests at the top of the stairs.'),
combat: true,
enemy: 'bird',
chara: 'B',
@@ -1879,11 +1879,11 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end1', 1: 'end2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -1891,8 +1891,8 @@ Events.Setpieces = {
'd2': {
text: [
- "the debris is denser here.",
- "maybe some useful stuff in the rubble."
+ _("the debris is denser here."),
+ _("maybe some useful stuff in the rubble.")
],
loot: {
'bullets': {
@@ -1918,18 +1918,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'end2'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd3': {
- notification: 'a swarm of rats rushes up the tunnel.',
+ notification: _('a swarm of rats rushes up the tunnel.'),
combat: true,
enemy: 'rats',
plural: true,
@@ -1952,18 +1952,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end2', 1: 'end3'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd4': {
- notification: 'a large man attacks, waving a bayonet.',
+ notification: _('a large man attacks, waving a bayonet.'),
combat: true,
enemy: 'veteran',
chara: 'V',
@@ -1985,18 +1985,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end4', 1: 'end5'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd5': {
- notification: 'a second soldier opens fire.',
+ notification: _('a second soldier opens fire.'),
combat: true,
enemy: 'soldier',
ranged: true,
@@ -2024,18 +2024,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'end5'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd6': {
- notification: 'a masked soldier rounds the corner, gun drawn',
+ notification: _('a masked soldier rounds the corner, gun drawn'),
combat: true,
enemy: 'commando',
chara: 'C',
@@ -2063,18 +2063,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end5', 1: 'end6'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd7': {
- notification: 'the crowd surges forward.',
+ notification: _('the crowd surges forward.'),
combat: true,
enemy: 'squatters',
plural: true,
@@ -2097,18 +2097,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end7', 1: 'end8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd8': {
- notification: 'a youth lashes out with a tree branch.',
+ notification: _('a youth lashes out with a tree branch.'),
combat: true,
enemy: 'youth',
chara: 'Y',
@@ -2130,18 +2130,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'end8'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd9': {
- notification: 'a squatter stands firmly in the doorway of a small hut.',
+ notification: _('a squatter stands firmly in the doorway of a small hut.'),
combat: true,
enemy: 'squatter',
chara: 'S',
@@ -2163,18 +2163,18 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {0.5: 'end8', 1: 'end9'}
},
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
},
'd10': {
- notification: 'behind the door, a deformed figure awakes and attacks.',
+ notification: _('behind the door, a deformed figure awakes and attacks.'),
combat: true,
enemy: 'deformed',
chara: 'D',
@@ -2206,14 +2206,14 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'end14'}
}
}
},
'd11': {
- notification: 'as soon as the door is open a little bit, hundreds of tentacles erupt.',
+ notification: _('as soon as the door is open a little bit, hundreds of tentacles erupt.'),
combat: true,
enemy: 'tentacles',
plural: true,
@@ -2231,7 +2231,7 @@ Events.Setpieces = {
},
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: {1: 'end13'}
}
}
@@ -2239,8 +2239,8 @@ Events.Setpieces = {
'end1': {
text: [
- 'bird must have liked shiney things.',
- 'some good stuff woven into its nest.'
+ _('bird must have liked shiney things.'),
+ _('some good stuff woven into its nest.')
],
onLoad: function() {
World.clearDungeon();
@@ -2265,7 +2265,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2273,8 +2273,8 @@ Events.Setpieces = {
'end2': {
text: [
- 'not much here.',
- 'scavengers must have gotten to this place already.'
+ _('not much here.'),
+ _('scavengers must have gotten to this place already.')
],
onLoad: function() {
World.clearDungeon();
@@ -2294,7 +2294,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2302,9 +2302,9 @@ Events.Setpieces = {
'end3': {
text: [
- 'the tunnel opens up at another platform.',
- 'the walls are scorched from an old battle.',
- 'bodies and supplies from both sides litter the ground.'
+ _('the tunnel opens up at another platform.'),
+ _('the walls are scorched from an old battle.'),
+ _('bodies and supplies from both sides litter the ground.')
],
onLoad: function() {
World.clearDungeon();
@@ -2339,7 +2339,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2348,9 +2348,9 @@ Events.Setpieces = {
'end4': {
text: [
- 'the small military outpost is well supplied.',
- 'arms and munitions, relics from the war, are neatly arranged on the store-room floor.',
- 'just as deadly now as they were then.'
+ _('the small military outpost is well supplied.'),
+ _('arms and munitions, relics from the war, are neatly arranged on the store-room floor.'),
+ _('just as deadly now as they were then.')
],
onLoad: function() {
World.clearDungeon();
@@ -2375,7 +2375,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2383,9 +2383,9 @@ Events.Setpieces = {
'end5': {
text: [
- 'searching the bodies yields a few supplies.',
- 'more soldiers will be on their way.',
- 'time to move on.'
+ _('searching the bodies yields a few supplies.'),
+ _('more soldiers will be on their way.'),
+ _('time to move on.')
],
onLoad: function() {
World.clearDungeon();
@@ -2415,7 +2415,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2423,9 +2423,9 @@ Events.Setpieces = {
'end6': {
text: [
- 'the small settlement has clearly been burning a while.',
- 'the bodies of the wanderers that lived here are still visible in the flames.',
- "still time to rescue a few supplies."
+ _('the small settlement has clearly been burning a while.'),
+ _('the bodies of the wanderers that lived here are still visible in the flames.'),
+ _("still time to rescue a few supplies.")
],
onLoad: function() {
World.clearDungeon();
@@ -2450,7 +2450,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2459,8 +2459,8 @@ Events.Setpieces = {
'end7': {
text: [
- 'the remaining settlers flee from the violence, their belongings forgotten.',
- "there's not much, but some useful things can still be found."
+ _('the remaining settlers flee from the violence, their belongings forgotten.'),
+ _("there's not much, but some useful things can still be found.")
],
onLoad: function() {
World.clearDungeon();
@@ -2485,7 +2485,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2493,9 +2493,9 @@ Events.Setpieces = {
'end8': {
text: [
- 'the young settler was carrying a canvas sack.',
- "it contains travelling gear, and a few trinkets.",
- "there's nothing else here."
+ _('the young settler was carrying a canvas sack.'),
+ _("it contains travelling gear, and a few trinkets."),
+ _("there's nothing else here.")
],
onLoad: function() {
World.clearDungeon();
@@ -2520,7 +2520,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2528,9 +2528,9 @@ Events.Setpieces = {
'end9': {
text: [
- 'inside the hut, a child cries.',
- "a few belongings rest against the walls.",
- "there's nothing else here."
+ _('inside the hut, a child cries.'),
+ _("a few belongings rest against the walls."),
+ _("there's nothing else here.")
],
onLoad: function() {
World.clearDungeon();
@@ -2560,7 +2560,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2568,9 +2568,9 @@ Events.Setpieces = {
'end10': {
text: [
- 'the stench of rot and death fills the operating theatres.',
- "a few items are scattered on the ground.",
- 'there is nothing else here.'
+ _('the stench of rot and death fills the operating theatres.'),
+ _("a few items are scattered on the ground."),
+ _('there is nothing else here.')
],
onLoad: function() {
World.clearDungeon();
@@ -2600,7 +2600,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2608,8 +2608,8 @@ Events.Setpieces = {
'end11': {
text: [
- 'a pristine medicine cabinet at the end of a hallway.',
- "the rest of the hospital is empty."
+ _('a pristine medicine cabinet at the end of a hallway.'),
+ _("the rest of the hospital is empty.")
],
onLoad: function() {
World.clearDungeon();
@@ -2634,7 +2634,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2642,7 +2642,7 @@ Events.Setpieces = {
'end12': {
text: [
- 'someone had been stockpiling loot here.'
+ _('someone had been stockpiling loot here.')
],
onLoad: function() {
World.clearDungeon();
@@ -2682,7 +2682,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2690,8 +2690,8 @@ Events.Setpieces = {
'end13': {
text: [
- 'the tentacular horror is defeated.',
- 'inside, the remains of its victims are everywhere.'
+ _('the tentacular horror is defeated.'),
+ _('inside, the remains of its victims are everywhere.')
],
onLoad: function() {
World.clearDungeon();
@@ -2726,7 +2726,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2734,8 +2734,8 @@ Events.Setpieces = {
'end14': {
text: [
- 'the warped man lies dead.',
- 'the operating theatre has a lot of curious equipment.'
+ _('the warped man lies dead.'),
+ _('the operating theatre has a lot of curious equipment.')
],
onLoad: function() {
World.clearDungeon();
@@ -2770,7 +2770,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2778,7 +2778,7 @@ Events.Setpieces = {
'end15': {
text: [
- 'the old man had a small cache of interesting items.'
+ _('the old man had a small cache of interesting items.')
],
onLoad: function() {
World.clearDungeon();
@@ -2813,7 +2813,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave city',
+ text: _('leave city'),
nextScene: 'end'
}
}
@@ -2821,29 +2821,29 @@ Events.Setpieces = {
}
},
"house": { /* Abandoned House */
- title: 'An Old House',
+ title: _('An Old House'),
scenes: {
'start': {
text: [
- 'an old house remains here, once white siding yellowed and peeling.',
- 'the door hangs open.'
+ _('an old house remains here, once white siding yellowed and peeling.'),
+ _('the door hangs open.')
],
- notification: 'the remains of an old house stand as a monument to simpler times',
+ notification: _('the remains of an old house stand as a monument to simpler times'),
buttons: {
'enter': {
- text: 'go inside',
+ text: _('go inside'),
nextScene: { 0.25: 'medicine', 0.5: 'supplies', 1: 'occupied' }
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'supplies': {
text: [
- 'the house is abandoned, but not yet picked over.',
- 'still a few drops of water in the old well.'
+ _('the house is abandoned, but not yet picked over.'),
+ _('still a few drops of water in the old well.')
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
@@ -2869,15 +2869,15 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'medicine': {
text: [
- 'the house has been ransacked.',
- 'but there is a cache of medicine under the floorboards.'
+ _('the house has been ransacked.'),
+ _('but there is a cache of medicine under the floorboards.')
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
@@ -2891,7 +2891,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -2904,7 +2904,7 @@ Events.Setpieces = {
hit: 0.8,
attackDelay: 2,
health: 10,
- notification: 'a man charges down the hall, a rusty blade in his hand',
+ notification: _('a man charges down the hall, a rusty blade in his hand'),
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
},
@@ -2927,7 +2927,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -2935,12 +2935,12 @@ Events.Setpieces = {
}
},
"battlefield": { /* Discovering an old battlefield */
- title: 'A Forgotten Battlefield',
+ title: _('A Forgotten Battlefield'),
scenes: {
'start': {
text: [
- 'a battle was fought here, long ago.',
- 'battered technology from both sides lays dormant on the blasted landscape.'
+ _('a battle was fought here, long ago.'),
+ _('battered technology from both sides lays dormant on the blasted landscape.')
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
@@ -2979,7 +2979,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -2987,13 +2987,13 @@ Events.Setpieces = {
}
},
"borehole": { /* Admiring a huge borehole */
- title: 'A Huge Borehole',
+ title: _('A Huge Borehole'),
scenes: {
'start': {
text: [
- 'a huge hole is cut deep into the earth, evidence of the past harvest.',
- 'they took what they came for, and left.',
- 'castoff from the mammoth drills can still be found by the edges of the precipice.'
+ _('a huge hole is cut deep into the earth, evidence of the past harvest.'),
+ _('they took what they came for, and left.'),
+ _('castoff from the mammoth drills can still be found by the edges of the precipice.')
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
@@ -3007,7 +3007,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3015,7 +3015,7 @@ Events.Setpieces = {
}
},
"ship": { /* Finding a way off this rock */
- title: 'A Crashed Ship',
+ title: _('A Crashed Ship'),
scenes: {
'start': {
onLoad: function() {
@@ -3024,13 +3024,13 @@ Events.Setpieces = {
World.state.ship = true;
},
text: [
- 'the familiar curves of a wanderer vessel rise up out of the dust and ash. ',
- "lucky that the natives can't work the mechanisms.",
- 'with a little effort, it might fly again.'
+ _('the familiar curves of a wanderer vessel rise up out of the dust and ash. '),
+ _("lucky that the natives can't work the mechanisms."),
+ _('with a little effort, it might fly again.')
],
buttons: {
'leavel': {
- text: 'salvage',
+ text: _('salvage'),
nextScene: 'end'
}
}
@@ -3038,21 +3038,21 @@ Events.Setpieces = {
}
},
"sulphurmine": { /* Clearing the Sulphur Mine */
- title: 'The Sulphur Mine',
+ title: _('The Sulphur Mine'),
scenes: {
'start': {
text: [
- "the military is already set up at the mine's entrance.",
- 'soldiers patrol the perimeter, rifles slung over their shoulders.'
+ _("the military is already set up at the mine's entrance."),
+ _('soldiers patrol the perimeter, rifles slung over their shoulders.')
],
- notification: 'a military perimeter is set up around the mine.',
+ notification: _('a military perimeter is set up around the mine.'),
buttons: {
'attack': {
- text: 'attack',
+ text: _('attack'),
nextScene: {1: 'a1'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3083,14 +3083,14 @@ Events.Setpieces = {
chance: 0.2
}
},
- notification: 'a soldier, alerted, opens fire.',
+ notification: _('a soldier, alerted, opens fire.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'a2' }
},
'run': {
- text: 'run',
+ text: _('run'),
nextScene: 'end'
}
}
@@ -3121,14 +3121,14 @@ Events.Setpieces = {
chance: 0.2
}
},
- notification: 'a second soldier joins the fight.',
+ notification: _('a second soldier joins the fight.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'a3' }
},
'run': {
- text: 'run',
+ text: _('run'),
nextScene: 'end'
}
}
@@ -3153,20 +3153,20 @@ Events.Setpieces = {
chance: 0.8
}
},
- notification: 'a grizzled soldier attacks, waving a bayonet.',
+ notification: _('a grizzled soldier attacks, waving a bayonet.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'cleared' }
}
}
},
'cleared': {
text: [
- 'the military presence has been cleared.',
- 'the mine is now safe for workers.'
+ _('the military presence has been cleared.'),
+ _('the mine is now safe for workers.')
],
- notification: 'the sulphur mine is clear of dangers',
+ notification: _('the sulphur mine is clear of dangers'),
onLoad: function() {
World.drawRoad();
World.state.sulphurmine = true;
@@ -3174,7 +3174,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3182,21 +3182,21 @@ Events.Setpieces = {
}
},
"coalmine": { /* Clearing the Coal Mine */
- title: 'The Coal Mine',
+ title: _('The Coal Mine'),
scenes: {
'start': {
text: [
- 'camp fires burn by the entrance to the mine.',
- 'men mill about, weapons at the ready.'
+ _('camp fires burn by the entrance to the mine.'),
+ _('men mill about, weapons at the ready.')
],
- notification: 'this old mine is not abandoned',
+ notification: _('this old mine is not abandoned'),
buttons: {
'attack': {
- text: 'attack',
+ text: _('attack'),
nextScene: {1: 'a1'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3221,14 +3221,14 @@ Events.Setpieces = {
chance: 0.8
}
},
- notification: 'a man joins the fight',
+ notification: _('a man joins the fight'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'a2' }
},
'run': {
- text: 'run',
+ text: _('run'),
nextScene: 'end'
}
}
@@ -3253,14 +3253,14 @@ Events.Setpieces = {
chance: 0.8
}
},
- notification: 'a man joins the fight',
+ notification: _('a man joins the fight'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'a3' }
},
'run': {
- text: 'run',
+ text: _('run'),
nextScene: 'end'
}
}
@@ -3290,20 +3290,20 @@ Events.Setpieces = {
chance: 0.8
}
},
- notification: 'only the chief remains.',
+ notification: _('only the chief remains.'),
buttons: {
'continue': {
- text: 'continue',
+ text: _('continue'),
nextScene: { 1: 'cleared' }
}
}
},
'cleared': {
text: [
- 'the camp is still, save for the crackling of the fires.',
- 'the mine is now safe for workers.'
+ _('the camp is still, save for the crackling of the fires.'),
+ _('the mine is now safe for workers.')
],
- notification: 'the coal mine is clear of dangers',
+ notification: _('the coal mine is clear of dangers'),
onLoad: function() {
World.drawRoad();
World.state.coalmine = true;
@@ -3311,7 +3311,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3319,23 +3319,23 @@ Events.Setpieces = {
}
},
"ironmine": { /* Clearing the Iron Mine */
- title: 'The Iron Mine',
+ title: _('The Iron Mine'),
scenes: {
'start': {
text: [
- 'an old iron mine sits here, tools abandoned and left to rust.',
- 'bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.',
- 'feral howls echo out of the darkness.'
+ _('an old iron mine sits here, tools abandoned and left to rust.'),
+ _('bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.'),
+ _('feral howls echo out of the darkness.')
],
- notification: 'the path leads to an abandoned mine',
+ notification: _('the path leads to an abandoned mine'),
buttons: {
'enter': {
- text: 'go inside',
+ text: _('go inside'),
nextScene: { 1: 'enter' },
cost: { 'torch': 1 }
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3365,20 +3365,20 @@ Events.Setpieces = {
chance: 0.5
}
},
- notification: 'a large creature lunges, muscles rippling in the torchlight',
+ notification: _('a large creature lunges, muscles rippling in the torchlight'),
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: { 1: 'cleared' }
}
}
},
'cleared': {
text: [
- 'the beast is dead.',
- 'the mine is now safe for workers.'
+ _('the beast is dead.'),
+ _('the mine is now safe for workers.')
],
- notification: 'the iron mine is clear of dangers',
+ notification: _('the iron mine is clear of dangers'),
onLoad: function() {
World.drawRoad();
World.state.ironmine = true;
@@ -3386,7 +3386,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
@@ -3395,41 +3395,41 @@ Events.Setpieces = {
},
"cache": { /* Cache - contains some of supplies from previous game */
- title: 'A Destroyed Village',
+ title: _('A Destroyed Village'),
scenes: {
'start': {
text: [
- 'a destroyed village lies in the dust.',
- 'charred bodies litter the ground.'
+ _('a destroyed village lies in the dust.'),
+ _('charred bodies litter the ground.')
],
- notification: 'the metallic tang of wanderer afterburner hangs in the air.',
+ notification: _('the metallic tang of wanderer afterburner hangs in the air.'),
buttons: {
'enter': {
- text: 'enter',
+ text: _('enter'),
nextScene: {1: 'underground'}
},
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
},
'underground': {
text: [
- 'a shack stands at the center of the village.',
- 'there are still supplies inside.'
+ _('a shack stands at the center of the village.'),
+ _('there are still supplies inside.')
],
buttons: {
'take': {
- text: 'take',
+ text: _('take'),
nextScene: {1: 'exit'}
}
}
},
'exit': {
text: [
- 'all the work of a previous generation is here.',
- 'ripe for the picking.'
+ _('all the work of a previous generation is here.'),
+ _('ripe for the picking.')
],
onLoad: function() {
World.markVisited(World.curPos[0], World.curPos[1]);
@@ -3437,7 +3437,7 @@ Events.Setpieces = {
},
buttons: {
'leave': {
- text: 'leave',
+ text: _('leave'),
nextScene: 'end'
}
}
diff --git a/script/outside.js b/script/outside.js
index 882799ff0..7b6f1ac90 100644
--- a/script/outside.js
+++ b/script/outside.js
@@ -87,32 +87,32 @@ var Outside = {
{
rollUnder: 0.5,
name: 'fur',
- message: 'scraps of fur'
+ message: _('scraps of fur')
},
{
rollUnder: 0.75,
name: 'meat',
- message: 'bits of meat'
+ message: _('bits of meat')
},
{
rollUnder: 0.85,
name: 'scales',
- message: 'strange scales'
+ message: _('strange scales')
},
{
rollUnder: 0.93,
name: 'teeth',
- message: 'scattered teeth'
+ message: _('scattered teeth')
},
{
rollUnder: 0.995,
name: 'cloth',
- message: 'tattered cloth'
+ message: _('tattered cloth')
},
{
rollUnder: 1.0,
name: 'charm',
- message: 'a crudely made charm'
+ message: _('a crudely made charm')
}
],
@@ -153,7 +153,7 @@ var Outside = {
// Create the gather button
new Button.Button({
id: 'gatherButton',
- text: "gather wood",
+ text: _("gather wood"),
click: Outside.gatherWood,
cooldown: Outside._GATHER_DELAY,
width: '80px'
@@ -170,15 +170,15 @@ var Outside = {
var num = Math.floor(Math.random()*(space/2) + space/2);
if(num == 0) num = 1;
if(num == 1) {
- Notifications.notify(null, 'a stranger arrives in the night');
+ Notifications.notify(null, _('a stranger arrives in the night'));
} else if(num < 5) {
- Notifications.notify(null, 'a weathered family takes up in one of the huts.');
+ Notifications.notify(null, _('a weathered family takes up in one of the huts.'));
} else if(num < 10) {
- Notifications.notify(null, 'a small group arrives, all dust and bones.');
+ Notifications.notify(null, _('a small group arrives, all dust and bones.'));
} else if(num < 30) {
- Notifications.notify(null, 'a convoy lurches in, equal parts worry and hope.');
+ Notifications.notify(null, _('a convoy lurches in, equal parts worry and hope.'));
} else {
- Notifications.notify(null, "the town's booming. word does get around.");
+ Notifications.notify(null, _("the town's booming. word does get around."));
}
Engine.log('population increased by ' + num);
$SM.add('game.population', num);
@@ -215,11 +215,11 @@ var Outside = {
updateWorkersView: function() {
var workers = $('div#workers');
-
- // If our population is 0 and we don't already have a workers view,
- // there's nothing to do here.
+
+ // If our population is 0 and we don't already have a workers view,
+ // there's nothing to do here.
if(!workers.length && $SM.get('game.population') == 0) return;
-
+
var needsAppend = false;
if(workers.length == 0) {
needsAppend = true;