tutorials: fix some descriptions and control strings

liquid_container
Maikel de Vries 2016-02-07 21:25:21 +01:00
parent 8273dcdf45
commit 2a4fa85583
10 changed files with 30 additions and 35 deletions

View File

@ -28,15 +28,12 @@ Default=3
[Option]
Name=$AnimalsNone$
Description=$DescAnimalsNone$
Value=1
[Option]
Name=$AnimalsFriendly$
Description=$DescAnimalsFriendly$
Value=2
[Option]
Name=$AnimalsAll$
Description=$DescAnimalsAll$
Value=3

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@ -109,7 +109,8 @@ protected func InitializePlayer(int plr)
// Create tutorial guide, add messages, show first.
var guide = CreateObject(TutorialGuide, 0, 0 , plr);
guide->AddGuideMessage("$MsgPlaygroundWelcome$");
var con_spawnmenu = GetPlayerControlAssignment(plr, CON_SpawnMenu, true, true);
guide->AddGuideMessage(Format("$MsgPlaygroundWelcome$", con_spawnmenu));
guide->ShowGuideMessage();
AddEffect("RemoveGuide", clonk, 100, 36 * 10);

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@ -7,14 +7,11 @@ MsgGoalName=Spielplatz
MsgGoalDescription=Nur expirementieren und Spass haben! You can spawn items from a menu opened by pressing [I].
# Tutorial messages
MsgPlaygroundWelcome=Welcome to the playground. You have mastered all tutorials, which gives you access to all items in OpenClonk! Open a menu with [I] from which you can choose any item to spawn.
MsgPlaygroundWelcome=Welcome to the playground. You have mastered all tutorials, which gives you access to all items in OpenClonk! Open a menu with [%s] from which you can choose any item to spawn.
# Scenario options
Animals=Animals
DescAnimals=Choose whether and what kind of animals you want in this round.
AnimalsNone=No Animals
DescAnimalsNone=
AnimalsFriendly=Friendly Animals
DescAnimalsFriendly=
AnimalsAll=All Animals
DescAnimalsAll=
Animals=Tiere
DescAnimals=Wähle ob und welche Tiere in dieser Runde anwesend sind.
AnimalsNone=Keine Tiere
AnimalsFriendly=Freundliche Tiere
AnimalsAll=Alle Tiere

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@ -7,14 +7,11 @@ MsgGoalName=Playground
MsgGoalDescription=Just experiment and have fun! You can spawn items from a menu opened by pressing [I].
# Tutorial messages
MsgPlaygroundWelcome=Welcome to the playground. You have mastered all tutorials, which gives you access to all items in OpenClonk! Open a menu with [I] from which you can choose any item to spawn.
MsgPlaygroundWelcome=Welcome to the playground. You have mastered all tutorials, which gives you access to all items in OpenClonk! Open a menu with [%s] from which you can choose any item to spawn.
# Scenario options
Animals=Animals
DescAnimals=Choose whether and what kind of animals you want in this round.
AnimalsNone=No Animals
DescAnimalsNone=
AnimalsFriendly=Friendly Animals
DescAnimalsFriendly=
AnimalsAll=All Animals
DescAnimalsAll=
AnimalsAll=All Animals

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@ -276,7 +276,7 @@ protected func InitializePlayer(int plr)
// Create tutorial guide, add messages, show first.
guide = CreateObject(TutorialGuide, 0, 0, plr);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true, true);
guide->AddGuideMessage(Format("$MsgTutorialWipfville$", interact));
guide->ShowGuideMessage();
var effect = AddEffect("TutorialTalkedToLumberjack", nil, 100, 5);
@ -353,7 +353,8 @@ global func FxTutorialFoundLorryTimer(object target, proplist effect)
{
if (FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr), Find_InRect(168, 576, 104, 72)))
{
guide->AddGuideMessage(Format("$MsgTutorialDynamiteLorry$", GetPlayerControlAssignment(effect.plr, CON_Contents, true)));
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialDynamiteLorry$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialObtainedDynamite", nil, 100, 5);
new_effect.plr = effect.plr;
@ -394,7 +395,8 @@ global func FxTutorialObtainedRockTimer(object target, proplist effect)
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (clonk && ObjectCount(Find_ID(Rock), Find_Container(clonk)) >= 3)
{
guide->AddGuideMessage(Format("$MsgTutorialSawmill$", GetPlayerControlAssignment(effect.plr, CON_Contents, true)));
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialSawmill$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialSawmillFinished", nil, 100, 5);
new_effect.plr = effect.plr;
@ -503,7 +505,8 @@ global func FxTutorialHasOreCoalTimer(object target, proplist effect)
var clonk = FindObject(Find_OCF(OCF_CrewMember), Find_Owner(effect.plr));
if (FindObject(Find_ID(Ore), Find_Container(clonk)) && FindObject(Find_ID(Coal), Find_Container(clonk)))
{
guide->AddGuideMessage(Format("$MsgTutorialProduceMetal$", GetPlayerControlAssignment(effect.plr, CON_Contents, true)));
var interaction_menu = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProduceMetal$", interaction_menu));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMetalFinished", nil, 100, 5);
new_effect.plr = effect.plr;

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@ -4,4 +4,4 @@ Wipfville has been reconstructed, but the villagers have used all their building
Goal: Production of new tools.
Tutorial explains: Production, loam, pickaxe.
Tutorial explains: production, loam, pickaxe.

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@ -243,9 +243,9 @@ protected func InitializePlayer(int plr)
// Create tutorial guide, add messages, show first.
guide = CreateObject(TutorialGuide, 0, 0, plr);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true);
var up = GetPlayerControlAssignment(plr, CON_Up, true);
var down = GetPlayerControlAssignment(plr, CON_Down, true);
var interact = GetPlayerControlAssignment(plr, CON_Interact, true, true);
var up = GetPlayerControlAssignment(plr, CON_Up, true, true);
var down = GetPlayerControlAssignment(plr, CON_Down, true, true);
guide->AddGuideMessage(Format("$MsgTutorialVillageHead$", interact, up, down));
guide->ShowGuideMessage();
var effect = AddEffect("TutorialTalkedToVillageHead", nil, 100, 5);
@ -356,7 +356,7 @@ global func FxTutorialFilledBarrelTimer(object target, proplist effect)
var barrel = FindObject(Find_ID(Barrel), Find_Container(foundry));
if (barrel && barrel->GetFillLevel() >= 100)
{
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true);
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProduceLoam$", contents));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialGotLoam", nil, 100, 5);
@ -373,8 +373,8 @@ global func FxTutorialGotLoamTimer(object target, proplist effect)
return FX_OK;
if (FindObject(Find_ID(Loam), Find_Container(clonk)))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true);
var interact = GetPlayerControlAssignment(effect.plr, CON_Interact, true);
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
var interact = GetPlayerControlAssignment(effect.plr, CON_Interact, true, true);
guide->AddGuideMessage(Format("$MsgTutorialMakeLoamBridge$", use, interact));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMovedLorryToWorkshop", nil, 100, 5);
@ -388,7 +388,7 @@ global func FxTutorialMovedLorryToWorkshopTimer(object target, proplist effect)
{
if (FindObject(Find_ID(Lorry), Find_InRect(674, 474, 44, 30)))
{
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true);
var contents = GetPlayerControlAssignment(effect.plr, CON_Contents, true, true);
guide->AddGuideMessage(Format("$MsgTutorialProducePickaxe$", contents));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialProducedPickaxe", nil, 100, 5);
@ -405,7 +405,7 @@ global func FxTutorialProducedPickaxeTimer(object target, proplist effect)
return FX_OK;
if (FindObject(Find_ID(Pickaxe), Find_Container(workshop)))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true);
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialMineOre$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialMinedOre", nil, 100, 5);

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@ -238,7 +238,7 @@ global func FxTutorialTalkedToVillageHeadStop(object target, proplist effect, in
{
if (temp)
return FX_OK;
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true);
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialNotHelpful$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialDestroyedStrawMen", nil, 100, 5);
@ -291,7 +291,7 @@ global func FxTutorialKilledSecondRobberTimer(object target, proplist effect)
{
if (!FindObject(Find_OCF(OCF_CrewMember), Find_Property("second_robber")))
{
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true);
var use = GetPlayerControlAssignment(effect.plr, CON_Use, true, true);
guide->AddGuideMessage(Format("$MsgTutorialKilledSecond$", use));
guide->ShowGuideMessage();
var new_effect = AddEffect("TutorialKilledLastRobbers", nil, 100, 5);

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@ -4,4 +4,4 @@ Up high in the skies, far above the stronghold of the evil wipf faction, one of
Goal: Mine some gems from the sky islands.
Tutorial explains: Airship, rope ladder, selling valuables.
Tutorial explains: airship, rope ladder, selling valuables.

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@ -4,4 +4,4 @@ You were sent to the mine where the villagers of Wipfville get their metal suppl
Goal: Salvage the lorry from the flooded mine.
Tutorial explains: Pump and liquids, elevator, wall kits.
Tutorial explains: pump and liquids, elevator, wall kits.