diff --git a/script/events/setpieces.js b/script/events/setpieces.js index b373408..17fb1cb 100644 --- a/script/events/setpieces.js +++ b/script/events/setpieces.js @@ -96,7 +96,7 @@ Events.Setpieces = { ], notification: _('the earth here is split, as if bearing an ancient wound'), buttons: { - 'enter': { + 'enter': { text: _('go inside'), cost: { torch: 1 }, nextScene: {0.3: 'a1', 0.6: 'a2', 1: 'a3'} @@ -146,7 +146,7 @@ Events.Setpieces = { _("the walls are moist and moss-covered") ], buttons: { - 'continue': { + 'continue': { text: _('squeeze'), nextScene: {0.5: 'b2', 1: 'b3'} }, @@ -158,8 +158,8 @@ Events.Setpieces = { }, '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': { @@ -179,7 +179,7 @@ Events.Setpieces = { } }, buttons: { - 'continue': { + 'continue': { text: _('continue'), nextScene: {0.5: 'b3', 1: 'b4'} }, @@ -191,9 +191,9 @@ Events.Setpieces = { }, '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': { @@ -212,13 +212,13 @@ Events.Setpieces = { chance: 0.5 }, 'medicine': { - min: 1, - max: 2, - chance: 0.1 + min: 1, + max: 2, + chance: 0.1 } }, buttons: { - 'continue': { + 'continue': { text: _('continue'), nextScene: { 1: 'c1' } }, @@ -230,12 +230,12 @@ Events.Setpieces = { }, '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'), buttons: { - 'continue': { + 'continue': { text: _('continue'), cost: {'torch': 1}, nextScene: { 1: 'c1' } @@ -376,7 +376,7 @@ Events.Setpieces = { }, '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(); @@ -417,9 +417,9 @@ Events.Setpieces = { }, 'end2': { text: [ - _('a small supply cache is hidden at the back of the cave.') - ], - loot: { + _('a small supply cache is hidden at the back of the cave.') + ], + loot: { 'cloth': { min: 5, max: 10, @@ -451,9 +451,9 @@ Events.Setpieces = { chance: 0.3 }, 'medicine': { - min: 1, - max: 4, - chance: 0.15 + min: 1, + max: 4, + chance: 0.15 } }, onLoad: function() { @@ -468,25 +468,25 @@ Events.Setpieces = { }, 'end3': { text: [ - _('an old case is wedged behind a rock, covered in a thick layer of dust.') - ], - loot: { - 'steel sword': { - min: 1, - max: 1, - chance: 1 - }, - 'bolas': { - min: 1, - max: 3, - chance: 0.5 - }, - 'medicine': { - min: 1, - max: 3, - chance: 0.3 - } - }, + _('an old case is wedged behind a rock, covered in a thick layer of dust.') + ], + loot: { + 'steel sword': { + min: 1, + max: 1, + chance: 1 + }, + 'bolas': { + min: 1, + max: 3, + chance: 0.5 + }, + 'medicine': { + min: 1, + max: 3, + chance: 0.3 + } + }, onLoad: function() { World.clearDungeon(); }, @@ -509,7 +509,7 @@ Events.Setpieces = { ], notification: _("the town lies abandoned, its citizens long dead"), buttons: { - 'enter': { + 'enter': { text: _('explore'), nextScene: {0.3: 'a1', 0.7: 'a3', 1: 'a2'} }, @@ -543,27 +543,27 @@ Events.Setpieces = { enemy: 'thug', chara: 'T', damage: 4, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'cloth': { - min: 5, - max: 10, - chance: 0.8 - }, - 'leather': { - min: 5, - max: 10, - chance: 0.8 - }, + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'cloth': { + min: 5, + max: 10, + chance: 0.8 + }, + 'leather': { + min: 5, + max: 10, + chance: 0.8 + }, 'cured meat': { min: 1, max: 5, chance: 0.5 } - }, - notification: _('ambushed on the street.'), + }, + notification: _('ambushed on the street.'), buttons: { 'continue': { text: _('continue'), @@ -594,31 +594,31 @@ Events.Setpieces = { }, 'b1': { text: [ - _('a small cache of supplies is tucked inside a rusting locker.') - ], - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 1 - }, - 'torch': { - min: 1, - max: 3, - chance: 0.8 - }, - 'bullets': { - min: 1, - max: 5, - chance: 0.3 - }, - 'medicine': { - min: 1, - max: 3, - chance: 0.05 - } - }, - buttons: { + _('a small cache of supplies is tucked inside a rusting locker.') + ], + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 1 + }, + 'torch': { + min: 1, + max: 3, + chance: 0.8 + }, + 'bullets': { + min: 1, + max: 5, + chance: 0.3 + }, + 'medicine': { + min: 1, + max: 3, + chance: 0.05 + } + }, + buttons: { 'continue': { text: _('continue'), nextScene: {0.5: 'c1', 1: 'c2'} @@ -634,27 +634,27 @@ Events.Setpieces = { enemy: 'scavenger', chara: 'S', damage: 4, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'cloth': { - min: 5, - max: 10, - chance: 0.8 - }, - 'leather': { - min: 5, - max: 10, - chance: 0.8 - }, - 'cured meat': { - min: 1, - max: 5, - chance: 0.5 - } - }, - notification: _('a scavenger waits just inside the door.'), + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'cloth': { + min: 5, + max: 10, + chance: 0.8 + }, + 'leather': { + min: 5, + max: 10, + chance: 0.8 + }, + 'cured meat': { + min: 1, + max: 5, + chance: 0.5 + } + }, + notification: _('a scavenger waits just inside the door.'), buttons: { 'continue': { text: _('continue'), @@ -671,22 +671,22 @@ Events.Setpieces = { enemy: 'beast', chara: 'B', damage: 3, - hit: 0.8, - attackDelay: 1, - health: 25, - loot: { - 'teeth': { - min: 1, - max: 5, - chance: 1 - }, - 'fur': { - min: 5, - max: 10, - chance: 1 - } - }, - notification: _('a beast stands alone in an overgrown park.'), + hit: 0.8, + attackDelay: 1, + health: 25, + loot: { + 'teeth': { + min: 1, + max: 5, + chance: 1 + }, + 'fur': { + min: 5, + max: 10, + chance: 1 + } + }, + notification: _('a beast stands alone in an overgrown park.'), buttons: { 'continue': { text: _('continue'), @@ -700,8 +700,8 @@ Events.Setpieces = { }, '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': { @@ -720,13 +720,13 @@ Events.Setpieces = { chance: 0.3 }, 'medicine': { - min: 1, - max: 3, - chance: 0.1 + min: 1, + max: 3, + chance: 0.1 } }, buttons: { - 'continue': { + 'continue': { text: _('continue'), nextScene: {0.5: 'c5', 1: 'c6' } }, @@ -741,27 +741,27 @@ Events.Setpieces = { enemy: 'madman', chara: 'M', damage: 6, - hit: 0.3, - attackDelay: 1, - health: 10, - loot: { - 'cloth': { - min: 2, - max: 4, - chance: 0.3 - }, - 'cured meat': { - min: 1, - max: 5, - chance: 0.9 - }, - 'medicine': { - min: 1, - max: 2, - chance: 0.4 - } - }, - notification: _('a madman attacks, screeching.'), + hit: 0.3, + attackDelay: 1, + health: 10, + loot: { + 'cloth': { + min: 2, + max: 4, + chance: 0.3 + }, + 'cured meat': { + min: 1, + max: 5, + chance: 0.9 + }, + 'medicine': { + min: 1, + max: 2, + chance: 0.4 + } + }, + notification: _('a madman attacks, screeching.'), buttons: { 'continue': { text: _('continue'), @@ -778,27 +778,27 @@ Events.Setpieces = { enemy: 'thug', chara: 'T', damage: 4, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'cloth': { - min: 5, - max: 10, - chance: 0.8 - }, - 'leather': { - min: 5, - max: 10, - chance: 0.8 - }, + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'cloth': { + min: 5, + max: 10, + chance: 0.8 + }, + 'leather': { + min: 5, + max: 10, + chance: 0.8 + }, 'cured meat': { min: 1, max: 5, chance: 0.5 } - }, - notification: _('a thug moves out of the shadows.'), + }, + notification: _('a thug moves out of the shadows.'), buttons: { 'continue': { text: _('continue'), @@ -815,22 +815,22 @@ Events.Setpieces = { enemy: 'beast', chara: 'B', damage: 3, - hit: 0.8, - attackDelay: 1, - health: 25, - loot: { - 'teeth': { - min: 1, - max: 5, - chance: 1 - }, - 'fur': { - min: 5, - max: 10, - chance: 1 - } - }, - notification: _('a beast charges out of a ransacked classroom.'), + hit: 0.8, + attackDelay: 1, + health: 25, + loot: { + 'teeth': { + min: 1, + max: 5, + chance: 1 + }, + 'fur': { + min: 5, + max: 10, + chance: 1 + } + }, + notification: _('a beast charges out of a ransacked classroom.'), buttons: { 'continue': { text: _('continue'), @@ -844,12 +844,12 @@ Events.Setpieces = { }, 'c3': { text: [ - _('through the large gymnasium doors, footsteps can be heard.'), - _('the torchlight casts a flickering glow down the hallway.'), - _('the footsteps stop.') - ], - buttons: { - 'continue': { + _('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'), nextScene: {1: 'd1'} }, @@ -857,29 +857,29 @@ Events.Setpieces = { text: _('leave town'), nextScene: 'end' } - } + } }, 'c4': { combat: true, enemy: 'beast', chara: 'B', damage: 4, - hit: 0.8, - attackDelay: 1, - health: 25, - loot: { - 'teeth': { - min: 1, - max: 5, - chance: 1 - }, - 'fur': { - min: 5, - max: 10, - chance: 1 - } - }, - notification: _('another beast, draw by the noise, leaps out of a copse of trees.'), + hit: 0.8, + attackDelay: 1, + health: 25, + loot: { + 'teeth': { + min: 1, + max: 5, + chance: 1 + }, + 'fur': { + min: 5, + max: 10, + chance: 1 + } + }, + notification: _('another beast, draw by the noise, leaps out of a copse of trees.'), buttons: { 'continue': { text: _('continue'), @@ -893,10 +893,10 @@ Events.Setpieces = { }, 'c5': { text: [ - _("something's causing a commotion a ways down the road."), - _("a fight, maybe.") - ], - buttons: { + _("something's causing a commotion a ways down the road."), + _("a fight, maybe.") + ], + buttons: { 'continue': { text: _('continue'), nextScene: {1: 'd2'} @@ -909,17 +909,17 @@ Events.Setpieces = { }, 'c6': { text: [ - _('a small basket of food is hidden under a park bench, with a note attached.'), - _("can't read the words.") - ], - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 1 - } - }, - buttons: { + _('a small basket of food is hidden under a park bench, with a note attached.'), + _("can't read the words.") + ], + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 1 + } + }, + buttons: { 'continue': { text: _('continue'), nextScene: {1: 'd2'} @@ -935,27 +935,27 @@ Events.Setpieces = { enemy: 'scavenger', chara: 'S', damage: 5, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 1 - }, - 'leather': { - min: 5, - max: 10, - chance: 0.8 - }, + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 1 + }, + 'leather': { + min: 5, + max: 10, + chance: 0.8 + }, 'steel sword': { min: 1, max: 1, 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'), @@ -972,27 +972,27 @@ Events.Setpieces = { enemy: 'vigilante', chara: 'V', damage: 6, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 1 - }, - 'leather': { - min: 5, - max: 10, - chance: 0.8 - }, - 'steel sword': { - min: 1, - max: 1, - chance: 0.5 - } - }, - notification: _("a man stands over a dead wanderer. notices he's not alone."), + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 1 + }, + 'leather': { + min: 5, + max: 10, + chance: 0.8 + }, + 'steel sword': { + min: 1, + max: 1, + chance: 0.5 + } + }, + notification: _("a man stands over a dead wanderer. notices he's not alone."), buttons: { 'continue': { text: _('continue'), @@ -1006,10 +1006,10 @@ Events.Setpieces = { }, 'end1': { text: [ - _('scavenger had a small camp in the school.'), - _('collected scraps spread across the floor like they fell from heaven.') - ], - onLoad: function() { + _('scavenger had a small camp in the school.'), + _('collected scraps spread across the floor like they fell from heaven.') + ], + onLoad: function() { World.clearDungeon(); }, loot: { @@ -1034,9 +1034,9 @@ Events.Setpieces = { chance: 0.5 }, 'medicine': { - min: 1, - max: 2, - chance: 0.3 + min: 1, + max: 2, + chance: 0.3 } }, buttons: { @@ -1048,10 +1048,10 @@ Events.Setpieces = { }, 'end2': { text: [ - _("scavenger'd been looking for supplies in here, it seems."), - _("a shame to let what he'd found go to waste.") - ], - onLoad: function() { + _("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(); }, loot: { @@ -1080,10 +1080,10 @@ Events.Setpieces = { }, 'end3': { text: [ - _("beneath the wanderer's rags, clutched in one of its many hands, a glint of steel."), - _("worth killing for, it seems.") - ], - onLoad: function() { + _("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(); }, loot: { @@ -1107,11 +1107,11 @@ Events.Setpieces = { }, 'end4': { text: [ - _("eye for an eye seems fair."), - _("always worked before, at least."), - _("picking the bones finds some useful trinkets.") - ], - onLoad: function() { + _("eye for an eye seems fair."), + _("always worked before, at least."), + _("picking the bones finds some useful trinkets.") + ], + onLoad: function() { World.clearDungeon(); }, loot: { @@ -1136,9 +1136,9 @@ Events.Setpieces = { chance: 0.5 }, 'medicine': { - min: 1, - max: 2, - chance: 0.1 + min: 1, + max: 2, + chance: 0.1 } }, buttons: { @@ -1150,39 +1150,39 @@ Events.Setpieces = { }, 'end5': { text: [ - _('some medicine abandoned in the drawers.') - ], - onLoad: function() { + _('some medicine abandoned in the drawers.') + ], + onLoad: function() { World.clearDungeon(); }, - loot: { - 'medicine': { - min: 2, - max: 5, - chance: 1 - } - }, - buttons: { + loot: { + 'medicine': { + min: 2, + max: 5, + chance: 1 + } + }, + buttons: { 'leave': { text: _('leave town'), nextScene: 'end' } - } + } }, 'end6': { text: [ - _('the clinic has been ransacked.'), - _('only dust and stains remain.') - ], - onLoad: function() { + _('the clinic has been ransacked.'), + _('only dust and stains remain.') + ], + onLoad: function() { World.clearDungeon(); }, - buttons: { + buttons: { 'leave': { text: _('leave town'), nextScene: 'end' } - } + } } } }, @@ -1197,7 +1197,7 @@ Events.Setpieces = { ], notification: _("the towers of a decaying city dominate the skyline"), buttons: { - 'enter': { + 'enter': { text: _('explore'), nextScene: {0.2: 'a1', 0.5: 'a2', 0.8: 'a3', 1: 'a4'} }, @@ -1209,11 +1209,11 @@ Events.Setpieces = { }, 'a1': { text:[ - _('the streets are empty.'), - _('the air is filled with dust, driven relentlessly by the hard winds.') - ], - buttons: { - 'continue': { + _('the streets are empty.'), + _('the air is filled with dust, driven relentlessly by the hard winds.') + ], + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'b1', 1: 'b2'} }, @@ -1225,11 +1225,11 @@ Events.Setpieces = { }, 'a2': { text:[ - _('orange traffic cones are set across the street, faded and cracked.'), - _('lights flash through the alleys between buildings.') - ], - buttons: { - 'continue': { + _('orange traffic cones are set across the street, faded and cracked.'), + _('lights flash through the alleys between buildings.') + ], + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'b3', 1: 'b4'} }, @@ -1241,11 +1241,11 @@ Events.Setpieces = { }, 'a3': { text: [ - _('a large shanty town sprawls across the streets.'), - _('faces, darkened by soot and blood, stare out from crooked huts.') - ], - buttons: { - 'continue': { + _('a large shanty town sprawls across the streets.'), + _('faces, darkened by soot and blood, stare out from crooked huts.') + ], + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'b5', 1: 'b6'} }, @@ -1257,28 +1257,28 @@ Events.Setpieces = { }, 'a4': { text: [ - _('the shell of an abandoned hospital looms ahead.') - ], - buttons: { - 'enter': { - text: _('enter'), - cost: { 'torch': 1 }, - nextScene: {0.5: 'b7', 1: 'b8'} - }, + _('the shell of an abandoned hospital looms ahead.') + ], + buttons: { + 'enter': { + text: _('enter'), + cost: { 'torch': 1 }, + nextScene: {0.5: 'b7', 1: 'b8'} + }, 'leave': { 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.') - ], - buttons: { - 'enter': { + _('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'), nextScene: {0.5: 'c1', 1: 'c2'} }, @@ -1286,7 +1286,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b2': { combat: true, @@ -1294,28 +1294,28 @@ Events.Setpieces = { enemy: 'lizard', chara: 'L', damage: 5, - hit: 0.8, - attackDelay: 2, - health: 20, - loot: { - 'scales': { - min: 5, - max: 10, - chance: 0.8 - }, - 'teeth': { - min: 5, - max: 10, - chance: 0.5 - }, - 'meat': { - min: 5, - max: 10, - chance: 0.8 - } - }, - buttons: { - 'descend': { + hit: 0.8, + attackDelay: 2, + health: 20, + loot: { + 'scales': { + min: 5, + max: 10, + chance: 0.8 + }, + 'teeth': { + min: 5, + max: 10, + chance: 0.5 + }, + 'meat': { + min: 5, + max: 10, + chance: 0.8 + } + }, + buttons: { + 'descend': { text: _('descend'), nextScene: {0.5: 'c2', 1: 'c3'} }, @@ -1323,24 +1323,24 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b3': { notification: _('the shot echoes in the empty street.'), combat: true, - enemy: 'sniper', - chara: 'S', - damage: 15, - hit: 0.8, - attackDelay: 4, - health: 30, + enemy: 'sniper', + chara: 'S', + damage: 15, + hit: 0.8, + attackDelay: 4, + health: 30, ranged: true, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, 'bullets': { min: 1, max: 5, @@ -1351,9 +1351,9 @@ Events.Setpieces = { max: 1, chance: 0.2 } - }, - buttons: { - 'continue': { + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'c4', 1: 'c5'} }, @@ -1361,24 +1361,24 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b4': { notification: _('the soldier steps out from between the buildings, rifle raised.'), combat: true, - enemy: 'soldier', + enemy: 'soldier', ranged: true, - chara: 'D', - damage: 8, - hit: 0.8, - attackDelay: 2, - health: 50, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, + chara: 'D', + damage: 8, + hit: 0.8, + attackDelay: 2, + health: 50, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, 'bullets': { min: 1, max: 5, @@ -1389,9 +1389,9 @@ Events.Setpieces = { max: 1, chance: 0.2 } - }, - buttons: { - 'continue': { + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'c5', 1: 'c6'} }, @@ -1399,41 +1399,41 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b5': { notification: _('a frail man stands defiantly, blocking the path.'), combat: true, - enemy: 'frail man', - chara: 'M', - damage: 1, - hit: 0.8, - attackDelay: 2, - health: 10, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, - 'cloth': { - min: 1, - max: 5, - chance: 0.5 - }, - 'leather': { - min: 1, - max: 1, - chance: 0.2 - }, - 'medicine': { - min: 1, - max: 3, - chance: 0.05 - } - }, - buttons: { - 'continue': { + enemy: 'frail man', + chara: 'M', + damage: 1, + hit: 0.8, + attackDelay: 2, + health: 10, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, + 'cloth': { + min: 1, + max: 5, + chance: 0.5 + }, + 'leather': { + min: 1, + max: 1, + chance: 0.2 + }, + 'medicine': { + min: 1, + max: 3, + chance: 0.05 + } + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'c7', 1: 'c8'} }, @@ -1441,15 +1441,15 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b6': { text: [ - _('nothing but downcast eyes.'), - _('the people here were broken a long time ago.') - ], - buttons: { - 'continue': { + _('nothing but downcast eyes.'), + _('the people here were broken a long time ago.') + ], + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'c8', 1: 'c9'} }, @@ -1457,15 +1457,15 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b7': { text: [ - _('empty corridors.'), - _('the place has been swept clean by scavengers.') - ], - buttons: { - 'continue': { + _('empty corridors.'), + _('the place has been swept clean by scavengers.') + ], + buttons: { + 'continue': { text: _('continue'), nextScene: {0.3: 'c12', 0.7: 'c10', 1: 'c11'} }, @@ -1473,73 +1473,73 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'b8': { notification: _('an old man bursts through a door, wielding a scalpel.'), combat: true, enemy: 'old man', - chara: 'M', - damage: 3, - hit: 0.5, - attackDelay: 2, - health: 10, - loot: { - 'cured meat': { - min: 1, - max: 3, - chance: 0.5 - }, - 'cloth': { - min: 1, - max: 5, - chance: 0.8 - }, - 'medicine': { - min: 1, - max: 2, - chance: 0.5 - } - }, - buttons: { - 'continue': { - text: _('continue'), - nextScene: {0.3: 'c13', 0.7: 'c11', 1: 'end15'} - }, - 'leave': { - text: _('leave city'), - nextScene: 'end' - } - } + chara: 'M', + damage: 3, + hit: 0.5, + attackDelay: 2, + health: 10, + loot: { + 'cured meat': { + min: 1, + max: 3, + chance: 0.5 + }, + 'cloth': { + min: 1, + max: 5, + chance: 0.8 + }, + 'medicine': { + min: 1, + max: 2, + chance: 0.5 + } + }, + buttons: { + 'continue': { + text: _('continue'), + nextScene: {0.3: 'c13', 0.7: 'c11', 1: 'end15'} + }, + 'leave': { + text: _('leave city'), + nextScene: 'end' + } + } }, 'c1': { notification: _('a thug is waiting on the other side of the wall.'), combat: true, enemy: 'thug', - chara: 'T', - damage: 3, - hit: 0.8, - attackDelay: 2, - health: 30, - loot: { - 'steel sword': { - min: 1, - max: 1, - chance: 0.5 - }, - 'cured meat': { - min: 1, - max: 3, - chance: 0.5 - }, - 'cloth': { - min: 1, - max: 5, - chance: 0.8 - } - }, - buttons: { - 'continue': { + chara: 'T', + damage: 3, + hit: 0.8, + attackDelay: 2, + health: 30, + loot: { + 'steel sword': { + min: 1, + max: 1, + chance: 0.5 + }, + 'cured meat': { + min: 1, + max: 3, + chance: 0.5 + }, + 'cloth': { + min: 1, + max: 5, + chance: 0.8 + } + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'd1', 1: 'd2'} }, @@ -1547,37 +1547,37 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c2': { notification: _('a snarling beast jumps out from behind a car.'), combat: true, enemy: 'beast', - chara: 'B', - damage: 2, - hit: 0.8, - attackDelay: 1, - health: 30, - loot: { - 'meat': { - min: 1, - max: 5, - chance: 0.8 - }, - 'fur': { - min: 1, - max: 5, - chance: 0.8 - }, - 'teeth': { - min: 1, - max: 5, - chance: 0.5 - } - }, - buttons: { - 'continue': { + chara: 'B', + damage: 2, + hit: 0.8, + attackDelay: 1, + health: 30, + loot: { + 'meat': { + min: 1, + max: 5, + chance: 0.8 + }, + 'fur': { + min: 1, + max: 5, + chance: 0.8 + }, + 'teeth': { + min: 1, + max: 5, + chance: 0.5 + } + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {1: 'd2'} }, @@ -1585,17 +1585,17 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, '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.') - ], - buttons: { - 'enter': { + _('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'), cost: { 'torch': 1 }, nextScene: {0.5: 'd2', 1: 'd3'} @@ -1604,17 +1604,17 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c4': { text: [ - _('looks like a camp of sorts up ahead.'), - _('rusted chainlink is pulled across an alleyway.'), - _('fires burn in the courtyard beyond.') - ], - buttons: { - 'enter': { + _('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'), nextScene: {0.5: 'd4', 1: 'd5'} }, @@ -1622,16 +1622,16 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c5': { text: [ - _('more voices can be heard ahead.'), - _('they must be here for a reason.') - ], - buttons: { - 'enter': { + _('more voices can be heard ahead.'), + _('they must be here for a reason.') + ], + buttons: { + 'enter': { text: _('continue'), nextScene: {1: 'd5'} }, @@ -1639,16 +1639,16 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c6': { text: [ - _('the sound of gunfire carries on the wind.'), - _('the street ahead glows with firelight.') - ], - buttons: { - 'enter': { + _('the sound of gunfire carries on the wind.'), + _('the street ahead glows with firelight.') + ], + buttons: { + 'enter': { text: _('continue'), nextScene: {0.5: 'd5', 1: 'd6'} }, @@ -1656,16 +1656,16 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c7': { text: [ - _('more squatters are crowding around now.'), - _('someone throws a stone.') - ], - buttons: { - 'enter': { + _('more squatters are crowding around now.'), + _('someone throws a stone.') + ], + buttons: { + 'enter': { text: _('continue'), nextScene: {0.5: 'd7', 1: 'd8'} }, @@ -1673,7 +1673,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c8': { @@ -1703,13 +1703,13 @@ Events.Setpieces = { chance: 0.01 }, 'medicine': { - min: 1, - max: 4, - chance: 0.5 + min: 1, + max: 4, + chance: 0.5 } }, - buttons: { - 'enter': { + buttons: { + 'enter': { text: _('continue'), nextScene: {1: 'd8'} }, @@ -1717,23 +1717,23 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c9': { text: [ - _('strips of meat hang drying by the side of the street.'), - _('the people back away, avoiding eye contact.') - ], - loot: { - 'cured meat': { - min: 5, - max: 10, - chance: 1 - } - }, - buttons: { - 'enter': { + _('strips of meat hang drying by the side of the street.'), + _('the people back away, avoiding eye contact.') + ], + loot: { + 'cured meat': { + min: 5, + max: 10, + chance: 1 + } + }, + buttons: { + 'enter': { text: _('continue'), nextScene: {0.5: 'd8', 1: 'd9'} }, @@ -1741,15 +1741,15 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c10': { text: [ - _('someone has locked and barricaded the door to this operating theatre.') - ], - buttons: { - 'enter': { + _('someone has locked and barricaded the door to this operating theatre.') + ], + buttons: { + 'enter': { text: _('continue'), nextScene: {0.2: 'end12', 0.6: 'd10', 1: 'd11'} }, @@ -1757,7 +1757,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'c11': { @@ -1770,7 +1770,7 @@ Events.Setpieces = { hit: 0.7, attackDelay: 0.5, health: 40, - loot: { + loot: { 'cured meat': { min: 1, max: 3, @@ -1782,21 +1782,21 @@ Events.Setpieces = { chance: 0.8 }, 'medicine': { - min: 1, - max: 3, - chance: 0.3 + min: 1, + max: 3, + chance: 0.3 } }, - buttons: { - 'continue': { - text: _('continue'), - nextScene: { 1: 'end10' } - }, - 'leave': { + buttons: { + 'continue': { + text: _('continue'), + nextScene: { 1: 'end10' } + }, + 'leave': { text: _('leave city'), nextScene: 'end' } - } + } }, 'c12': { @@ -1809,7 +1809,7 @@ Events.Setpieces = { hit: 0.7, attackDelay: 0.7, health: 30, - loot: { + loot: { 'meat': { min: 3, max: 8, @@ -1821,21 +1821,21 @@ Events.Setpieces = { chance: 1 }, 'scales': { - min: 3, - max: 5, - chance: 1 + min: 3, + max: 5, + chance: 1 } }, - buttons: { - 'continue': { - text: _('continue'), - nextScene: { 1: 'end10' } - }, - 'leave': { + buttons: { + 'continue': { + text: _('continue'), + nextScene: { 1: 'end10' } + }, + 'leave': { text: _('leave city'), nextScene: 'end' } - } + } }, 'c13': { @@ -1844,41 +1844,41 @@ Events.Setpieces = { ], loot: { 'cured meat': { - min: 3, - max: 10, - chance: 1 + min: 3, + max: 10, + chance: 1 } }, - buttons: { - 'continue': { - text: _('continue'), - nextScene: { 0.5: 'end10', 1: 'end11' } - }, - 'leave': { + buttons: { + 'continue': { + text: _('continue'), + nextScene: { 0.5: 'end10', 1: 'end11' } + }, + 'leave': { text: _('leave city'), nextScene: 'end' } - } + } }, 'd1': { notification: _('a large bird nests at the top of the stairs.'), combat: true, enemy: 'bird', - chara: 'B', - damage: 5, - hit: 0.7, - attackDelay: 1, - health: 45, - loot: { - 'meat': { - min: 5, - max: 10, - chance: 0.8 - } - }, - buttons: { - 'continue': { + chara: 'B', + damage: 5, + hit: 0.7, + attackDelay: 1, + health: 45, + loot: { + 'meat': { + min: 5, + max: 10, + chance: 0.8 + } + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'end1', 1: 'end2'} }, @@ -1886,38 +1886,38 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'd2': { text: [ - _("the debris is denser here."), - _("maybe some useful stuff in the rubble.") - ], - loot: { - 'bullets': { - min: 1, - max: 5, - chance: 0.5 - }, - 'steel': { - min: 1, - max: 10, - chance: 0.8 - }, - 'alien alloy': { - min: 1, - max: 1, - chance: 0.01 - }, - 'cloth': { - min: 1, - max: 10, - chance: 1 - } - }, - buttons: { - 'continue': { + _("the debris is denser here."), + _("maybe some useful stuff in the rubble.") + ], + loot: { + 'bullets': { + min: 1, + max: 5, + chance: 0.5 + }, + 'steel': { + min: 1, + max: 10, + chance: 0.8 + }, + 'alien alloy': { + min: 1, + max: 1, + chance: 0.01 + }, + 'cloth': { + min: 1, + max: 10, + chance: 1 + } + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {1: 'end2'} }, @@ -1925,7 +1925,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'd3': { @@ -1933,25 +1933,25 @@ Events.Setpieces = { combat: true, enemy: 'rats', plural: true, - chara: 'RRR', - damage: 1, - hit: 0.8, - attackDelay: 0.25, - health: 60, - loot: { - 'fur': { - min: 5, - max: 10, - chance: 0.8 - }, + chara: 'RRR', + damage: 1, + hit: 0.8, + attackDelay: 0.25, + health: 60, + loot: { + 'fur': { + min: 5, + max: 10, + chance: 0.8 + }, 'teeth': { min: 5, max: 10, chance: 0.5 } - }, - buttons: { - 'continue': { + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {0.5: 'end2', 1: 'end3'} }, @@ -1959,7 +1959,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'd4': { @@ -1998,19 +1998,19 @@ Events.Setpieces = { 'd5': { notification: _('a second soldier opens fire.'), combat: true, - enemy: 'soldier', + enemy: 'soldier', ranged: true, - chara: 'D', - damage: 8, - hit: 0.8, - attackDelay: 2, - health: 50, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, + chara: 'D', + damage: 8, + hit: 0.8, + attackDelay: 2, + health: 50, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, 'bullets': { min: 1, max: 5, @@ -2021,9 +2021,9 @@ Events.Setpieces = { max: 1, chance: 0.2 } - }, - buttons: { - 'continue': { + }, + buttons: { + 'continue': { text: _('continue'), nextScene: {1: 'end5'} }, @@ -2031,7 +2031,7 @@ Events.Setpieces = { text: _('leave city'), nextScene: 'end' } - } + } }, 'd6': { @@ -2194,14 +2194,14 @@ Events.Setpieces = { chance: 1 }, 'steel': { - min: 1, - max: 3, - chance: 0.6 + min: 1, + max: 3, + chance: 0.6 }, 'scales': { - min: 2, - max: 3, - chance: 0.1 + min: 2, + max: 3, + chance: 0.1 } }, buttons: { @@ -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(); @@ -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(); @@ -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(); @@ -2345,12 +2345,11 @@ 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(); @@ -2383,9 +2382,9 @@ 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(); @@ -2408,9 +2407,9 @@ Events.Setpieces = { chance: 0.8 }, 'medicine': { - min: 1, - max: 4, - chance: 0.1 + min: 1, + max: 4, + chance: 0.1 } }, buttons: { @@ -2423,9 +2422,9 @@ 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(); @@ -2456,11 +2455,10 @@ 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(); @@ -2493,9 +2491,9 @@ 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(); @@ -2528,9 +2526,9 @@ 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(); @@ -2568,9 +2566,9 @@ 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(); @@ -2608,8 +2606,8 @@ 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(); @@ -2642,7 +2640,7 @@ Events.Setpieces = { 'end12': { text: [ - _('someone had been stockpiling loot here.') + _('someone had been stockpiling loot here.') ], onLoad: function() { World.clearDungeon(); @@ -2665,19 +2663,19 @@ Events.Setpieces = { chance: 1 }, 'torch': { - min: 1, - max: 3, - chance: 0.5 + min: 1, + max: 3, + chance: 0.5 }, 'grenade': { - min: 1, - max: 1, - chance: 0.5 + min: 1, + max: 1, + chance: 0.5 }, 'alien alloy': { - min: 1, - max: 2, - chance: 0.8 + min: 1, + max: 2, + chance: 0.8 } }, buttons: { @@ -2690,8 +2688,8 @@ 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(); @@ -2714,14 +2712,14 @@ Events.Setpieces = { chance: 1 }, 'cloth': { - min: 3, - max: 6, - chance: 0.5 + min: 3, + max: 6, + chance: 0.5 }, 'alien alloy': { - min: 1, - max: 1, - chance: 0.1 + min: 1, + max: 1, + chance: 0.1 } }, buttons: { @@ -2734,8 +2732,8 @@ 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(); @@ -2753,19 +2751,19 @@ Events.Setpieces = { chance: 1 }, 'cloth': { - min: 1, - max: 3, - chance: 0.5 + min: 1, + max: 3, + chance: 0.5 }, 'steel': { - min: 2, - max: 3, - chance: 0.3 + min: 2, + max: 3, + chance: 0.3 }, 'alien alloy': { - min: 1, - max: 1, - chance: 0.3 + min: 1, + max: 1, + chance: 0.3 } }, buttons: { @@ -2791,34 +2789,34 @@ Events.Setpieces = { chance: 0.8 }, 'medicine': { - min: 1, - max: 4, - chance: 1 + min: 1, + max: 4, + chance: 1 }, 'cured meat': { - min: 3, - max: 7, - chance: 1 + min: 3, + max: 7, + chance: 1 }, 'bolas': { - min: 1, - max: 3, - chance: 0.5 + min: 1, + max: 3, + chance: 0.5 }, 'fur': { - min: 1, - max: 5, - chance: 0.8 + min: 1, + max: 5, + chance: 0.8 } }, buttons: { - 'leave': { - text: _('leave city'), - nextScene: 'end' - } - } + 'leave': { + text: _('leave city'), + nextScene: 'end' + } + } } - } + } }, "house": { /* Abandoned House */ title: _('An Old House'), @@ -2851,11 +2849,11 @@ Events.Setpieces = { Notifications.notify(null, _('water replenished')); }, loot: { - 'cured meat': { - min: 1, - max: 10, - chance: 0.8 - }, + 'cured meat': { + min: 1, + max: 10, + chance: 0.8 + }, 'leather': { min: 1, max: 10, @@ -2876,7 +2874,7 @@ Events.Setpieces = { }, 'medicine': { text: [ - _('the house has been ransacked.'), + _('the house has been ransacked.'), _('but there is a cache of medicine under the floorboards.') ], onLoad: function() { @@ -2909,11 +2907,11 @@ Events.Setpieces = { World.markVisited(World.curPos[0], World.curPos[1]); }, loot: { - 'cured meat': { - min: 1, - max: 10, - chance: 0.8 - }, + 'cured meat': { + min: 1, + max: 10, + chance: 0.8 + }, 'leather': { min: 1, max: 10, @@ -2939,50 +2937,50 @@ Events.Setpieces = { scenes: { 'start': { text: [ - _('a battle was fought here, long ago.'), - _('battered technology from both sides lays dormant on the blasted landscape.') - ], - onLoad: function() { + _('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]); }, - loot: { - 'rifle': { - min: 1, - max: 3, - chance: 0.5 - }, - 'bullets': { - min: 5, - max: 20, - chance: 0.8 - }, - 'laser rifle': { - min: 1, - max: 3, - chance: 0.3 - }, - 'energy cell': { - min: 5, - max: 10, - chance: 0.5 - }, - 'grenade': { - min: 1, - max: 5, - chance: 0.5 - }, - 'alien alloy': { - min: 1, - max: 1, - chance: 0.3 - } - }, - buttons: { - 'leave': { - text: _('leave'), - nextScene: 'end' - } - } + loot: { + 'rifle': { + min: 1, + max: 3, + chance: 0.5 + }, + 'bullets': { + min: 5, + max: 20, + chance: 0.8 + }, + 'laser rifle': { + min: 1, + max: 3, + chance: 0.3 + }, + 'energy cell': { + min: 5, + max: 10, + chance: 0.5 + }, + 'grenade': { + min: 1, + max: 5, + chance: 0.5 + }, + 'alien alloy': { + min: 1, + max: 1, + chance: 0.3 + } + }, + buttons: { + 'leave': { + text: _('leave'), + nextScene: 'end' + } + } } } }, @@ -2991,26 +2989,26 @@ Events.Setpieces = { 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.') - ], - onLoad: function() { + _('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]); }, - loot: { - 'alien alloy': { - min: 1, - max: 3, - chance: 1 - } - }, - buttons: { - 'leave': { - text: _('leave'), - nextScene: 'end' - } - } + loot: { + 'alien alloy': { + min: 1, + max: 3, + chance: 1 + } + }, + buttons: { + 'leave': { + text: _('leave'), + nextScene: 'end' + } + } } } }, @@ -3024,16 +3022,16 @@ 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.') - ], - buttons: { - 'leavel': { - text: _('salvage'), - nextScene: 'end' - } - } + _('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'), + nextScene: 'end' + } + } } } }, @@ -3047,7 +3045,7 @@ Events.Setpieces = { ], notification: _('a military perimeter is set up around the mine.'), buttons: { - 'attack': { + 'attack': { text: _('attack'), nextScene: {1: 'a1'} }, @@ -3059,19 +3057,19 @@ Events.Setpieces = { }, 'a1': { combat: true, - enemy: 'soldier', + enemy: 'soldier', ranged: true, - chara: 'D', - damage: 8, - hit: 0.8, - attackDelay: 2, - health: 50, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, + chara: 'D', + damage: 8, + hit: 0.8, + attackDelay: 2, + health: 50, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, 'bullets': { min: 1, max: 5, @@ -3082,8 +3080,8 @@ Events.Setpieces = { max: 1, chance: 0.2 } - }, - notification: _('a soldier, alerted, opens fire.'), + }, + notification: _('a soldier, alerted, opens fire.'), buttons: { 'continue': { text: _('continue'), @@ -3097,19 +3095,19 @@ Events.Setpieces = { }, 'a2': { combat: true, - enemy: 'soldier', + enemy: 'soldier', ranged: true, - chara: 'D', - damage: 8, - hit: 0.8, - attackDelay: 2, - health: 50, - loot: { - 'cured meat': { - min: 1, - max: 5, - chance: 0.8 - }, + chara: 'D', + damage: 8, + hit: 0.8, + attackDelay: 2, + health: 50, + loot: { + 'cured meat': { + min: 1, + max: 5, + chance: 0.8 + }, 'bullets': { min: 1, max: 5, @@ -3120,9 +3118,9 @@ Events.Setpieces = { max: 1, chance: 0.2 } - }, - notification: _('a second soldier joins the fight.'), - buttons: { + }, + notification: _('a second soldier joins the fight.'), + buttons: { 'continue': { text: _('continue'), nextScene: { 1: 'a3' } @@ -3154,7 +3152,7 @@ Events.Setpieces = { } }, notification: _('a grizzled soldier attacks, waving a bayonet.'), - buttons: { + buttons: { 'continue': { text: _('continue'), nextScene: { 1: 'cleared' } @@ -3191,7 +3189,7 @@ Events.Setpieces = { ], notification: _('this old mine is not abandoned'), buttons: { - 'attack': { + 'attack': { text: _('attack'), nextScene: {1: 'a1'} }, @@ -3235,26 +3233,26 @@ Events.Setpieces = { }, 'a2': { combat: true, - enemy: 'man', - chara: 'M', - damage: 3, - hit: 0.8, - attackDelay: 2, - health: 10, - loot: { + enemy: 'man', + chara: 'M', + damage: 3, + hit: 0.8, + attackDelay: 2, + health: 10, + loot: { 'cured meat': { min: 1, - max: 5, + max: 5, chance: 0.8 }, 'cloth': { min: 1, - max: 5, + max: 5, chance: 0.8 } - }, - notification: _('a man joins the fight'), - buttons: { + }, + notification: _('a man joins the fight'), + buttons: { 'continue': { text: _('continue'), nextScene: { 1: 'a3' } @@ -3267,21 +3265,21 @@ Events.Setpieces = { }, 'a3': { combat: true, - enemy: 'chief', - chara: 'C', - damage: 5, - hit: 0.8, - attackDelay: 2, - health: 20, - loot: { + enemy: 'chief', + chara: 'C', + damage: 5, + hit: 0.8, + attackDelay: 2, + health: 20, + loot: { 'cured meat': { min: 5, - max: 10, + max: 10, chance: 1 }, 'cloth': { min: 5, - max: 10, + max: 10, chance: 0.8 }, 'iron': { @@ -3289,9 +3287,9 @@ Events.Setpieces = { max: 5, chance: 0.8 } - }, - notification: _('only the chief remains.'), - buttons: { + }, + notification: _('only the chief remains.'), + buttons: { 'continue': { text: _('continue'), nextScene: { 1: 'cleared' } @@ -3320,7 +3318,7 @@ Events.Setpieces = { }, "ironmine": { /* Clearing the Iron Mine */ title: _('The Iron Mine'), - scenes: { + scenes: { 'start': { text: [ _('an old iron mine sits here, tools abandoned and left to rust.'), @@ -3340,39 +3338,39 @@ Events.Setpieces = { } } }, - 'enter': { - combat: true, - enemy: 'beastly matriarch', - chara: 'M', - damage: 4, - hit: 0.8, - attackDelay: 2, - health: 10, - loot: { - 'teeth': { - min: 5, - max: 10, - chance: 1 - }, + 'enter': { + combat: true, + enemy: 'beastly matriarch', + chara: 'M', + damage: 4, + hit: 0.8, + attackDelay: 2, + health: 10, + loot: { + 'teeth': { + min: 5, + max: 10, + chance: 1 + }, 'scales': { min: 5, - max: 10, + max: 10, chance: 0.8 }, 'cloth': { min: 5, - max: 10, + max: 10, chance: 0.5 } - }, - notification: _('a large creature lunges, muscles rippling in the torchlight'), - buttons: { + }, + notification: _('a large creature lunges, muscles rippling in the torchlight'), + buttons: { 'leave': { text: _('leave'), nextScene: { 1: 'cleared' } } } - }, + }, 'cleared': { text: [ _('the beast is dead.'), @@ -3391,7 +3389,7 @@ Events.Setpieces = { } } } - } + } }, "cache": { /* Cache - contains some of supplies from previous game */