diff --git a/script/events/room.js b/script/events/room.js index 1424bdc..ab09284 100644 --- a/script/events/room.js +++ b/script/events/room.js @@ -106,8 +106,8 @@ Events.Room = [ 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'), buttons: { @@ -123,63 +123,63 @@ Events.Room = [ }, scales: { text: [ - _('some wood is missing.'), - _('the ground is littered with small scales') - ], - onLoad: function() { - var numWood = $SM.get('stores.wood', true); - numWood = Math.floor(numWood * 0.1); - if(numWood == 0) numWood = 1; - var numScales = Math.floor(numWood / 5); - if(numScales == 0) numScales = 1; - $SM.addM('stores', {'wood': -numWood, 'scales': numScales}); - }, - buttons: { - 'leave': { - text: _('leave'), - nextScene: 'end' - } - } + _('some wood is missing.'), + _('the ground is littered with small scales') + ], + onLoad: function() { + var numWood = $SM.get('stores.wood', true); + numWood = Math.floor(numWood * 0.1); + if(numWood == 0) numWood = 1; + var numScales = Math.floor(numWood / 5); + if(numScales == 0) numScales = 1; + $SM.addM('stores', {'wood': -numWood, 'scales': numScales}); + }, + buttons: { + 'leave': { + text: _('leave'), + nextScene: 'end' + } + } }, teeth: { text: [ - _('some wood is missing.'), - _('the ground is littered with small teeth') - ], - onLoad: function() { - var numWood = $SM.get('stores.wood', true); - numWood = Math.floor(numWood * 0.1); - if(numWood == 0) numWood = 1; - var numTeeth = Math.floor(numWood / 5); - if(numTeeth == 0) numTeeth = 1; - $SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth}); - }, - buttons: { - 'leave': { - text: _('leave'), - nextScene: 'end' - } - } + _('some wood is missing.'), + _('the ground is littered with small teeth') + ], + onLoad: function() { + var numWood = $SM.get('stores.wood', true); + numWood = Math.floor(numWood * 0.1); + if(numWood == 0) numWood = 1; + var numTeeth = Math.floor(numWood / 5); + if(numTeeth == 0) numTeeth = 1; + $SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth}); + }, + buttons: { + 'leave': { + text: _('leave'), + nextScene: 'end' + } + } }, cloth: { text: [ - _('some wood is missing.'), - _('the ground is littered with scraps of cloth') - ], - onLoad: function() { - var numWood = $SM.get('stores.wood', true); - numWood = Math.floor(numWood * 0.1); - if(numWood == 0) numWood = 1; - var numCloth = Math.floor(numWood / 5); - if(numCloth == 0) numCloth = 1; - $SM.addM('stores', {'wood': -numWood, 'cloth': numCloth}); - }, - buttons: { - 'leave': { - text: _('leave'), - nextScene: 'end' - } - } + _('some wood is missing.'), + _('the ground is littered with scraps of cloth') + ], + onLoad: function() { + var numWood = $SM.get('stores.wood', true); + numWood = Math.floor(numWood * 0.1); + if(numWood == 0) numWood = 1; + var numCloth = Math.floor(numWood / 5); + if(numCloth == 0) numCloth = 1; + $SM.addM('stores', {'wood': -numWood, 'cloth': numCloth}); + }, + buttons: { + 'leave': { + text: _('leave'), + nextScene: 'end' + } + } } } }, @@ -191,8 +191,8 @@ Events.Room = [ 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'), buttons: { @@ -215,41 +215,41 @@ Events.Room = [ scales: { reward: { scales: 20 }, text: [ - _('the beggar expresses his thanks.'), - _('leaves a pile of small scales behind.') - ], - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('the beggar expresses his thanks.'), + _('leaves a pile of small scales behind.') + ], + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } }, teeth: { reward: { teeth: 20 }, text: [ - _('the beggar expresses his thanks.'), - _('leaves a pile of small teeth behind.') - ], - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('the beggar expresses his thanks.'), + _('leaves a pile of small teeth behind.') + ], + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } }, cloth: { reward: { cloth: 20 }, text: [ - _('the beggar expresses his thanks.'), - _('leaves some scraps of cloth behind.') - ], - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('the beggar expresses his thanks.'), + _('leaves some scraps of cloth behind.') + ], + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } } } }, @@ -262,8 +262,8 @@ Events.Room = [ 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'), buttons: { @@ -285,41 +285,41 @@ Events.Room = [ }, '100wood': { text: [ - _('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.')); - }, 60 * 1000); - } - }, - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('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.')); + }, 60 * 1000); + } + }, + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } }, '500wood': { text: [ - _('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.')); - }, 60 * 1000); - } - }, - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('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.')); + }, 60 * 1000); + } + }, + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } } } }, @@ -332,8 +332,8 @@ Events.Room = [ 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'), buttons: { @@ -355,41 +355,41 @@ Events.Room = [ }, '100fur': { text: [ - _('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.')); - }, 60 * 1000); - } - }, - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('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.')); + }, 60 * 1000); + } + }, + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } }, '500fur': { text: [ - _('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.')); - }, 60 * 1000); - } - }, - buttons: { - 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } - } + _('the wanderer leaves, cart loaded with furs') + ], + onLoad: function() { + if(Math.random() < 0.3) { + setTimeout(function() { + $SM.add('stores.fur', 1500); + Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.')); + }, 60 * 1000); + } + }, + buttons: { + 'leave': { + text: _('say goodbye'), + nextScene: 'end' + } + } } } }, @@ -424,9 +424,9 @@ Events.Room = [ } }, 'leave': { - text: _('say goodbye'), - nextScene: 'end' - } + text: _('say goodbye'), + nextScene: 'end' + } } } } @@ -462,132 +462,132 @@ Events.Room = [ }, 'agree': { text: [ - _('in exchange, the wanderer offers his wisdom.') - ], - buttons: { - 'evasion': { - text: _('evasion'), - available: function() { - return !$SM.hasPerk('evasive'); - }, - onChoose: function() { - $SM.addPerk('evasive'); - }, - nextScene: 'end' - }, - 'precision': { - text: _('precision'), - available: function() { - return !$SM.hasPerk('precise'); - }, - onChoose: function() { - $SM.addPerk('precise'); - }, - nextScene: 'end' - }, - 'force': { - text: _('force'), - available: function() { - return !$SM.hasPerk('barbarian'); - }, - onChoose: function() { - $SM.addPerk('barbarian'); - }, - nextScene: 'end' - }, - 'nothing': { - text: _('nothing'), - nextScene: 'end' - } - } + _('in exchange, the wanderer offers his wisdom.') + ], + buttons: { + 'evasion': { + text: _('evasion'), + available: function() { + return !$SM.hasPerk('evasive'); + }, + onChoose: function() { + $SM.addPerk('evasive'); + }, + nextScene: 'end' + }, + 'precision': { + text: _('precision'), + available: function() { + return !$SM.hasPerk('precise'); + }, + onChoose: function() { + $SM.addPerk('precise'); + }, + nextScene: 'end' + }, + 'force': { + text: _('force'), + available: function() { + return !$SM.hasPerk('barbarian'); + }, + onChoose: function() { + $SM.addPerk('barbarian'); + }, + nextScene: 'end' + }, + 'nothing': { + text: _('nothing'), + nextScene: 'end' + } + } } } }, { /* 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.") - ], - notification: _('a sick man hobbles up'), - buttons: { - 'help': { - text: _('give 1 medicine'), - cost: { 'medicine': 1 }, - 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'), - nextScene: 'end' - } - } - }, - 'alloy': { - text: [ - _("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'), - nextScene: 'end' - } - } - }, - 'cells': { - text: [ - _("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'), - nextScene: 'end' - } - } - }, - 'scales': { - text: [ - _("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'), - nextScene: 'end' - } - } - }, - 'nothing': { - text: [ - _("the man expresses his thanks and hobbles off.") - ], - buttons: { - 'bye': { - text: _('say goodbye'), - nextScene: 'end' - } - } - } - } + 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.") + ], + notification: _('a sick man hobbles up'), + buttons: { + 'help': { + text: _('give 1 medicine'), + cost: { 'medicine': 1 }, + 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'), + nextScene: 'end' + } + } + }, + 'alloy': { + text: [ + _("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'), + nextScene: 'end' + } + } + }, + 'cells': { + text: [ + _("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'), + nextScene: 'end' + } + } + }, + 'scales': { + text: [ + _("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'), + nextScene: 'end' + } + } + }, + 'nothing': { + text: [ + _("the man expresses his thanks and hobbles off.") + ], + buttons: { + 'bye': { + text: _('say goodbye'), + nextScene: 'end' + } + } + } + } } ];