mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
Fixed whitespace conformity in room.js
This commit is contained in:
+275
-275
@@ -106,8 +106,8 @@ Events.Room = [
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scenes: {
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start: {
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text: [
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_('scratching noises can be heard from the store room.'),
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_('something\'s in there.')
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_('scratching noises can be heard from the store room.'),
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_('something\'s in there.')
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],
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notification: _('something\'s in the store room'),
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buttons: {
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@@ -123,63 +123,63 @@ Events.Room = [
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},
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scales: {
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text: [
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_('some wood is missing.'),
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_('the ground is littered with small scales')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numScales = Math.floor(numWood / 5);
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if(numScales == 0) numScales = 1;
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$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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_('some wood is missing.'),
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_('the ground is littered with small scales')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numScales = Math.floor(numWood / 5);
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if(numScales == 0) numScales = 1;
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$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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},
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teeth: {
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text: [
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_('some wood is missing.'),
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_('the ground is littered with small teeth')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numTeeth = Math.floor(numWood / 5);
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if(numTeeth == 0) numTeeth = 1;
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$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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_('some wood is missing.'),
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_('the ground is littered with small teeth')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numTeeth = Math.floor(numWood / 5);
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if(numTeeth == 0) numTeeth = 1;
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$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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},
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cloth: {
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text: [
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_('some wood is missing.'),
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_('the ground is littered with scraps of cloth')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numCloth = Math.floor(numWood / 5);
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if(numCloth == 0) numCloth = 1;
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$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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_('some wood is missing.'),
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_('the ground is littered with scraps of cloth')
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],
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onLoad: function() {
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var numWood = $SM.get('stores.wood', true);
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numWood = Math.floor(numWood * 0.1);
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if(numWood == 0) numWood = 1;
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var numCloth = Math.floor(numWood / 5);
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if(numCloth == 0) numCloth = 1;
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$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
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},
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buttons: {
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'leave': {
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text: _('leave'),
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nextScene: 'end'
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}
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}
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}
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}
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},
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@@ -191,8 +191,8 @@ Events.Room = [
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scenes: {
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start: {
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text: [
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_('a beggar arrives.'),
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_('asks for any spare furs to keep him warm at night.')
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_('a beggar arrives.'),
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_('asks for any spare furs to keep him warm at night.')
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],
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notification: _('a beggar arrives'),
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buttons: {
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@@ -215,41 +215,41 @@ Events.Room = [
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scales: {
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reward: { scales: 20 },
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text: [
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_('the beggar expresses his thanks.'),
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_('leaves a pile of small scales behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the beggar expresses his thanks.'),
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_('leaves a pile of small scales behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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},
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teeth: {
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reward: { teeth: 20 },
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text: [
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_('the beggar expresses his thanks.'),
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_('leaves a pile of small teeth behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the beggar expresses his thanks.'),
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_('leaves a pile of small teeth behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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},
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cloth: {
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reward: { cloth: 20 },
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text: [
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_('the beggar expresses his thanks.'),
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_('leaves some scraps of cloth behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the beggar expresses his thanks.'),
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_('leaves some scraps of cloth behind.')
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],
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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}
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}
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},
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@@ -262,8 +262,8 @@ Events.Room = [
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scenes: {
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start: {
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text: [
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_('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'),
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_("builder's not sure he's to be trusted.")
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_('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'),
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_("builder's not sure he's to be trusted.")
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],
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notification: _('a mysterious wanderer arrives'),
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buttons: {
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@@ -285,41 +285,41 @@ Events.Room = [
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},
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'100wood': {
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text: [
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_('the wanderer leaves, cart loaded with wood')
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],
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onLoad: function() {
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if(Math.random() < 0.5) {
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setTimeout(function() {
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$SM.add('stores.wood', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the wanderer leaves, cart loaded with wood')
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],
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onLoad: function() {
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if(Math.random() < 0.5) {
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setTimeout(function() {
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$SM.add('stores.wood', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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},
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'500wood': {
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text: [
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_('the wanderer leaves, cart loaded with wood')
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],
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onLoad: function() {
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if(Math.random() < 0.3) {
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setTimeout(function() {
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$SM.add('stores.wood', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the wanderer leaves, cart loaded with wood')
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],
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onLoad: function() {
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if(Math.random() < 0.3) {
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setTimeout(function() {
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$SM.add('stores.wood', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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}
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}
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},
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@@ -332,8 +332,8 @@ Events.Room = [
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scenes: {
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start: {
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text: [
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_('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'),
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_("builder's not sure she's to be trusted.")
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_('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'),
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_("builder's not sure she's to be trusted.")
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],
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notification: _('a mysterious wanderer arrives'),
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buttons: {
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@@ -355,41 +355,41 @@ Events.Room = [
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},
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'100fur': {
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text: [
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_('the wanderer leaves, cart loaded with furs')
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],
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onLoad: function() {
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if(Math.random() < 0.5) {
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setTimeout(function() {
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$SM.add('stores.fur', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the wanderer leaves, cart loaded with furs')
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],
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onLoad: function() {
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if(Math.random() < 0.5) {
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setTimeout(function() {
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$SM.add('stores.fur', 300);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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},
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'500fur': {
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text: [
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_('the wanderer leaves, cart loaded with furs')
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],
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onLoad: function() {
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if(Math.random() < 0.3) {
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setTimeout(function() {
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$SM.add('stores.fur', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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_('the wanderer leaves, cart loaded with furs')
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],
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onLoad: function() {
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if(Math.random() < 0.3) {
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setTimeout(function() {
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$SM.add('stores.fur', 1500);
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Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
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}, 60 * 1000);
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}
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},
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buttons: {
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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}
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}
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},
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@@ -424,9 +424,9 @@ Events.Room = [
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}
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},
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'leave': {
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text: _('say goodbye'),
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nextScene: 'end'
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}
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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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}
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}
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@@ -462,132 +462,132 @@ Events.Room = [
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},
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'agree': {
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text: [
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_('in exchange, the wanderer offers his wisdom.')
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],
|
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buttons: {
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||||
'evasion': {
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||||
text: _('evasion'),
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available: function() {
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return !$SM.hasPerk('evasive');
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},
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onChoose: function() {
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$SM.addPerk('evasive');
|
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},
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nextScene: 'end'
|
||||
},
|
||||
'precision': {
|
||||
text: _('precision'),
|
||||
available: function() {
|
||||
return !$SM.hasPerk('precise');
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||||
},
|
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onChoose: function() {
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||||
$SM.addPerk('precise');
|
||||
},
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||||
nextScene: 'end'
|
||||
},
|
||||
'force': {
|
||||
text: _('force'),
|
||||
available: function() {
|
||||
return !$SM.hasPerk('barbarian');
|
||||
},
|
||||
onChoose: function() {
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$SM.addPerk('barbarian');
|
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},
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nextScene: 'end'
|
||||
},
|
||||
'nothing': {
|
||||
text: _('nothing'),
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
_('in exchange, the wanderer offers his wisdom.')
|
||||
],
|
||||
buttons: {
|
||||
'evasion': {
|
||||
text: _('evasion'),
|
||||
available: function() {
|
||||
return !$SM.hasPerk('evasive');
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||||
},
|
||||
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'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
Reference in New Issue
Block a user