Notifications for outside events

As said in #363, there are almost no notifications for outside events.
I took a little liberty to suggest new sentences. Inspired by the game atmosphere and the double notification for Hut Fire, wrote lines for events and possible outcomes.
they're associated to buttons where there are no outcome scenes.
This commit is contained in:
Andrea Rendine
2015-05-11 20:28:49 +02:00
committed by Blake Grotewold
parent 4fed30380f
commit 8306f155f1
+13 -2
View File
@@ -37,6 +37,7 @@ Events.Outside = [
_('the tracks disappear after just a few minutes.'),
_('the forest is silent.')
],
notification: _('nothing was found'),
buttons: {
'end': {
text: _('go home'),
@@ -49,6 +50,7 @@ Events.Outside = [
_('not far from the village lies a large beast, its fur matted with blood.'),
_('it puts up little resistance before the knife.')
],
notification: _('there was a beast. it\'s dead now'),
reward: {
fur: 100,
meat: 100,
@@ -63,7 +65,7 @@ Events.Outside = [
}
}
},
{
{ /* Hut fire */
title: _('Fire'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.buildings["hut"]', true) > 0 && $SM.get('game.population', true) > 5;
@@ -103,7 +105,7 @@ Events.Outside = [
_('a sickness is spreading through the village.'),
_('medicine is needed immediately.')
],
notification: _('some villagers are ill'),
blink: true,
buttons: {
'heal': {
@@ -121,6 +123,7 @@ Events.Outside = [
text: [
_('the sickness is cured in time.')
],
notification: _('sufferers are healed'),
buttons: {
'end': {
text: _('go home'),
@@ -134,6 +137,7 @@ Events.Outside = [
_('the days are spent with burials.'),
_('the nights are rent with screams.')
],
notification: _('sufferers are left to die'),
onLoad: function() {
var numKilled = Math.floor(Math.random() * Math.floor($SM.get('game.population', true)/2)) + 1;
Outside.killVillagers(numKilled);
@@ -159,6 +163,7 @@ Events.Outside = [
_('a terrible plague is fast spreading through the village.'),
_('medicine is needed immediately.')
],
notification: _('a plague afflicts the village'),
blink: true,
buttons: {
/* Because there is a serious need for medicine, the price is raised. */
@@ -185,6 +190,7 @@ Events.Outside = [
_('only a few die.'),
_('the rest bury them.')
],
notification: _('epidemic is eradicated eventually'),
onLoad: function() {
var numKilled = Math.floor(Math.random() * 5) + 2;
Outside.killVillagers(numKilled);
@@ -202,6 +208,7 @@ Events.Outside = [
_('the nights are rent with screams.'),
_('the only hope is a quick death.')
],
notification: _('population is almost exterminated'),
onLoad: function() {
var numKilled = Math.floor(Math.random() * 80) + 10;
Outside.killVillagers(numKilled);
@@ -228,6 +235,7 @@ Events.Outside = [
_('the fight is short and bloody, but the beasts are repelled.'),
_('the villagers retreat to mourn the dead.')
],
notification: _('wild beasts attack the villagers'),
onLoad: function() {
var numKilled = Math.floor(Math.random() * 10) + 1;
Outside.killVillagers(numKilled);
@@ -241,6 +249,7 @@ Events.Outside = [
buttons: {
'end': {
text: _('go home'),
notification: _('predators become prey. price is unfair'),
nextScene: 'end'
}
}
@@ -260,6 +269,7 @@ Events.Outside = [
_('well armed men charge out of the forest, firing into the crowd.'),
_('after a skirmish they are driven away, but not without losses.')
],
notification: _('troops storm the village'),
onLoad: function() {
var numKilled = Math.floor(Math.random() * 40) + 1;
Outside.killVillagers(numKilled);
@@ -273,6 +283,7 @@ Events.Outside = [
buttons: {
'end': {
text: _('go home'),
notification: _('warfare is bloodthirsty'),
nextScene: 'end'
}
}