Start trad fr

This commit is contained in:
vanadar
2014-02-04 22:27:00 +01:00
parent 8ad2f82fd0
commit f986e0323e
9 changed files with 690 additions and 688 deletions
+46 -46
View File
@@ -3,15 +3,15 @@
**/
Events.Outside = [
{ /* Ruined traps */
title: 'A Ruined Trap',
title: _('A Ruined Trap'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0;
},
scenes: {
'start': {
text: [
'some of the traps have been torn apart.',
'large prints lead away, into the forest.'
_('some of the traps have been torn apart.'),
_('large prints lead away, into the forest.')
],
onLoad: function() {
var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1;
@@ -19,34 +19,34 @@ Events.Outside = [
Outside.updateVillage();
Outside.updateTrapButton();
},
notification: 'some traps have been destroyed',
notification: _('some traps have been destroyed'),
buttons: {
'track': {
text: 'track them',
text: _('track them'),
nextScene: {0.5: 'nothing', 1: 'catch'}
},
'ignore': {
text: 'ignore them',
text: _('ignore them'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
'the tracks disappear after just a few minutes.',
'the forest is silent.'
_('the tracks disappear after just a few minutes.'),
_('the forest is silent.')
],
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
},
'catch': {
text: [
'not far from the village lies a large beast, its fur matted with blood.',
'it puts up little resistance before the knife.'
_('not far from the village lies a large beast, its fur matted with blood.'),
_('it puts up little resistance before the knife.')
],
reward: {
fur: 100,
@@ -55,7 +55,7 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
@@ -64,7 +64,7 @@ Events.Outside = [
},
{ /* Sickness */
title: 'Sickness',
title: _('Sickness'),
isAvailable: function() {
return Engine.activeModule == Outside &&
$SM.get('game.population', true) > 10 &&
@@ -74,37 +74,37 @@ Events.Outside = [
scenes: {
'start': {
text: [
'a sickness is spreading through the village.',
'medicine is needed immediately.'
_('a sickness is spreading through the village.'),
_('medicine is needed immediately.')
],
buttons: {
'heal': {
text: '1 medicine',
text: _('1 medicine'),
cost: { 'medicine' : 1 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'ignore it',
text: _('ignore it'),
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the sickness is cured in time.'
_('the sickness is cured in time.')
],
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
},
'death': {
text: [
'the sickness spreads through the village.',
'the days are spent with burials.',
'the nights are rent with screams.'
_('the sickness spreads through the village.'),
_('the days are spent with burials.'),
_('the nights are rent with screams.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 20) + 1;
@@ -112,7 +112,7 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
@@ -121,33 +121,33 @@ Events.Outside = [
},
{ /* Plague */
title: 'Plague',
title: _('Plague'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0;
},
scenes: {
'start': {
text: [
'a terrible plague is fast spreading through the village.',
'medicine is needed immediately.'
_('a terrible plague is fast spreading through the village.'),
_('medicine is needed immediately.')
],
buttons: {
'heal': {
text: '5 medicine',
text: _('5 medicine'),
cost: { 'medicine' : 5 },
nextScene: {1: 'healed'}
},
'ignore': {
text: 'do nothing',
text: _('do nothing'),
nextScene: {1: 'death'}
}
}
},
'healed': {
text: [
'the plague is kept from spreading.',
'only a few die.',
'the rest bury them.'
_('the plague is kept from spreading.'),
_('only a few die.'),
_('the rest bury them.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 5) + 2;
@@ -155,16 +155,16 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
},
'death': {
text: [
'the plague rips through the village.',
'the nights are rent with screams.',
'the only hope is a quick death.'
_('the plague rips through the village.'),
_('the nights are rent with screams.'),
_('the only hope is a quick death.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 80) + 10;
@@ -172,7 +172,7 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
@@ -181,16 +181,16 @@ Events.Outside = [
},
{ /* Beast attack */
title: 'A Beast Attack',
title: _('A Beast Attack'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0;
},
scenes: {
'start': {
text: [
'a pack of snarling beasts pours out of the trees.',
'the fight is short and bloody, but the beasts are repelled.',
'the villagers retreat to mourn the dead.'
_('a pack of snarling beasts pours out of the trees.'),
_('the fight is short and bloody, but the beasts are repelled.'),
_('the villagers retreat to mourn the dead.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 10) + 1;
@@ -203,7 +203,7 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}
@@ -212,16 +212,16 @@ Events.Outside = [
},
{ /* Soldier attack */
title: 'A Military Raid',
title: _('A Military Raid'),
isAvailable: function() {
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
},
scenes: {
'start': {
text: [
'a gunshot rings through the trees.',
'well armed men charge out of the forest, firing into the crowd.',
'after a skirmish they are driven away, but not without losses.'
_('a gunshot rings through the trees.'),
_('well armed men charge out of the forest, firing into the crowd.'),
_('after a skirmish they are driven away, but not without losses.')
],
onLoad: function() {
var numKilled = Math.floor(Math.random() * 40) + 1;
@@ -233,7 +233,7 @@ Events.Outside = [
},
buttons: {
'end': {
text: 'go home',
text: _('go home'),
nextScene: 'end'
}
}