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
+120 -120
View File
@@ -3,82 +3,82 @@
**/
Events.Room = [
{ /* The Nomad -- Merchant */
title: 'The Nomad',
title: _('The Nomad'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
},
scenes: {
'start': {
text: [
'a nomad shuffles into view, laden with makeshift bags bound with rough twine.',
"won't say from where he came, but it's clear that he's not staying."
_('a nomad shuffles into view, laden with makeshift bags bound with rough twine.'),
_("won't say from where he came, but it's clear that he's not staying.")
],
notification: 'a nomad arrives, looking to trade',
notification: _('a nomad arrives, looking to trade'),
buttons: {
'buyScales': {
text: 'buy scales',
text: _('buy scales'),
cost: { 'fur': 100 },
reward: { 'scales': 1 }
},
'buyTeeth': {
text: 'buy teeth',
text: _('buy teeth'),
cost: { 'fur': 200 },
reward: { 'teeth': 1 }
},
'buyBait': {
text: 'buy bait',
text: _('buy bait'),
cost: { 'fur': 5 },
reward: { 'bait': 1 },
notification: 'traps are more effective with bait.'
notification: _('traps are more effective with bait.')
},
'buyCompass': {
available: function() {
return $SM.get('stores.compass', true) < 1;
},
text: 'buy compass',
text: _('buy compass'),
cost: { fur: 300, scales: 15, teeth: 5 },
reward: { 'compass': 1 },
notification: 'the old compass is dented and dusty, but it looks to work.',
notification: _('the old compass is dented and dusty, but it looks to work.'),
onChoose: Path.openPath
},
'goodbye': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
}
}
}, { /* Noises Outside -- gain wood/fur */
title: 'Noises',
title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
scenes: {
'start': {
text: [
'through the walls, shuffling noises can be heard.',
"can't tell what they're up to."
_('through the walls, shuffling noises can be heard.'),
_("can't tell what they're up to.")
],
notification: 'strange noises can be heard through the walls',
notification: _('strange noises can be heard through the walls'),
buttons: {
'investigate': {
text: 'investigate',
text: _('investigate'),
nextScene: { 0.3: 'stuff', 1: 'nothing' }
},
'ignore': {
text: 'ignore them',
text: _('ignore them'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
'vague shapes move, just out of sight.',
'the sounds stop.'
_('vague shapes move, just out of sight.'),
_('the sounds stop.')
],
buttons: {
'backinside': {
text: 'go back inside',
text: _('go back inside'),
nextScene: 'end'
}
}
@@ -86,12 +86,12 @@ Events.Room = [
'stuff': {
reward: { wood: 100, fur: 10 },
text: [
'a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.',
'the night is silent.'
_('a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.'),
_('the night is silent.')
],
buttons: {
'backinside': {
text: 'go back inside',
text: _('go back inside'),
nextScene: 'end'
}
}
@@ -99,32 +99,32 @@ Events.Room = [
}
},
{ /* Noises Inside -- trade wood for better good */
title: 'Noises',
title: _('Noises'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
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',
notification: _('something\'s in the store room'),
buttons: {
'investigate': {
text: 'investigate',
text: _('investigate'),
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'ignore': {
text: 'ignore them',
text: _('ignore them'),
nextScene: 'end'
}
}
},
scales: {
text: [
'some wood is missing.',
'the ground is littered with small scales'
_('some wood is missing.'),
_('the ground is littered with small scales')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -136,15 +136,15 @@ Events.Room = [
},
buttons: {
'leave': {
text: 'leave',
text: _('leave'),
nextScene: 'end'
}
}
},
teeth: {
text: [
'some wood is missing.',
'the ground is littered with small teeth'
_('some wood is missing.'),
_('the ground is littered with small teeth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -156,15 +156,15 @@ Events.Room = [
},
buttons: {
'leave': {
text: 'leave',
text: _('leave'),
nextScene: 'end'
}
}
},
cloth: {
text: [
'some wood is missing.',
'the ground is littered with scraps of cloth'
_('some wood is missing.'),
_('the ground is littered with scraps of cloth')
],
onLoad: function() {
var numWood = $SM.get('stores.wood', true);
@@ -176,7 +176,7 @@ Events.Room = [
},
buttons: {
'leave': {
text: 'leave',
text: _('leave'),
nextScene: 'end'
}
}
@@ -184,30 +184,30 @@ Events.Room = [
}
},
{ /* The Beggar -- trade fur for better good */
title: 'The Beggar',
title: _('The Beggar'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
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',
notification: _('a beggar arrives'),
buttons: {
'50furs': {
text: 'give 50',
text: _('give 50'),
cost: {fur: 50},
nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
},
'100furs': {
text: 'give 100',
text: _('give 100'),
cost: {fur: 100},
nextScene: { 0.5: 'teeth', 0.8: 'scales', 1: 'cloth' }
},
'deny': {
text: 'turn him away',
text: _('turn him away'),
nextScene: 'end'
}
}
@@ -215,12 +215,12 @@ Events.Room = [
scales: {
reward: { scales: 20 },
text: [
'the beggar expresses his thanks.',
'leaves a pile of small scales behind.'
_('the beggar expresses his thanks.'),
_('leaves a pile of small scales behind.')
],
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -228,12 +228,12 @@ Events.Room = [
teeth: {
reward: { teeth: 20 },
text: [
'the beggar expresses his thanks.',
'leaves a pile of small teeth behind.'
_('the beggar expresses his thanks.'),
_('leaves a pile of small teeth behind.')
],
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -241,12 +241,12 @@ Events.Room = [
cloth: {
reward: { cloth: 20 },
text: [
'the beggar expresses his thanks.',
'leaves some scraps of cloth behind.'
_('the beggar expresses his thanks.'),
_('leaves some scraps of cloth behind.')
],
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -255,68 +255,68 @@ Events.Room = [
},
{ /* Mysterious Wanderer -- wood gambling */
title: 'The Mysterious Wanderer',
title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.wood');
},
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',
notification: _('a mysterious wanderer arrives'),
buttons: {
'100wood': {
text: 'give 100',
text: _('give 100'),
cost: {wood: 100},
nextScene: { 1: '100wood'}
},
'500wood': {
text: 'give 500',
text: _('give 500'),
cost: {wood: 500},
nextScene: { 1: '500wood' }
},
'deny': {
text: 'turn him away',
text: _('turn him away'),
nextScene: 'end'
}
}
},
'100wood': {
text: [
'the wanderer leaves, cart loaded with wood'
_('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.');
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'500wood': {
text: [
'the wanderer leaves, cart loaded with wood'
_('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.');
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -325,68 +325,68 @@ Events.Room = [
},
{ /* Mysterious Wanderer -- fur gambling */
title: 'The Mysterious Wanderer',
title: _('The Mysterious Wanderer'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('stores.fur');
},
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',
notification: _('a mysterious wanderer arrives'),
buttons: {
'100fur': {
text: 'give 100',
text: _('give 100'),
cost: {fur: 100},
nextScene: { 1: '100fur'}
},
'500fur': {
text: 'give 500',
text: _('give 500'),
cost: {fur: 500},
nextScene: { 1: '500fur' }
},
'deny': {
text: 'turn her away',
text: _('turn her away'),
nextScene: 'end'
}
}
},
'100fur': {
text: [
'the wanderer leaves, cart loaded with furs'
_('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.');
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'500fur': {
text: [
'the wanderer leaves, cart loaded with furs'
_('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.');
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
}, 60 * 1000);
}
},
buttons: {
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -395,26 +395,26 @@ Events.Room = [
},
{ /* The Scout -- Map Merchant */
title: 'The Scout',
title: _('The Scout'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
"the scout says she's been all over.",
"willing to talk about it, for a price."
_("the scout says she's been all over."),
_("willing to talk about it, for a price.")
],
notification: 'a scout stops for the night',
notification: _('a scout stops for the night'),
buttons: {
'buyMap': {
text: 'buy map',
text: _('buy map'),
cost: { 'fur': 200, 'scales': 10 },
notification: 'the map uncovers a bit of the world',
notification: _('the map uncovers a bit of the world'),
onChoose: World.applyMap
},
'learn': {
text: 'learn scouting',
text: _('learn scouting'),
cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 },
available: function() {
return !$SM.hasPerk('scout');
@@ -424,7 +424,7 @@ Events.Room = [
}
},
'leave': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}
@@ -433,20 +433,20 @@ Events.Room = [
},
{ /* The Wandering Master */
title: 'The Master',
title: _('The Master'),
isAvailable: function() {
return Engine.activeModule == Room && $SM.get('features.location.world');
},
scenes: {
'start': {
text: [
'an old wanderer arrives.',
'he smiles warmly and asks for lodgings for the night.'
_('an old wanderer arrives.'),
_('he smiles warmly and asks for lodgings for the night.')
],
notification: 'an old wanderer arrives',
notification: _('an old wanderer arrives'),
buttons: {
'agree': {
text: 'agree',
text: _('agree'),
cost: {
'cured meat': 100,
'fur': 100,
@@ -455,18 +455,18 @@ Events.Room = [
nextScene: {1: 'agree'}
},
'deny': {
text: 'turn him away',
text: _('turn him away'),
nextScene: 'end'
}
}
},
'agree': {
text: [
'in exchange, the wanderer offers his wisdom.'
_('in exchange, the wanderer offers his wisdom.')
],
buttons: {
'evasion': {
text: 'evasion',
text: _('evasion'),
available: function() {
return !$SM.hasPerk('evasive');
},
@@ -476,7 +476,7 @@ Events.Room = [
nextScene: 'end'
},
'precision': {
text: 'precision',
text: _('precision'),
available: function() {
return !$SM.hasPerk('precise');
},
@@ -486,7 +486,7 @@ Events.Room = [
nextScene: 'end'
},
'force': {
text: 'force',
text: _('force'),
available: function() {
return !$SM.hasPerk('barbarian');
},
@@ -496,7 +496,7 @@ Events.Room = [
nextScene: 'end'
},
'nothing': {
text: 'nothing',
text: _('nothing'),
nextScene: 'end'
}
}
@@ -505,85 +505,85 @@ Events.Room = [
},
{ /* The Sick Man */
title: '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."
_("a man hobbles up, coughing."),
_("he begs for medicine.")
],
notification: 'a sick man hobbles up',
notification: _('a sick man hobbles up'),
buttons: {
'help': {
text: 'give 1 medicine',
text: _('give 1 medicine'),
cost: { 'medicine': 1 },
notification: 'the man swallows the medicine eagerly',
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',
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.'
_("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',
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.'
_("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',
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'scales': {
text: [
"the man is thankful.",
'he leaves a reward.',
'all he has are some scales.'
_("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',
text: _('say goodbye'),
nextScene: 'end'
}
}
},
'nothing': {
text: [
"the man expresses his thanks and hobbles off."
_("the man expresses his thanks and hobbles off.")
],
buttons: {
'bye': {
text: 'say goodbye',
text: _('say goodbye'),
nextScene: 'end'
}
}