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Start trad fr
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+120
-120
@@ -3,82 +3,82 @@
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**/
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Events.Room = [
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{ /* The Nomad -- Merchant */
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title: 'The Nomad',
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title: _('The Nomad'),
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isAvailable: function() {
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return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0;
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},
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scenes: {
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'start': {
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text: [
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'a nomad shuffles into view, laden with makeshift bags bound with rough twine.',
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"won't say from where he came, but it's clear that he's not staying."
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_('a nomad shuffles into view, laden with makeshift bags bound with rough twine.'),
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_("won't say from where he came, but it's clear that he's not staying.")
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],
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notification: 'a nomad arrives, looking to trade',
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notification: _('a nomad arrives, looking to trade'),
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buttons: {
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'buyScales': {
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text: 'buy scales',
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text: _('buy scales'),
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cost: { 'fur': 100 },
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reward: { 'scales': 1 }
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},
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'buyTeeth': {
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text: 'buy teeth',
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text: _('buy teeth'),
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cost: { 'fur': 200 },
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reward: { 'teeth': 1 }
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},
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'buyBait': {
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text: 'buy bait',
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text: _('buy bait'),
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cost: { 'fur': 5 },
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reward: { 'bait': 1 },
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notification: 'traps are more effective with bait.'
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notification: _('traps are more effective with bait.')
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},
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'buyCompass': {
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available: function() {
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return $SM.get('stores.compass', true) < 1;
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},
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text: 'buy compass',
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text: _('buy compass'),
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cost: { fur: 300, scales: 15, teeth: 5 },
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reward: { 'compass': 1 },
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notification: 'the old compass is dented and dusty, but it looks to work.',
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notification: _('the old compass is dented and dusty, but it looks to work.'),
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onChoose: Path.openPath
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},
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'goodbye': {
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text: 'say goodbye',
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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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}, { /* Noises Outside -- gain wood/fur */
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title: 'Noises',
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title: _('Noises'),
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isAvailable: function() {
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return Engine.activeModule == Room && $SM.get('stores.wood');
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},
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scenes: {
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'start': {
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text: [
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'through the walls, shuffling noises can be heard.',
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"can't tell what they're up to."
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_('through the walls, shuffling noises can be heard.'),
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_("can't tell what they're up to.")
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],
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notification: 'strange noises can be heard through the walls',
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notification: _('strange noises can be heard through the walls'),
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buttons: {
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'investigate': {
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text: 'investigate',
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text: _('investigate'),
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nextScene: { 0.3: 'stuff', 1: 'nothing' }
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},
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'ignore': {
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text: 'ignore them',
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text: _('ignore them'),
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nextScene: 'end'
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}
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}
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},
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'nothing': {
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text: [
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'vague shapes move, just out of sight.',
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'the sounds stop.'
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_('vague shapes move, just out of sight.'),
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_('the sounds stop.')
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],
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buttons: {
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'backinside': {
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text: 'go back inside',
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text: _('go back inside'),
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nextScene: 'end'
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}
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}
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@@ -86,12 +86,12 @@ Events.Room = [
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'stuff': {
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reward: { wood: 100, fur: 10 },
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text: [
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'a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.',
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'the night is silent.'
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_('a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.'),
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_('the night is silent.')
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],
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buttons: {
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'backinside': {
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text: 'go back inside',
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text: _('go back inside'),
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nextScene: 'end'
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}
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}
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@@ -99,32 +99,32 @@ Events.Room = [
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}
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},
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{ /* Noises Inside -- trade wood for better good */
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title: 'Noises',
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title: _('Noises'),
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isAvailable: function() {
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return Engine.activeModule == Room && $SM.get('stores.wood');
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},
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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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notification: _('something\'s in the store room'),
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buttons: {
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'investigate': {
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text: 'investigate',
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text: _('investigate'),
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nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
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},
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'ignore': {
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text: 'ignore them',
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text: _('ignore them'),
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nextScene: 'end'
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}
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}
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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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_('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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@@ -136,15 +136,15 @@ Events.Room = [
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},
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buttons: {
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'leave': {
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text: '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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_('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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@@ -156,15 +156,15 @@ Events.Room = [
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},
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buttons: {
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'leave': {
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text: '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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_('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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@@ -176,7 +176,7 @@ Events.Room = [
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},
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buttons: {
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'leave': {
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text: '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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@@ -184,30 +184,30 @@ Events.Room = [
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}
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},
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{ /* The Beggar -- trade fur for better good */
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title: 'The Beggar',
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title: _('The Beggar'),
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isAvailable: function() {
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return Engine.activeModule == Room && $SM.get('stores.fur');
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},
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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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notification: _('a beggar arrives'),
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buttons: {
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'50furs': {
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text: 'give 50',
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text: _('give 50'),
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cost: {fur: 50},
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nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' }
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},
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'100furs': {
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text: 'give 100',
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text: _('give 100'),
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cost: {fur: 100},
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nextScene: { 0.5: 'teeth', 0.8: 'scales', 1: 'cloth' }
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},
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'deny': {
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text: 'turn him away',
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text: _('turn him away'),
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nextScene: 'end'
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}
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}
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@@ -215,12 +215,12 @@ 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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_('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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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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@@ -228,12 +228,12 @@ Events.Room = [
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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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_('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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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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@@ -241,12 +241,12 @@ Events.Room = [
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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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_('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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text: _('say goodbye'),
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nextScene: 'end'
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}
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}
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@@ -255,68 +255,68 @@ Events.Room = [
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},
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{ /* Mysterious Wanderer -- wood gambling */
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title: 'The Mysterious Wanderer',
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title: _('The Mysterious Wanderer'),
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isAvailable: function() {
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return Engine.activeModule == Room && $SM.get('stores.wood');
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},
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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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notification: _('a mysterious wanderer arrives'),
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buttons: {
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'100wood': {
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text: 'give 100',
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text: _('give 100'),
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cost: {wood: 100},
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nextScene: { 1: '100wood'}
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},
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'500wood': {
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text: 'give 500',
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text: _('give 500'),
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cost: {wood: 500},
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nextScene: { 1: '500wood' }
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},
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'deny': {
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text: 'turn him away',
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text: _('turn him away'),
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nextScene: 'end'
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}
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}
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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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_('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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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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||||
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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_('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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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: {
|
||||
'leave': {
|
||||
text: 'say goodbye',
|
||||
text: _('say goodbye'),
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
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||||
@@ -325,68 +325,68 @@ Events.Room = [
|
||||
},
|
||||
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||||
{ /* Mysterious Wanderer -- fur gambling */
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||||
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'
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user