R wild animals (beast, birds, lizards, rats)
T mutated creatures (includes giant lizards)
E human enemies (old men, scavengers, thugs and squatters)
D armed human enemies (includes vigilantes, soldiers, snipers, commandos, veterans and chiefs)
An event could produce different notifications or rewards according to different outcomes of the event itself (e.g. a negative event impacting on buildings and/or villagers, or a wanderer leaving items of some specific kind), but the notification is generated before the onLoad() call.
I'd say that this is the best action order:
1. event action
2. event notification
3. event reward (and possible additional notifications due to that)
I noticed a minor glitch with the Village box position in the DOM. As it is appended to the Outside panel, it can end up after the Wood gather button or after the Traps check. It depends on whether the latter exists or not.
I changed it a little. Now it is "prepended" (thanks jQuery!), so it's always before any other content in the panel.
It would mind e.g. for CSS consistency, as you could decide to use a style for sibling buttons and it wouldn't work unless the box is placed before or after (not between) them.
For consistency with Outside box placement issue, stores are prepended to the Room panel, as first content in the DOM tree.
For consistency with Outside box placement issue, perks are prepended to the Path panel, as first content in the DOM tree.
Noticed when buying the compass.
I found it weird that *first* the compass points and *then* it appears in good condition.
Now event notification precedes event reward, and it should be corrected.
Some code was missing from the Hyper Mode feature addition. This
completes the use of `Engine.setTimeout` and adds doubleTime check in
button cooldowns.
Closes#374
Added translation for Fire title to template
Added Italian translation for Fire title
Leave
Translation of "leave" sounded like the player were abandoning something on the ground, which is correct only sometimes.
Fixed
Even though the .po file contains the correct whitespace in the german
translation for the messages ('the traps contain [...] ' and ' and '),
they were not present in the .js file.
Added comments for:
- troublesome context
- verbs/nouns trouble (english is quite full of homographs, you know)
- commands and buttons (they want imperative)
- battle buttons (attack => weapon)
- counters and strings with references
- strings with relevant leading/trailing spaces
- acronyms and short forms
- troublesome genders (A Mysterious Wander issue)
Now all notifications starting with "learned" or similar direct but impersonal forms have been fixed with impersonal Italian forms.
Even more translation corrections here and there.
Note 1: A Mysterious Wanderer has been translated with plural. It refers to both the male wanderer craving for wood, and the female wanderer looting your fur. In italian the gender must be specified, so the notification with either male or female form cannot be chosen. Plural avoids confusion, just suggesting that either event has happened.
Note 2: This translation contains the text related to hut fire event (still missing).