1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00

localize things

This commit is contained in:
Gerkiz 2020-09-04 22:04:28 +02:00
parent 398d17820f
commit 2c2a757099
16 changed files with 895 additions and 356 deletions

View File

@ -0,0 +1,101 @@
[mountain_fortress_v3]
map_info_main_caption=M O U N T A I N F O R T R E S S V3
map_info_sub_caption= ~~ diggy diggy choo choo ~~
map_info_text=The biters have catched the scent of fish in the cargo wagon.\nGuide the choo into the mountain and protect it as long as possible!\nThis however will not be an easy task,\nsince their strength and numbers increase over time.\n\nIn additon, the southern grounds collapse over time.\n\nDelve deep for greater treasures, but also face increased dangers.\nMining productivity research, will overhaul your mining equipment,\nreinforcing your pickaxe as well as increasing the size of your backpack.\n\nAs you dig, you will encounter impassable dark chasms or rivers.\nArtillery will try to shoot you down! Dig fast, dig north!\n\nSome explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\nAll they need is a container and a well aimed shot.\n\nEnter the cargo wagon to reveal the wagon surface!\n\nRandom buildings that generate resources can be found throughout the world.\n\nPlacing steel-chests near cargo-wagons enables you to quickly move content.\n\nStaying inside the locomotive aura prevents biters from spawning when mining entities.\n\nRPG GUI is disabled inside the locomotive.\nDisconnecting wagons is disabled.\nYou can´t cancel crafting when standing inside the locomotive aura.\n\nGood luck on your journey!
[breached_wall]
collapse_start=[color=blue]Mapkeeper:[/color]\nWarning, Collapse has begun!
spidertron_unlocked=[color=blue]Mapkeeper:[/color]\nAttention! Spidertron has been unlocked at the main market!
wall_breached=[color=blue]Mapkeeper:[/color]\nSurvivor! Well done. You have completed zone __1__!
first_to_reach=[color=blue]Mapkeeper:[/color]\n__1__ was the first to reach zone __2__.'
artillery_warning=[color=blue]Mapkeeper:[/color]\nWarning, Artillery have been spotted north!
[entity]
treasure_1=You notice an old crate within the rubble. It's filled with treasure!
treasure_2=You find a chest underneath the broken rocks. It's filled with goodies!
treasure_3=We has found the precious!
treasure_rare_1=Your magic improves. You have found a chest that is filled with rare treasures!
treasure_rare_2=Oh how wonderful. You found a chest underneath the broken rocks. It's filled with rare goodies!
treasure_rare_3=You're a wizard! We have found the rare precious!
defeated_1=[color=blue]Mapkeeper:[/color]\nOh no, the biters nom'ed the train away!\nBetter luck next time.
defeated_2=[color=blue]Mapkeeper:[/color]\nI'm not 100% sure, but - apparently the train was chewed away.\nBetter luck next time.
defeated_3=[color=blue]Mapkeeper:[/color]\nYou had one objective - defend the train *-*\nBetter luck next time.
defeated_4=[color=blue]Mapkeeper:[/color]\nLooks like we're resetting cause you did not defend the train ._.\nBetter luck next time.
reset_game=*** Soft-reset is disabled! Server will restart from scenario to load new changes. ***
notify_restart=Soft-reset is disabled! Server will restart from scenario to load new changes.
shutdown_game=*** Soft-reset is disabled! Server will shutdown. Most likely because of updates. ***
notify_shutdown=Soft-reset is disabled! Server will shutdown. Most likely because of updates.
train_taking_damage=[color=blue]Comfylatron:[/color]\nTrain is taking heavy damage.\nDeploying defense mechanisms.
entity_limit_reached=__1__ limit reached. Purchase more slots at the market!
[gui]
global_pool_tooltip=Dig, handcraft or run to increase the pool!
global_pool_amount=Amount of XP that is stored inside the global xp pool.\nRaw Value: __1__
amount_harvested=Amount of trees/rocks harvested.
biters_killed=Amount of biters killed.
land_mine_placed=Amount of land-mines that can be built.
chest_placed=Amount of chests that can be placed near train.
flamethrowers_placed=Amount of flamethrower-turrets that can be built.
train_upgrades=Amount of train upgrades.
info_tooltip=Shows statistics!
hide_minimap=Hide locomotive minimap!
[locomotive]
upgrades=Upgrades:
items=Items:
shoo=^-^ Please don´t shoo at me ^-^
not_trusted=You need to be trusted to purchase this.
coins_left=Coins left: __1__
market_name=Market
search_text=Search:
quantity_text=Quantity:
limit_reached=Max limit reached!
chests_full=You can't purchase more chests.
chest_bought_info=__1__ __2__ has bought the chest limit upgrade for __3__ coins.
health_bought_info=__1__ __2__ has bought the locomotive health modifier for __3__ coins.
aura_bought_info=__1__ __2__ has bought the locomotive xp aura modifier for __3__ coins.
xp_bought_info=__1__ __2__ has bought the XP points modifier for __3__ coins.
explosive_bullet_bought_info=__1__ __2__ has bought the explosive bullet modifier for __3__ coins.
one_flamethrower_bought_info=__1__ __2__ has bought a flamethrower-turret slot for __3__ coins.
multiple_flamethrower_bought_info=__1__ __2__ has bought __3__ flamethrower-turret slot for __4__ coins.
landmine_bought_info=__1__ __2__ has bought a landmine slot for __3__ coins.
rpg_reset_bought_info=__1__ __2__ decided to recycle their RPG skills and start over for __3__ coins.
full_inventory=Your pockets are now filled to the brim. So you've only bought __1__ __2__(s).
change_returned=Shopkeeper has returned your change, for which you are infinitely grateful.
notify_full_inventory_1=Your inventory is full. Try to stash your loot somewhere first.
notify_full_inventory_2=Your inventory is full. Join the warrior club today! Pump that STR stat some more!
new_items_at_market=New items have been unlocked at the locomotive market!
[main_market]
chest=Upgrades the amount of chests that can be placed outside.\nCan be purchased multiple times.
locomotive_max_health=Upgrades the train health.\nCan be purchased multiple times.
locomotive_xp_aura=Upgrades the XP aura that is around the train.
xp_points_boost=Upgrades the amount of XP points you get inside the XP aura
explosive_bullets=Upgrades ordinary SMG ammo to explosive bullets.
sold_out=Sold out!
flamethrower_turret=Upgrades the amount of flamethrowers that can be placed.
land_mine=Upgrades the amount of landmines that can be placed.
skill_reset=For when you have picked the wrong RPG path and want to start over.\nPoints will be kept.
car=Portable Car Surface\nCan be killed easily.
tank=Portable Tank Surface\nChonk tank, can resist heavy damage.
tank_cannon_na=Tank Cannon\nAvailable after wave 650.
tank_machine_gun_na=Tank Machine Gun\nAvailable after wave 400.
vehicle_machine_gun_na=Car Machine Gun\nAvailable after wave 200.
[main]
death_message_1=__1__ should have watched where they walked!
death_message_2=__1__ was not careful enough!
death_message_3=__1__ angered the overlords!
death_message_4=__1__ tried to walk the simple path!
death_message_5=__1__ melted away!
death_message_6=__1__ got obliterated!
death_message_7=__1__ tried to cheat their way north!
forcefield=Forcefield does not approve.
greeting=[color=blue]Comfylatron:[/color]\nGreetings, __1__!\nPlease read the map info.
cleaner=[color=blue]Cleaner:[/color]\n__1__ has left his goodies! Be quick and fetch them!
reset_in=Game will __1__ in __2__ seconds!
diff_set=Difficulty has been set! Game has been set to: [color=green]__1__[/color]
diff_tooltip=Wave Defense is based on amount of players.\nXP Extra reward points: __1__.\nMining speed boosted: __2__.\nRunning speed boosted: __3__.\nCrafting speed boosted: __4__.\nCoin amount per harvest: __5__.\nFlame Turret limit: __6__.\nLandmine limit: __7__.\nLocomotive health: __8__.\nHidden Treasure has __9__ chance to spawn.\nGrace period: __10__ minutes\nSpidertrons unlocks at zone __11__.

103
locale/de/rpg.cfg Normal file
View File

@ -0,0 +1,103 @@
[rpg_main]
no_valid_surface=No surface name given
flame_boots_worn_out=Your flame boots have worn out.
flame_mana_remaining=Mana remaining: __1__
one_punch_text=ONE PUNCH
mana_casting_too_fast=There was a lot more to magic, as __1__ quickly found out, than waving their wand and saying a few funny words.
low_level=You lack the level to cast this spell.
not_inside_pos=You wave your wand but realize that it´s out of reach.
no_mana=You don´t have enough mana to cast this spell.
suicidal_comfylatron=You wave your wand and __1__ is on the run!
warped_ok=Warped home with minor bruises.
object_spawned=You wave your wand and __1__ appears.
out_of_reach=Can´t create entity at given location.
[rpg_functions]
max_level=[color=blue]Level Limit:[/color]\nYou have hit the max level for the current zone.
pool_reward=[color=blue]Global Pool Reward:[/color]\n __1__ received nothing. Reason: AFK
[rpg_gui]
gain_info_tooltip=XP gain from mining, moving, crafting, repairing and combat.
allocate_info=Right-click to allocate __1__ points.\nShift + click to allocate all points.
player_name=Hello __1__!
class_info=You're a __1__.
settings_frame=Configure your RPG player-settings here!
level_limit=Current max level limit for this zone is: __1__\nIncreases by breaching walls/zones.
settings_name=SETTINGS
level_name=LEVEL
experience_name=EXPERIENCE
next_level_name=NEXT LEVEL
strength_name=STRENGTH
strength_tooltip=Increases inventory slots, mining speed.\nIncreases melee damage and amount of robot followers.
magic_name=MAGIC
magic_tooltip=Increases reach distance.\nIncreases repair speed. Enables spawning entities.
dexterity_name=DEXTERITY
dexterity_tooltip=Increases running and crafting speed.
vitality_name=VITALITY
vitality_tooltip=Increases health.\nIncreases melee life on-hit.
points_to_dist=POINTS TO\nDISTRIBUTE
life_name=LIFE
life_tooltip=Your current health
life_increase=Current life. Increase it by adding vitality.
life_maximum=This is your maximum life.
shield_name=SHIELD
shield_no_shield=You don't have any shield.
shield_no_armor=This is your current shield. You aren't wearing any armor.
shield_tooltip=Shield protects you and heightens your resistance.
shield_current=Current shield value of the equipment.
shield_max=Maximum shield value.
mana_name=MANA
mana_bonus=MANA\nBONUS
mana_regen_bonus=Mana regen bonus: __1__
mana_tooltip=Mana lets you spawn entities by eating fish.
mana_regen_current=This is your current mana. You can increase the regen by increasing your magic skills.
mana_max_limit=This is your max mana. You have reached the max mana limit.
mana_max=This is your max mana. You can increase the regen by increasing your magic skills.
mining_name=MINING\nSPEED
slot_name=SLOT\nBONUS
melee_name=MELEE\nDAMAGE
one_punch_chance=Life on-hit: _1_\nOne punch chance: _2_ %
one_punch_disabled=One Punch is disabled.
bonus_tooltip=Reach distance bonus: __1__\nBuild distance bonus: __2__\nItem drop distance bonus: __3__\nLoot pickup distance bonus: __4__\nItem pickup distance bonus: __5__\nResource reach distance bonus: __6__\nRepair speed: __7__
reach_distance=REACH\nDISTANCE
crafting_speed=CRAFTING\nSPEED
running_speed=RUNNING\nSPEED
health_bonus_name=HEALTH\nBONUS
health_tooltip=Health regen bonus: __1__
[rpg_settings]
name=RPG Settings
save_changes=Save changes
discard_changes=Discard changes
not_trusted=Not trusted.\nChecked: true\nUnchecked: false
low_level=Level requirement: __1__
used_up=All used up!
no_mana=Not enough mana!
mana_label=Mana Settings:
tooltip_check=Checked: true\nUnchecked: false
info_text_label=Common RPG settings. These settings are per player basis.
health_text_label=Show health/mana bar?
health_only_text_label=Show health bar?
reset_text_label=Reset your skillpoints?
reset_tooltip=ONE-TIME reset if you picked the wrong path (this will keep your points)
reach_text_label=Enable reach bonus?
reach_text_tooltip=Don´t feeling like picking up others people loot?\nYou can toggle it here.
movement_text_label=Enable movement speed bonus?
movement_text_tooltip=Don´t feeling like running like the flash?\nYou can toggle it here.
stone_path_label=Enable stone-path when mining?
stone_path_tooltip=Enabling this will automatically create stone-path when you mine.
one_punch_label=Enable one-punch?
one_punch_tooltip=Enabling this will have a chance of one-punching biters.
one_punch_globally=Enabled globally.
flameboots_label=Enable flame boots?
flameboots_tooltip=When the bullets simply don´t bite.
magic_label=Enable spawning with raw-fish?
magic_tooltip=When simply constructing items is not enough.\nNOTE! Use Raw-fish to cast spells.
magic_spell=Select what entity to spawn
magic_item_requirement=__1__ [item=__2__] requires __3__ mana to cast. Level: __4__\n
magic_entity_requirement=__1__ [entity=__2__] requires __3__ mana to cast. Level: __4__\n
magic_special_requirement=__1__ __2__ requires __3__ mana to cast. Level: __4__\n
allocation_settings_label=Allocations Settings:
allocation_label=Select what skill to auto-allocate.
allocation_tooltip=This will automatically allocate all available points to the given node.

View File

@ -3,3 +3,99 @@ map_info_main_caption=M O U N T A I N F O R T R E S S V3
map_info_sub_caption= ~~ diggy diggy choo choo ~~
map_info_text=The biters have catched the scent of fish in the cargo wagon.\nGuide the choo into the mountain and protect it as long as possible!\nThis however will not be an easy task,\nsince their strength and numbers increase over time.\n\nIn additon, the southern grounds collapse over time.\n\nDelve deep for greater treasures, but also face increased dangers.\nMining productivity research, will overhaul your mining equipment,\nreinforcing your pickaxe as well as increasing the size of your backpack.\n\nAs you dig, you will encounter impassable dark chasms or rivers.\nArtillery will try to shoot you down! Dig fast, dig north!\n\nSome explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\nAll they need is a container and a well aimed shot.\n\nEnter the cargo wagon to reveal the wagon surface!\n\nRandom buildings that generate resources can be found throughout the world.\n\nPlacing steel-chests near cargo-wagons enables you to quickly move content.\n\nStaying inside the locomotive aura prevents biters from spawning when mining entities.\n\nRPG GUI is disabled inside the locomotive.\nDisconnecting wagons is disabled.\nYou can´t cancel crafting when standing inside the locomotive aura.\n\nGood luck on your journey!
[breached_wall]
collapse_start=[color=blue]Mapkeeper:[/color]\nWarning, Collapse has begun!
spidertron_unlocked=[color=blue]Mapkeeper:[/color]\nAttention! Spidertron has been unlocked at the main market!
wall_breached=[color=blue]Mapkeeper:[/color]\nSurvivor! Well done. You have completed zone __1__!
first_to_reach=[color=blue]Mapkeeper:[/color]\n__1__ was the first to reach zone __2__.'
artillery_warning=[color=blue]Mapkeeper:[/color]\nWarning, Artillery have been spotted north!
[entity]
treasure_1=You notice an old crate within the rubble. It's filled with treasure!
treasure_2=You find a chest underneath the broken rocks. It's filled with goodies!
treasure_3=We has found the precious!
treasure_rare_1=Your magic improves. You have found a chest that is filled with rare treasures!
treasure_rare_2=Oh how wonderful. You found a chest underneath the broken rocks. It's filled with rare goodies!
treasure_rare_3=You're a wizard! We have found the rare precious!
defeated_1=[color=blue]Mapkeeper:[/color]\nOh no, the biters nom'ed the train away!\nBetter luck next time.
defeated_2=[color=blue]Mapkeeper:[/color]\nI'm not 100% sure, but - apparently the train was chewed away.\nBetter luck next time.
defeated_3=[color=blue]Mapkeeper:[/color]\nYou had one objective - defend the train *-*\nBetter luck next time.
defeated_4=[color=blue]Mapkeeper:[/color]\nLooks like we're resetting cause you did not defend the train ._.\nBetter luck next time.
reset_game=*** Soft-reset is disabled! Server will restart from scenario to load new changes. ***
notify_restart=Soft-reset is disabled! Server will restart from scenario to load new changes.
shutdown_game=*** Soft-reset is disabled! Server will shutdown. Most likely because of updates. ***
notify_shutdown=Soft-reset is disabled! Server will shutdown. Most likely because of updates.
train_taking_damage=[color=blue]Comfylatron:[/color]\nTrain is taking heavy damage.\nDeploying defense mechanisms.
entity_limit_reached=__1__ limit reached. Purchase more slots at the market!
[gui]
global_pool_tooltip=Dig, handcraft or run to increase the pool!
global_pool_amount=Amount of XP that is stored inside the global xp pool.\nRaw Value: __1__
amount_harvested=Amount of trees/rocks harvested.
biters_killed=Amount of biters killed.
land_mine_placed=Amount of land-mines that can be built.
chest_placed=Amount of chests that can be placed near train.
flamethrowers_placed=Amount of flamethrower-turrets that can be built.
train_upgrades=Amount of train upgrades.
info_tooltip=Shows statistics!
hide_minimap=Hide locomotive minimap!
[locomotive]
upgrades=Upgrades:
items=Items:
shoo=^-^ Please don´t shoo at me ^-^
not_trusted=You need to be trusted to purchase this.
coins_left=Coins left: __1__
market_name=Market
search_text=Search:
quantity_text=Quantity:
limit_reached=Max limit reached!
chests_full=You can't purchase more chests.
chest_bought_info=__1__ __2__ has bought the chest limit upgrade for __3__ coins.
health_bought_info=__1__ __2__ has bought the locomotive health modifier for __3__ coins.
aura_bought_info=__1__ __2__ has bought the locomotive xp aura modifier for __3__ coins.
xp_bought_info=__1__ __2__ has bought the XP points modifier for __3__ coins.
explosive_bullet_bought_info=__1__ __2__ has bought the explosive bullet modifier for __3__ coins.
one_flamethrower_bought_info=__1__ __2__ has bought a flamethrower-turret slot for __3__ coins.
multiple_flamethrower_bought_info=__1__ __2__ has bought __3__ flamethrower-turret slot for __4__ coins.
landmine_bought_info=__1__ __2__ has bought a landmine slot for __3__ coins.
rpg_reset_bought_info=__1__ __2__ decided to recycle their RPG skills and start over for __3__ coins.
full_inventory=Your pockets are now filled to the brim. So you've only bought __1__ __2__(s).
change_returned=Shopkeeper has returned your change, for which you are infinitely grateful.
notify_full_inventory_1=Your inventory is full. Try to stash your loot somewhere first.
notify_full_inventory_2=Your inventory is full. Join the warrior club today! Pump that STR stat some more!
new_items_at_market=New items have been unlocked at the locomotive market!
[main_market]
chest=Upgrades the amount of chests that can be placed outside.\nCan be purchased multiple times.
locomotive_max_health=Upgrades the train health.\nCan be purchased multiple times.
locomotive_xp_aura=Upgrades the XP aura that is around the train.
xp_points_boost=Upgrades the amount of XP points you get inside the XP aura
explosive_bullets=Upgrades ordinary SMG ammo to explosive bullets.
sold_out=Sold out!
flamethrower_turret=Upgrades the amount of flamethrowers that can be placed.
land_mine=Upgrades the amount of landmines that can be placed.
skill_reset=For when you have picked the wrong RPG path and want to start over.\nPoints will be kept.
car=Portable Car Surface\nCan be killed easily.
tank=Portable Tank Surface\nChonk tank, can resist heavy damage.
tank_cannon_na=Tank Cannon\nAvailable after wave 650.
tank_machine_gun_na=Tank Machine Gun\nAvailable after wave 400.
vehicle_machine_gun_na=Car Machine Gun\nAvailable after wave 200.
[main]
death_message_1=__1__ should have watched where they walked!
death_message_2=__1__ was not careful enough!
death_message_3=__1__ angered the overlords!
death_message_4=__1__ tried to walk the simple path!
death_message_5=__1__ melted away!
death_message_6=__1__ got obliterated!
death_message_7=__1__ tried to cheat their way north!
forcefield=Forcefield does not approve.
greeting=[color=blue]Comfylatron:[/color]\nGreetings, __1__!\nPlease read the map info.
cleaner=[color=blue]Cleaner:[/color]\n__1__ has left his goodies! Be quick and fetch them!
reset_in=Game will __1__ in __2__ seconds!
diff_set=Difficulty has been set! Game has been set to: [color=green]__1__[/color]
diff_tooltip=Wave Defense is based on amount of players.\nXP Extra reward points: __1__.\nMining speed boosted: __2__.\nRunning speed boosted: __3__.\nCrafting speed boosted: __4__.\nCoin amount per harvest: __5__.\nFlame Turret limit: __6__.\nLandmine limit: __7__.\nLocomotive health: __8__.\nHidden Treasure has __9__ chance to spawn.\nGrace period: __10__ minutes\nSpidertrons unlocks at zone __11__.

103
locale/en/rpg.cfg Normal file
View File

@ -0,0 +1,103 @@
[rpg_main]
no_valid_surface=No surface name given
flame_boots_worn_out=Your flame boots have worn out.
flame_mana_remaining=Mana remaining: __1__
one_punch_text=ONE PUNCH
mana_casting_too_fast=There was a lot more to magic, as __1__ quickly found out, than waving their wand and saying a few funny words.
low_level=You lack the level to cast this spell.
not_inside_pos=You wave your wand but realize that it´s out of reach.
no_mana=You don´t have enough mana to cast this spell.
suicidal_comfylatron=You wave your wand and __1__ is on the run!
warped_ok=Warped home with minor bruises.
object_spawned=You wave your wand and __1__ appears.
out_of_reach=Can´t create entity at given location.
[rpg_functions]
max_level=[color=blue]Level Limit:[/color]\nYou have hit the max level for the current zone.
pool_reward=[color=blue]Global Pool Reward:[/color]\n __1__ received nothing. Reason: AFK
[rpg_gui]
gain_info_tooltip=XP gain from mining, moving, crafting, repairing and combat.
allocate_info=Right-click to allocate __1__ points.\nShift + click to allocate all points.
player_name=Hello __1__!
class_info=You're a __1__.
settings_frame=Configure your RPG player-settings here!
level_limit=Current max level limit for this zone is: __1__\nIncreases by breaching walls/zones.
settings_name=SETTINGS
level_name=LEVEL
experience_name=EXPERIENCE
next_level_name=NEXT LEVEL
strength_name=STRENGTH
strength_tooltip=Increases inventory slots, mining speed.\nIncreases melee damage and amount of robot followers.
magic_name=MAGIC
magic_tooltip=Increases reach distance.\nIncreases repair speed. Enables spawning entities.
dexterity_name=DEXTERITY
dexterity_tooltip=Increases running and crafting speed.
vitality_name=VITALITY
vitality_tooltip=Increases health.\nIncreases melee life on-hit.
points_to_dist=POINTS TO\nDISTRIBUTE
life_name=LIFE
life_tooltip=Your current health
life_increase=Current life. Increase it by adding vitality.
life_maximum=This is your maximum life.
shield_name=SHIELD
shield_no_shield=You don't have any shield.
shield_no_armor=This is your current shield. You aren't wearing any armor.
shield_tooltip=Shield protects you and heightens your resistance.
shield_current=Current shield value of the equipment.
shield_max=Maximum shield value.
mana_name=MANA
mana_bonus=MANA\nBONUS
mana_regen_bonus=Mana regen bonus: __1__
mana_tooltip=Mana lets you spawn entities by eating fish.
mana_regen_current=This is your current mana. You can increase the regen by increasing your magic skills.
mana_max_limit=This is your max mana. You have reached the max mana limit.
mana_max=This is your max mana. You can increase the regen by increasing your magic skills.
mining_name=MINING\nSPEED
slot_name=SLOT\nBONUS
melee_name=MELEE\nDAMAGE
one_punch_chance=Life on-hit: _1_\nOne punch chance: _2_ %
one_punch_disabled=One Punch is disabled.
bonus_tooltip=Reach distance bonus: __1__\nBuild distance bonus: __2__\nItem drop distance bonus: __3__\nLoot pickup distance bonus: __4__\nItem pickup distance bonus: __5__\nResource reach distance bonus: __6__\nRepair speed: __7__
reach_distance=REACH\nDISTANCE
crafting_speed=CRAFTING\nSPEED
running_speed=RUNNING\nSPEED
health_bonus_name=HEALTH\nBONUS
health_tooltip=Health regen bonus: __1__
[rpg_settings]
name=RPG Settings
save_changes=Save changes
discard_changes=Discard changes
not_trusted=Not trusted.\nChecked: true\nUnchecked: false
low_level=Level requirement: __1__
used_up=All used up!
no_mana=Not enough mana!
mana_label=Mana Settings:
tooltip_check=Checked: true\nUnchecked: false
info_text_label=Common RPG settings. These settings are per player basis.
health_text_label=Show health/mana bar?
health_only_text_label=Show health bar?
reset_text_label=Reset your skillpoints?
reset_tooltip=ONE-TIME reset if you picked the wrong path (this will keep your points)
reach_text_label=Enable reach bonus?
reach_text_tooltip=Don´t feeling like picking up others people loot?\nYou can toggle it here.
movement_text_label=Enable movement speed bonus?
movement_text_tooltip=Don´t feeling like running like the flash?\nYou can toggle it here.
stone_path_label=Enable stone-path when mining?
stone_path_tooltip=Enabling this will automatically create stone-path when you mine.
one_punch_label=Enable one-punch?
one_punch_tooltip=Enabling this will have a chance of one-punching biters.
one_punch_globally=Enabled globally.
flameboots_label=Enable flame boots?
flameboots_tooltip=When the bullets simply don´t bite.
magic_label=Enable spawning with raw-fish?
magic_tooltip=When simply constructing items is not enough.\nNOTE! Use Raw-fish to cast spells.
magic_spell=Select what entity to spawn
magic_item_requirement=__1__ [item=__2__] requires __3__ mana to cast. Level: __4__\n
magic_entity_requirement=__1__ [entity=__2__] requires __3__ mana to cast. Level: __4__\n
magic_special_requirement=__1__ __2__ requires __3__ mana to cast. Level: __4__\n
allocation_settings_label=Allocations Settings:
allocation_label=Select what skill to auto-allocate.
allocation_tooltip=This will automatically allocate all available points to the given node.

View File

@ -0,0 +1,101 @@
[mountain_fortress_v3]
map_info_main_caption=M O U N T A I N F O R T R E S S V3
map_info_sub_caption= ~~ diggy diggy choo choo ~~
map_info_text=The biters have catched the scent of fish in the cargo wagon.\nGuide the choo into the mountain and protect it as long as possible!\nThis however will not be an easy task,\nsince their strength and numbers increase over time.\n\nIn additon, the southern grounds collapse over time.\n\nDelve deep for greater treasures, but also face increased dangers.\nMining productivity research, will overhaul your mining equipment,\nreinforcing your pickaxe as well as increasing the size of your backpack.\n\nAs you dig, you will encounter impassable dark chasms or rivers.\nArtillery will try to shoot you down! Dig fast, dig north!\n\nSome explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\nAll they need is a container and a well aimed shot.\n\nEnter the cargo wagon to reveal the wagon surface!\n\nRandom buildings that generate resources can be found throughout the world.\n\nPlacing steel-chests near cargo-wagons enables you to quickly move content.\n\nStaying inside the locomotive aura prevents biters from spawning when mining entities.\n\nRPG GUI is disabled inside the locomotive.\nDisconnecting wagons is disabled.\nYou can´t cancel crafting when standing inside the locomotive aura.\n\nGood luck on your journey!
[breached_wall]
collapse_start=[color=blue]Mapkeeper:[/color]\nWarning, Collapse has begun!
spidertron_unlocked=[color=blue]Mapkeeper:[/color]\nAttention! Spidertron has been unlocked at the main market!
wall_breached=[color=blue]Mapkeeper:[/color]\nSurvivor! Well done. You have completed zone __1__!
first_to_reach=[color=blue]Mapkeeper:[/color]\n__1__ was the first to reach zone __2__.'
artillery_warning=[color=blue]Mapkeeper:[/color]\nWarning, Artillery have been spotted north!
[entity]
treasure_1=You notice an old crate within the rubble. It's filled with treasure!
treasure_2=You find a chest underneath the broken rocks. It's filled with goodies!
treasure_3=We has found the precious!
treasure_rare_1=Your magic improves. You have found a chest that is filled with rare treasures!
treasure_rare_2=Oh how wonderful. You found a chest underneath the broken rocks. It's filled with rare goodies!
treasure_rare_3=You're a wizard! We have found the rare precious!
defeated_1=[color=blue]Mapkeeper:[/color]\nOh no, the biters nom'ed the train away!\nBetter luck next time.
defeated_2=[color=blue]Mapkeeper:[/color]\nI'm not 100% sure, but - apparently the train was chewed away.\nBetter luck next time.
defeated_3=[color=blue]Mapkeeper:[/color]\nYou had one objective - defend the train *-*\nBetter luck next time.
defeated_4=[color=blue]Mapkeeper:[/color]\nLooks like we're resetting cause you did not defend the train ._.\nBetter luck next time.
reset_game=*** Soft-reset is disabled! Server will restart from scenario to load new changes. ***
notify_restart=Soft-reset is disabled! Server will restart from scenario to load new changes.
shutdown_game=*** Soft-reset is disabled! Server will shutdown. Most likely because of updates. ***
notify_shutdown=Soft-reset is disabled! Server will shutdown. Most likely because of updates.
train_taking_damage=[color=blue]Comfylatron:[/color]\nTrain is taking heavy damage.\nDeploying defense mechanisms.
entity_limit_reached=__1__ limit reached. Purchase more slots at the market!
[gui]
global_pool_tooltip=Dig, handcraft or run to increase the pool!
global_pool_amount=Amount of XP that is stored inside the global xp pool.\nRaw Value: __1__
amount_harvested=Amount of trees/rocks harvested.
biters_killed=Amount of biters killed.
land_mine_placed=Amount of land-mines that can be built.
chest_placed=Amount of chests that can be placed near train.
flamethrowers_placed=Amount of flamethrower-turrets that can be built.
train_upgrades=Amount of train upgrades.
info_tooltip=Shows statistics!
hide_minimap=Hide locomotive minimap!
[locomotive]
upgrades=Upgrades:
items=Items:
shoo=^-^ Please don´t shoo at me ^-^
not_trusted=You need to be trusted to purchase this.
coins_left=Coins left: __1__
market_name=Market
search_text=Search:
quantity_text=Quantity:
limit_reached=Max limit reached!
chests_full=You can't purchase more chests.
chest_bought_info=__1__ __2__ has bought the chest limit upgrade for __3__ coins.
health_bought_info=__1__ __2__ has bought the locomotive health modifier for __3__ coins.
aura_bought_info=__1__ __2__ has bought the locomotive xp aura modifier for __3__ coins.
xp_bought_info=__1__ __2__ has bought the XP points modifier for __3__ coins.
explosive_bullet_bought_info=__1__ __2__ has bought the explosive bullet modifier for __3__ coins.
one_flamethrower_bought_info=__1__ __2__ has bought a flamethrower-turret slot for __3__ coins.
multiple_flamethrower_bought_info=__1__ __2__ has bought __3__ flamethrower-turret slot for __4__ coins.
landmine_bought_info=__1__ __2__ has bought a landmine slot for __3__ coins.
rpg_reset_bought_info=__1__ __2__ decided to recycle their RPG skills and start over for __3__ coins.
full_inventory=Your pockets are now filled to the brim. So you've only bought __1__ __2__(s).
change_returned=Shopkeeper has returned your change, for which you are infinitely grateful.
notify_full_inventory_1=Your inventory is full. Try to stash your loot somewhere first.
notify_full_inventory_2=Your inventory is full. Join the warrior club today! Pump that STR stat some more!
new_items_at_market=New items have been unlocked at the locomotive market!
[main_market]
chest=Upgrades the amount of chests that can be placed outside.\nCan be purchased multiple times.
locomotive_max_health=Upgrades the train health.\nCan be purchased multiple times.
locomotive_xp_aura=Upgrades the XP aura that is around the train.
xp_points_boost=Upgrades the amount of XP points you get inside the XP aura
explosive_bullets=Upgrades ordinary SMG ammo to explosive bullets.
sold_out=Sold out!
flamethrower_turret=Upgrades the amount of flamethrowers that can be placed.
land_mine=Upgrades the amount of landmines that can be placed.
skill_reset=For when you have picked the wrong RPG path and want to start over.\nPoints will be kept.
car=Portable Car Surface\nCan be killed easily.
tank=Portable Tank Surface\nChonk tank, can resist heavy damage.
tank_cannon_na=Tank Cannon\nAvailable after wave 650.
tank_machine_gun_na=Tank Machine Gun\nAvailable after wave 400.
vehicle_machine_gun_na=Car Machine Gun\nAvailable after wave 200.
[main]
death_message_1=__1__ should have watched where they walked!
death_message_2=__1__ was not careful enough!
death_message_3=__1__ angered the overlords!
death_message_4=__1__ tried to walk the simple path!
death_message_5=__1__ melted away!
death_message_6=__1__ got obliterated!
death_message_7=__1__ tried to cheat their way north!
forcefield=Forcefield does not approve.
greeting=[color=blue]Comfylatron:[/color]\nGreetings, __1__!\nPlease read the map info.
cleaner=[color=blue]Cleaner:[/color]\n__1__ has left his goodies! Be quick and fetch them!
reset_in=Game will __1__ in __2__ seconds!
diff_set=Difficulty has been set! Game has been set to: [color=green]__1__[/color]
diff_tooltip=Wave Defense is based on amount of players.\nXP Extra reward points: __1__.\nMining speed boosted: __2__.\nRunning speed boosted: __3__.\nCrafting speed boosted: __4__.\nCoin amount per harvest: __5__.\nFlame Turret limit: __6__.\nLandmine limit: __7__.\nLocomotive health: __8__.\nHidden Treasure has __9__ chance to spawn.\nGrace period: __10__ minutes\nSpidertrons unlocks at zone __11__.

103
locale/ru/rpg.cfg Normal file
View File

@ -0,0 +1,103 @@
[rpg_main]
no_valid_surface=No surface name given
flame_boots_worn_out=Your flame boots have worn out.
flame_mana_remaining=Mana remaining: __1__
one_punch_text=ONE PUNCH
mana_casting_too_fast=There was a lot more to magic, as __1__ quickly found out, than waving their wand and saying a few funny words.
low_level=You lack the level to cast this spell.
not_inside_pos=You wave your wand but realize that it´s out of reach.
no_mana=You don´t have enough mana to cast this spell.
suicidal_comfylatron=You wave your wand and __1__ is on the run!
warped_ok=Warped home with minor bruises.
object_spawned=You wave your wand and __1__ appears.
out_of_reach=Can´t create entity at given location.
[rpg_functions]
max_level=[color=blue]Level Limit:[/color]\nYou have hit the max level for the current zone.
pool_reward=[color=blue]Global Pool Reward:[/color]\n __1__ received nothing. Reason: AFK
[rpg_gui]
gain_info_tooltip=XP gain from mining, moving, crafting, repairing and combat.
allocate_info=Right-click to allocate __1__ points.\nShift + click to allocate all points.
player_name=Hello __1__!
class_info=You're a __1__.
settings_frame=Configure your RPG player-settings here!
level_limit=Current max level limit for this zone is: __1__\nIncreases by breaching walls/zones.
settings_name=SETTINGS
level_name=LEVEL
experience_name=EXPERIENCE
next_level_name=NEXT LEVEL
strength_name=STRENGTH
strength_tooltip=Increases inventory slots, mining speed.\nIncreases melee damage and amount of robot followers.
magic_name=MAGIC
magic_tooltip=Increases reach distance.\nIncreases repair speed. Enables spawning entities.
dexterity_name=DEXTERITY
dexterity_tooltip=Increases running and crafting speed.
vitality_name=VITALITY
vitality_tooltip=Increases health.\nIncreases melee life on-hit.
points_to_dist=POINTS TO\nDISTRIBUTE
life_name=LIFE
life_tooltip=Your current health
life_increase=Current life. Increase it by adding vitality.
life_maximum=This is your maximum life.
shield_name=SHIELD
shield_no_shield=You don't have any shield.
shield_no_armor=This is your current shield. You aren't wearing any armor.
shield_tooltip=Shield protects you and heightens your resistance.
shield_current=Current shield value of the equipment.
shield_max=Maximum shield value.
mana_name=MANA
mana_bonus=MANA\nBONUS
mana_regen_bonus=Mana regen bonus: __1__
mana_tooltip=Mana lets you spawn entities by eating fish.
mana_regen_current=This is your current mana. You can increase the regen by increasing your magic skills.
mana_max_limit=This is your max mana. You have reached the max mana limit.
mana_max=This is your max mana. You can increase the regen by increasing your magic skills.
mining_name=MINING\nSPEED
slot_name=SLOT\nBONUS
melee_name=MELEE\nDAMAGE
one_punch_chance=Life on-hit: _1_\nOne punch chance: _2_ %
one_punch_disabled=One Punch is disabled.
bonus_tooltip=Reach distance bonus: __1__\nBuild distance bonus: __2__\nItem drop distance bonus: __3__\nLoot pickup distance bonus: __4__\nItem pickup distance bonus: __5__\nResource reach distance bonus: __6__\nRepair speed: __7__
reach_distance=REACH\nDISTANCE
crafting_speed=CRAFTING\nSPEED
running_speed=RUNNING\nSPEED
health_bonus_name=HEALTH\nBONUS
health_tooltip=Health regen bonus: __1__
[rpg_settings]
name=RPG Settings
save_changes=Save changes
discard_changes=Discard changes
not_trusted=Not trusted.\nChecked: true\nUnchecked: false
low_level=Level requirement: __1__
used_up=All used up!
no_mana=Not enough mana!
mana_label=Mana Settings:
tooltip_check=Checked: true\nUnchecked: false
info_text_label=Common RPG settings. These settings are per player basis.
health_text_label=Show health/mana bar?
health_only_text_label=Show health bar?
reset_text_label=Reset your skillpoints?
reset_tooltip=ONE-TIME reset if you picked the wrong path (this will keep your points)
reach_text_label=Enable reach bonus?
reach_text_tooltip=Don´t feeling like picking up others people loot?\nYou can toggle it here.
movement_text_label=Enable movement speed bonus?
movement_text_tooltip=Don´t feeling like running like the flash?\nYou can toggle it here.
stone_path_label=Enable stone-path when mining?
stone_path_tooltip=Enabling this will automatically create stone-path when you mine.
one_punch_label=Enable one-punch?
one_punch_tooltip=Enabling this will have a chance of one-punching biters.
one_punch_globally=Enabled globally.
flameboots_label=Enable flame boots?
flameboots_tooltip=When the bullets simply don´t bite.
magic_label=Enable spawning with raw-fish?
magic_tooltip=When simply constructing items is not enough.\nNOTE! Use Raw-fish to cast spells.
magic_spell=Select what entity to spawn
magic_item_requirement=__1__ [item=__2__] requires __3__ mana to cast. Level: __4__\n
magic_entity_requirement=__1__ [entity=__2__] requires __3__ mana to cast. Level: __4__\n
magic_special_requirement=__1__ __2__ requires __3__ mana to cast. Level: __4__\n
allocation_settings_label=Allocations Settings:
allocation_label=Select what skill to auto-allocate.
allocation_tooltip=This will automatically allocate all available points to the given node.

View File

@ -15,13 +15,11 @@ local random = math.random
local sqrt = math.sqrt
local concat = table.concat
local keeper = '[color=blue]Mapkeeper:[/color] \n'
local collapse_message =
Token.register(
function(data)
local pos = data.position
local message = keeper .. 'Warning, Collapse has begun!'
local message = ({'breached_wall.collapse_start'})
local collapse_position = {
position = pos
}
@ -32,7 +30,7 @@ local collapse_message =
local spidertron_unlocked =
Token.register(
function()
local message = 'Attention! Spidertron has been unlocked at the main market!'
local message = ({'breached_wall.spidertron_unlocked'})
Alert.alert_all_players(30, message, nil, 'achievement/tech-maniac', 0.1)
end
)
@ -42,7 +40,7 @@ local zone_complete =
function(data)
local bonus = data.bonus
local player = data.player
local message = keeper .. 'Survivor! Well done. You have completed zone: ' .. bonus
local message = ({'breached_wall.wall_breached', bonus})
Alert.alert_player_warning(player, 10, message)
end
)
@ -52,7 +50,7 @@ local first_player_to_zone =
function(data)
local player = data.player
local breached_wall = data.breached_wall
local message = concat {keeper .. player.name .. ' was the first to reach zone ' .. breached_wall .. '.'}
local message = ({'breached_wall.wall_breached', player.name, breached_wall})
Alert.alert_all_players(10, message)
end
)
@ -60,7 +58,7 @@ local first_player_to_zone =
local artillery_warning =
Token.register(
function()
local message = keeper .. 'Warning, Artillery have been spotted north!'
local message = ({'breached_wall.artillery_warning'})
Alert.alert_all_players(10, message)
end
)

View File

@ -32,21 +32,16 @@ local abs = math.abs
local sqrt = math.sqrt
local round = math.round
--local raise_event = script.raise_event
local mapkeeper = '[color=blue]Mapkeeper:[/color]\n'
local comfylatron = '[color=blue]Comfylatron:[/color]\n'
local treasure_chest_messages = {
"You notice an old crate within the rubble. It's filled with treasure!",
"You find a chest underneath the broken rocks. It's filled with goodies!",
'We has found the precious!'
({'entity.treasure_1'}),
({'entity.treasure_2'}),
({'entity.treasure_3'})
}
local rare_treasure_chest_messages = {
'Your magic improves. You have found a chest that is filled with rare treasures!',
"Oh how wonderful. You found a chest underneath the broken rocks. It's filled with rare goodies!",
"You're a wizard! We have found the rare precious!"
({'entity.treasure_rare_1'}),
({'entity.treasure_rare_2'}),
({'entity.treasure_rare_3'})
}
local disabled_threats = {
@ -55,10 +50,10 @@ local disabled_threats = {
}
local defeated_messages = {
"Oh no, the biters nom'ed the train away!",
"I'm not 100% sure, but - apparently the train was chewed away.",
'You had one objective - defend the train *-*',
"Looks like we're resetting cause you did not defend the train ._."
({'entity.defeated_1'}),
({'entity.defeated_2'}),
({'entity.defeated_3'}),
({'entity.defeated_4'})
}
local protect_types = {
@ -81,15 +76,15 @@ local reset_game =
return
end
if this.restart then
local message = 'Soft-reset is disabled! Server will restart from scenario to load new changes.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
local message = ({'entity.reset_game'})
Server.to_discord_bold(message)
Server.start_scenario('Mountain_Fortress_v3')
this.announced_message = true
return
end
if this.shutdown then
local message = 'Soft-reset is disabled! Server will shutdown. Most likely because of updates.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
local message = ({'entity.shutdown_game'})
Server.to_discord_bold(message)
Server.stop_scenario()
return
end
@ -117,7 +112,7 @@ local function set_objective_health(final_damage_amount)
local p = {
position = this.locomotive.position
}
local msg = comfylatron .. 'Train is taking heavy damage.\nDeploying defense mechanisms.'
local msg = ({'entity.train_taking_damage'})
Alert.alert_all_players_location(p, msg)
this.poison_deployed = true
end
@ -767,8 +762,8 @@ function Public.loco_died()
data.position = {x = 0, y = 0}
end
local msg = mapkeeper .. defeated_messages[random(1, #defeated_messages)] .. '\nBetter luck next time.'
Alert.alert_all_players_location(data, msg, nil, 6000)
local msg = defeated_messages[random(1, #defeated_messages)]
Alert.alert_all_players_location(data, msg, nil, 100)
local Reset_map = require 'maps.mountain_fortress_v3.main'.reset_map
wave_defense_table.game_lost = true
@ -786,10 +781,7 @@ function Public.loco_died()
end
if this.restart then
if not this.announced_message then
game.print(
'Soft-reset is disabled! Server will restart from scenario to load new changes.',
{r = 0.22, g = 0.88, b = 0.22}
)
game.print(({'entity.notify_restart'}), {r = 0.22, g = 0.88, b = 0.22})
Task.set_timeout_in_ticks(60, reset_game, params)
this.announced_message = true
return
@ -797,10 +789,7 @@ function Public.loco_died()
end
if this.shutdown then
if not this.announced_message then
game.print(
'Soft-reset is disabled! Server will shutdown. Most likely because of updates.',
{r = 0.22, g = 0.88, b = 0.22}
)
game.print(({'entity.notify_shutdown'}), {r = 0.22, g = 0.88, b = 0.22})
Task.set_timeout_in_ticks(60, reset_game, params)
this.announced_message = true
return
@ -816,18 +805,8 @@ function Public.loco_died()
wave_defense_table.game_lost = true
wave_defense_table.target = nil
this.game_lost = true
local msg
if this.soft_reset then
msg =
mapkeeper ..
defeated_messages[random(1, #defeated_messages)] ..
'\nBetter luck next time.\nGame will soft-reset shortly.'
else
msg =
mapkeeper ..
defeated_messages[random(1, #defeated_messages)] ..
'\nBetter luck next time.\nGame will not soft-reset. Soft-reset is disabled.'
end
local msg = defeated_messages[random(1, #defeated_messages)]
local pos = {
position = this.locomotive.position
}
@ -909,7 +888,7 @@ local function on_built_entity(event)
{
name = 'flying-text',
position = entity.position,
text = entity.name .. ' limit reached. Purchase more slots at the market!',
text = ({'entity.entity_limit_reached', entity.name}),
color = {r = 0.82, g = 0.11, b = 0.11}
}
)
@ -976,7 +955,7 @@ local function on_robot_built_entity(event)
{
name = 'flying-text',
position = entity.position,
text = entity.name .. ' limit reached. Purchase more slots at the market!',
text = ({'entity.entity_limit_reached', entity.name}),
color = {r = 0.82, g = 0.11, b = 0.11}
}
)

View File

@ -221,7 +221,7 @@ local function on_player_changed_surface(event)
local frame = player.gui.top[main_frame_name]
if info then
info.tooltip = 'Shows statistics!'
info.tooltip = ({'gui.info_tooltip'})
info.sprite = 'item/dummy-steel-axe'
end
@ -257,7 +257,7 @@ local function on_player_changed_surface(event)
charging.visible = true
end
info.tooltip = 'Shows statistics!'
info.tooltip = ({'gui.info_tooltip'})
info.sprite = 'item/dummy-steel-axe'
info.visible = true
elseif player.surface == wagon_surface then
@ -280,7 +280,7 @@ local function on_player_changed_surface(event)
charging.visible = false
end
if info then
info.tooltip = 'Hide locomotive minimap!'
info.tooltip = ({'gui.hide_minimap'})
info.sprite = 'utility/map'
info.visible = true
end
@ -312,35 +312,34 @@ function Public.update_gui(player)
if rpg_extra.global_pool == 0 then
gui.global_pool.caption = 'XP: 0'
gui.global_pool.tooltip = 'Dig, handcraft or run to increase the pool!'
gui.global_pool.tooltip = ({'gui.global_pool_tooltip'})
elseif rpg_extra.global_pool >= 0 then
gui.global_pool.caption = 'XP: ' .. format_number(floor(rpg_extra.global_pool), true)
gui.global_pool.tooltip =
'Amount of XP that is stored inside the global xp pool.\nRaw Value: ' .. floor(rpg_extra.global_pool)
gui.global_pool.tooltip = ({'gui.global_pool_amount', floor(rpg_extra.global_pool)})
end
gui.scrap_mined.caption = ' [img=entity.tree-01][img=entity.rock-huge]: ' .. format_number(this.mined_scrap, true)
gui.scrap_mined.tooltip = 'Amount of trees/rocks harvested.'
gui.scrap_mined.tooltip = ({'gui.amount_harvested'})
gui.biters_killed.caption = ' [img=entity.small-biter]: ' .. format_number(this.biters_killed, true)
gui.biters_killed.tooltip = 'Amount of biters killed.'
gui.biters_killed.tooltip = ({'gui.biters_killed'})
gui.landmine.caption =
' [img=entity.land-mine]: ' ..
format_number(this.upgrades.landmine.built, true) .. ' / ' .. format_number(this.upgrades.landmine.limit, true)
gui.landmine.tooltip = 'Amount of land-mines that can be built.'
gui.landmine.tooltip = ({'gui.land_mine_placed'})
gui.flame_turret.caption =
' [img=entity.flamethrower-turret]: ' ..
format_number(this.upgrades.flame_turret.built, true) ..
' / ' .. format_number(this.upgrades.flame_turret.limit, true)
gui.flame_turret.tooltip = 'Amount of flamethrower-turrets that can be built.'
gui.flame_turret.tooltip = ({'gui.flamethrowers_placed'})
gui.train_upgrades.caption = ' [img=entity.locomotive]: ' .. format_number(this.train_upgrades, true)
gui.train_upgrades.tooltip = 'Amount of train upgrades.'
gui.train_upgrades.tooltip = ({'gui.train_upgrades'})
gui.chest_upgrades.caption = ' [img=entity.steel-chest]: ' .. format_number(this.chest_limit_outside_upgrades, true)
gui.chest_upgrades.tooltip = 'Amount of chests that can be placed near train.'
gui.chest_upgrades.tooltip = ({'gui.chest_placed'})
end
Event.add(defines.events.on_player_joined_game, on_player_joined_game)

View File

@ -418,7 +418,7 @@ local function redraw_market_items(gui, player, search_text)
gui.add(
{
type = 'label',
caption = 'Upgrades: '
caption = ({'locomotive.upgrades'})
}
)
@ -473,7 +473,7 @@ local function redraw_market_items(gui, player, search_text)
gui.add(
{
type = 'label',
caption = 'Items: '
caption = ({'locomotive.items'})
}
)
@ -515,11 +515,11 @@ local function redraw_market_items(gui, player, search_text)
if not trusted[player.name] then
if item == 'tank' then
button.enabled = false
button.tooltip = 'You need to be trusted to purchase this.'
button.tooltip = ({'locomotive.not_trusted'})
end
if item == 'car' then
button.enabled = false
button.tooltip = 'You need to be trusted to purchase this.'
button.tooltip = ({'locomotive.not_trusted'})
end
end
end
@ -554,7 +554,7 @@ local function redraw_coins_left(gui, player)
gui.add(
{
type = 'label',
caption = 'Coins left: ' .. format_number(player_item_count, true)
caption = ({'locomotive.coins_left', format_number(player_item_count, true)})
}
)
@ -669,7 +669,7 @@ local function gui_opened(event)
player.gui.screen.add(
{
type = 'frame',
caption = 'Market',
caption = ({'locomotive.market_name'}),
direction = 'vertical',
name = main_frame_name
}
@ -682,7 +682,7 @@ local function gui_opened(event)
frame.style.minimal_height = 250
local search_table = frame.add({type = 'table', column_count = 2})
search_table.add({type = 'label', caption = 'Search: '})
search_table.add({type = 'label', caption = ({'locomotive.search_text'})})
local search_text = search_table.add({type = 'textfield'})
search_text.style.width = 140
@ -707,7 +707,8 @@ local function gui_opened(event)
local bottom_grid = frame.add({type = 'table', column_count = 4})
bottom_grid.style.vertically_stretchable = false
bottom_grid.add({type = 'label', caption = 'Quantity: '}).style.font = 'default-bold'
local bg = bottom_grid.add({type = 'label', caption = ({'locomotive.quantity_text'})})
bg.style.font = 'default-bold'
local text_input =
bottom_grid.add(
@ -735,7 +736,7 @@ local function gui_opened(event)
coinsleft.add(
{
type = 'label',
caption = 'Coins left: ' .. format_number(player_item_count, true)
caption = ({'locomotive.coins_left', format_number(player_item_count, true)})
}
)
@ -799,15 +800,13 @@ local function gui_click(event)
local main_market_items = WPT.get('main_market_items')
main_market_items['chest_limit_outside'].enabled = false
main_market_items['chest_limit_outside'].tooltip = 'Max limit bought!'
main_market_items['chest_limit_outside'].tooltip = ({'locomotive.limit_reached'})
redraw_market_items(data.item_frame, player, data.search_text)
return player.print("You can't purchase more chests.", {r = 0.98, g = 0.66, b = 0.22})
return player.print(({'locomotive.chests_full'}), {r = 0.98, g = 0.66, b = 0.22})
end
player.remove_item({name = item.value, count = item.price})
local message =
shopkeeper ..
player.name .. ' has bought the chest limit upgrade for ' .. format_number(item.price, true) .. ' coins.'
local message = ({'locomotive.chest_bought_info', shopkeeper, player.name, format_number(item.price, true)})
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -824,11 +823,8 @@ local function gui_click(event)
end
if name == 'locomotive_max_health' then
player.remove_item({name = item.value, count = item.price})
local message = ({'locomotive.health_bought_info', shopkeeper, player.name, format_number(item.price, true)})
local message =
shopkeeper ..
player.name ..
' has bought the locomotive health modifier for ' .. format_number(item.price, true) .. ' coins.'
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -852,10 +848,8 @@ local function gui_click(event)
if name == 'locomotive_xp_aura' then
player.remove_item({name = item.value, count = item.price})
local message =
shopkeeper ..
player.name ..
' has bought the locomotive xp aura modifier for ' .. format_number(item.price, true) .. ' coins.'
local message = ({'locomotive.aura_bought_info', shopkeeper, player.name, format_number(item.price, true)})
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -888,10 +882,8 @@ local function gui_click(event)
if name == 'xp_points_boost' then
player.remove_item({name = item.value, count = item.price})
local message = ({'locomotive.xp_bought_info', shopkeeper, player.name, format_number(item.price, true)})
local message =
shopkeeper ..
player.name .. ' has bought the XP points modifier for ' .. format_number(item.price, true) .. ' coins.'
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -910,11 +902,13 @@ local function gui_click(event)
if name == 'explosive_bullets' then
player.remove_item({name = item.value, count = item.price})
local message = ({
'locomotive.explosive_bullet_bought_info',
shopkeeper,
player.name,
format_number(item.price, true)
})
local message =
shopkeeper ..
player.name ..
' has bought the explosive bullet modifier for ' .. format_number(item.price, true) .. ' coins.'
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -933,10 +927,12 @@ local function gui_click(event)
if name == 'flamethrower_turrets' then
player.remove_item({name = item.value, count = item.price})
if item.stack >= 1 then
local message =
shopkeeper ..
player.name ..
' has bought a flamethrower-turret slot for ' .. format_number(item.price, true) .. ' coins.'
local message = ({
'locomotive.one_flamethrower_bought_info',
shopkeeper,
player.name,
format_number(item.price, true)
})
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -945,11 +941,13 @@ local function gui_click(event)
}
)
else
local message =
shopkeeper ..
player.name ..
' has bought ' ..
item.stack .. ' flamethrower-turret slots for ' .. format_number(item.price, true) .. ' coins.'
local message = ({
'locomotive.multiple_flamethrower_bought_info',
shopkeeper,
player.name,
item.stack,
format_number(item.price, true)
})
Alert.alert_all_players(5, message)
Server.to_discord_bold(
table.concat {
@ -972,9 +970,13 @@ local function gui_click(event)
player.remove_item({name = item.value, count = item.price})
if item.stack >= 1 and this.upgrades.landmine.bought % 10 == 0 then
local message =
shopkeeper ..
player.name .. ' has bought a landmine slot for ' .. format_number(item.price, true) .. ' coins.'
local message = ({
'locomotive.landmine_bought_info',
shopkeeper,
player.name,
format_number(item.price, true)
})
Alert.alert_all_players(3, message)
if item.price >= 1000 then
@ -997,12 +999,13 @@ local function gui_click(event)
end
if name == 'skill_reset' then
player.remove_item({name = item.value, count = item.price})
local message = ({
'locomotive.rpg_reset_bought_info',
shopkeeper,
player.name,
format_number(item.price, true)
})
local message =
shopkeeper ..
player.name ..
' decided to recycle their RPG skills and start over for ' ..
format_number(item.price, true) .. ' coins.'
Alert.alert_all_players(10, message)
Functions.rpg_reset_player(player, true)
@ -1018,15 +1021,8 @@ local function gui_click(event)
local inserted_count = player.insert({name = name, count = item_count})
if inserted_count < item_count then
player.play_sound({path = 'utility/cannot_build', volume_modifier = 0.65})
player.print(
"Your pockets are now filled to the brim. So you've only bought " ..
inserted_count .. ' ' .. name .. '(s).',
{r = 0.98, g = 0.66, b = 0.22}
)
player.print(
'Shopkeeper has returned your change, for which you are infinitely grateful.',
{r = 0.98, g = 0.66, b = 0.22}
)
player.print(({'locomotive.full_inventory', inserted_count, name}), {r = 0.98, g = 0.66, b = 0.22})
player.print(({'locomotive.change_returned'}), {r = 0.98, g = 0.66, b = 0.22})
player.insert({name = name, count = inserted_count})
player.remove_item({name = item.value, count = ceil(item.price * (inserted_count / item.stack))})
@ -1038,15 +1034,10 @@ local function gui_click(event)
else
player.play_sound({path = 'utility/cannot_build', volume_modifier = 0.65})
if (random(1, 10) > 1) then
player.print(
'Your inventory is full. Try to stash your loot somewhere first.',
{r = 0.98, g = 0.66, b = 0.22}
)
player.print(({'locomotive.notify_full_inventory_1'}), {r = 0.98, g = 0.66, b = 0.22})
player.print(({'locomotive.notify_full_inventory_2'}), {r = 0.98, g = 0.66, b = 0.22})
else
player.print(
'Your inventory is full. Join the warrior club today! Pump that STR stat some more!',
{r = 0.98, g = 0.66, b = 0.22}
)
player.print(({'locomotive.notify_full_inventory_2'}), {r = 0.98, g = 0.66, b = 0.22})
end
end
end
@ -1125,7 +1116,7 @@ local function spawn_biter()
this.locomotive_biter.ai_settings.allow_try_return_to_spawner = false
rendering.draw_text {
text = 'please don´t shoo at me',
text = ({'locomotive.shoo'}),
surface = this.locomotive_biter.surface,
target = this.locomotive_biter,
target_offset = {0, -3.5},
@ -1474,7 +1465,7 @@ local function on_research_finished()
local breached_wall = WPT.get('breached_wall')
add_random_loot_to_main_market(breached_wall)
local message = 'New items have been unlocked at the locomotive market!'
local message = ({'locomotive.new_items_at_market'})
Alert.alert_all_players(5, message, nil, 'achievement/tech-maniac', 0.1)
Public.refresh_gui()
end
@ -1781,7 +1772,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = chest_limit_cost,
tooltip = 'Upgrades the amount of chests that can be placed outside.\nCan be purchased multiple times.',
tooltip = ({'main_market.chest'}),
sprite = 'achievement/so-long-and-thanks-for-all-the-fish',
enabled = true,
upgrade = true,
@ -1792,7 +1783,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = health_cost,
tooltip = 'Upgrades the train health.\nCan be purchased multiple times.',
tooltip = ({'main_market.locomotive_max_health'}),
sprite = 'achievement/getting-on-track',
enabled = true,
upgrade = true,
@ -1802,7 +1793,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = aura_cost,
tooltip = 'Upgrades the XP aura that is around the train.',
tooltip = ({'main_market.locomotive_xp_aura'}),
sprite = 'achievement/tech-maniac',
enabled = true,
upgrade = true,
@ -1812,7 +1803,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = xp_point_boost_cost,
tooltip = 'Upgrades the amount of XP points you get inside the XP aura',
tooltip = ({'main_market.xp_points_boost'}),
sprite = 'achievement/trans-factorio-express',
enabled = true,
upgrade = true,
@ -1823,7 +1814,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = explosive_bullets_cost,
tooltip = 'Sold out!',
tooltip = ({'main_market.sold_out'}),
sprite = 'achievement/steamrolled',
enabled = false,
upgrade = true,
@ -1834,7 +1825,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = explosive_bullets_cost,
tooltip = 'Upgrades ordinary SMG ammo to explosive bullets.',
tooltip = ({'main_market.explosive_bullets'}),
sprite = 'achievement/steamrolled',
enabled = true,
upgrade = true,
@ -1845,7 +1836,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = flamethrower_turrets_cost,
tooltip = 'Upgrades the amount of flamethrowers that can be placed.',
tooltip = ({'main_market.flamethrower_turret'}),
sprite = 'achievement/pyromaniac',
enabled = true,
upgrade = true,
@ -1855,7 +1846,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = land_mine_cost,
tooltip = 'Upgrades the amount of landmines that can be placed.',
tooltip = ({'main_market.land_mine'}),
sprite = 'achievement/watch-your-step',
enabled = true,
upgrade = true,
@ -1865,7 +1856,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = skill_reset_cost,
tooltip = 'For when you have picked the wrong RPG path and want to start over.\nPoints will be kept.',
tooltip = ({'main_market.skill_reset'}),
sprite = 'achievement/golem',
enabled = true,
upgrade = true,
@ -1876,7 +1867,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 128,
tooltip = 'Loader',
tooltip = ({'item-name.loader'}),
upgrade = false,
static = true
}
@ -1886,7 +1877,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 256,
tooltip = 'Fast Loader',
tooltip = ({'item-name.fast-loader'}),
upgrade = false,
static = true
}
@ -1896,7 +1887,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 512,
tooltip = 'Express Loader',
tooltip = ({'item-name.express-loader'}),
upgrade = false,
static = true
}
@ -1905,7 +1896,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 5,
tooltip = 'Small Sunlight',
tooltip = ({'entity-name.small-lamp'}),
upgrade = false,
static = true
}
@ -1913,7 +1904,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some fine Wood',
tooltip = ({'item-name.wood'}),
upgrade = false,
static = true
}
@ -1921,7 +1912,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some chunky iron',
tooltip = ({'item-name.iron-ore'}),
upgrade = false,
static = true
}
@ -1929,7 +1920,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some chunky copper',
tooltip = ({'item-name.copper-ore'}),
upgrade = false,
static = true
}
@ -1937,7 +1928,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some chunky stone',
tooltip = ({'item-name.stone'}),
upgrade = false,
static = true
}
@ -1945,7 +1936,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some chunky coal',
tooltip = ({'item-name.coal'}),
upgrade = false,
static = true
}
@ -1953,7 +1944,7 @@ function Public.get_items()
stack = 50,
value = 'coin',
price = 12,
tooltip = 'Some chunky uranium',
tooltip = ({'item-name.uranium-ore'}),
upgrade = false,
static = true
}
@ -1961,7 +1952,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 10,
tooltip = 'Land Boom Danger',
tooltip = ({'entity-name.land-mine'}),
upgrade = false,
static = true
}
@ -1969,7 +1960,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 4,
tooltip = 'Flappy Fish',
tooltip = ({'item-name.raw-fish'}),
upgrade = false,
static = true
}
@ -1977,7 +1968,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 5,
tooltip = 'Firearm Pew',
tooltip = ({'item-name.firearm-magazine'}),
upgrade = false,
static = true
}
@ -1985,7 +1976,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 8,
tooltip = 'Crude Oil Flame',
tooltip = ({'item-name.crude-oil-barrel'}),
upgrade = false,
static = true
}
@ -1993,7 +1984,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 6000,
tooltip = 'Portable Car Surface\nCan be killed easily.',
tooltip = ({'main_market.car'}),
upgrade = false,
static = true
}
@ -2001,7 +1992,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 15000,
tooltip = 'Portable Tank Surface\nChonk tank, can resist heavy damage.',
tooltip = ({'main_market.tank'}),
upgrade = false,
static = true
}
@ -2012,7 +2003,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 25000,
tooltip = 'Tank Cannon',
tooltip = ({'main_market.tank_cannon'}),
upgrade = false,
static = true,
enabled = true
@ -2022,7 +2013,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 25000,
tooltip = 'Tank Cannon\nAvailable after wave 650.',
tooltip = ({'main_market.tank_cannon_na'}),
upgrade = false,
static = true,
enabled = false
@ -2033,7 +2024,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 7000,
tooltip = 'Tank Machine Gun',
tooltip = ({'item-name.tank-machine-gun'}),
upgrade = false,
static = true,
enabled = true
@ -2043,7 +2034,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 7000,
tooltip = 'Tank Machine Gun\nAvailable after wave 400.',
tooltip = ({'main_market.tank_machine_gun_na'}),
upgrade = false,
static = true,
enabled = false
@ -2054,7 +2045,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 2000,
tooltip = 'Car Machine Gun',
tooltip = ({'item-name.vehicle-machine-gun'}),
upgrade = false,
static = true,
enabled = true
@ -2064,7 +2055,7 @@ function Public.get_items()
stack = 1,
value = 'coin',
price = 2000,
tooltip = 'Car Machine Gun\nAvailable after wave 200.',
tooltip = ({'main_market.vehicle_machine_gun_na'}),
upgrade = false,
static = true,
enabled = false

View File

@ -73,16 +73,6 @@ local collapse_kill = {
enabled = true
}
local death_messages = {
'should have watched where they walked!',
'was not careful enough!',
'angered the overlords!',
'tried to walk the simple path!',
'melted away!',
'got obliterated!',
'tried to cheat their way north!'
}
local disable_recipes = function()
local force = game.forces.player
force.recipes['cargo-wagon'].enabled = false
@ -420,7 +410,7 @@ local on_player_changed_position = function(event)
player.character.health = player.character.health - tile_damage
if player.character.health == 0 then
player.character.die()
local message = player.name .. ' ' .. death_messages[random(1, #death_messages)]
local message = ({'main.death_message_' .. random(1, 7), player.name})
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
end
end
@ -429,7 +419,7 @@ local on_player_changed_position = function(event)
if position.y >= 74 then
player.teleport({position.x, position.y - 1}, surface)
player.print('Forcefield does not approve.', {r = 0.98, g = 0.66, b = 0.22})
player.print(({'main.forcefield'}), {r = 0.98, g = 0.66, b = 0.22})
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({name = 'water-splash', position = position})
@ -452,7 +442,7 @@ local on_player_joined_game = function(event)
if not this.players[player.index] then
this.players[player.index] = {}
local message = comfy .. 'Greetings, ' .. player.name .. '!\nPlease read the map info.'
local message = ({'main.greeting', player.name})
Alert.alert_player(player, 15, message)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
@ -570,7 +560,7 @@ local remove_offline_players = function()
end
end
local message = keeper .. name .. ' has left his goodies!'
local message = ({'main.cleaner', name})
local data = {
position = pos
}
@ -660,10 +650,7 @@ local has_the_game_ended = function()
cause_msg = 'soft-reset'
end
game.print(
'Game will ' .. cause_msg .. ' in ' .. this.game_reset_tick / 60 .. ' seconds!',
{r = 0.22, g = 0.88, b = 0.22}
)
game.print(({'main.reset_in', cause_msg, this.game_reset_tick / 60}), {r = 0.22, g = 0.88, b = 0.22})
end
if this.soft_reset and this.game_reset_tick == 0 then
this.game_reset_tick = nil
@ -672,10 +659,7 @@ local has_the_game_ended = function()
end
if this.restart and this.game_reset_tick == 0 then
if not this.announced_message then
game.print(
'Soft-reset is disabled! Server will restart from scenario to load new changes.',
{r = 0.22, g = 0.88, b = 0.22}
)
game.print(({'entity.notify_restart'}), {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled! Server will restart from scenario to load new changes.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.start_scenario('Mountain_Fortress_v3')
@ -685,10 +669,7 @@ local has_the_game_ended = function()
end
if this.shutdown and this.game_reset_tick == 0 then
if not this.announced_message then
game.print(
'Soft-reset is disabled! Server will shutdown. Most likely because of updates.',
{r = 0.22, g = 0.88, b = 0.22}
)
game.print(({'entity.notify_shutdown'}), {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled! Server will shutdown. Most likely because of updates.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.stop_scenario()
@ -720,7 +701,7 @@ local boost_difficulty = function()
Difficulty.get().button_tooltip = difficulty.tooltip[difficulty.difficulty_vote_index]
Difficulty.difficulty_gui()
local message = 'Difficulty has been set! Game has been set to: [color=green]' .. name .. '[/color]'
local message = ({'main.diff_set', name})
local data = {
position = WPT.get('locomotive').position
}
@ -830,16 +811,11 @@ local collapse_after_wave_100 = function()
local wave_number = WD.get_wave()
if wave_number >= 100 or name == 'Insane' then
local keeper = '[color=blue]Mapkeeper:[/color] \n'
Collapse.start_now(true)
local data = {
position = Collapse.get_position()
}
if name == 'Insane' then
data.message = keeper .. 'Warning, Collapse has begun - god speed!'
else
data.message = keeper .. 'Warning, Collapse has begun - wave limit has been reached!'
end
data.message = ({'breached_wall.collapse_start'})
Task.set_timeout_in_ticks(550, collapse_message, data)
end
end
@ -908,10 +884,10 @@ local on_init = function()
}
local tooltip = {
[1] = 'Wave Defense is based on amount of players.\nXP Extra reward points = 1.\nMining speed boosted = 1.5.\nRunning speed boosted = 0.2.\nCrafting speed boosted = 0.4.\nCoin amount per harvest = 2.\nFlame Turret limit = 25.\nLandmine limit = 100.\nLocomotive health = 15000.\nHidden Treasure has higher chance to spawn.\nGrace period: 20 minutes\nSpidertrons unlocks at zone 10.',
[2] = 'Wave Defense is based on amount of players.\nXP Extra reward points = 0.5.\nMining speed boosted = 1.\nRunning speed boosted = 0.1.\nCrafting speed boosted = 0.2.\nCoin amount per harvest = 1.\nFlame Turret limit = 10.\nLandmine limit = 50.\nLocomotive health = 10000.\nHidden Treasure has normal chance to spawn.\nGrace period: 15 minutes\nSpidertrons unlocks at zone 15.',
[3] = 'Wave Defense is based on amount of players.\nXP Extra reward points = 0.\nMining speed boosted = 0.\nRunning speed boosted = 0.\nCrafting speed boosted = 0.\nCoin amount per harvest = 1.\nFlame Turret limit = 3.\nLandmine limit = 10.\nLocomotive health = 5000.\nHidden Treasure has lower chance to spawn.\nGrace period: 10 minutes\nSpidertrons unlocks at zone 20.',
[4] = 'Wave Defense is based on amount of players.\nXP Extra reward points = 0.\nMining speed boosted = 0.\nRunning speed boosted = 0.\nCrafting speed boosted = 0.\nCoin amount per harvest = 1.\nFlame Turret limit = 0.\nLandmine limit = 0.\nLocomotive health = 1000.\nHidden Treasure has lower chance to spawn.\nGrace period: 5 minutes\nBiters are way more aggressive.\nCollapse starts after difficulty poll has ended.\nCollapse is much faster.\nSpidertrons unlocks at zone 25.'
[1] = ({'main.diff_tooltip', '1', '1.5', '0.2', '0.4', '2', '25', '100', '15000', '100%', '20', '10'}),
[2] = ({'main.diff_tooltip', '0.5', '1', '0.1', '0.2', '1', '10', '50', '10000', '75%', '15', '15'}),
[3] = ({'main.diff_tooltip', '0', '0', '0', '0', '1', '3', '10', '5000', '50%', '10', '20'}),
[4] = ({'main.diff_tooltip', '0', '0', '0', '0', '1', '0', '0', '1000', '25%', '5', '25'})
}
Difficulty.set_difficulties(difficulties)

View File

@ -10,9 +10,7 @@ local Public = {}
local level_up_floating_text_color = {0, 205, 0}
local visuals_delay = RPG.visuals_delay
local xp_floating_text_color = RPG.xp_floating_text_color
local teller_level_limit = RPG.teller_level_limit
local experience_levels = RPG.experience_levels
local teller_global_pool = RPG.teller_global_pool
local points_per_level = RPG.points_per_level
--RPG Frames
@ -593,7 +591,7 @@ function Public.gain_xp(player, amount, added_to_pool, text)
add_to_global_pool(amount, false)
if not rpg_t[player.index].capped then
rpg_t[player.index].capped = true
local message = teller_level_limit .. 'You have hit the max level for the current zone.'
local message = ({'rpg_functions.max_level'})
Alert.alert_player_warning(player, 10, message)
end
return
@ -688,7 +686,7 @@ function Public.global_pool(players, count)
RPG.debug_log('RPG - player capped: ' .. p.name .. '. Amount to pool:' .. share)
end
else
local message = teller_global_pool .. p.name .. ' received nothing. Reason: AFK'
local message = ({'rpg_functions.pool_reward'})
Alert.alert_player_warning(p, 10, message)
share = share / 10
rpg_extra.leftover_pool = rpg_extra.leftover_pool + share

View File

@ -9,7 +9,6 @@ local Settings = require 'modules.rpg.settings'
local Public = {}
local gain_info_tooltip = 'XP gain from mining, moving, crafting, repairing and combat.'
local classes = RPG.classes
--RPG Settings
@ -132,9 +131,7 @@ local function add_gui_increase_stat(element, name, player)
e.style.vertical_align = 'center'
e.style.padding = 0
e.style.margin = 0
e.tooltip =
'Right-click to allocate ' ..
tostring(RPG.points_per_level) .. ' points.\nShift + click to allocate all points.'
e.tooltip = ({'rpg_gui.allocate_info', tostring(RPG.points_per_level)})
return e
end
@ -216,19 +213,19 @@ local function draw_main_frame(player, location)
--!top table
local main_table = scroll_pane.add({type = 'table', column_count = 2})
local player_name = add_gui_stat(main_table, player.name, 200, 'Hello ' .. player.name .. '!')
local player_name = add_gui_stat(main_table, player.name, 200, ({'rpg_gui.player_name', player.name}))
player_name.style.font_color = player.chat_color
player_name.style.font = 'default-large-bold'
local rank = add_gui_stat(main_table, get_class(player), 200, 'You´re a ' .. get_class(player) .. '.')
local rank = add_gui_stat(main_table, get_class(player), 200, ({'rpg_gui.class_info', get_class(player)}))
rank.style.font = 'default-large-bold'
add_elem_stat(
main_table,
'SETTINGS',
({'rpg_gui.settings_name'}),
200,
35,
nil,
'Configure your RPG player-settings here!',
({'rpg_gui.settings_frame'}),
settings_button_name
)
@ -238,25 +235,23 @@ local function draw_main_frame(player, location)
local scroll_table = scroll_pane.add({type = 'table', column_count = 4})
scroll_table.style.cell_padding = 1
add_gui_description(scroll_table, 'LEVEL', 80)
add_gui_description(scroll_table, ({'rpg_gui.level_name'}), 80)
if rpg_extra.level_limit_enabled then
local level_tooltip =
'Current max level limit for this zone is: ' ..
Functions.level_limit_exceeded(player, true) .. '\nIncreases by breaching walls/zones.'
local level_tooltip = ({'rpg_gui.level_limit', Functions.level_limit_exceeded(player, true)})
add_gui_stat(scroll_table, rpg_t[player.index].level, 80, level_tooltip)
else
add_gui_stat(scroll_table, rpg_t[player.index].level, 80)
end
add_gui_description(scroll_table, 'EXPERIENCE', 100)
local exp_gui = add_gui_stat(scroll_table, math.floor(rpg_t[player.index].xp), 125, gain_info_tooltip)
add_gui_description(scroll_table, ({'rpg_gui.experience_name'}), 100)
local exp_gui = add_gui_stat(scroll_table, math.floor(rpg_t[player.index].xp), 125, ({'rpg_gui.gain_info_tooltip'}))
data.exp_gui = exp_gui
add_gui_description(scroll_table, ' ', 75)
add_gui_description(scroll_table, ' ', 75)
add_gui_description(scroll_table, 'NEXT LEVEL', 100)
add_gui_stat(scroll_table, experience_levels[rpg_t[player.index].level + 1], 125, gain_info_tooltip)
add_gui_description(scroll_table, ({'rpg_gui.next_level_name'}), 100)
add_gui_stat(scroll_table, experience_levels[rpg_t[player.index].level + 1], 125, ({'rpg_gui.gain_info_tooltip'}))
add_separator(scroll_pane, 400)
@ -268,28 +263,24 @@ local function draw_main_frame(player, location)
local w1 = 85
local w2 = 63
local str_tip = 'Increases inventory slots, mining speed.\nIncreases melee damage and amount of robot followers.'
add_gui_description(left_bottom_table, 'STRENGTH', w1, str_tip)
add_gui_stat(left_bottom_table, rpg_t[player.index].strength, w2, str_tip)
add_gui_description(left_bottom_table, ({'rpg_gui.strength_name'}), w1, ({'rpg_gui.strength_tooltip'}))
add_gui_stat(left_bottom_table, rpg_t[player.index].strength, w2, ({'rpg_gui.strength_tooltip'}))
add_gui_increase_stat(left_bottom_table, 'strength', player)
local mgc_tip = 'Increases reach distance.\nIncreases repair speed. Enables spawning entities.'
add_gui_description(left_bottom_table, 'MAGIC', w1, mgc_tip)
add_gui_stat(left_bottom_table, rpg_t[player.index].magicka, w2, mgc_tip)
add_gui_description(left_bottom_table, ({'rpg_gui.magic_name'}), w1, ({'rpg_gui.magic_tooltip'}))
add_gui_stat(left_bottom_table, rpg_t[player.index].magicka, w2, ({'rpg_gui.magic_tooltip'}))
add_gui_increase_stat(left_bottom_table, 'magicka', player)
local dex_tip = 'Increases running and crafting speed.'
add_gui_description(left_bottom_table, 'DEXTERITY', w1, dex_tip)
add_gui_stat(left_bottom_table, rpg_t[player.index].dexterity, w2, dex_tip)
add_gui_description(left_bottom_table, ({'rpg_gui.dexterity_name'}), w1, ({'rpg_gui.dexterity_tooltip'}))
add_gui_stat(left_bottom_table, rpg_t[player.index].dexterity, w2, ({'rpg_gui.dexterity_tooltip'}))
add_gui_increase_stat(left_bottom_table, 'dexterity', player)
local vit_tip = 'Increases health.\nIncreases melee life on-hit.'
add_gui_description(left_bottom_table, 'VITALITY', w1, vit_tip)
add_gui_stat(left_bottom_table, rpg_t[player.index].vitality, w2, vit_tip)
add_gui_description(left_bottom_table, ({'rpg_gui.vitality_name'}), w1, ({'rpg_gui.vitality_tooltip'}))
add_gui_stat(left_bottom_table, rpg_t[player.index].vitality, w2, ({'rpg_gui.vitality_tooltip'}))
add_gui_increase_stat(left_bottom_table, 'vitality', player)
add_gui_description(left_bottom_table, 'POINTS TO\nDISTRIBUTE', w1)
add_gui_description(left_bottom_table, ({'rpg_gui.points_to_dist'}), w1)
add_gui_stat(left_bottom_table, rpg_t[player.index].points_to_distribute, w2, nil, nil, {200, 0, 0})
add_gui_description(left_bottom_table, ' ', w2)
@ -297,14 +288,9 @@ local function draw_main_frame(player, location)
add_gui_description(left_bottom_table, ' ', 40)
add_gui_description(left_bottom_table, ' ', 40)
add_gui_description(left_bottom_table, 'LIFE', w1, 'Your current life.')
add_gui_description(left_bottom_table, ({'rpg_gui.life_name'}), w1, ({'rpg_gui.life_tooltip'}))
local health_gui =
add_gui_stat(
left_bottom_table,
math.floor(player.character.health),
w2,
'Current life. Increase it by adding vitality.'
)
add_gui_stat(left_bottom_table, math.floor(player.character.health), w2, ({'rpg_gui.life_increase'}))
data.health = health_gui
add_gui_stat(
left_bottom_table,
@ -312,13 +298,13 @@ local function draw_main_frame(player, location)
player.character.prototype.max_health + player.character_health_bonus + player.force.character_health_bonus
),
w2,
'This is your maximum life.'
({'rpg_gui.life_maximum'})
)
local shield = 0
local shield_max = 0
local shield_desc_tip = 'You don`t have any shield.'
local shield_tip = 'This is your current shield. You aren`t wearing any armor.'
local shield_desc_tip = ({'rpg_gui.shield_no_shield'})
local shield_tip = ({'rpg_gui.shield_no_armor'})
local shield_max_tip = shield_tip
local i = player.character.get_inventory(defines.inventory.character_armor)
@ -326,10 +312,10 @@ local function draw_main_frame(player, location)
if i[1].grid then
shield = math.floor(i[1].grid.shield)
shield_max = math.floor(i[1].grid.max_shield)
shield_desc_tip = 'Shield protects you and heightens your resistance.'
shield_tip = 'Current shield value of the equipment.'
shield_max_tip = 'Maximum shield value.'
add_gui_description(left_bottom_table, 'SHIELD', w1, shield_desc_tip)
shield_desc_tip = ({'rpg_gui.shield_tooltip'})
shield_tip = ({'rpg_gui.shield_current'})
shield_max_tip = ({'rpg_gui.shield_max'})
add_gui_description(left_bottom_table, ({'rpg_gui.shield_name'}), w1, shield_desc_tip)
local shield_gui = add_gui_stat(left_bottom_table, shield, w2, shield_tip)
local shield_max_gui = add_gui_stat(left_bottom_table, shield_max, w2, shield_max_tip)
@ -337,7 +323,7 @@ local function draw_main_frame(player, location)
data.shield_max = shield_max_gui
end
else
add_gui_description(left_bottom_table, 'SHIELD', w1, shield_desc_tip)
add_gui_description(left_bottom_table, ({'rpg_gui.shield_name'}), w1, shield_desc_tip)
add_gui_stat(left_bottom_table, shield, w2, shield_tip)
add_gui_stat(left_bottom_table, shield_max, w2, shield_max_tip)
end
@ -346,14 +332,14 @@ local function draw_main_frame(player, location)
local mana = rpg_t[player.index].mana
local mana_max = rpg_t[player.index].mana_max
local mana_tip = 'Mana lets you spawn entities by creating a wooden-chest ghost.'
add_gui_description(left_bottom_table, 'MANA', w1, mana_tip)
local mana_regen_tip = 'This is your current mana. You can increase the regen by increasing your magic skills.'
local mana_tip = ({'rpg_gui.mana_tooltip'})
add_gui_description(left_bottom_table, ({'rpg_gui.mana_name'}), w1, mana_tip)
local mana_regen_tip = ({'rpg_gui.mana_regen_current'})
local mana_max_regen_tip
if rpg_t[player.index].mana_max >= rpg_extra.mana_limit then
mana_max_regen_tip = 'This is your max mana. You have reached the max mana limit.'
mana_max_regen_tip = ({'rpg_gui.mana_max_limit'})
else
mana_max_regen_tip = 'This is your max mana. You can increase the regen by increasing your magic skills.'
mana_max_regen_tip = ({'rpg_gui.mana_max'})
end
local mana_gui = add_gui_stat(left_bottom_table, mana, w2, mana_regen_tip)
local mana_max_gui = add_gui_stat(left_bottom_table, mana_max, w2, mana_max_regen_tip)
@ -365,28 +351,30 @@ local function draw_main_frame(player, location)
right_bottom_table.style.cell_padding = 1
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'MINING\nSPEED', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.mining_name'}), w1)
local mining_speed_value =
math.round((player.force.manual_mining_speed_modifier + player.character_mining_speed_modifier + 1) * 100) ..
'%'
add_gui_stat(right_bottom_table, mining_speed_value, w2)
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'SLOT\nBONUS', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.slot_name'}), w1)
local slot_bonus_value =
'+ ' .. math.round(player.force.character_inventory_slots_bonus + player.character_inventory_slots_bonus)
add_gui_stat(right_bottom_table, slot_bonus_value, w2)
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'MELEE\nDAMAGE', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.melee_name'}), w1)
local melee_damage_value = math.round(100 * (1 + Functions.get_melee_modifier(player))) .. '%'
local melee_damage_tooltip
if rpg_extra.enable_one_punch then
melee_damage_tooltip =
'Life on-hit: ' ..
Functions.get_life_on_hit(player) .. '\nOne punch chance: ' .. Functions.get_one_punch_chance(player) .. '%'
melee_damage_tooltip = ({
'rpg_gui.one_punch_chance',
Functions.get_life_on_hit(player),
Functions.get_one_punch_chance(player)
})
else
melee_damage_tooltip = 'One Punch is disabled.'
melee_damage_tooltip = ({'rpg_gui.one_punch_disabled'})
end
add_gui_stat(right_bottom_table, melee_damage_value, w2, melee_damage_tooltip)
@ -396,20 +384,19 @@ local function draw_main_frame(player, location)
local reach_distance_value =
'+ ' .. (player.force.character_reach_distance_bonus + player.character_reach_distance_bonus)
local reach_bonus_tooltip = ''
reach_bonus_tooltip = reach_bonus_tooltip .. 'Reach distance bonus: ' .. player.character_reach_distance_bonus
reach_bonus_tooltip = reach_bonus_tooltip .. '\nBuild distance bonus: ' .. player.character_build_distance_bonus
reach_bonus_tooltip =
reach_bonus_tooltip .. '\nItem drop distance bonus: ' .. player.character_item_drop_distance_bonus
reach_bonus_tooltip =
reach_bonus_tooltip .. '\nLoot pickup distance bonus: ' .. player.character_loot_pickup_distance_bonus
reach_bonus_tooltip =
reach_bonus_tooltip .. '\nItem pickup distance bonus: ' .. player.character_item_pickup_distance_bonus
reach_bonus_tooltip =
reach_bonus_tooltip .. '\nResource reach distance bonus: ' .. player.character_resource_reach_distance_bonus
reach_bonus_tooltip = reach_bonus_tooltip .. '\nRepair speed: ' .. Functions.get_magicka(player)
local reach_bonus_tooltip = ({
'rpg_gui.bonus_tooltip',
player.character_reach_distance_bonus,
player.character_build_distance_bonus,
player.character_item_drop_distance_bonus,
player.character_loot_pickup_distance_bonus,
player.character_item_pickup_distance_bonus,
player.character_resource_reach_distance_bonus,
Functions.get_magicka(player)
})
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'REACH\nDISTANCE', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.reach_distance'}), w1)
add_gui_stat(right_bottom_table, reach_distance_value, w2, reach_bonus_tooltip)
add_gui_description(right_bottom_table, '', w0, '', nil, 10)
@ -417,31 +404,34 @@ local function draw_main_frame(player, location)
add_gui_description(right_bottom_table, '', w0, '', nil, 10)
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'CRAFTING\nSPEED', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.crafting_speed'}), w1)
local crafting_speed_value =
math.round((player.force.manual_crafting_speed_modifier + player.character_crafting_speed_modifier + 1) * 100) ..
'%'
add_gui_stat(right_bottom_table, crafting_speed_value, w2)
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'RUNNING\nSPEED', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.running_speed'}), w1)
local running_speed_value =
math.round((player.force.character_running_speed_modifier + player.character_running_speed_modifier + 1) * 100) ..
'%'
add_gui_stat(right_bottom_table, running_speed_value, w2)
add_gui_description(right_bottom_table, ' ', w0)
add_gui_description(right_bottom_table, 'HEALTH\nBONUS', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.health_bonus_name'}), w1)
local health_bonus_value = '+ ' .. math.round((player.force.character_health_bonus + player.character_health_bonus))
local health_tooltip = 'Health regen bonus: ' .. Functions.get_heal_modifier(player)
local health_tooltip = ({'rpg_gui.health_tooltip', Functions.get_heal_modifier(player)})
add_gui_stat(right_bottom_table, health_bonus_value, w2, health_tooltip)
add_gui_description(right_bottom_table, ' ', w0)
if rpg_extra.enable_mana then
add_gui_description(right_bottom_table, 'MANA\nBONUS', w1)
add_gui_description(right_bottom_table, ({'rpg_gui.mana_bonus'}), w1)
local mana_bonus_value = '+ ' .. (math.floor(Functions.get_mana_modifier(player) * 10) / 10)
local mana_bonus_tooltip = 'Mana regen bonus: ' .. (math.floor(Functions.get_mana_modifier(player) * 10) / 10)
local mana_bonus_tooltip = ({
'rpg_gui.mana_regen_bonus',
(math.floor(Functions.get_mana_modifier(player) * 10) / 10)
})
add_gui_stat(right_bottom_table, mana_bonus_value, w2, mana_bonus_tooltip)
end

View File

@ -353,13 +353,13 @@ local function give_player_flameboots(player)
end
if rpg_t[player.index].mana <= 0 then
player.print('Your flame boots have worn out.', {r = 0.22, g = 0.77, b = 0.44})
player.print(({'rpg_main.flame_boots_worn_out'}), {r = 0.22, g = 0.77, b = 0.44})
rpg_t[player.index].flame_boots = false
return
end
if rpg_t[player.index].mana % 500 == 0 then
player.print('Mana remaining: ' .. rpg_t[player.index].mana, {r = 0.22, g = 0.77, b = 0.44})
player.print(({'rpg_main.flame_mana_remaining', rpg_t[player.index].mana}), {r = 0.22, g = 0.77, b = 0.44})
end
local p = player.position
@ -391,7 +391,7 @@ local function one_punch(character, target, damage)
{
name = 'flying-text',
position = {character.position.x + base_vector[1] * 0.5, character.position.y + base_vector[2] * 0.5},
text = 'ONE PUNCH',
text = ({'rpg_main.one_punch_text'}),
color = {255, 0, 0}
}
)
@ -926,11 +926,7 @@ local function on_player_used_capsule(event)
local p = player.print
if rpg_t[player.index].last_spawned >= game.tick then
return p(
'There was a lot more to magic, as ' ..
player.name .. ' quickly found out, than waving their wand and saying a few funny words.',
Color.warning
)
return p(({'rpg_main.mana_casting_too_fast', player.name}), Color.warning)
end
local mana = rpg_t[player.index].mana
@ -942,7 +938,7 @@ local function on_player_used_capsule(event)
end
if rpg_t[player.index].level < object.level then
return p('You lack the level to cast this spell.', Color.fail)
return p(({'rpg_main.low_level'}), Color.fail)
end
if not object.enabled then
@ -964,12 +960,12 @@ local function on_player_used_capsule(event)
}
if not Math2D.bounding_box.contains_point(area, player.position) then
player.print('You wave your wand but realize that it´s out of reach.', Color.fail)
player.print(({'rpg_main.not_inside_pos'}), Color.fail)
return
end
if mana < object.mana_cost then
return p('You don´t have enough mana to cast this spell.', Color.fail)
return p(({'rpg_main.no_mana'}), Color.fail)
end
local target_pos
@ -996,7 +992,7 @@ local function on_player_used_capsule(event)
end
if object.obj_to_create == 'suicidal_comfylatron' then
Functions.suicidal_comfylatron(position, surface)
p('You wave your wand and ' .. object_name .. ' is on the run!', Color.success)
p(({'rpg_main.suicidal_comfylatron', object_name}), Color.success)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
elseif object.obj_to_create == 'warp-gate' then
player.teleport(
@ -1006,7 +1002,7 @@ local function on_player_used_capsule(event)
rpg_t[player.index].mana = 0
player.character.health = 10
player.character.surface.create_entity({name = 'water-splash', position = player.position})
p('Warped home with minor bruises.', Color.info)
p(({'rpg_main.warped_ok'}), Color.info)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
elseif projectile_types[obj_name] then
for i = 1, object.amount do
@ -1021,16 +1017,16 @@ local function on_player_used_capsule(event)
end
end
end
p('You wave your wand and ' .. object_name .. ' appears.', Color.success)
p(({'rpg_main.object_spawned'}), Color.success)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
else
if object.target then
surface.create_entity({name = obj_name, position = position, force = force, target = target_pos, speed = 1})
p('You wave your wand and ' .. object_name .. ' appears.', Color.success)
p(({'rpg_main.object_spawned'}), Color.success)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
elseif object.obj_to_create == 'fish' then
player.insert({name = 'raw-fish', count = object.amount})
p('You wave your wand and ' .. object_name .. ' appears.', Color.success)
p(({'rpg_main.object_spawned'}), Color.success)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
elseif surface.can_place_entity {name = obj_name, position = position} then
if object.biter then
@ -1039,10 +1035,10 @@ local function on_player_used_capsule(event)
else
surface.create_entity({name = obj_name, position = position, force = force})
end
p('You wave your wand and ' .. object_name .. ' appears.', Color.success)
p(({'rpg_main.object_spawned'}), Color.success)
rpg_t[player.index].mana = rpg_t[player.index].mana - object.mana_cost
else
p('Can´t create entity at given location.', Color.fail)
p(({'rpg_main.out_of_reach'}), Color.fail)
return
end
end

View File

@ -2,7 +2,6 @@ local RPG = require 'modules.rpg.table'
local Gui = require 'utils.gui'
local P = require 'player_modifiers'
local Session = require 'utils.datastore.session_data'
local reset_tooltip = 'ONE-TIME reset if you picked the wrong path (this will keep your points)'
local Public = {}
@ -33,7 +32,7 @@ function Public.extra_settings(player)
{
type = 'frame',
name = settings_frame_name,
caption = 'RPG Settings',
caption = ({'rpg_settings.name'}),
direction = 'vertical'
}
)
@ -50,8 +49,7 @@ function Public.extra_settings(player)
inside_table.add({type = 'line'})
local info_text =
inside_table.add({type = 'label', caption = 'Common RPG settings. These settings are per player basis.'})
local info_text = inside_table.add({type = 'label', caption = ({'rpg_settings.info_text_label'})})
local info_text_style = info_text.style
info_text_style.font = 'default-bold'
info_text_style.padding = 0
@ -79,7 +77,7 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Show health/mana bar?'
caption = ({'rpg_settings.health_text_label'})
}
)
@ -93,9 +91,9 @@ function Public.extra_settings(player)
input_style.height = 35
input_style.vertical_align = 'center'
health_bar_gui_input = create_input_element(health_bar_input, 'boolean', rpg_t[player.index].show_bars)
health_bar_gui_input.tooltip = 'Checked = true\nUnchecked = false'
health_bar_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
if not rpg_extra.enable_mana then
health_bar_label.caption = 'Show health bar?'
health_bar_label.caption = ({'rpg_settings.health_only_text_label'})
end
end
@ -103,7 +101,7 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Reset your skillpoints?',
caption = ({'rpg_settings.reset_text_label'}),
tooltip = ''
}
)
@ -122,21 +120,21 @@ function Public.extra_settings(player)
if not rpg_t[player.index].reset then
if not trusted[player.name] then
reset_gui_input.enabled = false
reset_gui_input.tooltip = 'Not trusted.\nChecked = true\nUnchecked = false'
reset_gui_input.tooltip = ({'rpg_settings.not_trusted'})
goto continue
end
if rpg_t[player.index].level <= 50 then
reset_gui_input.enabled = false
reset_gui_input.tooltip = 'Level requirement: 50\nChecked = true\nUnchecked = false'
reset_label.tooltip = 'Level requirement: 50\nCan only reset once.'
reset_gui_input.tooltip = ({'rpg_settings.low_level', 50})
reset_label.tooltip = ({'rpg_settings.low_level', 50})
else
reset_gui_input.enabled = true
reset_gui_input.tooltip = reset_tooltip
reset_label.tooltip = reset_tooltip
reset_gui_input.tooltip = ({'rpg_settings.reset_tooltip'})
reset_label.tooltip = ({'rpg_settings.reset_tooltip'})
end
else
reset_gui_input.enabled = false
reset_gui_input.tooltip = 'All used up!'
reset_gui_input.tooltip = ({'rpg_settings.used_up'})
end
::continue::
@ -144,8 +142,8 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Enable reach bonus?',
tooltip = 'Don´t feeling like picking up others people loot?\nYou can toggle it here.'
caption = ({'rpg_settings.reach_text_label'}),
tooltip = ({'rpg_settings.reach_text_tooltip'})
}
)
@ -168,14 +166,14 @@ function Public.extra_settings(player)
reach_mod = true
end
local magic_pickup_gui_input = create_input_element(magic_pickup_input, 'boolean', reach_mod)
magic_pickup_gui_input.tooltip = 'Checked = true\nUnchecked = false'
magic_pickup_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
local movement_speed_label =
setting_grid.add(
{
type = 'label',
caption = 'Enable movement speed bonus?',
tooltip = 'Don´t feeling like running like the flash?\nYou can toggle it here.'
caption = ({'rpg_settings.movement_text_label'}),
tooltip = ({'rpg_settings.movement_text_tooltip'})
}
)
@ -198,7 +196,7 @@ function Public.extra_settings(player)
speed_mod = true
end
local movement_speed_gui_input = create_input_element(movement_speed_input, 'boolean', speed_mod)
movement_speed_gui_input.tooltip = 'Checked = true\nUnchecked = false'
movement_speed_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
local enable_entity_gui_input
local conjure_gui_input
@ -212,8 +210,8 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Enable stone-path when mining?',
tooltip = 'Enabling this will automatically create stone-path when you mine.'
caption = ({'rpg_settings.stone_path_label'}),
tooltip = ({'rpg_settings.stone_path_tooltip'})
}
)
@ -236,11 +234,11 @@ function Public.extra_settings(player)
if rpg_t[player.index].level <= 20 then
stone_path_gui_input.enabled = false
stone_path_gui_input.tooltip = 'Level requirement: 20\nChecked = true\nUnchecked = false'
stone_path_label.tooltip = 'Level requirement: 20'
stone_path_gui_input.tooltip = ({'rpg_settings.low_level', 20})
stone_path_label.tooltip = ({'rpg_settings.low_level', 20})
else
stone_path_gui_input.enabled = true
stone_path_gui_input.tooltip = 'Checked = true\nUnchecked = false'
stone_path_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
end
@ -249,8 +247,8 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Enable one-punch?',
tooltip = 'Enabling this will have a chance of one-punching biters.'
caption = ({'rpg_settings.one_punch_label'}),
tooltip = ({'rpg_settings.one_punch_tooltip'})
}
)
@ -274,14 +272,14 @@ function Public.extra_settings(player)
if rpg_extra.enable_one_punch_globally then
one_punch_gui_input.state = true
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = 'Enabled globally.'
one_punch_gui_input.tooltip = ({'rpg_settings.one_punch_globally'})
else
if rpg_t[player.index].level <= 30 then
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = 'Level requirement: 30\nChecked = true\nUnchecked = false'
one_punch_gui_input.tooltip = ({'rpg_settings.low_level', 30})
else
one_punch_gui_input.enabled = true
one_punch_gui_input.tooltip = 'Checked = true\nUnchecked = false'
one_punch_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
end
end
@ -291,8 +289,8 @@ function Public.extra_settings(player)
setting_grid.add(
{
type = 'label',
caption = 'Enable flame boots?',
tooltip = 'When the bullets simply don´t bite.'
caption = ({'rpg_settings.flameboots_label'}),
tooltip = ({'rpg_settings.flameboots_tooltip'})
}
)
@ -316,15 +314,15 @@ function Public.extra_settings(player)
if rpg_t[player.index].mana > 50 then
if rpg_t[player.index].level <= 100 then
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = 'Level requirement: 100\nChecked = true\nUnchecked = false'
flame_boots_label.tooltip = 'Level requirement: 100'
flame_boots_gui_input.tooltip = ({'rpg_settings.low_level', 100})
flame_boots_label.tooltip = ({'rpg_settings.low_level', 100})
else
flame_boots_gui_input.enabled = true
flame_boots_gui_input.tooltip = 'Checked = true\nUnchecked = false'
flame_boots_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
else
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = 'Not enough mana.\nChecked = true\nUnchecked = false'
flame_boots_gui_input.tooltip = ({'rpg_settings.no_mana'})
end
end
@ -339,7 +337,7 @@ function Public.extra_settings(player)
mana_frame.add({type = 'line'})
local label = mana_frame.add({type = 'label', caption = 'Mana Settings:'})
local label = mana_frame.add({type = 'label', caption = ({'rpg_settings.mana_label'})})
label.style.font = 'default-bold'
label.style.padding = 0
label.style.left_padding = 10
@ -357,8 +355,8 @@ function Public.extra_settings(player)
setting_grid_2.add(
{
type = 'label',
caption = 'Enable spawning with raw-fish?',
tooltip = 'When simply constructing items is not enough.\nNOTE! Use Raw-fish to cast spells.'
caption = ({'rpg_settings.magic_label'}),
tooltip = ({'rpg_settings.magic_tooltip'})
}
)
@ -382,17 +380,17 @@ function Public.extra_settings(player)
if not trusted[player.name] then
enable_entity_gui_input.enabled = false
enable_entity_gui_input.tooltip = 'Not trusted.\nChecked = true\nUnchecked = false'
enable_entity_gui_input.tooltip = ({'rpg_settings.not_trusted'})
else
enable_entity_gui_input.enabled = true
enable_entity_gui_input.tooltip = 'Checked = true\nUnchecked = false'
enable_entity_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
local conjure_label =
mana_grid.add(
{
type = 'label',
caption = 'Select what entity to spawn',
caption = ({'rpg_settings.magic_spell'}),
tooltip = ''
}
)
@ -413,21 +411,29 @@ function Public.extra_settings(player)
for _, entity in pairs(spells) do
if entity.type == 'item' then
conjure_label.tooltip =
conjure_label.tooltip ..
'[item=' ..
entity.obj_to_create ..
'] requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level .. '\n'
conjure_label.tooltip = ({
'rpg_settings.magic_item_requirement',
conjure_label.tooltip,
entity.obj_to_create,
entity.mana_cost,
entity.level
})
elseif entity.type == 'entity' then
conjure_label.tooltip =
conjure_label.tooltip ..
'[entity=' ..
entity.obj_to_create ..
'] requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level .. '\n'
conjure_label.tooltip = ({
'rpg_settings.magic_entity_requirement',
conjure_label.tooltip,
entity.obj_to_create,
entity.mana_cost,
entity.level
})
elseif entity.type == 'special' then
conjure_label.tooltip =
conjure_label.tooltip ..
entity.name .. ' requires ' .. entity.mana_cost .. ' mana to cast. Level: ' .. entity.level .. '\n'
conjure_label.tooltip = ({
'rpg_settings.magic_special_requirement',
conjure_label.tooltip,
entity.name,
entity.mana_cost,
entity.level
})
end
end
end
@ -443,7 +449,7 @@ function Public.extra_settings(player)
allocate_frame.add({type = 'line'})
local a_label = allocate_frame.add({type = 'label', caption = 'Allocations Settings:'})
local a_label = allocate_frame.add({type = 'label', caption = ({'rpg_settings.allocation_settings_label'})})
a_label.style.font = 'default-bold'
a_label.style.padding = 0
a_label.style.left_padding = 10
@ -459,11 +465,11 @@ function Public.extra_settings(player)
allocate_grid.add(
{
type = 'label',
caption = 'Select what skill to auto-allocate.',
caption = ({'rpg_settings.allocation_label'}),
tooltip = ''
}
)
allocate_label.tooltip = 'This will automatically allocate all available points to the given node.'
allocate_label.tooltip = ({'rpg_settings.allocation_tooltip'})
local names = RPG.auto_allocate_nodes
@ -517,13 +523,15 @@ function Public.extra_settings(player)
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_button_name, caption = 'Discard changes'})
local close_button =
left_flow.add({type = 'button', name = discard_button_name, caption = ({'rpg_settings.discard_changes'})})
close_button.style = 'back_button'
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_button_name, caption = 'Save changes'})
local save_button =
right_flow.add({type = 'button', name = save_button_name, caption = ({'rpg_settings.save_changes'})})
save_button.style = 'confirm_button'
Gui.set_data(save_button, data)

View File

@ -45,9 +45,6 @@ Public.nth_tick = 18001
Public.visuals_delay = 1800
Public.xp_floating_text_color = {157, 157, 157}
Public.teller_global_pool = '[color=blue]Global Pool Reward:[/color] \n'
Public.teller_level_limit = '[color=blue]Level Limit:[/color] \n'
Public.enemy_types = {
['unit'] = true,
['unit-spawner'] = true,