mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-11 14:49:24 +02:00
locale fix, improvements
- reorder lines in locale file for clarity - localise a few additional renderings - players in the cabin now see the large 'outside world minimap' rather than the small spontaneous camera - play sounds along with error messages - correctly print info message when player joins a game with _DEBUG=true
This commit is contained in:
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@ -28,111 +28,34 @@ softmod_info_body_promote_old2=patreon.com/thesixthroc
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softmod_info_body_clicky=Click to dismiss.
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separator_1=,
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separator_2= and
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market_event_sell=__1__ sold __2__ for __3__.
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market_event_trade=__1__ traded away __2__ for __3__.
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market_event_buy=__1__ bought __2__ for __3__.
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extra_time_at_sea=extra time at sea
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market_error_not_captain=Purchase error: You need to be a captain or officer to buy this.
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market_error_not_captain_or_officer=Purchase error: You need to be a captain or officer to buy this.
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market_error_maximum_loading_time=Purchase error: Reached the maximum allowed loading time.
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repaired_cannons=[font=heading-1]__1__ repaired the ship's cannons.[/font]
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proposal_displayform=__1__ — __2__
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run_displayform= __2__
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crewmember_displayform=[color=__2__,__3__,__4__]__5__[/color] [color=1,1,1]__6__[/color]
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capacity_tooltip=Capacity. Sets the maximum number of crewmembers allowed.
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difficulty_tooltip=Difficulty.\n\nHigher difficulties have higher pollution and evo, higher biter damage, lower gold loot, but higher chest loot, along with small effects on the time per island, quest requirements, and silo position.\n\nDifficulty also determines the material the ship is made out of.
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mode_tooltip=Mode.
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auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button.
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atsea_loading_tooltip=The next destination is loading.
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leave_anytime_tooltip=The captain chooses when to undock the ship.\n\nThey can undock by pressing this button.
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resources_needed_tooltip_0=At the next destination, these resources will be needed in order to undock.
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resources_needed_tooltip_1=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.
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resources_needed_tooltip_2=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nCost on arrival: __1__\nLeaving now will spend: __2__
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resources_needed_tooltip_3=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.
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resources_needed_tooltip_0_rocketvariant=At the next destination, these resources will be needed in order to undock.\n\nThe silo represents a rocket launch rather than a resource.
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resources_needed_tooltip_1_rocketvariant=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.\n\nThe silo represents a rocket launch rather than a resource.
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resources_needed_tooltip_2_rocketvariant=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.\n\nnCost on arrival: __1__\nLeaving now will spend: __2__
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resources_needed_tooltip_3_rocketvariant=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.
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fuel_tooltip=Stored fuel: __1__.\n\nTo store more, send it to the captain's cabin. If the ship runs out of fuel, the crew loses.
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loading_new_game=Loading new game...
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choose_chat_color=__1__ chose the color __2__
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randomize_chat_color=__1__'s color randomized to __2__
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notify_whisper=[Whisper]
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notify_parrot=Parrot:
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silo_destroyed=The silo was destroyed.
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granted_1=Granted: __1__.
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granted_2=Granted: __1__, __2__.
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granted_3=Granted: __1__, __2__, __3__.
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death_froze=__1__ froze to death.
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death_pushed_into_water_by_cannon=__1__ was pushed into water by a cannon.
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approaching_destination=Approaching destination __1__, __2__.
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loading_destination=Loading destination __1__, __2__.
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goto_oldest_crew_with_large_capacity=There are multiple crews on this server. You have been placed in the oldest crew with large capacity.
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goto_oldest_crew=There are multiple crews on this server. You have been placed in the oldest.
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research_notification=__1__ researched.
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victory=Victory, on v__1__, __2__, capacity __3__. Playtime: [font=default-large-semibold]__4__[/font] since 1st island. Crewmembers: __5__.
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loss_cannon_destroyed=Game over — cannon destroyed.
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loss_out_of_fuel=Game over — out of fuel.
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loss_silo_destroyed=Game over — silo destroyed.
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loss_silo_destroyed_before_necessary_launch=Game over — silo destroyed before a necessary launch.
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loss_rest_of_message_long=Playtime: __1__ since 1st island. Crewmembers: __2__
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loss_rest_of_message_short=Playtime: __1__ since 1st island.
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error_build_undergrounds_on_boat=Build error: Undergrounds can't be built on the boat, due to conflicts with the boat movement code.
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error_cant_carry_barrels=Recipe error: Barrels are too heavy to carry back to the ship. Try another way.
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error_disembark=Now is no time to disembark.
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destroyed_all_nests=All biter bases destroyed — escape cost removed.
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recover_offline_player_items=Offline player's items recovered to cabin.
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warn_nearly_afk_captain=Note: If you go idle as captain for too long, the role passes to another crewmember.
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respawn_speed_bonus_removed=Respawn speed bonus removed.
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respawn_speed_bonus_applied=Respawn speed bonus applied.
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find_map=__1__ found a map. Treasure location revealed.
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find_ghost=__1__ found a ghost.
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steer_left=Steering portside...
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steer_right=Steering starboard...
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upgrade_hold=[font=heading-1]__1__ upgraded the ship's hold.[/font]
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upgrade_power=[font=heading-1]__1__ upgraded the ship's power.[/font]
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upgrade_merchants=[font=heading-1]__1__ unlocked merchant ships at future islands.[/font]
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upgrade_rockets=[font=heading-1]__1__ unlocked the sale of rockets at future quest markets.[/font]
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notify_difficulty_vote=__1__ voted [color=__2__,__3__,__4__]for difficulty __5__[/color]
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notify_difficulty_change=Difficulty [color=__1__,__2__,__3__]changed to __4__[/color]
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role_officer=Officer
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role_officer_description=Assigned by the captain, officers can use the Captain's shop and access privileged chests.
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role_captain=Captain
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role_captain_description=Has executive power to undock the ship, purchase items, and various other special actions. When the game assigns a captain, it gives priority to those who have been playing the longest as a non-captain.
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location_displayname_first_1=Fledgling Vale
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location_displayname_horseshoe_1=Shark Keys
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location_displayname_horseshoe_2=Little Keys
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location_displayname_horseshoe_3=Little Keys
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location_displayname_maze_1=Bewildering Maze
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location_displayname_radioactive_1=Abandoned Labs
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location_displayname_red_desert_1=Sandworm Caldera
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location_displayname_standard_1=Isle of Buried Treasure
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location_displayname_standard_variant_1=Secluded Dells
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location_displayname_swamp_1=Poisonous Fen
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location_displayname_walkways_1=Frozen Pools
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location_displayname_sea_1=
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location_displayname_dock_1=Dock
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location_displayname_lobby_1=Starting Dock
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parrot_hard_praise=Steel chests for steel players! Squawk!
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@ -148,6 +71,134 @@ parrot_radioactive_tip_2=The biters don't care if we pollute here, but they evol
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parrot_maze_tip_1=Something seems wrong with our minimap.
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parrot_captain_first_time_in_cabin_hint=The captain can buy items in the cabin, such as rail signals to steer the ship.
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difficulty_easy=Easy
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difficulty_normal=Normal
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difficutly_hard=Hard
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difficulty_nightmare=Nightmare
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notify_difficulty_vote=__1__ voted [color=__2__,__3__,__4__]for difficulty __5__[/color]
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notify_difficulty_change=Difficulty [color=__1__,__2__,__3__]changed to __4__[/color]
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daynightcycle_static=Static
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daynightcycle_slowcyclic=Slow Cyclic
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daynightcycle_cyclic=Cyclic
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daynightcycle_fastcyclic=Fast Cyclic
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daynightcycle_rapidcyclic=Rapid Cyclic
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ship_undocked_1=[font=heading-1]Ship undocked[/font] by captain.
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ship_undocked_2=[font=heading-1]Ship auto-undocked[/font]. Return to ship.
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ship_undocked_3=[font=heading-1]Ship auto-undocked[/font].
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plank=__1__ planked __2__!
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plank_error_invalid_player=Command error: Player is not a crewmember.
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plank_error_self=Command error: Can't plank yourself.
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tax=The captain taxed __1__.
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tax_error_nothing=Tax error: No coins or game-critical items found in crewmates' inventories or cursor stacks.
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respawn_speed_bonus_removed=Respawn speed bonus removed.
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respawn_speed_bonus_applied=Respawn speed bonus applied.
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find_map=__1__ found a map. Treasure location revealed.
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find_ghost=__1__ found a ghost.
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silo_destroyed=The silo was destroyed.
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research_notification=__1__ researched.
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destroyed_all_nests=All biter bases destroyed — escape cost removed.
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recover_offline_player_items=Offline player's items recovered to cabin.
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death_froze=__1__ froze to death.
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death_pushed_into_water_by_cannon=__1__ was pushed into water by a cannon.
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granted_1=Granted: __1__.
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granted_2=Granted: __1__, __2__.
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granted_3=Granted: __1__, __2__, __3__.
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approaching_destination=Approaching destination __1__, __2__.
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loading_destination=Loading destination __1__, __2__.
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steer_left=Steering portside...
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steer_right=Steering starboard...
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error_undock_too_early=Undock error: Can't undock in the first 10 seconds.
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error_undock_insufficient_resources=Undock error: Not enough resources stored in the captain's cabin.
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error_cabin_full=Sadly, there wasn't space in the cabin for all of your reward.
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error_build_undergrounds_on_boat=Build error: Undergrounds can't be built on the boat, due to conflicts with the boat movement code.
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error_cant_carry_barrels=Recipe error: Barrels are too heavy to carry back to the ship. Try another way.
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error_disembark=Now is no time to disembark.
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quest_structure_market_1=Requires __1__x
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quest_structure_market_2=(item components will be
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quest_structure_market_3=refunded upon completion)
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quest_structure_furnace_1=Requires
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quest_structure_furnace_2=(the furnace breaks
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quest_structure_furnace_3=delivered items down
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quest_structure_furnace_4=into components)
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market_description_upgrade_power=Upgrade the ship's passive power generators.
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market_description_upgrade_hold=Purchase an extra hold.
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market_description_upgrade_merchants=Unlock merchant ships on future islands.
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market_description_upgrade_rockets=Unlock the sale of rockets at island markets.
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market_description_purchase_class=Purchase the class __1__.
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market_description_extra_time_at_sea=Relax at sea for an extra minute: Increase the next destination's loading time by 60 seconds.
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market_event_sell=__1__ sold __2__ for __3__.
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market_event_trade=__1__ traded away __2__ for __3__.
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market_event_buy=__1__ bought __2__ for __3__.
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extra_time_at_sea=extra time at sea
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market_error_not_captain=Purchase error: You need to be a captain or officer to buy this.
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market_error_not_captain_or_officer=Purchase error: You need to be a captain or officer to buy this.
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market_error_maximum_loading_time=Purchase error: Reached the maximum allowed loading time.
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repaired_cannons=[font=heading-1]__1__ repaired the ship's cannons.[/font]
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upgrade_hold=[font=heading-1]__1__ upgraded the ship's hold.[/font]
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upgrade_power=[font=heading-1]__1__ upgraded the ship's power.[/font]
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upgrade_merchants=[font=heading-1]__1__ unlocked merchant ships at future islands.[/font]
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upgrade_rockets=[font=heading-1]__1__ unlocked the sale of rockets at future quest markets.[/font]
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hold_connections_label_inactive=inactive
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hold_connections_label_to=to -__1__
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hold_connections_label_from=from -__1__
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surface_label_cabin=Captain's Cabin
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surface_label_crowsnest=Crow's Nest
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surface_label_hold_nth=Ship's Hold: -__1__
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surface_label_hold=Ship's Hold
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role_officer=Officer
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role_officer_description=Assigned by the captain, officers can use the Captain's shop and access privileged chests.
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role_captain=Captain
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role_captain_description=Has executive power to undock the ship, purchase items, and various other special actions. When the game assigns a captain, it gives priority to those who have been playing the longest as a non-captain.
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class_deckhand=Deckhand
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class_deckhand_explanation=They move faster and generate ore for the cabin whilst onboard above deck.
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class_fisherman=Fisherman
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@ -185,49 +236,13 @@ class_smoldering_explanation=They periodically convert wood into coal, if they h
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class_gourmet=Gourmet
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class_gourmet_explanation=They generate ore for the cabin by eating fish in fancy locations.
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class_explanation=__1__: __2__
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class_explanation_upgraded_class=__1__: An upgrade of __2__. __3__
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class_purchase=__1__ bought the class __2__. ([font=scenario-message-dialog]__3__[/font])
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class_upgrade=__1__ upgraded their class from __2__ to __3__ ([font=scenario-message-dialog]__4__[/font]).
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crew_to_spectator=__1__ left the crew to become a spectator.
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lobby_to_spectator=__1__ joined as a spectator.
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lobby_to_spectator_2=__1__ left the lobby to spectate __2__.
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spectator_to_lobby=__1__ stopped spectating and returned to the lobby.
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lobby_to_crew=__1__ joined the crew.
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lobby_to_crew_2=__1__ left the lobby to join __2__.
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crew_leave=__1__ left the crew.
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crew_launch=[__1__] Launched.
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crew_disband=[__1__] Disbanded after __2__.
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proposal_propose=__1__ proposed the run __2__ [Capacity __3__].
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proposal_retracted=Proposal __1__ retracted.
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proposal_abandoned=Proposal __1__ abandoned.
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crew_summon=Crew summoned.
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crew_continue_on_freeplay=The run now continues on 'Freeplay'.
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crew_disbanded=__1__ disbanded __2__ after __3__.
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ship_undocked_1=[font=heading-1]Ship undocked[/font] by captain.
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ship_undocked_2=[font=heading-1]Ship auto-undocked[/font]. Return to ship.
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ship_undocked_3=[font=heading-1]Ship auto-undocked[/font].
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error_undock_too_early=Undock error: Can't undock in the first 10 seconds.
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error_undock_insufficient_resources=Undock error: Not enough resources stored in the captain's cabin.
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error_cabin_full=Sadly, there wasn't space in the cabin for all of your reward.
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plank=__1__ planked __2__!
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plank_error_invalid_player=Command error: Player is not a crewmember.
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plank_error_self=Command error: Can't plank yourself.
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personal_join_string_1=You have joined the crew '__1__' [Capacity __2__].
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personal_join_string_2=You have joined the crew '__1__' [Capacity __2__, Difficulty [color=__3__,__4__,__5__] __6__[/color]].
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error_class_assign_redundant=Class error: You're already a __1__.
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error_class_assign_unavailable_class=Class error: No spare class of that type is available.
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class_take_spare=__1__ took the spare class __2__. ([font=scenario-message-dialog]__3__[/font])
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class_give_spare=A spare __1__ class with given to __2__. ([font=scenario-message-dialog]__3__[/font])
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@ -258,19 +273,95 @@ roles_unmake_officer_error_2=Command error: Player isn't a crewmember.
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roles_resign_officer=__1__ resigned from officer status.
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roles_notify_looking_for_captain=Looking for a suitable captain...
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tax=The captain taxed __1__.
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tax_error_nothing=No coins or game-critical found in crewmates' inventories or cursor stacks.
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warn_nearly_afk_captain=Note: If you go idle as captain for too long, the role passes to another crewmember.
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error_class_assign_redundant=Class error: You're already a __1__.
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error_class_assign_unavailable_class=Class error: No spare class of that type is available.
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market_description_upgrade_power=Upgrade the ship's passive power generators.
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market_description_upgrade_hold=Purchase an extra hold.
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market_description_upgrade_merchants=Unlock merchant ships on future islands.
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market_description_upgrade_rockets=Unlock the sale of rockets at island markets.
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market_description_purchase_class=Purchase the class __1__.
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market_description_extra_time_at_sea=Relax at sea for an extra minute: Increase the next destination's loading time by 60 seconds.
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personal_join_string_1=You have joined the crew '__1__' [Capacity __2__].
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personal_join_string_2=You have joined the crew '__1__' [Capacity __2__, Difficulty [color=__3__,__4__,__5__] __6__[/color]].
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goto_oldest_crew_with_large_capacity=There are multiple crews on this server. You have been placed in the oldest crew with large capacity.
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goto_oldest_crew=There are multiple crews on this server. You have been placed in the oldest.
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choose_chat_color=__1__ chose the color __2__
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randomize_chat_color=__1__'s color randomized to __2__
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crew_to_spectator=__1__ left the crew to become a spectator.
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lobby_to_spectator=__1__ joined as a spectator.
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lobby_to_spectator_2=__1__ left the lobby to spectate __2__.
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spectator_to_lobby=__1__ stopped spectating and returned to the lobby.
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lobby_to_crew=__1__ joined the crew.
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lobby_to_crew_2=__1__ left the lobby to join __2__.
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crew_leave=__1__ left the crew.
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crew_launch=[__1__] Launched.
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crew_disband=[__1__] Disbanded after __2__.
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proposal_propose=__1__ proposed the run __2__ [Capacity __3__].
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proposal_retracted=Proposal __1__ retracted.
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proposal_abandoned=Proposal __1__ abandoned.
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loading_new_game=Loading new game...
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crew_summon=Crew summoned.
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crew_continue_on_freeplay=The run now continues on 'Freeplay'.
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crew_disbanded=__1__ disbanded __2__ after __3__.
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|
||||
victory=Victory, on v__1__, __2__, capacity __3__. Playtime: [font=default-large-semibold]__4__[/font] since 1st island. Crewmembers: __5__.
|
||||
|
||||
loss_cannon_destroyed=Game over — cannon destroyed.
|
||||
loss_out_of_fuel=Game over — out of fuel.
|
||||
loss_silo_destroyed=Game over — silo destroyed.
|
||||
loss_silo_destroyed_before_necessary_launch=Game over — silo destroyed before a necessary launch.
|
||||
loss_rest_of_message_long=Playtime: __1__ since 1st island. Crewmembers: __2__
|
||||
loss_rest_of_message_short=Playtime: __1__ since 1st island.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
highscore_heading_crew=Crew
|
||||
highscore_heading_captain=Captain
|
||||
highscore_heading_captain_tooltip=The player who spent the longest as captain between leagues 0 and 1000 (exclusive).
|
||||
highscore_heading_completion=Completion
|
||||
highscore_heading_leagues=Leagues
|
||||
highscore_heading_version=Version
|
||||
highscore_heading_difficulty=Difficulty
|
||||
highscore_heading_peak_players=PeakPlayers
|
||||
|
||||
|
||||
proposal_displayform=__1__ — __2__
|
||||
run_displayform= __2__
|
||||
crewmember_displayform=[color=__2__,__3__,__4__]__5__[/color] [color=1,1,1]__6__[/color]
|
||||
capacity_tooltip=Capacity. Sets the maximum number of crewmembers allowed.
|
||||
difficulty_tooltip=Difficulty.\n\nHigher difficulties have higher pollution and evo, higher biter damage, lower gold loot, but higher chest loot, along with small effects on the time per island, quest requirements, and silo position.\n\nDifficulty also determines the material the ship is made out of.
|
||||
mode_tooltip=Mode.
|
||||
|
||||
auto_undock_tooltip=The maximum time to stay at this location.\n\nOnce this time is reached, the boat undocks automatically. The captain can choose to leave earlier by pressing this button.
|
||||
atsea_loading_tooltip=The next destination is loading.
|
||||
leave_anytime_tooltip=The captain chooses when to undock the ship.\n\nThey can undock by pressing this button.
|
||||
|
||||
resources_needed_tooltip_0=At the next destination, these resources will be needed in order to undock.
|
||||
resources_needed_tooltip_1=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.
|
||||
resources_needed_tooltip_2=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nCost on arrival: __1__\nLeaving now will spend: __2__
|
||||
resources_needed_tooltip_3=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.
|
||||
|
||||
resources_needed_tooltip_0_rocketvariant=At the next destination, these resources will be needed in order to undock.\n\nThe silo represents a rocket launch rather than a resource.
|
||||
resources_needed_tooltip_1_rocketvariant=At the next destination, these resources will be needed in order to undock early.\n\nFewer resources will be needed the longer you stay, eventually dropping to zero.\n\nThe silo represents a rocket launch rather than a resource.
|
||||
resources_needed_tooltip_2_rocketvariant=The captain can undock early by clicking this button, but only if enough resources have been stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.\n\nnCost on arrival: __1__\nLeaving now will spend: __2__
|
||||
resources_needed_tooltip_3_rocketvariant=The captain can undock by clicking this button, but only if enough resources are stored in the captain's cabin.\n\nThe silo represents a rocket launch rather than a resource.
|
||||
fuel_tooltip=Stored fuel: __1__.\n\nTo store more, send it to the captain's cabin. If the ship runs out of fuel, the crew loses.
|
||||
|
||||
|
||||
gui_crew_window_buttons_quit_crew=Quit Crew
|
||||
gui_crew_window_buttons_quit_crew_tooltip=Return to the lobby.
|
||||
gui_crew_window_buttons_quit_spectators=Return to Lobby
|
||||
@ -359,7 +450,7 @@ gui_runs_proposal_maker_propose=Propose
|
||||
gui_runs_proposal_maker_no_limit=No limit
|
||||
|
||||
gui_runs_launch=Launch run
|
||||
gui_runs_launch_error_1=Gather support from more pirates.
|
||||
gui_runs_launch_error_1=Gather endorsements from more pirates.
|
||||
gui_runs_launch_error_2=The number of concurrent runs on the server has reached the cap set by the admins.
|
||||
gui_runs_launch_error_3=Can't launch; at least one run needs high player capacity.
|
||||
gui_runs_launch_error_4=No sloops available. Join an existing run instead.
|
||||
@ -404,40 +495,4 @@ gui_questframe_nodamage=Island Quest: No Damage\n\nLaunch a rocket without the s
|
||||
gui_crew_tooltip_1=Your Crew\n\nPerform crew actions, such as selecting a class if any are available.
|
||||
gui_crew_tooltip_2=Your Crew\n\nYou're a free agent, so there's nothing to do here.
|
||||
|
||||
gui_progress_tooltip=Progress: __1__ leagues.\n\nTravel __2__ leagues to win the game.
|
||||
|
||||
|
||||
location_displayname_first_1=Fledgling Vale
|
||||
location_displayname_horseshoe_1=Shark Keys
|
||||
location_displayname_horseshoe_2=Little Keys
|
||||
location_displayname_horseshoe_3=Little Keys
|
||||
location_displayname_maze_1=Bewildering Maze
|
||||
location_displayname_radioactive_1=Abandoned Labs
|
||||
location_displayname_red_desert_1=Sandworm Caldera
|
||||
location_displayname_standard_1=Isle of Buried Treasure
|
||||
location_displayname_standard_variant_1=Secluded Dells
|
||||
location_displayname_swamp_1=Poisonous Fen
|
||||
location_displayname_walkways_1=Frozen Pools
|
||||
location_displayname_sea_1=
|
||||
location_displayname_dock_1=Dock
|
||||
location_displayname_lobby_1=Starting Dock
|
||||
|
||||
|
||||
quest_structure_market_1=Requires __1__x
|
||||
quest_structure_market_2=(item components will be
|
||||
quest_structure_market_3=refunded upon completion)
|
||||
|
||||
quest_structure_furnace_1=Requires
|
||||
quest_structure_furnace_2=(the furnace breaks
|
||||
quest_structure_furnace_3=delivered items down
|
||||
quest_structure_furnace_4=into components)
|
||||
|
||||
|
||||
highscore_heading_crew=Crew
|
||||
highscore_heading_captain=Captain
|
||||
highscore_heading_captain_tooltip=The player who spent the longest as captain between leagues 0 and 1000 (exclusive).
|
||||
highscore_heading_completion=Completion
|
||||
highscore_heading_leagues=Leagues
|
||||
highscore_heading_version=Version
|
||||
highscore_heading_difficulty=Difficulty
|
||||
highscore_heading_peak_players=PeakPlayers
|
||||
gui_progress_tooltip=Progress: __1__ leagues.\n\nTravel __2__ leagues to win the game.
|
@ -285,9 +285,9 @@ local function damage_to_players_changes(event)
|
||||
-- damage_multiplier = damage_multiplier * 1.10
|
||||
elseif class and class == Classes.enum.SAMURAI then
|
||||
damage_multiplier = damage_multiplier * (1 - Balance.samurai_resistance)
|
||||
elseif class and class == Classes.enum.HATAMOTO then --lethal damage needs to be unaffected
|
||||
elseif class and class == Classes.enum.HATAMOTO then
|
||||
damage_multiplier = damage_multiplier * (1 - Balance.hatamoto_resistance)
|
||||
elseif class and class == Classes.enum.IRON_LEG then --lethal damage needs to be unaffected
|
||||
elseif class and class == Classes.enum.IRON_LEG then
|
||||
if memory.class_auxiliary_data[player_index] and memory.class_auxiliary_data[player_index].iron_leg_active then
|
||||
damage_multiplier = damage_multiplier * (1 - Balance.iron_leg_resistance)
|
||||
end
|
||||
@ -1182,6 +1182,10 @@ local function event_on_player_joined_game(event)
|
||||
if (not Server.get_current_time()) then -- don't run this on servers because I'd need to negotiate that with the rest of Comfy
|
||||
player.print('Support Pirate Ship scenario design at ko-fi.com/thesixthroc', {r=1, g=0.4, b=0.9})
|
||||
end
|
||||
|
||||
if _DEBUG then
|
||||
game.print('Debug mode on. Use /go to get started')
|
||||
end
|
||||
|
||||
local crew_to_put_back_in = nil
|
||||
for _, mem in pairs(global_memory.crew_memories) do
|
||||
|
@ -1133,7 +1133,7 @@ end
|
||||
-- Delay.move_tasks_to_buffer()
|
||||
-- end
|
||||
|
||||
function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became bugged when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
|
||||
function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became stuck when the kraken spawner entity disappeared but the kraken_die had not fired, and I'm not sure why, so this is a backup checker for that case
|
||||
local memory = Memory.get_crew_memory()
|
||||
local boat = memory.boat
|
||||
|
||||
@ -1160,7 +1160,6 @@ function Public.Kraken_Destroyed_Backup_check(tickinterval) -- a server became b
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -15,7 +15,6 @@ local _inspect = require 'utils.inspect'.inspect
|
||||
|
||||
local Public = {}
|
||||
|
||||
--@TODO: decide on snakecase vs camelcase
|
||||
-- Public.active_crews_cap = 1
|
||||
Public.activeCrewsCap = 2
|
||||
Public.minimumCapacitySliderValue = 1
|
||||
@ -147,11 +146,13 @@ end
|
||||
function Public.notify_force_error(force, message, color_override)
|
||||
color_override = color_override or CoreData.colors.notify_error
|
||||
force.print({"", '>> ', message}, color_override)
|
||||
force.play_sound{path = "utility/cannot_build"}
|
||||
end
|
||||
|
||||
function Public.notify_player_error(player, message, color_override)
|
||||
color_override = color_override or CoreData.colors.notify_error
|
||||
player.print({"", '## ', {'pirates.notify_whisper'}, ' ', message}, color_override)
|
||||
player.play_sound{path = "utility/cannot_build"}
|
||||
end
|
||||
|
||||
function Public.notify_player_expected(player, message, color_override)
|
||||
@ -220,6 +221,9 @@ end
|
||||
-- {20, 0, 1, false, 'flying-robot-frame', 20, 35},
|
||||
-- }
|
||||
|
||||
|
||||
|
||||
--@TODO: Replace this old function with the newer code in raffle.lua
|
||||
function Public.raffle_from_processed_loot_data(processed_loot_data, how_many, game_completion_progress)
|
||||
local ret = {}
|
||||
|
||||
@ -406,6 +410,7 @@ end
|
||||
-- -- return Math.floor(surplus_evo*3*1000)/1000
|
||||
-- end
|
||||
|
||||
|
||||
function Public.set_biter_surplus_evo_modifiers()
|
||||
local memory = Memory.get_crew_memory()
|
||||
local enemy_force = memory.enemy_force
|
||||
@ -788,8 +793,7 @@ function Public.spawner_count(surface)
|
||||
local memory = Memory.get_crew_memory()
|
||||
|
||||
local spawners = surface.find_entities_filtered({type = 'unit-spawner', force = memory.enemy_force_name})
|
||||
local spawnerscount = #spawners or 0
|
||||
return spawnerscount
|
||||
return #spawners or 0
|
||||
end
|
||||
|
||||
|
||||
@ -989,7 +993,7 @@ function Public.add_tiles_from_blueprint(tilesTable, bp_string, tile_name, offse
|
||||
end
|
||||
|
||||
function Public.tile_positions_from_blueprint(bp_string, offset)
|
||||
-- May '22 change: There seems to be a base game bug(?) which causes the tiles to be offset. We now correct for that.
|
||||
-- May '22 change: There seems to be a base game bug(?) which causes the tiles to be offset. We now correct for that (with ` - (max_x - min_x)/2` and ` - (max_y - min_y)/2`).
|
||||
|
||||
local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'}
|
||||
bp_entity.stack.import_stack(bp_string)
|
||||
@ -1034,6 +1038,7 @@ function Public.tile_positions_from_blueprint(bp_string, offset)
|
||||
end
|
||||
|
||||
function Public.tile_positions_from_blueprint_arrayform(bp_string, offset)
|
||||
-- does not include the above May '22 fix yet, so may give different results
|
||||
|
||||
local bp_entity = game.surfaces['nauvis'].create_entity{name = 'item-on-ground', position = {x = 158.5, y = 158.5}, stack = 'blueprint'}
|
||||
bp_entity.stack.import_stack(bp_string)
|
||||
|
@ -5,7 +5,7 @@ local _inspect = require 'utils.inspect'.inspect
|
||||
local Public = {}
|
||||
|
||||
Public.scenario_id_name = 'pirates'
|
||||
Public.version_string = '1.2.8' --will now try to stick to major.minor.patch versioning, to match factorio mod portal
|
||||
Public.version_string = '1.2.9' --major.minor.patch versioning, to match factorio mod portal
|
||||
|
||||
Public.blueprint_library_allowed = true
|
||||
Public.blueprint_importing_allowed = true
|
||||
@ -107,25 +107,41 @@ Public.capacity_options = {
|
||||
{value = 999, icon = 'virtual-signal/signal-white', text = 'Inf.', text2 = '', text3 = 'Inf'},
|
||||
-- {value = 64, icon = 'item/storage-tank', text = '64'},
|
||||
}
|
||||
|
||||
Public.difficulty_options = {
|
||||
-- The difficulty values we currently offer
|
||||
|
||||
--For the value of Easy difficulty, we are pulled in two directions: We wish to make the game comfy to play for those who haven't played it, but we also wish to represent the game mechanics faithfully so that Normal is not a crazy distance away.
|
||||
{value = 0.6, icon = 'item/firearm-magazine', text = 'Easy', associated_color = {r = 50, g = 255, b = 50}},
|
||||
{value = 1.0, icon = 'item/piercing-rounds-magazine', text = 'Normal', associated_color = {r = 255, g = 255, b = 50}},
|
||||
{value = 1.4, icon = 'item/uranium-rounds-magazine', text = 'Hard', associated_color = {r = 255, g = 50, b = 50}},
|
||||
{value = 2.1, icon = 'item/atomic-bomb', text = 'Nightmare', associated_color = {r = 120, g = 35, b = 35}},
|
||||
{value = 0.6, icon = 'item/firearm-magazine', text = {'pirates.difficulty_easy'}, associated_color = {r = 50, g = 255, b = 50}},
|
||||
|
||||
{value = 1.0, icon = 'item/piercing-rounds-magazine', text = {'pirates.difficulty_normal'}, associated_color = {r = 255, g = 255, b = 50}},
|
||||
|
||||
{value = 1.45, icon = 'item/uranium-rounds-magazine', text = {'pirates.difficutly_hard'}, associated_color = {r = 255, g = 50, b = 50}},
|
||||
|
||||
{value = 2.1, icon = 'item/atomic-bomb', text = {'pirates.difficulty_nightmare'}, associated_color = {r = 170, g = 60, b = 60}},
|
||||
}
|
||||
function Public.get_difficulty_name_from_value(difficulty_value)
|
||||
-- Functions will reference this when given a difficulty value and want to present a difficulty name to the player; just make it consistent with the above
|
||||
function Public.get_difficulty_option_from_value(difficulty_value)
|
||||
-- given a difficulty value, key in to the closesy entry in the above table. (organising things this way allows us to make changes to the 'value' keys in the above table)
|
||||
if difficulty_value <= 0.7 then
|
||||
return 'Easy'
|
||||
return 1
|
||||
elseif difficulty_value < 1.2 then
|
||||
return 'Normal'
|
||||
return 2
|
||||
elseif difficulty_value <= 2 then
|
||||
return 'Hard'
|
||||
return 3
|
||||
else
|
||||
return 'Nightmare'
|
||||
return 4
|
||||
end
|
||||
end
|
||||
function Public.get_difficulty_option_informal_name_from_value(difficulty_value)
|
||||
-- given a difficulty value, provide a simple named description of the difficulty
|
||||
if difficulty_value <= 0.7 then
|
||||
return 'easy'
|
||||
elseif difficulty_value < 1.2 then
|
||||
return 'normal'
|
||||
elseif difficulty_value <= 2 then
|
||||
return 'hard'
|
||||
else
|
||||
return 'nightmare'
|
||||
end
|
||||
end
|
||||
|
||||
@ -135,11 +151,11 @@ end
|
||||
-- }
|
||||
|
||||
Public.daynightcycle_types = {
|
||||
{displayname = 'Static', 0},
|
||||
{displayname = 'Slow Cyclic', ticksperday = 100000},
|
||||
{displayname = 'Cyclic', ticksperday = 80000},
|
||||
{displayname = 'Fast Cyclic', ticksperday = 60000},
|
||||
{displayname = 'Rapid Cyclic', ticksperday = 40000},
|
||||
{displayname = {'pirates.daynightcycle_static'}, 0},
|
||||
{displayname = {'pirates.daynightcycle_slowcyclic'}, ticksperday = 100000},
|
||||
{displayname = {'pirates.daynightcycle_cyclic'}, ticksperday = 80000},
|
||||
{displayname = {'pirates.daynightcycle_fastcyclic'}, ticksperday = 60000},
|
||||
{displayname = {'pirates.daynightcycle_rapidcyclic'}, ticksperday = 40000},
|
||||
}
|
||||
|
||||
Public.ore_types = {
|
||||
|
@ -32,13 +32,16 @@ Public.enum = enum
|
||||
function Public.difficulty_vote(player_index, difficulty_id)
|
||||
local memory = Memory.get_crew_memory()
|
||||
|
||||
|
||||
if not (memory.difficulty_votes) then memory.difficulty_votes = {} end
|
||||
local player = game.players[player_index]
|
||||
if not (player and player.valid) then return end
|
||||
|
||||
|
||||
if memory.difficulty_votes[player_index] and memory.difficulty_votes[player_index] == difficulty_id then
|
||||
return nil
|
||||
else
|
||||
log(_inspect(CoreData.difficulty_options))
|
||||
local option = CoreData.difficulty_options[difficulty_id]
|
||||
if not option then return end
|
||||
|
||||
@ -77,10 +80,11 @@ function Public.update_difficulty()
|
||||
local color = CoreData.difficulty_options[modal_id].associated_color
|
||||
|
||||
local message1 = {'pirates.notify_difficulty_change', color.r, color.g, color.b, CoreData.difficulty_options[modal_id].text}
|
||||
|
||||
Common.notify_force(memory.force, message1)
|
||||
|
||||
local message2 = 'Difficulty changed to ' .. CoreData.difficulty_options[modal_id].text .. '.'
|
||||
Server.to_discord_embed_raw(CoreData.comfy_emojis.kewl .. '[' .. memory.name .. '] ' .. message2)
|
||||
-- local message2 = 'Difficulty changed to ' .. CoreData.difficulty_options[modal_id].text .. '.'
|
||||
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.kewl .. '[' .. memory.name .. '] ', message1}, true)
|
||||
|
||||
memory.difficulty_option = modal_id
|
||||
memory.difficulty = CoreData.difficulty_options[modal_id].value
|
||||
@ -151,7 +155,7 @@ function Public.try_win()
|
||||
memory.game_won = true
|
||||
-- memory.crew_disband_tick = game.tick + 1200
|
||||
|
||||
Server.to_discord_embed_raw(CoreData.comfy_emojis.goldenobese .. '[' .. memory.name .. '] Victory, on v' .. CoreData.version_string .. ', ' .. CoreData.difficulty_options[memory.difficulty_option].text .. ', capacity ' .. CoreData.capacity_options[memory.capacity_option].text3 .. '. Playtime: ' .. speedrun_time_str .. ' since 1st island. Crewmembers: ' .. Public.get_crewmembers_printable_string())
|
||||
Server.to_discord_embed_raw({'', CoreData.comfy_emojis.goldenobese .. '[' .. memory.name .. '] Victory, on v' .. CoreData.version_string .. ', ', CoreData.difficulty_options[memory.difficulty_option].text, ', capacity ' .. CoreData.capacity_options[memory.capacity_option].text3 .. '. Playtime: ' .. speedrun_time_str .. ' since 1st island. Crewmembers: ' .. Public.get_crewmembers_printable_string()}, true)
|
||||
|
||||
Common.notify_game({'','[' .. memory.name .. '] ',{'pirates.victory',CoreData.version_string, CoreData.difficulty_options[memory.difficulty_option].text, CoreData.capacity_options[memory.capacity_option].text3, speedrun_time_str, Public.get_crewmembers_printable_string()}}, CoreData.colors.notify_victory)
|
||||
|
||||
@ -875,7 +879,7 @@ function Public.reset_crew_and_enemy_force(id)
|
||||
|
||||
crew_force.technologies['automobilism'].enabled = false
|
||||
|
||||
crew_force.technologies['toolbelt'].enabled = false --trying this. we don't actually want players to carry things manually, and in fact in a resource-tight scenario that's problematic
|
||||
crew_force.technologies['toolbelt'].enabled = false --trying this. we don't actually want players to carry too many things manually, and in fact in a resource-tight scenario that's problematic
|
||||
|
||||
-- note: many of these recipes are overwritten after tech researched!!!!!!! like pistol. check elsewhere in code
|
||||
|
||||
|
@ -68,7 +68,7 @@ function Public.new_window(player, name)
|
||||
flow.style.maximal_width = 270
|
||||
flow.style.minimal_height = 80
|
||||
flow.style.natural_height = 80
|
||||
flow.style.maximal_height = 700
|
||||
flow.style.maximal_height = 760
|
||||
flow.style.padding = 10
|
||||
|
||||
return flow
|
||||
|
@ -574,7 +574,7 @@ function Public.click(event)
|
||||
end
|
||||
|
||||
if string.sub(eventname, 1, 18) and string.sub(eventname, 1, 18) == 'difficulty_option_' then
|
||||
Crew.difficulty_vote(player.index, string.sub(eventname, 19, -1))
|
||||
Crew.difficulty_vote(player.index, tonumber(string.sub(eventname, 19, -1)))
|
||||
return
|
||||
end
|
||||
|
||||
|
@ -1080,7 +1080,7 @@ function Public.update_gui(player)
|
||||
flow1 = pirates_flow.minimap_piratebutton_frame
|
||||
|
||||
if flow1 then
|
||||
if bools.in_hold_bool then
|
||||
if bools.in_hold_bool or bools.in_cabin_bool then
|
||||
flow1.visible = true
|
||||
else
|
||||
flow1.visible = false
|
||||
@ -1127,7 +1127,7 @@ function Public.update_gui(player)
|
||||
flow1.style.minimal_height = 384
|
||||
flow1.style.minimal_width = 384
|
||||
flow1.position = {x=memory.overworldx,y=memory.overworldy}
|
||||
elseif bools.in_cabin_bool or bools.in_crowsnest_bool then
|
||||
elseif bools.in_crowsnest_bool then
|
||||
flow1.visible = true
|
||||
flow1.surface_index = game.surfaces[memory.boat.surface_name].index
|
||||
flow1.zoom = 0.09
|
||||
|
@ -201,8 +201,8 @@ function Public.click(event)
|
||||
elseif size == 440 then
|
||||
size = 560
|
||||
elseif size == 560 then
|
||||
size = 700
|
||||
elseif size == 700 then
|
||||
size = 660
|
||||
elseif size == 660 then
|
||||
size = 280
|
||||
else
|
||||
size = 340
|
||||
@ -227,14 +227,14 @@ local function on_player_changed_surface(event)
|
||||
|
||||
local window = player.gui.screen[window_name .. '_piratewindow']
|
||||
|
||||
local from_hold_bool = string.sub(game.surfaces[event.surface_index].name, 9, 12) == 'Hold'
|
||||
local to_hold_bool = string.sub(player.surface.name, 9, 12) == 'Hold'
|
||||
local from_hold_or_cabin_bool = string.sub(game.surfaces[event.surface_index].name, 9, 12) == 'Hold' or string.sub(game.surfaces[event.surface_index].name, 9, 13) == 'Cabin'
|
||||
local to_hold_or_cabin_bool = string.sub(player.surface.name, 9, 12) == 'Hold' or string.sub(player.surface.name, 9, 13) == 'Cabin'
|
||||
|
||||
if from_hold_bool and (not to_hold_bool) then
|
||||
if from_hold_or_cabin_bool and (not to_hold_or_cabin_bool) then
|
||||
if window then
|
||||
Public.toggle_window(player)
|
||||
end
|
||||
elseif to_hold_bool and (not from_hold_bool) then
|
||||
elseif to_hold_or_cabin_bool and (not from_hold_or_cabin_bool) then
|
||||
local global_memory = Memory.get_global_memory()
|
||||
local gui_memory = global_memory.player_gui_memories[player.index]
|
||||
|
||||
|
@ -499,7 +499,7 @@ function Public.full_update(player)
|
||||
elseif mem.crewplayerindices then
|
||||
count = #mem.crewplayerindices
|
||||
end
|
||||
wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, mem.name .. ', ' .. CoreData.difficulty_options[mem.difficulty_option].text .. ', [item=light-armor]' .. count .. CoreData.capacity_options[mem.capacity_option].text2 .. ', [item=rail] ' .. (mem.overworldx or 0)}
|
||||
wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, {'', mem.name .. ', ', CoreData.difficulty_options[mem.difficulty_option].text, ', [item=light-armor]' .. count .. CoreData.capacity_options[mem.capacity_option].text2 .. ', [item=rail] ' .. (mem.overworldx or 0)}}
|
||||
-- wrappedmemories[#wrappedmemories + 1] = {'pirates.run_displayform', mem.id, mem.name, Utils.spritepath_to_richtext(CoreData.difficulty_options[mem.difficulty_option].icon), count, CoreData.capacity_options[mem.capacity_option].text2, ' [item=rail] ', mem.overworldx or 0}
|
||||
end
|
||||
GuiCommon.update_listbox(flow.ongoing_runs.body.ongoing_runs_listbox, wrappedmemories)
|
||||
|
@ -496,7 +496,7 @@ local function score_gui(data)
|
||||
local n = entry.completion_time > 0 and Utils.time_mediumform(entry.completion_time or 0) or 'N/A'
|
||||
local l = entry.leagues_travelled > 0 and entry.leagues_travelled or '?'
|
||||
local v = entry.version and entry.version or '?'
|
||||
local d = entry.difficulty > 0 and CoreData.get_difficulty_name_from_value(entry.difficulty) or '?'
|
||||
local d = entry.difficulty > 0 and CoreData.difficulty_options[CoreData.get_difficulty_option_from_value(entry.difficulty)].text or '?'
|
||||
local c = entry.max_players > 0 and entry.max_players or '?'
|
||||
local line = {
|
||||
{caption = entry.name, color = special_color},
|
||||
@ -504,7 +504,7 @@ local function score_gui(data)
|
||||
{caption = tostring(n)},
|
||||
{caption = tostring(l)},
|
||||
{caption = tostring(v)},
|
||||
{caption = tostring(d)},
|
||||
{caption = d},
|
||||
{caption = tostring(c)},
|
||||
}
|
||||
local default_color = {r = 0.9, g = 0.9, b = 0.9}
|
||||
|
@ -129,10 +129,6 @@ local function on_init()
|
||||
-- Delay.global_add(Delay.global_enum.PLACE_LOBBY_JETTY_AND_BOATS)
|
||||
Task.set_timeout_in_ticks(2, jetty_delayed, {})
|
||||
|
||||
if _DEBUG then
|
||||
game.print('Debug mode on. Use /go to get started (sometimes crashes)')
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local event = require 'utils.event'
|
||||
|
@ -1,6 +1,7 @@
|
||||
|
||||
local Public = {}
|
||||
|
||||
-- no longer using the below code
|
||||
Public.encoding = [[!#$%&'()*+'-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ/^_`abcdefghijklmnopqrstuvwxyz{}|~]]
|
||||
Public.encoding_length = 91
|
||||
Public.enc = {}
|
||||
|
File diff suppressed because one or more lines are too long
@ -538,14 +538,14 @@ function Public.go_from_currentdestination_to_sea()
|
||||
|
||||
if memory.overworldx == 0 and memory.boat then
|
||||
|
||||
local difficulty_name = CoreData.get_difficulty_name_from_value(memory.difficulty)
|
||||
if difficulty_name == CoreData.difficulty_options[#CoreData.difficulty_options].text then
|
||||
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(memory.difficulty)
|
||||
if difficulty_name == 'nightmare' then
|
||||
Boats.upgrade_chests(boat, 'steel-chest')
|
||||
Hold.upgrade_chests(1, 'steel-chest')
|
||||
Crowsnest.upgrade_chests('steel-chest')
|
||||
|
||||
Common.parrot_speak(memory.force, {'pirates.parrot_hard_praise'})
|
||||
elseif difficulty_name ~= CoreData.difficulty_options[1].text then
|
||||
elseif difficulty_name ~= 'easy' then
|
||||
Boats.upgrade_chests(boat, 'iron-chest')
|
||||
Hold.upgrade_chests(1, 'iron-chest')
|
||||
Crowsnest.upgrade_chests('iron-chest')
|
||||
|
@ -210,10 +210,10 @@ function Public.initialise_worms_quest()
|
||||
if Common.difficulty_scale() < 1 then needed = Math.max(1, needed - 3) end
|
||||
if Common.difficulty_scale() > 1 then needed = Math.max(1, needed + 2) end
|
||||
|
||||
local difficulty_name = CoreData.get_difficulty_name_from_value(Common.difficulty_scale())
|
||||
if difficulty_name == CoreData.difficulty_options[1].text then
|
||||
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(Common.difficulty_scale())
|
||||
if difficulty_name == 'easy' then
|
||||
needed = Math.max(1, needed - 3)
|
||||
elseif difficulty_name ~= CoreData.difficulty_options[2].text then
|
||||
elseif difficulty_name ~= 'normal' then
|
||||
needed = Math.max(1, needed + 2)
|
||||
end
|
||||
|
||||
|
@ -7,6 +7,7 @@ local Loot = require 'maps.pirates.loot'
|
||||
-- local Utils = require 'maps.pirates.utils_local'
|
||||
local _inspect = require 'utils.inspect'.inspect
|
||||
|
||||
--@add stuff from new quest structures to this file?
|
||||
local Public = {}
|
||||
local enum = {
|
||||
BOATS = 'Boats',
|
||||
|
@ -264,7 +264,7 @@ function Public.create_cabin_surface()
|
||||
end
|
||||
|
||||
rendering.draw_text{
|
||||
text = 'Captain\'s Cabin',
|
||||
text = {'pirates.surface_label_cabin'},
|
||||
surface = surface,
|
||||
target = Public.Data.surfacename_rendering_pos,
|
||||
color = CoreData.colors.renderingtext_yellow,
|
||||
|
@ -250,7 +250,7 @@ function Public.create_crowsnest_surface()
|
||||
-- end
|
||||
|
||||
memory.crowsnest_surfacename_rendering = rendering.draw_text{
|
||||
text = 'Crow\'s Nest',
|
||||
text = {'pirates.surface_label_crowsnest'},
|
||||
surface = surface,
|
||||
target = Public.Data.surfacename_rendering_pos,
|
||||
color = CoreData.colors.renderingtext_yellow,
|
||||
|
@ -171,7 +171,7 @@ function Public.create_hold_surface(nth)
|
||||
scale = 1,
|
||||
font = 'default-game',
|
||||
alignment = alignment,
|
||||
text = 'inactive',
|
||||
text = {'pirates.hold_connections_label_inactive'},
|
||||
}
|
||||
end
|
||||
|
||||
@ -209,10 +209,10 @@ function Public.create_hold_surface(nth)
|
||||
end
|
||||
|
||||
if subtype == enum.SECONDARY then
|
||||
local difficulty_name = CoreData.get_difficulty_name_from_value(memory.difficulty)
|
||||
if difficulty_name == CoreData.difficulty_options[#CoreData.difficulty_options].text then
|
||||
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(memory.difficulty)
|
||||
if difficulty_name == 'nightmare' then
|
||||
Public.upgrade_chests(nth, 'steel-chest')
|
||||
elseif difficulty_name ~= CoreData.difficulty_options[1].text then
|
||||
elseif difficulty_name ~= 'easy' then
|
||||
Public.upgrade_chests(nth, 'iron-chest')
|
||||
end
|
||||
|
||||
@ -221,7 +221,7 @@ function Public.create_hold_surface(nth)
|
||||
|
||||
if nth==1 then
|
||||
memory.shiphold_rendering_1 = rendering.draw_text{
|
||||
text = 'Ship\'s Hold',
|
||||
text = {'pirates.surface_label_hold'},
|
||||
surface = surface,
|
||||
target = Public.Data.surfacename_rendering_pos,
|
||||
color = CoreData.colors.renderingtext_yellow,
|
||||
@ -236,7 +236,7 @@ function Public.create_hold_surface(nth)
|
||||
end
|
||||
end
|
||||
rendering.draw_text{
|
||||
text = 'Ship\'s Hold: -' .. nth,
|
||||
text = {'pirates.surface_label_hold_nth', nth},
|
||||
surface = surface,
|
||||
target = Public.Data.surfacename_rendering_pos,
|
||||
color = CoreData.colors.renderingtext_yellow,
|
||||
@ -339,10 +339,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
|
||||
b1.connect_linked_belts(b2)
|
||||
end
|
||||
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][3], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][4], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][3], {'pirates.hold_connections_label_to', nth})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][4], {'pirates.hold_connections_label_to', nth})
|
||||
else
|
||||
connections = {
|
||||
{5,5},
|
||||
@ -356,10 +356,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
|
||||
b1.connect_linked_belts(b2)
|
||||
end
|
||||
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][3], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][4], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][3], {'pirates.hold_connections_label_to', nth})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][4], {'pirates.hold_connections_label_to', nth})
|
||||
end
|
||||
connections = {
|
||||
{1,9},
|
||||
@ -373,10 +373,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
|
||||
b1.connect_linked_belts(b2)
|
||||
end
|
||||
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][1], 'to -' .. 1)
|
||||
rendering.set_text(boat.hold_helper_renderings[1][1], 'from -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][2], 'to -' .. 1)
|
||||
rendering.set_text(boat.hold_helper_renderings[1][2], 'from -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][1], {'pirates.hold_connections_label_to', 1})
|
||||
rendering.set_text(boat.hold_helper_renderings[1][1], {'pirates.hold_connections_label_from', nth})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][2], {'pirates.hold_connections_label_to', 1})
|
||||
rendering.set_text(boat.hold_helper_renderings[1][2], {'pirates.hold_connections_label_from', nth})
|
||||
else
|
||||
connections = {
|
||||
{1,1},
|
||||
@ -390,10 +390,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
|
||||
b1.connect_linked_belts(b2)
|
||||
end
|
||||
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][1], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][1], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][2], 'from -' .. nth-1)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][2], 'to -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][1], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][1], {'pirates.hold_connections_label_to', nth})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][2], {'pirates.hold_connections_label_from', nth-1})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth-1][2], {'pirates.hold_connections_label_to', nth})
|
||||
|
||||
connections = {
|
||||
{5,9},
|
||||
@ -407,10 +407,10 @@ function Public.nth_hold_connect_linked_belts(nth) --assumes both are in standar
|
||||
b1.connect_linked_belts(b2)
|
||||
end
|
||||
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], 'to -' .. 1)
|
||||
rendering.set_text(boat.hold_helper_renderings[1][1], 'from -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], 'to -' .. 1)
|
||||
rendering.set_text(boat.hold_helper_renderings[1][2], 'from -' .. nth)
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][3], {'pirates.hold_connections_label_to', 1})
|
||||
rendering.set_text(boat.hold_helper_renderings[1][1], {'pirates.hold_connections_label_from', nth})
|
||||
rendering.set_text(boat.hold_helper_renderings[nth][4], {'pirates.hold_connections_label_to', 1})
|
||||
rendering.set_text(boat.hold_helper_renderings[1][2], {'pirates.hold_connections_label_from', nth})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
@ -169,14 +169,14 @@ function Public.destination_on_collide(destination)
|
||||
local playercount = Common.activecrewcount()
|
||||
local max_evo
|
||||
|
||||
local difficulty_name = CoreData.get_difficulty_name_from_value(Common.difficulty_scale())
|
||||
if difficulty_name == CoreData.difficulty_options[1].text then
|
||||
local difficulty_name = CoreData.get_difficulty_option_informal_name_from_value(Common.difficulty_scale())
|
||||
if difficulty_name == 'easy' then
|
||||
if memory.overworldx/40 < 20 then
|
||||
max_evo = 0.9 - (20 - memory.overworldx/40) * 1/100
|
||||
else
|
||||
max_evo = 0.91 + (memory.overworldx/40 - 20) * 0.25/100
|
||||
end
|
||||
elseif difficulty_name == CoreData.difficulty_options[2].text then
|
||||
elseif difficulty_name == 'normal' then
|
||||
if memory.overworldx/40 < 15 then
|
||||
max_evo = 0.9 - (15 - memory.overworldx/40) * 0.5/100
|
||||
else
|
||||
|
Loading…
x
Reference in New Issue
Block a user