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Commit 46684d93 authored by Otowa Kotori's avatar Otowa Kotori
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more fixes

parent 6afc26ba
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......@@ -28,7 +28,7 @@ desc = function(self, who)
if self:isCompleted("abashed") then
desc[#desc+1] = _t"#LIGHT_GREEN#* You have explored the expanse and closed all three wormholes.#WHITE#"
else
desc[#desc+1] = _t"#SLATE#* You have closed "..self.stables.." wormhole(s).#WHITE#"
desc[#desc+1] = ("#SLATE#* You have closed %s wormhole(s).#WHITE#"):tformat(self.stables)
end
return table.concat(desc, "\n")
end
......
......@@ -31,9 +31,9 @@ makeWarpMine = function(self, t, x, y, type, dam)
-- Our Mines
local mine = Trap.new{
name = ("warp mine: %s"):tformat(type),
name = ("warp mine: %s"):tformat(type == "toward" and _t"toward" or _t"away"),
type = "temporal", id_by_type=true, unided_name = "trap",
display = '^', color=colors.BLUE, image = ("trap/chronomine_%s_0%d.png"):tformat(type == "toward" and "blue" or "red", rng.avg(1, 4, 3)),
display = '^', color=colors.BLUE, image = ("trap/chronomine_%s_0%d.png"):format(type == "toward" and "blue" or "red", rng.avg(1, 4, 3)),
shader = "shadow_simulacrum", shader_args = { color = {0.2, 0.2, 0.2}, base = 0.8, time_factor = 1500 },
temporary = duration,
x = x, y = y, type = type,
......@@ -284,7 +284,7 @@ newTalent{
-- Make our tether
local tether = mod.class.Object.new{
old_feat = oe, type = "temporal", subtype = "tether",
name = self.name:capitalize() .. "'s spatial tether", add_mos = {{image="object/temporal_instability.png"}},
name = ("%s's spatial tether"):tformat(self.name:capitalize()), add_mos = {{image="object/temporal_instability.png"}},
display = '&', color=colors.LIGHT_BLUE,
temporary = t.getDuration(self, t),
power = power, dest_power = dest_power, chance = chance,
......
......@@ -31,7 +31,7 @@ summonTemporalHound = function(self, t)
local m = require("mod.class.NPC").new{
type = "animal", subtype = "canine",
display = "C", color=colors.LIGHT_DARK, image = ("npc/temp_hound_0%d.png"):tformat(rng.range(1, 12)),
display = "C", color=colors.LIGHT_DARK, image = ("npc/temp_hound_0%d.png"):format(rng.range(1, 12)),
shader = "shadow_simulacrum", shader_args = { color = {0.4, 0.4, 0.1}, base = 0.8, time_factor = 1500 },
name = "temporal hound", faction = self.faction,
desc = [[A trained hound that appears to be all at once a little puppy and a toothless old dog.]],
......
......@@ -702,7 +702,7 @@ newTalent{
end
local ok = true
self:project(tg, x, y, function(px, py)
print(("Grappling hook projection at (%s, %s) vs target (%s, %s)"):tformat(px, py, x, y))
print(("Grappling hook projection at (%s, %s) vs target (%s, %s)"):format(px, py, x, y))
local target = game.level.map(px, py, engine.Map.ACTOR)
if target then -- hook actor
......
......@@ -260,7 +260,7 @@ newTalent{
local proj = throw(self, self:getTalentRadius(t), t.getDamage(self,t), tgt.act.x, tgt.act.y, nil, nil, 1)
proj.name = "Fan of Knives"
tgt.cnt = tgt.cnt + 1
print(("Fan of Knives #%d: target:%s (%s, %s) = %d"):tformat(count, tgt.act.name, tgt.act.x, tgt.act.y, tgt.cnt))
print(("Fan of Knives #%d: target:%s (%s, %s) = %d"):format(count, tgt.act.name, tgt.act.x, tgt.act.y, tgt.cnt))
count = count - 1
if tgt.cnt >= tgt_max then table.remove(tgts, id) end
end
......
......@@ -187,7 +187,7 @@ uberTalent{
local proc = self:hasProc("endless_woes_"..dt:lower())
if proc then cooldowns[#cooldowns+1] = (dt:lower()):capitalize()..": "..proc.turns end
end
str = "(Cooldowns)".."\n"..table.concat(cooldowns, "\n")
str = _t"(Cooldowns)".."\n"..table.concat(cooldowns, "\n")
end
return ([[Surround yourself with a malevolent aura that stores damage you deal.
Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and applying one of the following effects:
......@@ -349,7 +349,7 @@ uberTalent{
local proc = self:hasProc("elemental_surge_"..dt:lower())
if proc then cooldowns[#cooldowns+1] = (dt:lower()):capitalize()..": "..proc.turns end
end
str = "(Cooldowns)".."\n"..table.concat(cooldowns, "\n")
str = _t"(Cooldowns)".."\n"..table.concat(cooldowns, "\n")
end
return ([[Surround yourself with an elemental aura that stores damage you deal.
Whenever you have stored %d damage of one type you unleash a powerful blast at a random enemy dealing %d damage of that type in radius %d and granting you one of the following effects:
......@@ -371,17 +371,17 @@ uberTalent{
eye_of_the_tiger_data = {
physical = {
desc = "All physical criticals reduce the remaining cooldown of a random technique or cunning talent by 2.",
desc = _t"All physical criticals reduce the remaining cooldown of a random technique or cunning talent by 2.",
types = { "^technique/", "^cunning/" },
reduce = 2,
},
spell = {
desc = "All spell criticals reduce the remaining cooldown of a random spell/corruption/celestial/chronomancy talent by 2.",
desc = _t"All spell criticals reduce the remaining cooldown of a random spell/corruption/celestial/chronomancy talent by 2.",
types = { "^spell/", "^corruption/", "^celestial/", "^chronomancy/" },
reduce = 2,
},
mind = {
desc = "All mind criticals reduce the remaining cooldown of a random wild gift/psionic/afflicted talent by 2.",
desc = _t"All mind criticals reduce the remaining cooldown of a random wild gift/psionic/afflicted talent by 2.",
types = { "^wild%-gift/", "^cursed/", "^psionic/" },
reduce = 2,
},
......
......@@ -192,7 +192,7 @@ function _M:use(item, button)
self:simplePopup(_t"Middle mouse click assigned", ("%s assigned to middle mouse click on an hostile target."):tformat(self.actor:getTalentFromId(item.talent).name:capitalize()))
elseif b.what == "left" then
self.actor.auto_shoot_talent = item.talent
self:simplePopup(_t"Left mouse click assigned", (" assigned to left mouse click on an hostile target."):tformat(self.actor:getTalentFromId(item.talent).name:capitalize()))
self:simplePopup(_t"Left mouse click assigned", ("%s assigned to left mouse click on an hostile target."):tformat(self.actor:getTalentFromId(item.talent).name:capitalize()))
elseif b.what == "unbind" then
if self.actor.auto_shoot_talent == item.talent then self.actor.auto_shoot_talent = nil end
if self.actor.auto_shoot_midclick_talent == item.talent then self.actor.auto_shoot_midclick_talent = nil end
......
......@@ -179,12 +179,12 @@ ActorTemporaryEffects:loadDefinition("/data/timed_effects.lua")
dofile("/data/resources.lua")
-- Actor stats
ActorStats:defineStat(_t"Strength", "str", 10, 1, 100, _t"Strength defines your character's ability to apply physical force. It increases your melee damage, damage done with heavy weapons, your chance to resist physical effects, and carrying capacity.")
ActorStats:defineStat(_t"Dexterity", "dex", 10, 1, 100, _t"Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks, and your damage with light or ranged weapons.")
ActorStats:defineStat(_t"Magic", "mag", 10, 1, 100, _t"Magic defines your character's ability to manipulate the magical energy of the world. It increases your spell power, and the effect of spells and other magic items.")
ActorStats:defineStat(_t"Willpower", "wil", 10, 1, 100, _t"Willpower defines your character's ability to concentrate. It increases your mana, stamina and PSI capacity, and your chance to resist mental attacks.")
ActorStats:defineStat(_t"Cunning", "cun", 10, 1, 100, _t"Cunning defines your character's ability to learn, think, and react. It allows you to learn many worldly abilities, and increases your mental capabilities and chance of critical hits.")
ActorStats:defineStat(_t"Constitution", "con", 10, 1, 100, _t"Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.")
ActorStats:defineStat("Strength", "str", 10, 1, 100, _t"Strength defines your character's ability to apply physical force. It increases your melee damage, damage done with heavy weapons, your chance to resist physical effects, and carrying capacity.")
ActorStats:defineStat("Dexterity", "dex", 10, 1, 100, _t"Dexterity defines your character's ability to be agile and alert. It increases your chance to hit, your ability to avoid attacks, and your damage with light or ranged weapons.")
ActorStats:defineStat("Magic", "mag", 10, 1, 100, _t"Magic defines your character's ability to manipulate the magical energy of the world. It increases your spell power, and the effect of spells and other magic items.")
ActorStats:defineStat("Willpower", "wil", 10, 1, 100, _t"Willpower defines your character's ability to concentrate. It increases your mana, stamina and PSI capacity, and your chance to resist mental attacks.")
ActorStats:defineStat("Cunning", "cun", 10, 1, 100, _t"Cunning defines your character's ability to learn, think, and react. It allows you to learn many worldly abilities, and increases your mental capabilities and chance of critical hits.")
ActorStats:defineStat("Constitution", "con", 10, 1, 100, _t"Constitution defines your character's ability to withstand and resist damage. It increases your maximum life and physical resistance.")
-- Luck is hidden and starts at half max value (50) which is considered the standard
ActorStats:defineStat(_t"Luck", "lck", 50, 1, 100, _t"Luck defines your character's fortune when dealing with unknown events. It increases your critical strike chance, your chance of random encounters, ...")
......
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