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binaries/data/mods/public/gui/common/gamedescription.js
Show First 20 Lines • Show All 243 Lines • ▼ Show 20 Lines | if (isCaptureTheRelic) | ||||
translatePluralWithContext( | translatePluralWithContext( | ||||
"victory condition", | "victory condition", | ||||
"Capture The Relic (%(min)s minute)", | "Capture The Relic (%(min)s minute)", | ||||
"Capture The Relic (%(min)s minutes)", | "Capture The Relic (%(min)s minutes)", | ||||
g_GameAttributes.settings.VictoryDuration | g_GameAttributes.settings.VictoryDuration | ||||
), | ), | ||||
{ "min": g_GameAttributes.settings.VictoryDuration } | { "min": g_GameAttributes.settings.VictoryDuration } | ||||
); | ); | ||||
Sandarac: There is a space here mainly because bb recommended to do so with the `else if` above in D152. | |||||
titles.push({ | titles.push({ | ||||
"label": title, | "label": title, | ||||
"value": g_VictoryConditions.Description[victoryIdx] | "value": g_VictoryConditions.Description[victoryIdx] | ||||
}); | }); | ||||
Not Done Inline Actions
Me too. That colon isn't too nice, since we will have Setting: Boolean: Description, i.e. two colons. The Exposed Heroes and the gamesetup controller should still be capable of figuring out which option determines this label. elexis: > I am rather fond of the "Exposed Heroes" label
Me too. That colon isn't too nice, since we… | |||||
Not Done Inline ActionsExposed Heroes it is then. Sandarac: `Exposed Heroes` it is then. | |||||
Not Done Inline ActionsMaybe this string could be worded a bit better - or be more descriptive. Sandarac: Maybe this string could be worded a bit better - or be more descriptive. | |||||
if (isCaptureTheRelic) | if (isCaptureTheRelic) | ||||
titles.push({ | titles.push({ | ||||
"label": translate("Relic Count"), | "label": translate("Relic Count"), | ||||
"value": g_GameAttributes.settings.RelicCount | "value": g_GameAttributes.settings.RelicCount | ||||
Done Inline ActionsThis file is about explaining the gamesettings (in the gamesetup and objectives dialog in the session) to players who don't already know what the settings mean. So that reading the explanation can be skipped and to avoid boolean strings, the label can change dynamically too. elexis: This file is about explaining the gamesettings (in the gamesetup and objectives dialog in the… | |||||
}); | }); | ||||
if (g_VictoryConditions.Name[victoryIdx] == "regicide") | |||||
if (g_GameAttributes.settings.RegicideGarrison) | |||||
titles.push({ | |||||
"label": translate("Hero Garrison"), | |||||
"value": translate("Heroes can be garrisoned.") | |||||
}); | |||||
else | |||||
titles.push({ | |||||
"label": translate("Exposed Heroes"), | |||||
"value": translate("Heroes cannot be garrisoned, and they are vulnerable to raids.") | |||||
}); | |||||
} | } | ||||
if (g_GameAttributes.settings.RatingEnabled && | if (g_GameAttributes.settings.RatingEnabled && | ||||
g_GameAttributes.settings.PlayerData.length == 2) | g_GameAttributes.settings.PlayerData.length == 2) | ||||
titles.push({ | titles.push({ | ||||
"label": translate("Rated game"), | "label": translate("Rated game"), | ||||
"value": translate("When the winner of this match is determined, the lobby score will be adapted.") | "value": translate("When the winner of this match is determined, the lobby score will be adapted.") | ||||
}); | }); | ||||
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There is a space here mainly because bb recommended to do so with the else if above in D152.