From 74824a9e985dcd8df0f4f742c4cf6f73c4fc5994 Mon Sep 17 00:00:00 2001
From: Rmojarro1 <48000819+Rmojarro1@users.noreply.github.com>
Date: Thu, 22 May 2025 18:06:23 -0700
Subject: [PATCH 1/4] Added relic/note/money to rob text
The text should display the name of the relic/note/money taken from the player in paraenthesis. EventTemplate was slightly tweaked to include extra func OutcomeResolver. Adjusted EventDatabase and Event Scene accordingly.
---
Classes/Events/EventDatabase.cs | 42 ++++++++++++++++++++++++++-
Classes/Events/EventTemplate.cs | 26 ++++++++++++++++-
Globals/Translations/Translations.csv | 6 ++--
Scenes/EventScene/EventScene.cs | 7 +++--
4 files changed, 74 insertions(+), 7 deletions(-)
diff --git a/Classes/Events/EventDatabase.cs b/Classes/Events/EventDatabase.cs
index 5a869ebd..a8feb747 100644
--- a/Classes/Events/EventDatabase.cs
+++ b/Classes/Events/EventDatabase.cs
@@ -4,6 +4,7 @@
///
/// Holds all game events and their associated logic.
///
+
public class EventDatabase
{
public const int EventDatabaseSize = 3;
@@ -22,7 +23,11 @@ public class EventDatabase
0,
StageProducer.PlayerStats.CurNotes.Length - 1
);
+ var note = StageProducer.PlayerStats.CurNotes[randIndex];
+ string name = note.Name.ToUpper().Replace(" ", "");
+ string localizedName = TranslationServer.Translate("NOTE_" + name + "_NAME");
StageProducer.PlayerStats.RemoveNote(randIndex);
+ node.TempData = localizedName;
},
(self, node) =>
{
@@ -30,11 +35,19 @@ public class EventDatabase
0,
StageProducer.PlayerStats.CurRelics.Length - 1
);
+ var relic = StageProducer.PlayerStats.CurRelics[randIndex];
+ string name = relic.Name.ToUpper().Replace(" ", "");
+ string localizedName = TranslationServer.Translate("RELIC_" + name + "_NAME");
StageProducer.PlayerStats.RemoveRelic(randIndex);
+
+ node.TempData = localizedName;
},
(self, node) =>
{
+ string stolenMoney = (StageProducer.PlayerStats.Money / 2).ToString();
StageProducer.PlayerStats.Money /= 2;
+
+ node.TempData = stolenMoney;
},
],
GD.Load("res://Classes/Events/Assets/Bandit_Event.png"),
@@ -42,7 +55,34 @@ public class EventDatabase
() => StageProducer.PlayerStats.CurNotes.Length > 0,
() => StageProducer.PlayerStats.CurRelics.Length > 0,
() => StageProducer.PlayerStats.Money > 0,
- ]
+ ],
+ outcomeResolvers: new Func[]
+ {
+ (self, node) =>
+ {
+ string itemName = node.TempData?.ToString() ?? "an item";
+ return string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME1"),
+ itemName
+ );
+ },
+ (self, node) =>
+ {
+ string relicName = node.TempData?.ToString() ?? "a relic";
+ return string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME2"),
+ relicName
+ );
+ },
+ (self, node) =>
+ {
+ string money = node.TempData?.ToString() ?? "some gold";
+ return string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME3"),
+ money
+ );
+ },
+ }
),
new EventTemplate(
1,
diff --git a/Classes/Events/EventTemplate.cs b/Classes/Events/EventTemplate.cs
index 104afb86..a6f993aa 100644
--- a/Classes/Events/EventTemplate.cs
+++ b/Classes/Events/EventTemplate.cs
@@ -12,6 +12,7 @@ public class EventTemplate
public string EventDescription;
public string[] ButtonDescriptions;
public string[] OutcomeDescriptions;
+ public Func[] OutcomeResolver;
public Texture2D Texture;
public EventAction[] OptionActions;
public EventCondition[] OptionEnabledConditions;
@@ -25,7 +26,8 @@ public EventTemplate(
string[] outcomeDescriptions,
EventAction[] optionActions,
Texture2D texture,
- EventCondition[] optionEnabledConditions = null
+ EventCondition[] optionEnabledConditions = null,
+ Func[] outcomeResolvers = null
)
{
Id = id;
@@ -35,5 +37,27 @@ public EventTemplate(
OptionActions = optionActions;
Texture = texture;
OptionEnabledConditions = optionEnabledConditions;
+ OutcomeResolver = outcomeResolvers;
+ }
+
+ public string GetOutcomeText(int index, EventScene context)
+ {
+ if (
+ OutcomeResolver != null
+ && index >= 0
+ && index < OutcomeResolver.Length
+ && OutcomeResolver[index] != null
+ )
+ {
+ return OutcomeResolver[index](this, context);
+ }
+
+ // Fallback to static string
+ if (OutcomeDescriptions != null && index >= 0 && index < OutcomeDescriptions.Length)
+ {
+ return TranslationServer.Translate(OutcomeDescriptions[index]);
+ }
+
+ return "[Missing outcome text]";
}
}
diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv
index a0b7cb2b..d350abd2 100644
--- a/Globals/Translations/Translations.csv
+++ b/Globals/Translations/Translations.csv
@@ -143,9 +143,9 @@ EVENT_EVENT1_DESC,A bandit approaches you.,一个强盗拦住了你。
EVENT_EVENT1_OPTION1,Give them a random note,给他一个随机音符
EVENT_EVENT1_OPTION2,Give them a random relic,给他一件随机遗物
EVENT_EVENT1_OPTION3,Give them half your gold,给他你一半的金币
-EVENT_EVENT1_OUTCOME1,You got robbed of a random note.,你被抢走了一个随机音符
-EVENT_EVENT1_OUTCOME2,You got robbed of a random relic.,你被抢走了一件随机遗物
-EVENT_EVENT1_OUTCOME3,You got robbed of half your gold.,你被抢走了一半金币
+EVENT_EVENT1_OUTCOME1,You got robbed of a random note. ({0}),你被抢走了一个随机音符 ({0})
+EVENT_EVENT1_OUTCOME2,You got robbed of a random relic.({0}),你被抢走了一件随机遗物 ({0})
+EVENT_EVENT1_OUTCOME3,You got robbed of half your gold. ({0}),你被抢走了一半金币 ({0})
EVENT_EVENT2_DESC,There is a wheel with different outcomes.,这里有一个转盘,结果各不相同。
EVENT_EVENT2_OPTION1,Spin the wheel,转动转盘
EVENT_EVENT2_OPTION2,Ignore the cool wheel,忽略这个酷炫的转盘
diff --git a/Scenes/EventScene/EventScene.cs b/Scenes/EventScene/EventScene.cs
index 287995c2..76bb973f 100644
--- a/Scenes/EventScene/EventScene.cs
+++ b/Scenes/EventScene/EventScene.cs
@@ -34,6 +34,7 @@ public partial class EventScene : Node
private EventTemplate _eventReference;
private int _updateOutputIndex;
+ public object TempData;
public override void _Ready()
{
@@ -133,8 +134,10 @@ public void AnyButtonPressed(int capturedIndex)
{
_updateOutputIndex = capturedIndex;
_buttonContainer.GetParent().Visible = false;
- _continueContainer.Visible = _eventReference.OutcomeDescriptions[capturedIndex] != "";
- _eventDescription.Text = _eventReference.OutcomeDescriptions[capturedIndex];
+ //_continueContainer.Visible = _eventReference.OutcomeDescriptions[capturedIndex] != "";
+ _continueContainer.Visible = _eventReference.GetOutcomeText(capturedIndex, this) != "";
+ //_eventDescription.Text = _eventReference.OutcomeDescriptions[capturedIndex];
+ _eventDescription.Text = _eventReference.GetOutcomeText(capturedIndex, this);
_continueButton.GrabFocus();
}
}
From 6b48962dbc6a8802e961a904c993a729bc3f85c0 Mon Sep 17 00:00:00 2001
From: LifeHckr
Date: Wed, 28 May 2025 00:09:44 -0700
Subject: [PATCH 2/4] Drastic Simplification
One shortcoming with the and the previous version is if locale is changed while these messages are displayed they don't auto change.
Doesn't seem to be a good way to accomplish this regardless.
---
Classes/Events/EventDatabase.cs | 45 ++++++++++-----------------------
Classes/Events/EventTemplate.cs | 26 +------------------
Scenes/EventScene/EventScene.cs | 7 ++---
3 files changed, 17 insertions(+), 61 deletions(-)
diff --git a/Classes/Events/EventDatabase.cs b/Classes/Events/EventDatabase.cs
index a8feb747..0f8637ec 100644
--- a/Classes/Events/EventDatabase.cs
+++ b/Classes/Events/EventDatabase.cs
@@ -27,7 +27,11 @@ public class EventDatabase
string name = note.Name.ToUpper().Replace(" ", "");
string localizedName = TranslationServer.Translate("NOTE_" + name + "_NAME");
StageProducer.PlayerStats.RemoveNote(randIndex);
- node.TempData = localizedName;
+
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME1"),
+ localizedName
+ );
},
(self, node) =>
{
@@ -40,14 +44,20 @@ public class EventDatabase
string localizedName = TranslationServer.Translate("RELIC_" + name + "_NAME");
StageProducer.PlayerStats.RemoveRelic(randIndex);
- node.TempData = localizedName;
+ self.OutcomeDescriptions[1] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME2"),
+ localizedName
+ );
},
(self, node) =>
{
string stolenMoney = (StageProducer.PlayerStats.Money / 2).ToString();
StageProducer.PlayerStats.Money /= 2;
- node.TempData = stolenMoney;
+ self.OutcomeDescriptions[2] = self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT1_OUTCOME3"),
+ stolenMoney
+ );
},
],
GD.Load("res://Classes/Events/Assets/Bandit_Event.png"),
@@ -55,34 +65,7 @@ public class EventDatabase
() => StageProducer.PlayerStats.CurNotes.Length > 0,
() => StageProducer.PlayerStats.CurRelics.Length > 0,
() => StageProducer.PlayerStats.Money > 0,
- ],
- outcomeResolvers: new Func[]
- {
- (self, node) =>
- {
- string itemName = node.TempData?.ToString() ?? "an item";
- return string.Format(
- TranslationServer.Translate("EVENT_EVENT1_OUTCOME1"),
- itemName
- );
- },
- (self, node) =>
- {
- string relicName = node.TempData?.ToString() ?? "a relic";
- return string.Format(
- TranslationServer.Translate("EVENT_EVENT1_OUTCOME2"),
- relicName
- );
- },
- (self, node) =>
- {
- string money = node.TempData?.ToString() ?? "some gold";
- return string.Format(
- TranslationServer.Translate("EVENT_EVENT1_OUTCOME3"),
- money
- );
- },
- }
+ ]
),
new EventTemplate(
1,
diff --git a/Classes/Events/EventTemplate.cs b/Classes/Events/EventTemplate.cs
index a6f993aa..104afb86 100644
--- a/Classes/Events/EventTemplate.cs
+++ b/Classes/Events/EventTemplate.cs
@@ -12,7 +12,6 @@ public class EventTemplate
public string EventDescription;
public string[] ButtonDescriptions;
public string[] OutcomeDescriptions;
- public Func[] OutcomeResolver;
public Texture2D Texture;
public EventAction[] OptionActions;
public EventCondition[] OptionEnabledConditions;
@@ -26,8 +25,7 @@ public EventTemplate(
string[] outcomeDescriptions,
EventAction[] optionActions,
Texture2D texture,
- EventCondition[] optionEnabledConditions = null,
- Func[] outcomeResolvers = null
+ EventCondition[] optionEnabledConditions = null
)
{
Id = id;
@@ -37,27 +35,5 @@ public EventTemplate(
OptionActions = optionActions;
Texture = texture;
OptionEnabledConditions = optionEnabledConditions;
- OutcomeResolver = outcomeResolvers;
- }
-
- public string GetOutcomeText(int index, EventScene context)
- {
- if (
- OutcomeResolver != null
- && index >= 0
- && index < OutcomeResolver.Length
- && OutcomeResolver[index] != null
- )
- {
- return OutcomeResolver[index](this, context);
- }
-
- // Fallback to static string
- if (OutcomeDescriptions != null && index >= 0 && index < OutcomeDescriptions.Length)
- {
- return TranslationServer.Translate(OutcomeDescriptions[index]);
- }
-
- return "[Missing outcome text]";
}
}
diff --git a/Scenes/EventScene/EventScene.cs b/Scenes/EventScene/EventScene.cs
index 76bb973f..287995c2 100644
--- a/Scenes/EventScene/EventScene.cs
+++ b/Scenes/EventScene/EventScene.cs
@@ -34,7 +34,6 @@ public partial class EventScene : Node
private EventTemplate _eventReference;
private int _updateOutputIndex;
- public object TempData;
public override void _Ready()
{
@@ -134,10 +133,8 @@ public void AnyButtonPressed(int capturedIndex)
{
_updateOutputIndex = capturedIndex;
_buttonContainer.GetParent().Visible = false;
- //_continueContainer.Visible = _eventReference.OutcomeDescriptions[capturedIndex] != "";
- _continueContainer.Visible = _eventReference.GetOutcomeText(capturedIndex, this) != "";
- //_eventDescription.Text = _eventReference.OutcomeDescriptions[capturedIndex];
- _eventDescription.Text = _eventReference.GetOutcomeText(capturedIndex, this);
+ _continueContainer.Visible = _eventReference.OutcomeDescriptions[capturedIndex] != "";
+ _eventDescription.Text = _eventReference.OutcomeDescriptions[capturedIndex];
_continueButton.GrabFocus();
}
}
From c8211bcb36b333526d2cf4031ce40cd0a92f784b Mon Sep 17 00:00:00 2001
From: Rmojarro1 <48000819+Rmojarro1@users.noreply.github.com>
Date: Thu, 29 May 2025 13:20:55 -0700
Subject: [PATCH 3/4] Added support for the wheel results
Should work correctly
---
Classes/Events/EventDatabase.cs | 56 ++++++++++++++++++++++++---
Globals/Translations/Translations.csv | 12 +++---
2 files changed, 57 insertions(+), 11 deletions(-)
diff --git a/Classes/Events/EventDatabase.cs b/Classes/Events/EventDatabase.cs
index 0f8637ec..26e27a41 100644
--- a/Classes/Events/EventDatabase.cs
+++ b/Classes/Events/EventDatabase.cs
@@ -91,36 +91,64 @@ public class EventDatabase
.SetEase(Tween.EaseType.Out);
// Defer execution of the outcome until the tween finishes
+ string eventEffect = "";
tween.TweenCallback(
Callable.From(() =>
{
switch (spinOutcome)
{
case 0:
+ eventEffect = (StageProducer.PlayerStats.Money / 2).ToString();
StageProducer.PlayerStats.Money /= 2;
- self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME2";
+ //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME2";
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT2_OUTCOME2"),
+ eventEffect
+ );
break;
case 1:
- self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME3";
+ eventEffect = 10.ToString();
+ //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME3";
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT2_OUTCOME3"),
+ eventEffect
+ );
StageProducer.PlayerStats.CurrentHealth = Math.Max(
1,
StageProducer.PlayerStats.CurrentHealth - 10
);
break;
case 2:
- self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME4";
+ eventEffect = 50.ToString();
+ //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME4";
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT2_OUTCOME4"),
+ eventEffect
+ );
StageProducer.PlayerStats.Money += 50;
break;
case 3:
- self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME5";
+ //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME5";
StageProducer.PlayerStats.AddNote(
Scribe.GetRandomRewardNotes(1, StageProducer.CurRoom + 10)[
0
]
);
+ var note = StageProducer.PlayerStats.CurNotes[
+ StageProducer.PlayerStats.CurNotes.Length - 1
+ ];
+ string name = note.Name.ToUpper().Replace(" ", "");
+ eventEffect = TranslationServer.Translate(
+ "NOTE_" + name + "_NAME"
+ );
+
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT2_OUTCOME5"),
+ eventEffect
+ );
break;
case 4:
- self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME6";
+ //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME6";
StageProducer.PlayerStats.AddRelic(
Scribe.GetRandomRelics(
1,
@@ -128,8 +156,25 @@ public class EventDatabase
StageProducer.PlayerStats.RarityOdds
)[0]
);
+
+ var relic = StageProducer.PlayerStats.CurRelics[
+ StageProducer.PlayerStats.CurRelics.Length - 1
+ ];
+ string name1 = relic.Name.ToUpper().Replace(" ", "");
+ eventEffect = TranslationServer.Translate(
+ "NOTE_" + name1 + "_NAME"
+ );
+ self.OutcomeDescriptions[0] = string.Format(
+ TranslationServer.Translate("EVENT_EVENT2_OUTCOME6"),
+ eventEffect
+ );
break;
case 5:
+ eventEffect = Math.Min(
+ StageProducer.PlayerStats.CurrentHealth + 20,
+ StageProducer.PlayerStats.MaxHealth
+ )
+ .ToString();
self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME7";
StageProducer.PlayerStats.CurrentHealth = Math.Min(
StageProducer.PlayerStats.CurrentHealth + 20,
@@ -139,6 +184,7 @@ public class EventDatabase
}
node.AnyButtonPressed(0);
self.OutcomeDescriptions[0] = ""; //Will need to fix later, currently changes the primary reference
+ //self.OutcomeDescriptions[0] = eventEffect;
})
);
},
diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv
index d350abd2..d7425e4a 100644
--- a/Globals/Translations/Translations.csv
+++ b/Globals/Translations/Translations.csv
@@ -150,12 +150,12 @@ EVENT_EVENT2_DESC,There is a wheel with different outcomes.,这里有一个转
EVENT_EVENT2_OPTION1,Spin the wheel,转动转盘
EVENT_EVENT2_OPTION2,Ignore the cool wheel,忽略这个酷炫的转盘
EVENT_EVENT2_OUTCOME1,You decided not to spin the wheel.,你决定不转动转盘。
-EVENT_EVENT2_OUTCOME2,You lost half your money.,你损失了一半的金币。
-EVENT_EVENT2_OUTCOME3,You took some damage.,你受到了一些伤害。
-EVENT_EVENT2_OUTCOME4,You won a lot of money!,你赢得了很多金币!
-EVENT_EVENT2_OUTCOME5,You gained a random note!,你获得了一个随机音符!
-EVENT_EVENT2_OUTCOME6,You gained a random relic!,你获得了一件随机遗物!
-EVENT_EVENT2_OUTCOME7,You gained some health!,你恢复了一些生命值!
+EVENT_EVENT2_OUTCOME2,You lost half your money. ({0}),你损失了一半的金币。({0})
+EVENT_EVENT2_OUTCOME3,You took some damage. ({0}),你受到了一些伤害。({0})
+EVENT_EVENT2_OUTCOME4,You won a lot of money! ({0}),你赢得了很多金币!({0})
+EVENT_EVENT2_OUTCOME5,You gained a random note! ({0}),你获得了一个随机音符!({0})
+EVENT_EVENT2_OUTCOME6,You gained a random relic ({0})!,你获得了一件随机遗物!({0})
+EVENT_EVENT2_OUTCOME7,You gained some health! ({0}),你恢复了一些生命值!({0})
EVENT_EVENT3_DESC,There is a field medic on the side of the road.,路边有一名战地医生。
EVENT_EVENT3_OPTION1,Receive a bit of healing,接受一些治疗
EVENT_EVENT3_OPTION2,Increase bar charge rate.,提高能量条充能速度
From a515258720d1cdbb120dffa8e7c16ecbc49ebd0c Mon Sep 17 00:00:00 2001
From: LifeHckr
Date: Fri, 30 May 2025 08:18:37 -0700
Subject: [PATCH 4/4] Finalize Event 2 Text
---
Classes/Events/EventDatabase.cs | 31 ++++-----------------------
Globals/Translations/Translations.csv | 6 +++---
2 files changed, 7 insertions(+), 30 deletions(-)
diff --git a/Classes/Events/EventDatabase.cs b/Classes/Events/EventDatabase.cs
index 26e27a41..275f26ef 100644
--- a/Classes/Events/EventDatabase.cs
+++ b/Classes/Events/EventDatabase.cs
@@ -100,43 +100,29 @@ public class EventDatabase
case 0:
eventEffect = (StageProducer.PlayerStats.Money / 2).ToString();
StageProducer.PlayerStats.Money /= 2;
- //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME2";
self.OutcomeDescriptions[0] = string.Format(
TranslationServer.Translate("EVENT_EVENT2_OUTCOME2"),
eventEffect
);
break;
case 1:
- eventEffect = 10.ToString();
- //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME3";
- self.OutcomeDescriptions[0] = string.Format(
- TranslationServer.Translate("EVENT_EVENT2_OUTCOME3"),
- eventEffect
- );
+ self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME3";
StageProducer.PlayerStats.CurrentHealth = Math.Max(
1,
StageProducer.PlayerStats.CurrentHealth - 10
);
break;
case 2:
- eventEffect = 50.ToString();
- //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME4";
- self.OutcomeDescriptions[0] = string.Format(
- TranslationServer.Translate("EVENT_EVENT2_OUTCOME4"),
- eventEffect
- );
+ self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME4";
StageProducer.PlayerStats.Money += 50;
break;
case 3:
- //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME5";
StageProducer.PlayerStats.AddNote(
Scribe.GetRandomRewardNotes(1, StageProducer.CurRoom + 10)[
0
]
);
- var note = StageProducer.PlayerStats.CurNotes[
- StageProducer.PlayerStats.CurNotes.Length - 1
- ];
+ var note = StageProducer.PlayerStats.CurNotes[^1];
string name = note.Name.ToUpper().Replace(" ", "");
eventEffect = TranslationServer.Translate(
"NOTE_" + name + "_NAME"
@@ -148,7 +134,6 @@ public class EventDatabase
);
break;
case 4:
- //self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME6";
StageProducer.PlayerStats.AddRelic(
Scribe.GetRandomRelics(
1,
@@ -157,9 +142,7 @@ public class EventDatabase
)[0]
);
- var relic = StageProducer.PlayerStats.CurRelics[
- StageProducer.PlayerStats.CurRelics.Length - 1
- ];
+ var relic = StageProducer.PlayerStats.CurRelics[^1];
string name1 = relic.Name.ToUpper().Replace(" ", "");
eventEffect = TranslationServer.Translate(
"NOTE_" + name1 + "_NAME"
@@ -170,11 +153,6 @@ public class EventDatabase
);
break;
case 5:
- eventEffect = Math.Min(
- StageProducer.PlayerStats.CurrentHealth + 20,
- StageProducer.PlayerStats.MaxHealth
- )
- .ToString();
self.OutcomeDescriptions[0] = "EVENT_EVENT2_OUTCOME7";
StageProducer.PlayerStats.CurrentHealth = Math.Min(
StageProducer.PlayerStats.CurrentHealth + 20,
@@ -184,7 +162,6 @@ public class EventDatabase
}
node.AnyButtonPressed(0);
self.OutcomeDescriptions[0] = ""; //Will need to fix later, currently changes the primary reference
- //self.OutcomeDescriptions[0] = eventEffect;
})
);
},
diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv
index d7425e4a..d38b8e22 100644
--- a/Globals/Translations/Translations.csv
+++ b/Globals/Translations/Translations.csv
@@ -151,11 +151,11 @@ EVENT_EVENT2_OPTION1,Spin the wheel,转动转盘
EVENT_EVENT2_OPTION2,Ignore the cool wheel,忽略这个酷炫的转盘
EVENT_EVENT2_OUTCOME1,You decided not to spin the wheel.,你决定不转动转盘。
EVENT_EVENT2_OUTCOME2,You lost half your money. ({0}),你损失了一半的金币。({0})
-EVENT_EVENT2_OUTCOME3,You took some damage. ({0}),你受到了一些伤害。({0})
-EVENT_EVENT2_OUTCOME4,You won a lot of money! ({0}),你赢得了很多金币!({0})
+EVENT_EVENT2_OUTCOME3,You took some damage. (10),你受到了一些伤害。(10)
+EVENT_EVENT2_OUTCOME4,You won a lot of money! (50),你赢得了很多金币!(50)
EVENT_EVENT2_OUTCOME5,You gained a random note! ({0}),你获得了一个随机音符!({0})
EVENT_EVENT2_OUTCOME6,You gained a random relic ({0})!,你获得了一件随机遗物!({0})
-EVENT_EVENT2_OUTCOME7,You gained some health! ({0}),你恢复了一些生命值!({0})
+EVENT_EVENT2_OUTCOME7,You gained some health! (20),你恢复了一些生命值!(20)
EVENT_EVENT3_DESC,There is a field medic on the side of the road.,路边有一名战地医生。
EVENT_EVENT3_OPTION1,Receive a bit of healing,接受一些治疗
EVENT_EVENT3_OPTION2,Increase bar charge rate.,提高能量条充能速度