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Merge pull request #1792 from FruityGumGuiltyFruit/master
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AW4 CO Dark Conflict SCOP names and Unit Description Improvement
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Robosturm committed Apr 27, 2024
2 parents dee6ccf + 1fe4492 commit 3c767a2
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8 changes: 4 additions & 4 deletions resources/scripts/achievements/achievement_build_unit.js
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Expand Up @@ -22,13 +22,13 @@ var Constructor = function()
["T_HELI", 300, qsTr("T-riffic!")],
["BATTLESHIP", 150, qsTr("Ahoy!")],
["AIRCRAFTCARRIER", 150, qsTr("Carry on!")],
["SUBMARINE", 150, qsTr("Time for a snak!")],
["SUBMARINE", 150, qsTr("Time for a snack!")],
["LANDER", 100, qsTr("Punish everyone!")],
["BLACK_BOAT", 150, qsTr("Impressive!")],
["ANTITANKCANNON", 250, qsTr("Where's your tank now?")],
["ARTILLERYCRAFT", 300, qsTr("Floating cannon!")],
["CANNONBOAT", 250, qsTr("Prepare for mines!")],
["DESTROYER", 300, qsTr("I have a ship!")],
["CANNONBOAT", 250, qsTr("I have a ship!")],
["DESTROYER", 300, qsTr("Prepare for mines!")],
["HOELLIUM", 150, qsTr("Blobs of Blobs!")],
["DUSTER", 300, qsTr("This is a plan!")],
["HEAVY_HOVERCRAFT", 250, qsTr("This can cross the sea?")],
Expand All @@ -47,7 +47,7 @@ var Constructor = function()
["ZCOUNIT_TANK_HUNTER", 100, qsTr("The hunt begins!")],
["ZCOUNIT_COMMANDO", 100, qsTr("Onto the mountains!")],
["ZCOUNIT_PARTISAN", 100, qsTr("For the rebellion!")],
["ZCOUNIT_LOGIC_TRUCK", 100, qsTr("Money is all i need!")],
["ZCOUNIT_LOGIC_TRUCK", 100, qsTr("Money is all I need!")],
["ZCOUNIT_CHAPERON", 100, qsTr("No missile zone!")],];


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Expand Up @@ -20,9 +20,9 @@ var Constructor = function()
userdata.addAchievement("KILL_NEUTRAL_BUILDING_" + data[0],
data[2],
data[3],
qsTr("Kill the given amount of ") + Global[data[1]].getName(null) + qsTr(". Only battle kills count."),
qsTr("Destroy the given amount of ") + Global[data[1]].getName(null) + qsTr(". Only battle destructions count."),
data[1],
false, qsTr("Kill building"));
false, qsTr("Destroy building"));
}
};
this.killed = function(id)
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4 changes: 2 additions & 2 deletions resources/scripts/achievements/achievement_kill_unit.js
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Expand Up @@ -38,14 +38,14 @@ var Constructor = function()
["TRANSPORTPLANE", 300, qsTr("A poor landing!")],
["WATERPLANE", 100, qsTr("Sea won!")],
["ZCOUNIT_REPAIR_TANK", 150, qsTr("Got out damaged!")],
["ZCOUNIT_KIROV", 100, qsTr("For mother russia!")],
["ZCOUNIT_KIROV", 100, qsTr("For mother Russia!")],
["ZCOUNIT_NEOSPIDER_TANK", 100, qsTr("I hate spiders!")],
["ZCOUNIT_MISSILE_SUB", 100, qsTr("Did you have a sub!")],
["ZCOUNIT_CRYSTAL_TANK", 100, qsTr("No healing for you!")],
["ZCOUNIT_IRON_SHIELD_GENERATOR", 100, qsTr("You lost your armor!")],
["ZCOUNIT_ROYAL_GUARD", 100, qsTr("Was that the last guard?")],
["ZCOUNIT_TANK_HUNTER", 100, qsTr("The hunt is over!")],
["ZCOUNIT_COMMANDO", 100, qsTr("Those bastards aren't hidding from me!")],
["ZCOUNIT_COMMANDO", 100, qsTr("Those bastards aren't hiding from me!")],
["ZCOUNIT_PARTISAN", 100, qsTr("The Imperium won!")],
["ZCOUNIT_LOGIC_TRUCK", 100, qsTr("What a waste of money!")],
["ZCOUNIT_CHAPERON", 100, qsTr("I can still hit you!")],];
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28 changes: 14 additions & 14 deletions resources/scripts/achievements/achievement_victory.js
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Expand Up @@ -3,26 +3,26 @@ var Constructor = function()
this.coVictory = [ ["CO_ADAM", 5, qsTr("I'm good at math!")],
["CO_ADDER", 5, qsTr("Sidekick!")],
["CO_AIRA", 5, qsTr("Windy!")],
["CO_ALEXANDER", 5, qsTr("Blue Politics!")],
["CO_ALEXANDER", 5, qsTr("Blue politics!")],
["CO_ALEXIS", 5, qsTr("I love crystals!")],
["CO_AMY", 5, qsTr("Quantum + EMP!")],
["CO_ANDY" , 5, qsTr("Party time!")],
["CO_BEAST", 5, qsTr("Robberies!")],
["CO_BRENNER", 5, qsTr("Helped a lot!")],
["CO_CASSIDY", 5, qsTr("Roses are red!")],
["CO_CAULDER", 5, qsTr("Mad doctor!")],
["CO_COLIN", 5, qsTr("Tons of Soldiers!")],
["CO_CONRAD", 5, qsTr("Vision Battle!")],
["CO_DRAKE", 5, qsTr("I'm a pirat!")],
["CO_COLIN", 5, qsTr("Tons of soldiers!")],
["CO_CONRAD", 5, qsTr("Vision battle!")],
["CO_DRAKE", 5, qsTr("I'm a pirate!")],
["CO_EAGLE", 5, qsTr("Goggles in the air!")],
["CO_EPOCH", 5, qsTr("Tested it!")],
["CO_FLAK", 5, qsTr("Blast through!")],
["CO_FORSYTHE", 5, qsTr("Noble war!")],
["CO_GAGE", 5, qsTr("Snipped them!")],
["CO_GAGE", 5, qsTr("Sniped them!")],
["CO_GRAVES", 5, qsTr("Novel reader!")],
["CO_GREYFIELD", 5, qsTr("I'm an admiral!")],
["CO_GRIMM", 5, qsTr("Lightning grimm!")],
["CO_GRIT", 5, qsTr("Wild western!")],
["CO_GRIMM", 5, qsTr("Lightning Grimm!")],
["CO_GRIT", 5, qsTr("Wild Western!")],
["CO_HACHI", 5, qsTr("Sold out!")],
["CO_HAWKE", 5, qsTr("I have my own plans!")],
["CO_IK_486_B7", 5, qsTr("Direct artillery!")],
Expand All @@ -43,36 +43,36 @@ var Constructor = function()
["CO_MEIYO", 5, qsTr("Veteran fighter!")],
["CO_MELANTHE", 5, qsTr("Nature fighter!")],
["CO_MINA", 5, qsTr("Deceptively dangerous!")],
["CO_MINAMOTO", 5, qsTr("Rice Cakes!")],
["CO_NANA", 5, qsTr("Splash damages!")],
["CO_MINAMOTO", 5, qsTr("Rice cakes!")],
["CO_NANA", 5, qsTr("Splash damage!")],
["CO_NAPOLEON", 5, qsTr("French war!")],
["CO_NELL", 5, qsTr("Lucky star!")],
["CO_OLAF", 5, qsTr("Winter is coming!")],
["CO_OZZY", 5, qsTr("Grooving!")],
["CO_PENNY", 5, qsTr("Mr. Bear!")],
["CO_PETER", 5, qsTr("General Peter!")],
["CO_RACHEL", 5, qsTr("Just a sister?")],
["CO_RATTIGAN", 5, qsTr("Out numbered?")],
["CO_RATTIGAN", 5, qsTr("Outnumbered?")],
["CO_ROBOANDY", 5, qsTr("Puppet master!")],
["CO_ROBOSTURM", 5, qsTr("I'm the programmer now!")],
["CO_SABAKI", 5, qsTr("Field repairs!")],
["CO_SAMI", 5, qsTr("Infantry specalist!")],
["CO_SANJURO", 5, qsTr("Noble trader!")],
["CO_SASHA", 5, qsTr("Dominatrix!")],
["CO_MINAMOTO", 5, qsTr("Rice Cakes!")],
["CO_SENSEI", 5, qsTr("Cranky Paratrooper!")],
["CO_SENSEI", 5, qsTr("Cranky paratrooper!")],
["CO_SMITAN", 5, qsTr("Yelled dominant!")],
["CO_SONJA", 5, qsTr("Sees all, knows all!")],
["CO_SOPHIE", 5, qsTr("Mail call!")],
["CO_STURM", 5, qsTr("Evil invader!")],
["CO_TABITHA", 5, qsTr("Extremely cruel!")],
["CO_TASHA", 5, qsTr("Revenge for John!")],
["CO_VARLOT", 5, qsTr("Caviar and war!")],
["CO_VON_BOLT", 5, qsTr("Immortal Evil!")],
["CO_VON_BOLT", 5, qsTr("Immortal evil!")],
["CO_WALTER", 5, qsTr("Long standing guardian!")],
["CO_WAYLON", 5, qsTr("Flying over the skies!")],
["CO_WILL", 5, qsTr("Joung and winning!")],
["CO_XAVIER", 5, qsTr("Assasins!")],
["CO_WILL", 5, qsTr("Young and winning!")],
["CO_XAVIER", 5, qsTr("Assassins!")],
["CO_YUKIO", 5, qsTr("The ultimate evil!")],
["CO_ZANDRA", 5, qsTr("Sandy times!")],];

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_ACTIVATE_TAGPOWER.js
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Expand Up @@ -52,7 +52,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Activates the superpower of both CO's. Read the CO's superpower for more information. This will also apply the Tagpower-Synergy. The synergy gives a hidden firepower boost and a luck boost based on the affinity of the co's.");
return qsTr("Activates the superpower of both CO's. Read the CO's superpower for more information. This will also apply the Tagpower-Synergy. The synergy gives a hidden firepower boost and a luck boost based on the affinity of the CO's.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_BUILD_TEMP_AIRPORT.js
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Expand Up @@ -78,7 +78,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders an apc to build an airport on a plain which can be used to resupply air units. The airport will reduce the material of the apc by 1.");
return qsTr("Orders an APC to build an airport on a plain which can be used to repair and resupply air units. The airport will reduce the material of the APC by 1.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_BUILD_TEMP_HARBOUR.js
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Expand Up @@ -80,7 +80,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders an apc to build a harbour on a beach which can be used to resupply sea units. The harbour will reduce the material of the apc by 1.");
return qsTr("Orders an APC to build a harbour on a beach which can be used to repair and resupply sea units. The harbour will reduce the material of the APC by 1.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_CANNON_FIRE.js
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Expand Up @@ -131,7 +131,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders a minicannon or black cannon to attack a single unit to deal some damage to it.");
return qsTr("Orders a minicannon or black cannon to attack and deal damage to a single unit.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_CAPTURE.js
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Expand Up @@ -142,7 +142,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders a unit to capture a building. Once the resistant is reduced to 0 the building will generate effects for your army based on the captured building.");
return qsTr("Orders a unit to capture a building. Once the resistance is reduced to 0 the building will generate effects for your army based on the type of building captured.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_CO_UNIT_0.js
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Expand Up @@ -51,7 +51,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Deploys your first co onto the given unit. All units inside the CO range of this unit will get the buff of your first CO.");
return qsTr("Deploys your first CO onto the given unit. All units inside the CO range of this unit will get the buff of your first CO.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_CO_UNIT_1.js
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Expand Up @@ -51,7 +51,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Deploys your second co onto the given unit. All units inside the CO range of this unit will get the buff of your second CO.");
return qsTr("Deploys your second CO onto the given unit. All units inside the CO range of this unit will get the buff of your second CO.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_DRAWVOTE.js
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Expand Up @@ -27,7 +27,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Starts a voting for a draw for the match if all human players agree for a draw the match will end in a draw.");
return qsTr("Starts a voting for a draw for the match. If all human players agree to a draw the match will end in a draw.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_HOELLIUM_WAIT.js
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Expand Up @@ -51,7 +51,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders a oozium to wait at the current position and end all actions for this turn. Ooziums can wait on enemy units in doing so the enemy unit gets destroyed by the oozium.");
return qsTr("Orders a oozium to wait at the current position and end all actions for this turn. Ooziums can wait on enemy units, destroying the enemy unit in the process.");
};
this.getRequiresEmptyField = function(action)
{
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6 changes: 3 additions & 3 deletions resources/scripts/actions/ACTION_INFO.js
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Expand Up @@ -15,10 +15,10 @@ var Constructor = function()
this.getItemInfos = function()
{
return [[qsTr("Victory Info"), "ACTION_INFO_VICTORY", "help", qsTr("Shows the current victory info.")],
[qsTr("CO Info"), "ACTION_INFO_CO", "co_info", qsTr("Shows the infos about the co's of the current game.")],
[qsTr("CO Info"), "ACTION_INFO_CO", "co_info", qsTr("Shows information about the CO's of the current game.")],
[qsTr("Unit Info"), "ACTION_INFO_UNIT", "unit_info", qsTr("Shows information about your current units.")],
[qsTr("Unit Statistics"), "ACTION_INFO_STATISTICS", "statistics", qsTr("Shows which units have been build and destroyed by all players.")],
[qsTr("Game Info"), "ACTION_INFO_GAME", "intel", qsTr("Shows the information about the current game.")],
[qsTr("Unit Statistics"), "ACTION_INFO_STATISTICS", "statistics", qsTr("Shows which units have been built and destroyed by all players.")],
[qsTr("Game Info"), "ACTION_INFO_GAME", "intel", qsTr("Shows information about the current game.")],
[qsTr("Attack Log"), "ACTION_INFO_ATTACK", "icon_fire", qsTr("Shows which unit where attacked and has been attacked.")],
[qsTr("Rules"), "ACTION_INFO_RULES", "rules", qsTr("Shows the current active rules for this game.")],
[qsTr("Wiki"), "ACTION_INFO_WIKI", "wiki", qsTr("Allows you to search in the wiki of the game.")],
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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_JOIN.js
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Expand Up @@ -107,7 +107,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Combines a wounded unit of the same type with the current unit. This will lead to a unit with combined ammo, fuel and hp ad the highest rank of both units. Hp exceeding the maximum will be added in form of funds to your war funds.");
return qsTr("Combines a wounded unit of the same type with the current unit. This will lead to a unit with combined ammo, fuel and hp and the highest rank of both units. Hp exceeding the maximum will be added in the form of funds to your war funds.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_LASER_FIRE.js
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Expand Up @@ -129,7 +129,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Commands the laser to shot four laser rays. The laser rays deal damage to all units that get hit by one of the rays.");
return qsTr("Commands the laser to shoot four laser rays. The laser rays deal damage to all units that get hit by one of the rays.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_LOAD.js
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Expand Up @@ -100,7 +100,7 @@ var Constructor = function ()
};
this.getDescription = function()
{
return qsTr("Loads a unit to a transporters. This makes the unit untargetable for most effects. However the units gets lost when the transporter gets destroyed.");
return qsTr("Loads a unit onto a transporter. This makes the unit untargetable for most effects. However, the units inside are lost if the transporter is destroyed.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_NEST_FACTORY_DOOR.js
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Expand Up @@ -117,7 +117,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Orders the Nest to produce a none naval unit. The unit is able to move immediately.");
return qsTr("Orders the Nest to produce a non-naval unit. The unit is able to move immediately.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_NEST_LASER.js
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Expand Up @@ -103,7 +103,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Commands the laser to shot a ray. The laser rays deal damage to all units that get hit.");
return qsTr("Commands the Nest to shoot a laser ray. The laser ray deals damage to all units that get hit.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_NEST_MORTAR.js
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Expand Up @@ -95,7 +95,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Commands the mortar to fire at a 3x3 square and deals damage to all units.");
return qsTr("Commands the Nest to fire a mortar at a 3x3 square that deals damage to all units it hits.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_PLACE_WATERMINE.js
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Expand Up @@ -131,7 +131,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Places a stealthed Watermine at a given Position. The Mine automatically explodes at the start of a turn if an enemy is in explosion range.");
return qsTr("Places a stealthed Watermine at a given position. The Watermine automatically explodes if an enemy Naval unit moves into it, dealing damage and interrupting that unit's action.");
};
}

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2 changes: 1 addition & 1 deletion resources/scripts/actions/ACTION_SELL_UNIT.js
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Expand Up @@ -98,7 +98,7 @@ var Constructor = function()
};
this.getDescription = function()
{
return qsTr("Sells a unit for a fraction of it's current value.");
return qsTr("Sells a unit for a fraction of its current value.");
};
this.getBannedByDefault = function()
{
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