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Duplicating some backslashes in instances of \n to protect them from …

…being converted to actual newlines by the editor
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1 parent 14dd642 commit 8bd2a0da084402f0ccd2b46ef19dd81abf7c4fa5 @marcavis marcavis committed May 16, 2012
@@ -655,15 +655,15 @@ script: {
[~You're an intruder, aren't you?!~, ~Yes~, [
speech_dialog(self, [~I thought so!~])
], ~No~, [
- speech_dialog(self, fire_event('angryface'), [~There's no fooling me.~], [~You look like a very\nsuspicious character.~])]],
+ speech_dialog(self, fire_event('angryface'), [~There's no fooling me.~], [~You look like a very\\nsuspicious character.~])]],
set(level.player.animation, 'emote_raisedfinger'),
level.player, [~Could you just step aside?~],
set(level.player.animation, 'emote_talk'),
- [~I need to take care\nof something in town.~],
- self, [~Well, I can't let anyone\npast this gate.~],
- [~Without this key,\nyou're not getting anywhere.~],
+ [~I need to take care\\nof something in town.~],
+ self, [~Well, I can't let anyone\\npast this gate.~],
+ [~Without this key,\\nyou're not getting anywhere.~],
set(level.player.animation, 'emote_geez'),
- level.player, [~Okay. Will you please lend\nme that key?~],
+ level.player, [~Okay. Will you please lend\\nme that key?~],
self, fire_event('angryface'), [~No way! Over my dead body!~],
set(level.player.animation, 'emote_raisedfinger'),
level.player, [~We can do that.~],
@@ -1529,46 +1529,46 @@ character: [
script: {
id: "dialog_1",
modification: {
- on_talk: "[swallow_event(),speech_dialog(self, [~Glad I caught you!\nYou'd better be aware of this...~],
- [~The cave that leads into the town,\nhas a sentry posted in it.~],
- [~Milgram's trying to seal off the town,\nso no one gets in or out.~],
- [~That might have been why\nhe tried to take out that bridge.~],
- [~If you're thinking to go in there,\nyou might reconsider.~],
+ on_talk: "[swallow_event(),speech_dialog(self, [~Glad I caught you!\\nYou'd better be aware of this...~],
+ [~The cave that leads into the town,\\nhas a sentry posted in it.~],
+ [~Milgram's trying to seal off the town,\\nso no one gets in or out.~],
+ [~That might have been why\\nhe tried to take out that bridge.~],
+ [~If you're thinking to go in there,\\nyou might reconsider.~],
set(level.player.animation, 'emote_confused'),
- level.player, [~Well, yeah,\nI was gonna go in there.~],
+ level.player, [~Well, yeah,\\nI was gonna go in there.~],
set(level.player.animation, 'emote_geez'),
- [~I mean, what are we gonna do,\nsit on our butts here?~],
- self, [~No, no...\nbut I was hoping we'd go in in force.~],
+ [~I mean, what are we gonna do,\\nsit on our butts here?~],
+ self, [~No, no...\\nbut I was hoping we'd go in in force.~],
set(level.player.animation, 'emote_geez'),
level.player, [~Against Milgram? Really?~],
set(level.player.animation, 'emote_talk'),
- [~I mean... on paper,\nthat sounds like a good enough plan,~],
+ [~I mean... on paper,\\nthat sounds like a good enough plan,~],
set(level.player.animation, 'emote_talk'),
- [~but I'm gonna be a jerk here,\nand poke some holes in it.~],
- self, [~Fair enough.\nI'm not particularly fond of it, myself.~],
+ [~but I'm gonna be a jerk here,\\nand poke some holes in it.~],
+ self, [~Fair enough.\\nI'm not particularly fond of it, myself.~],
set(level.player.animation, 'emote_raisedfinger'),
- level.player, [~Firstly, Milgram's got LOTS of followers.\nTons of em. He runs an entire city.~],
+ level.player, [~Firstly, Milgram's got LOTS of followers.\\nTons of em. He runs an entire city.~],
set(level.player.animation, 'emote_geez'),
- [~I mean, even if we armed the whole town,\nthey'd grossly outnumber us.~],
+ [~I mean, even if we armed the whole town,\\nthey'd grossly outnumber us.~],
set(level.player.animation, 'emote_talk'),
- [~Plus, they're pretty mobile, too.\nPlanes and such.~],
+ [~Plus, they're pretty mobile, too.\\nPlanes and such.~],
set(level.player.animation, 'emote_talk'),
- [~We might get the drop on them for a bit,\nbut we'd get surrounded in no time.~],
+ [~We might get the drop on them for a bit,\\nbut we'd get surrounded in no time.~],
set(level.player.animation, 'emote_raisedfinger'),
[~Brute force against brute force won't work.~],
set(level.player.animation, 'emote_confused'),
- [~We'd be like ... \na bull butting heads with a freight train.~],
- self, [~Yes... oh dear.\nI see what you mean.~],
+ [~We'd be like ... \\na bull butting heads with a freight train.~],
+ self, [~Yes... oh dear.\\nI see what you mean.~],
set(level.player.animation, 'emote_geez'),
- level.player, [~There's got to be something\nwe can use to our advantage,\nbut \"numerical superiority\" isn't it.~],
+ level.player, [~There's got to be something\\nwe can use to our advantage,\\nbut \"numerical superiority\" isn't it.~],
set(level.player.animation, 'emote_talk'),
- [~Anyways, about the cave ahead...\nit's just one guy, right?~],
+ [~Anyways, about the cave ahead...\\nit's just one guy, right?~],
self, [~To my knowledge, yes.~],
set(level.player.animation, 'emote_raisedfinger'),
level.player, [~Maybe I can talk my way around him?~],
set(level.player.animation, 'emote_talk'),
- [~Worse comes to worse,\nI can just run for it. Right?~],
- self, [~I do hope so.\nGood luck!~]
+ [~Worse comes to worse,\\nI can just run for it. Right?~],
+ self, [~I do hope so.\\nGood luck!~]
),
if(not level.player.vars.stored_events['berds_crevice_village_cave_speech'],
@@ -1579,4 +1579,4 @@ script: {
},
serialized_objects: {
},
-}
+}
@@ -891,7 +891,7 @@ character: [
turn_to_face_player: 0,
},
on_talk: "[swallow_event(),speech_dialog(level.player, set(level.player.animation, 'emote_talk'),
- [~It says,\n\"Chopple's General Store,\njust ahead.~],
+ [~It says,\\n\"Chopple's General Store,\\njust ahead.~],
set(level.player.animation, 'emote_raisedfinger'),
[~Honest trade and thrifty prices!\"~])]",
time_in_frame: 0,
@@ -1652,4 +1652,4 @@ character: [
],
serialized_objects: {
},
-}
+}
@@ -798,7 +798,7 @@ character: [
y_bound: 252,
},
on_triggered: "[transient_speech_dialog(level.player, [~I know!~],
- [~I can stop in at Nene's house\non the way to town!~]),die()]",
+ [~I can stop in at Nene's house\\non the way to town!~]),die()]",
time_in_frame: 0,
type: "level_controller_onetime",
velocity_x: 0,
@@ -1803,4 +1803,4 @@ character: [
],
serialized_objects: {
},
-}
+}
View
@@ -994,8 +994,8 @@ character: [
vars: {
turn_to_face_player: 0,
},
- on_talk: "speech_dialog( null, [~On this level, we give advice on how to play.\nEach question mark has its own hint.~],
- [~If you already know how to play,\nthen just walk to the next level.~])",
+ on_talk: "speech_dialog( null, [~On this level, we give advice on how to play.\\nEach question mark has its own hint.~],
+ [~If you already know how to play,\\nthen just walk to the next level.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1012,7 +1012,7 @@ character: [
vars: {
turn_to_face_player: 0,
},
- on_talk: "speech_dialog( null, [~To save your progress in the game,\nuse one of these convenient restrooms.~])",
+ on_talk: "speech_dialog( null, [~To save your progress in the game,\\nuse one of these convenient restrooms.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1029,13 +1029,13 @@ character: [
vars: {
turn_to_face_player: 0,
},
- on_talk: "speech_dialog( null, [~Some changes in elevation are too high\nto clear with just a normal jump.~],
+ on_talk: "speech_dialog( null, [~Some changes in elevation are too high\\nto clear with just a normal jump.~],
[~Fortunately, Frogatto can jump off of walls, too!~],
[~To do this, do a walking jump into the wall.~],
- [~If you bump into a wall at the crest of a jump,\nyou will cling to the wall and slowly slide down.~],
- [~If you don't get a running start, you can still\ncling on, if you tap the arrow toward the wall,\nand press jump whilst it's held down.~],
- [~Whilst you are clinging to the wall,\npressing jump will make you rebound off.~],
- [~This is especially useful, if two walls are\nfacing each other, because then you can\nrebound over and over between them.~],
+ [~If you bump into a wall at the crest of a jump,\\nyou will cling to the wall and slowly slide down.~],
+ [~If you don't get a running start, you can still\\ncling on, if you tap the arrow toward the wall,\\nand press jump whilst it's held down.~],
+ [~Whilst you are clinging to the wall,\\npressing jump will make you rebound off.~],
+ [~This is especially useful, if two walls are\\nfacing each other, because then you can\\nrebound over and over between them.~],
[~This lets you ascend vertical columns.~])",
time_in_frame: 0,
type: "help_npc",
@@ -1054,15 +1054,15 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null, [~Frogatto's world is a dangerous place.~],
- [~In his travels, you'll encounter\nmany creatures who want to hurt you.~],
- [~It's often fine to just avoid them, but if you have\nto fight, Frogatto's best defense is his tongue.~],
- [~You can grab enemies with the tongue,\nand then spit them back out.~],
+ [~In his travels, you'll encounter\\nmany creatures who want to hurt you.~],
+ [~It's often fine to just avoid them, but if you have\\nto fight, Frogatto's best defense is his tongue.~],
+ [~You can grab enemies with the tongue,\\nand then spit them back out.~],
[~Once spat out, they become a deadly projectile.~],
- [~If they don't hit anything, they'll be stunned\nmomentarily, and then will flip upright again.~],
- [~Whilst on their backs,\nthey're vulnerable to being stomped on.~],
- [~Sticking out the tongue and spitting,\nare both done with the attack key.~],
- [~There are a few ants just ahead.\nFeel free to try this on them.~],
- [~And don't worry - if you die,\nyou'll restart right here.~])",
+ [~If they don't hit anything, they'll be stunned\\nmomentarily, and then will flip upright again.~],
+ [~Whilst on their backs,\\nthey're vulnerable to being stomped on.~],
+ [~Sticking out the tongue and spitting,\\nare both done with the attack key.~],
+ [~There are a few ants just ahead.\\nFeel free to try this on them.~],
+ [~And don't worry - if you die,\\nyou'll restart right here.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1099,13 +1099,13 @@ character: [
turn_to_face_player: 0,
},
on_talk: "[if(not IPHONE_SYSTEM, speech_dialog(null,
- [~A very useful fact is that you can control\nthe direction in which enemies are spat.~],
- [~If you hold down the up key while pressing\nthe attack button, you'll spit in a high arc.~],
- [~If you hold down the down key while pressing\nthe attack button, you'll spit with very little force.~])), fire_event(self, 'talk2')]",
+ [~A very useful fact is that you can control\\nthe direction in which enemies are spat.~],
+ [~If you hold down the up key while pressing\\nthe attack button, you'll spit in a high arc.~],
+ [~If you hold down the down key while pressing\\nthe attack button, you'll spit with very little force.~])), fire_event(self, 'talk2')]",
on_talk2: "speech_dialog(null,
- [~You should also beware that not all enemies\ncan be grabbed with the tongue.~],
- [~Different enemies present different challenges,\nand you'll need to get creative to deal with them.~],
- [~Also, the tongue can grab useful items, like keys.\nThis is how you carry them to the lock they open.~])",
+ [~You should also beware that not all enemies\\ncan be grabbed with the tongue.~],
+ [~Different enemies present different challenges,\\nand you'll need to get creative to deal with them.~],
+ [~Also, the tongue can grab useful items, like keys.\\nThis is how you carry them to the lock they open.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1136,8 +1136,8 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~Fountains, and other water dispensers,\nare very helpful.~],
- [~If you drink from them,\nyou will restore all of your health!~] )",
+ [~Fountains, and other water dispensers,\\nare very helpful.~],
+ [~If you drink from them,\\nyou will restore all of your health!~] )",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1155,10 +1155,10 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~Certain bridges and stairways, like this one,\nallow you to jump up and pass through them.~],
+ [~Certain bridges and stairways, like this one,\\nallow you to jump up and pass through them.~],
[~You can also jump down through them.~],
- if(IPHONE_SYSTEM,[~A special button will appear,\nwhenever this is possible.~],
- [~To do so, hold down the down key,\nand then press jump.~]))",
+ if(IPHONE_SYSTEM,[~A special button will appear,\\nwhenever this is possible.~],
+ [~To do so, hold down the down key,\\nand then press jump.~]))",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1195,9 +1195,9 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~As you've played through this level,\nyou've probably noticed the coins.~],
- [~You can collect these\nand then use them to buy stuff!~],
- [~There is a store conveniently located\noutside of the town.~])",
+ [~As you've played through this level,\\nyou've probably noticed the coins.~],
+ [~You can collect these\\nand then use them to buy stuff!~],
+ [~There is a store conveniently located\\noutside of the town.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1215,11 +1215,11 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~Sometimes, you'll run into rather dangerous-\nlooking terrain, such as these brambles.~],
+ [~Sometimes, you'll run into rather dangerous-\\nlooking terrain, such as these brambles.~],
[~As you'd expect, stepping on them would hurt a bit.~],
[~However, they also hurt your enemies!~],
- [~Leading or spitting them onto harmful terrain\nis an excellent way to dispatch them.~],
- [~Beware also, any bottomless pits you encounter.\nThose are immediately fatal.~])",
+ [~Leading or spitting them onto harmful terrain\\nis an excellent way to dispatch them.~],
+ [~Beware also, any bottomless pits you encounter.\\nThose are immediately fatal.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1324,9 +1324,9 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~Up ahead, you'll notice an anthill,\nwhich ants constantly come out of.~],
- [~There is no way to stop this;\nyou can't destroy the anthill.~],
- [~Some hazards are like this.\nYou simply have to work around them.~])",
+ [~Up ahead, you'll notice an anthill,\\nwhich ants constantly come out of.~],
+ [~There is no way to stop this;\\nyou can't destroy the anthill.~],
+ [~Some hazards are like this.\\nYou simply have to work around them.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1345,8 +1345,8 @@ character: [
},
on_talk: "speech_dialog( null,
[~That's it for this tutorial.~],
- [~Although there's more to playing the game,\nthe rest, we can safely let you learn on your own.~],
- [~Feel free to come back here,\nif you want to read a hint again.~],
+ [~Although there's more to playing the game,\\nthe rest, we can safely let you learn on your own.~],
+ [~Feel free to come back here,\\nif you want to read a hint again.~],
[~Have fun!~])",
time_in_frame: 0,
type: "help_npc",
@@ -1366,9 +1366,9 @@ character: [
},
on_start_level: "if(IPHONE_SYSTEM, remove_object(me))",
on_talk: "speech_dialog( null,
- [~If you've seen a conversation before, it might\nbe annoying to have to read it again.~],
- [~You can skip a conversation, including parts\nof cutscenes, by pressing the \"escape\" key.~],
- [~And yes, this applies to the question\nmarks on this level, too.~])",
+ [~If you've seen a conversation before, it might\\nbe annoying to have to read it again.~],
+ [~You can skip a conversation, including parts\\nof cutscenes, by pressing the \"escape\" key.~],
+ [~And yes, this applies to the question\\nmarks on this level, too.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
@@ -1477,10 +1477,10 @@ character: [
turn_to_face_player: 0,
},
on_talk: "speech_dialog( null,
- [~If you haven't already noticed, the red\nfruits you sometimes find nestled in\nthe grass are spittable projectiles.~],
- [~You'll find many such objects of similar size\nin different areas of the game, such as crates\ninside of houses, or nuts hanging from trees.~],
- [~These are an ample source of ammunition,\nthat's almost always available.~],
- [~Note that these have an unusual property;\nif you use them up, walk away from the screen\nwhere you found them, and then return again,\nthere will often be a new one waiting to use.~])",
+ [~If you haven't already noticed, the red\\nfruits you sometimes find nestled in\\nthe grass are spittable projectiles.~],
+ [~You'll find many such objects of similar size\\nin different areas of the game, such as crates\\ninside of houses, or nuts hanging from trees.~],
+ [~These are an ample source of ammunition,\\nthat's almost always available.~],
+ [~Note that these have an unusual property;\\nif you use them up, walk away from the screen\\nwhere you found them, and then return again,\\nthere will often be a new one waiting to use.~])",
time_in_frame: 0,
type: "help_npc",
velocity_x: 0,
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