ajout de la traduction #70
* Fix de l'inspection de l'inventaire * Suppression des assets d'objectifs
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@@ -10,10 +10,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Ancient"
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return tr("ANCIENT")
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func get_mutation_description() -> String:
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return "When mature, add [b]1[/b] to the score for each [b]%d[/b] days passed" % get_day_factor()
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return tr("ANCIENT_EFFECT_TEXT_LEVEL_%d") % get_day_factor()
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func get_day_factor():
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return max(1, DEFAULT_DAY_FACTOR - level + 1)
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Elitist"
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return tr("ELITIST")
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func get_mutation_description() -> String:
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return "When mature, add [b]%d[/b] to the score for each plant of the same species around, but score become 0 if none is around." % level
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return tr("ELITIST_EFFECT_TEXT_LEVEL_%d") % level
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func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
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if plant.influence_zone == null:
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Ermit"
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return tr("ERMIT")
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func get_mutation_description() -> String:
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return "Multiply the score by [b]%d[/b] if no plant is near, but set it to 0 otherwise." % get_score_multiplier()
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return tr("ERMIT_EFFECT_TEXT_LEVEL_%d") % get_score_multiplier()
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func get_score_multiplier():
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return level + 1
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Precocious"
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return tr("PRECOCIOUS")
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func get_mutation_description() -> String:
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return "Add [b]%d[/b] to the score while the plant is growing" % level
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return tr("PRECOCIOUS_EFFECT_TEXT_LEVEL_%d") % level
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func mutate_score(plant_state : Plant.State, _plant : Plant, score) -> int:
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return score + (0 if plant_state == Plant.State.MATURE else level)
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Quality"
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return tr("QUALITY")
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func get_mutation_description() -> String:
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return "Add [b]%d[/b] to the score if the plant is mature." % level
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return tr("QUALITY_EFFECT_TEXT_LEVEL_%d") % level
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func mutate_score(plant_state : Plant.State, _plant : Plant, score : int) -> int:
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return score + (level if plant_state == Plant.State.MATURE else 0)
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Quick"
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return tr("QUICK")
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func get_mutation_description() -> String:
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return "Reduce the grow time by %d" % level
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return tr("QUICK_EFFECT_TEXT_LEVEL_%d") % level
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func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
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return max(grow_time - level, 0)
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@@ -10,10 +10,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Sociable"
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return tr("SOCIABLE")
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func get_mutation_description() -> String:
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return "When mature, add [b]%d[/b] to the score if near %d other plants" % [get_score_bonus(), NEAR_PLANT_NEEDED]
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return tr("SOCIABLE_EFFECT_TEXT_LEVEL_%d") % [get_score_bonus(), NEAR_PLANT_NEEDED]
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func get_score_bonus():
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return (level + 2)
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@@ -8,10 +8,10 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Strong"
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return tr("STRONG")
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func get_mutation_description() -> String:
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return "Plus [b]%d[/b] percent of the score" % roundi(get_score_multiplier() * 100)
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return tr("STRONG_EFFECT_TEXT_LEVEL_%d") % roundi(get_score_multiplier() * 100)
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func get_score_multiplier():
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return float(level)/2.
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