From: otta8634 Date: Tue, 25 Feb 2025 17:50:04 +0000 (+0800) Subject: Improve guide descriptions of some weapons, powerups, and mutators X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=e13e1c4b3e473d47144e4aa50fbcc9f573efe137;p=xonotic%2Fxonotic-data.pk3dir.git Improve guide descriptions of some weapons, powerups, and mutators Changed: - Devastator - Electro - Hook - Minelayer - Tuba - Vaporizer - NIX - Strength --- diff --git a/qcsrc/common/mutators/mutator/nix/nix.qc b/qcsrc/common/mutators/mutator/nix/nix.qc index 87b760e87c..8036acedc8 100644 --- a/qcsrc/common/mutators/mutator/nix/nix.qc +++ b/qcsrc/common/mutators/mutator/nix/nix.qc @@ -5,7 +5,8 @@ METHOD(MutatorNIX, describe, string(MutatorNIX this)) { TC(MutatorNIX, this); return sprintf(_("%s (\"No Items Xonotic\") is a mutator that removes all weapon and ammo pickups from the map, and gives all players the same randomly selected weapon. " - "After some time, the weapon is reselected, and this repeats forever."), - COLORED_NAME(this)); + "After some time, the weapon is reselected, and this repeats forever.\n\n" + "This means to get good at %s, you'll need to be proficient in all weapons, which may take a lot of experience."), + COLORED_NAME(this), COLORED_NAME(this)); } #endif diff --git a/qcsrc/common/mutators/mutator/powerups/powerup/strength.qc b/qcsrc/common/mutators/mutator/powerups/powerup/strength.qc index a0aa6237f7..717431dcf6 100644 --- a/qcsrc/common/mutators/mutator/powerups/powerup/strength.qc +++ b/qcsrc/common/mutators/mutator/powerups/powerup/strength.qc @@ -55,6 +55,7 @@ METHOD(StrengthItem, describe, string(StrengthItem this)) return sprintf(_("The %s powerup greatly increases the damage you deal, until the powerup expires. " "It also increases the knockback that your attacks deal.\n\n" "The damage and knockback you deal to yourself also increases but by a smaller amount.\n\n" + "The %s is one of the most sought after items on a map due to its ability to allow you to easily dominate a map, so it's often highly contested when it spawns in.\n\n" "Since it is a powerup, it will drop if you die while holding it."), COLORED_NAME(this)); } diff --git a/qcsrc/common/weapons/weapon/devastator.qc b/qcsrc/common/weapons/weapon/devastator.qc index 6bfb2bde78..975c73045d 100644 --- a/qcsrc/common/weapons/weapon/devastator.qc +++ b/qcsrc/common/weapons/weapon/devastator.qc @@ -608,6 +608,7 @@ METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor)) #endif #ifdef MENUQC #include +#include #include "vortex.qh" METHOD(Devastator, describe, string(Devastator this)) @@ -620,8 +621,9 @@ METHOD(Devastator, describe, string(Devastator this)) "Due to its high damage output, the %s is one of the most commonly used weapons. " "It can be used in almost any scenario, working best in medium range combat. " "In close range combat, the large splash radius means often rockets can damage yourself as well as the enemy.\n\n" - "Due to the ability to remotely detonate rockets, a common usage is \"rocket flying,\" where you fire a rocket and immediately detonate it to boost yourself while mid-air."), - COLORED_NAME(this), COLORED_NAME(ITEM_Rockets), COLORED_NAME(WEP_VORTEX), COLORED_NAME(this)); + "Due to the ability to remotely detonate rockets, a common usage is \"rocket flying,\" where you fire a rocket and immediately detonate it to boost yourself while mid-air, " + "much more effective with the %s mutator enabled."), + COLORED_NAME(this), COLORED_NAME(ITEM_Rockets), COLORED_NAME(WEP_VORTEX), COLORED_NAME(this), COLORED_NAME(MUTATOR_rocketflying)); } #endif diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index 8baa0142a9..a53b53a662 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -776,6 +776,7 @@ METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor)) #endif #ifdef MENUQC +#include #include METHOD(Electro, describe, string(Electro this)) @@ -783,12 +784,12 @@ METHOD(Electro, describe, string(Electro this)) TC(Electro, this); return sprintf(_("The %s shoots electric balls forwards, dealing some splash damage when they burst on impact.\n\n" "The secondary fire launches similar balls that are influenced by gravity, " - "so they can be laid around the map at high traffic locations (like the flag in Capture The Flag) to damage enemies that walk by. " + "so they can be laid around the map at high traffic locations (like the flag in %s) to damage enemies that walk by. " "The balls burst after some time, and can be forced to burst in a \"combo\" if a primary fire ball bursts near them.\n\n" "It consumes some %s ammo for each ball.\n\n" "The %s is one of the best spam weapons to use in crowded areas, since combos can deal tons of damage, if the enemy is close enough. " "Since the primary fire doesn't travel particularly fast, the %s is not useful in many other situations."), - COLORED_NAME(this), COLORED_NAME(ITEM_Cells), COLORED_NAME(this), COLORED_NAME(this)); + COLORED_NAME(this), COLORED_NAME(MAPINFO_TYPE_CTF), COLORED_NAME(ITEM_Cells), COLORED_NAME(this), COLORED_NAME(this)); } #endif diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index 260ac08ee6..706e9af2a1 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -421,6 +421,7 @@ NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) #endif #ifdef MENUQC #include +#include METHOD(Hook, describe, string(Hook this)) { @@ -430,8 +431,8 @@ METHOD(Hook, describe, string(Hook this)) "It usually requires %s ammo to work, consuming it both when initially firing the hook, and after a couple seconds as it reels you in.\n\n" "The %s allows reaching previously unreachable places on maps and zooming around the map at high speeds, " "making both surprise ambushes and miraculous escapes possible.\n\n" - "It isn't available very often on maps, unless the Grappling Hook mutator is active, in which all players have it on their offhand, used with the ^3+hook^7 bind."), - COLORED_NAME(this), COLORED_NAME(ITEM_JetpackFuel), COLORED_NAME(this)); + "It isn't available very often on maps, unless the %s mutator is active, in which all players have it on their offhand, used with the ^3+hook^7 bind."), + COLORED_NAME(this), COLORED_NAME(ITEM_JetpackFuel), COLORED_NAME(this), COLORED_NAME(MUTATOR_hook)); } #endif diff --git a/qcsrc/common/weapons/weapon/minelayer.qc b/qcsrc/common/weapons/weapon/minelayer.qc index 98a1f674fc..074c4b7fa3 100644 --- a/qcsrc/common/weapons/weapon/minelayer.qc +++ b/qcsrc/common/weapons/weapon/minelayer.qc @@ -513,6 +513,9 @@ METHOD(MineLayer, wr_impacteffect, void(entity thiswep, entity actor)) #endif #ifdef MENUQC +#include +#include +#include #include METHOD(MineLayer, describe, string(MineLayer this)) @@ -523,8 +526,8 @@ METHOD(MineLayer, describe, string(MineLayer this)) "The secondary fire instantaneously detonates any mines fired by the primary fire, first waiting until you're far enough away.\n\n" "It consumes %s ammo for each mine laid.\n\n" "The mines are not launched very far before they hit the ground, so the %s isn't very effective at medium to long ranges. " - "It is often used to protect important areas of the map such as the flag in Capture The Flag, control points in Onslaught, or checkpoints in Assault."), - COLORED_NAME(this), COLORED_NAME(ITEM_Rockets), COLORED_NAME(this)); + "It is often used to protect important areas of the map such as the flag in %s, control points in %s, or checkpoints in %s."), + COLORED_NAME(this), COLORED_NAME(ITEM_Rockets), COLORED_NAME(this), COLORED_NAME(MAPINFO_TYPE_CTF), COLORED_NAME(MAPINFO_TYPE_ONSLAUGHT), COLORED_NAME(MAPINFO_TYPE_ASSAULT)); } #endif diff --git a/qcsrc/common/weapons/weapon/tuba.qc b/qcsrc/common/weapons/weapon/tuba.qc index 8a322c1181..82c73daaf1 100644 --- a/qcsrc/common/weapons/weapon/tuba.qc +++ b/qcsrc/common/weapons/weapon/tuba.qc @@ -601,7 +601,7 @@ METHOD(Tuba, describe, string(Tuba this)) return sprintf(_("The %s is unique weapon that makes the ears of nearby enemies bleed by playing awful sounds, also slightly knocking them back.\n\n" "The secondary fire works the same way, playing a higher pitch.\n\n" "The only ammo it needs to operate is the breath from your lungs.\n\n" - "Since your enemies need to be close by to hear your awful music, the %s is only effective at very close ranges.\n\n" + "Since your enemies need to be close by to hear your rubbish music, the %s is only effective at very close ranges.\n\n" "The pitch the %s plays depends on the movement keys pressed. " "Reloading the weapon switches its model and notes played."), COLORED_NAME(this), COLORED_NAME(this), COLORED_NAME(this)); diff --git a/qcsrc/common/weapons/weapon/vaporizer.qc b/qcsrc/common/weapons/weapon/vaporizer.qc index c1f3f8f7bc..eb26fcbcea 100644 --- a/qcsrc/common/weapons/weapon/vaporizer.qc +++ b/qcsrc/common/weapons/weapon/vaporizer.qc @@ -407,6 +407,7 @@ METHOD(Vaporizer, wr_zoom, bool(entity thiswep, entity actor)) #endif #ifdef MENUQC +#include #include #include #include "blaster.qh" @@ -415,11 +416,11 @@ METHOD(Vaporizer, describe, string(Vaporizer this)) { TC(Vaporizer, this); return sprintf(_("The %s is unique weapon, firing a deadly beam of energy dealing a huge amount of damage. " - "In InstaGib, the beam has the ability to instantly kill enemies with a single shot, unless they have an %s.\n\n" + "In %s, the beam has the ability to instantly kill enemies with a single shot, unless they have an %s.\n\n" "The secondary fire fires a laser similar to that fired by the %s, with very strong knockback.\n\n" - "It is a superweapon, so isn't often found in game, except in InstaGib where all players spawn with it.\n\n" + "It is a superweapon, so isn't often found in game, except in %s where all players spawn with it.\n\n" "It consumes some %s ammo with each shot."), - COLORED_NAME(this), COLORED_NAME(ITEM_ExtraLife), COLORED_NAME(WEP_BLASTER), COLORED_NAME(ITEM_Cells)); + COLORED_NAME(this), COLORED_NAME(MUTATOR_mutator_instagib), COLORED_NAME(ITEM_ExtraLife), COLORED_NAME(WEP_BLASTER), COLORED_NAME(MUTATOR_mutator_instagib), COLORED_NAME(ITEM_Cells)); } #endif