From 699e2eac31f927eb7cfee38314b8536dabeb8a82 Mon Sep 17 00:00:00 2001 From: otta8634 Date: Sat, 11 Jan 2025 20:39:06 +0800 Subject: [PATCH] Improve Jump buff, Vortex, Mayhem descriptions I discovered the Jump buff added note while looking at the code recently that it also negates any DEATH_FALL damage. This wasn't documented on the wiki so I missed it initially. --- qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc | 7 +++++-- qcsrc/common/mutators/mutator/buffs/all.inc | 2 +- qcsrc/common/weapons/weapon/vortex.qc | 4 ++-- 3 files changed, 8 insertions(+), 5 deletions(-) diff --git a/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc b/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc index 20693b6460..0dc1acf9d3 100644 --- a/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc +++ b/qcsrc/common/gamemodes/gamemode/mayhem/mayhem.qc @@ -1,6 +1,8 @@ #include "mayhem.qh" #ifdef MENUQC +#include + METHOD(mayhem, describe, string(mayhem this)) { TC(mayhem, this); @@ -9,7 +11,8 @@ METHOD(mayhem, describe, string(mayhem this)) "It shines in its unique handling of scoring, accouting for both frags but also damage dealt. " "This means that if you almost frag a player you will still be rewarded with points, but dealing the final blow is always better if possible. " "Points are deducted when you walk into hazards, but not when you do movement tricks like blaster jumping since self damage is disabled\n\n" - "Since damage is always rewarded in %s, the more you shoot the better, turning this gamemode into chaotic fun at times"), - COLORED_NAME(this), COLORED_NAME(this)); + "Since damage is always rewarded in %s, the more you shoot the better, turning this gamemode into chaotic fun at times\n\n" + "This gamemode is often seen as a more newbie-friendly version of %s"), + COLORED_NAME(this), COLORED_NAME(this), COLORED_NAME(MAPINFO_TYPE_DEATHMATCH)); } #endif diff --git a/qcsrc/common/mutators/mutator/buffs/all.inc b/qcsrc/common/mutators/mutator/buffs/all.inc index 3cae71b3a6..a100d174c7 100644 --- a/qcsrc/common/mutators/mutator/buffs/all.inc +++ b/qcsrc/common/mutators/mutator/buffs/all.inc @@ -165,7 +165,7 @@ CLASS(JumpBuff, Buff) METHOD(JumpBuff, describe, string(JumpBuff this)) { TC(JumpBuff, this); - return sprintf(_("The %s greatly increases your jump height, while the buff is active"), + return sprintf(_("The %s greatly increases your jump height, while the buff is active\n\nIt also makes you immune to fall damage"), COLORED_NAME_WITH_CONCAT(this, _("Buff"))); } #endif diff --git a/qcsrc/common/weapons/weapon/vortex.qc b/qcsrc/common/weapons/weapon/vortex.qc index ce5e8a3fce..67e4f4ca21 100644 --- a/qcsrc/common/weapons/weapon/vortex.qc +++ b/qcsrc/common/weapons/weapon/vortex.qc @@ -364,9 +364,9 @@ METHOD(Vortex, describe, string(Vortex this)) "The secondary fire zooms in when held, allowing for ease of aiming\n\n" "It consumes %s ammo for each bullet shot\n\n" "Unlike the %s, the %s doesn't need to be reloaded manually, although you have to wait a couple seconds between shots. " - "Uniquely, the %s can be fired slightly before it finishes completely reloading, albeit dealing slightly less damage\n\n" + "Uniquely, it can be fired slightly before it finishes completely reloading, albeit with the tradeoff of dealing slightly less damage\n\n" "Similar to the %s, the %s can be used at any range, but it stands out at long ranges"), - COLORED_NAME(this), COLORED_NAME(ITEM_Cells), COLORED_NAME(WEP_RIFLE), COLORED_NAME(this), COLORED_NAME(this), COLORED_NAME(WEP_RIFLE), COLORED_NAME(this)); + COLORED_NAME(this), COLORED_NAME(ITEM_Cells), COLORED_NAME(WEP_RIFLE), COLORED_NAME(this), COLORED_NAME(WEP_RIFLE), COLORED_NAME(this)); } #endif -- 2.39.5