Improve game tile explanations a bit

As suggested by Bojidar and jao
This commit is contained in:
Dennis Felsing 2019-04-09 14:23:37 +02:00
parent 05fe69751d
commit bdb579330d

View file

@ -43,7 +43,7 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_TELEINEVIL:
if(Layer == LAYER_TELE)
return "EVIL TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are deleted.";
return "RED TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hooks are reset.";
break;
case TILE_DFREEZE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
@ -59,31 +59,31 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_TELEINHOOK:
if(Layer == LAYER_TELE)
return "HOOK TELEPORT: Teleports hooks entered into it to TELEPORT TO, where it comes out. Direction, angle and length are kept.";
return "HOOK TELEPORT: Teleports hooks entering into it to TELEPORT TO, where it comes out. Direction, angle and length are kept.";
break;
case TILE_WALLJUMP:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "WALLJUMP: Placed next to a wall. Enables to climb up the wall.";
return "WALLJUMP: Placed next to a wall. Enables climbing up the wall.";
break;
case TILE_EHOOK_START:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "ENDLESS HOOK: Endless hook has been activated.";
return "ENDLESS HOOK: Activates endless hook.";
break;
case TILE_EHOOK_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "ENDLESS HOOK: Endless hook has been deactivated.";
return "ENDLESS HOOK OFF: Deactivates endless hook.";
break;
case TILE_HIT_START:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "HIT OTHERS: You can hit others.";
if(Layer == LAYER_SWITCH)
return "HIT OTHERS: You can activate hitting others for single weapons.";
return "HIT OTHERS: You can activate hitting others for single weapons, using delay number to select which.";
break;
case TILE_HIT_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "HIT OTHERS: You can't hit others.";
if(Layer == LAYER_SWITCH)
return "HIT OTHERS: You can deactivate hitting others for single weapons.";
return "HIT OTHERS: You can deactivate hitting others for single weapons, using delay number to select which.";
break;
case TILE_SOLO_START:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
@ -93,11 +93,11 @@ const char *CEditor::Explain(int Tile, int Layer)
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "SOLO: You are now out of the solo part.";
if(Layer == LAYER_SWITCH)
return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for set amount of seconds.";
return "TIME SWITCH: Activates switch (e.g. closes door) with the same number for a set amount of seconds.";
break;
case TILE_SWITCHTIMEDCLOSE:
if(Layer == LAYER_SWITCH)
return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for set amount of seconds.";
return "TIME SWITCH: Deactivates switch (e.g. opens door) with the same number for a set amount of seconds.";
break;
case TILE_SWITCHOPEN:
if(Layer == LAYER_SWITCH)
@ -105,15 +105,15 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_SWITCHCLOSE:
if(Layer == LAYER_SWITCH)
return "SWITCH: Deactivates switch (e.g. closes door) with the same number.";
return "SWITCH: Deactivates switch (e.g. opens door) with the same number.";
break;
case TILE_TELEIN:
if(Layer == LAYER_TELE)
return "TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept.";
return "BLUE TELEPORT: After falling into this tile, tees appear on TO with the same number. Speed and hook are kept.";
break;
case TILE_TELEOUT:
if(Layer == LAYER_TELE)
return "TELEPORT: Teleport destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers.";
return "TELEPORT TO: Destination tile for FROMs, WEAPON & HOOK TELEPORTs with the same numbers.";
break;
case TILE_BOOST:
if(Layer == LAYER_SPEEDUP)
@ -125,11 +125,11 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_TELECHECKOUT:
if(Layer == LAYER_TELE)
return "CHECKPOINT TELEPORT: Here tees will appear after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT.";
return "CHECKPOINT TELEPORT TO: Tees will appear here after touching TELEPORT CHECKPOINT with the same number and falling into CFROM TELEPORT.";
break;
case TILE_TELECHECKIN:
if(Layer == LAYER_TELE)
return "CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept.";
return "BLUE CHECKPOINT TELEPORT: Sends tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are kept.";
break;
case TILE_REFILL_JUMPS:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
@ -157,7 +157,7 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_TELECHECKINEVIL:
if(Layer == LAYER_TELE)
return "CHECKPOINT EVIL TELE: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are deleted.";
return "RED CHECKPOINT TELEPORT: Send tees to CTO with the same number as the last touched TELEPORT CHECKPOINT. Speed and hook are reset.";
break;
case TILE_CP:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
@ -173,27 +173,27 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_OLDLASER:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "OLD LASER: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map.";
return "GLOBAL OLD SHOTGUN: Shotgun drags others always towards the shooter, even after having bounced. Shooter can't hit themselves. Place only one tile somewhere on the map.";
break;
case TILE_NPC:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map.";
return "GLOBAL COLLISION OFF: Nobody can collide with others. Place only one tile somewhere on the map.";
break;
case TILE_EHOOK:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map.";
return "GLOBAL ENDLESS HOOK ON: Everyone has endless hook. Place only one tile somewhere on the map.";
break;
case TILE_NOHIT:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map.";
return "GLOBAL HIT OTHERS OFF: Nobody can hit others. Place only one tile somewhere on the map.";
break;
case TILE_NPH:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map.";
return "GLOBAL HOOK OTHERS OFF: Nobody can hook others. Place only one tile somewhere on the map.";
break;
case TILE_UNLOCK_TEAM:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "SPEEDER: Causes weapons, SHIELD, HEART and SPINNING LASER to move quickly.";
return "UNLOCK TEAM: Forces team to be unlocked so that team doesn't get killed when one dies.";
break;
case TILE_PENALTY:
if(Layer == LAYER_SWITCH)
@ -201,19 +201,19 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_NPC_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "COLLISION: You can't collide with others.";
return "COLLISION OFF: You can't collide with others.";
break;
case TILE_SUPER_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "SUPER JUMP: You don't have unlimited air jumps.";
return "SUPER JUMP OFF: You don't have unlimited air jumps.";
break;
case TILE_JETPACK_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "JETPACK: You lost your jetpack gun.";
return "JETPACK OFF: You lose your jetpack gun.";
break;
case TILE_NPH_END:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "HOOK OTHERS: You can't hook others.";
return "HOOK OTHERS OFF: You can't hook others.";
break;
case TILE_BONUS:
if(Layer == LAYER_SWITCH)
@ -254,11 +254,11 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case ENTITY_OFFSET + ENTITY_SPAWN_RED:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "SPAWN: Not used in DDRace. Here spawn red team members.";
return "SPAWN: Red team members spawn here, same as normal spawn in DDRace.";
break;
case ENTITY_OFFSET + ENTITY_SPAWN_BLUE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "SPAWN: Not used in DDRace. Here spawn blue team members.";
return "SPAWN: Blue team members spawn here, same as normal spawn in DDRace.";
break;
case ENTITY_OFFSET + ENTITY_FLAGSTAND_RED:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
@ -266,7 +266,7 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case ENTITY_OFFSET + ENTITY_FLAGSTAND_BLUE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "FLAG: Not used in DDRace. Place where red team blue is.";
return "FLAG: Not used in DDRace. Place where blue team flag is.";
break;
case ENTITY_OFFSET + ENTITY_ARMOR_1:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
@ -290,7 +290,7 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case ENTITY_OFFSET + ENTITY_WEAPON_RIFLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "RIFLE: Unfreezes the tee. Bounces off the walls. Also known as laser.";
return "RIFLE: Unfreezes hit tee. Bounces off the walls. Also known as laser.";
break;
case ENTITY_OFFSET + ENTITY_LASER_FAST_CCW:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
@ -322,39 +322,39 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case ENTITY_OFFSET + ENTITY_LASER_SHORT:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 3 tiles long.";
return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 3 tiles long.";
break;
case ENTITY_OFFSET + ENTITY_LASER_MEDIUM:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 6 tiles long.";
return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 6 tiles long.";
break;
case ENTITY_OFFSET + ENTITY_LASER_LONG:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH: Combined with DOOR or SPINNING LASER, makes it 9 tiles long.";
return "LASER LENGTH: Put next to DOOR or SPINNING LASER, makes it 9 tiles long.";
break;
case ENTITY_OFFSET + ENTITY_LASER_C_SLOW:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, slow.";
break;
case ENTITY_OFFSET + ENTITY_LASER_C_NORMAL:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, medium speed.";
break;
case ENTITY_OFFSET + ENTITY_LASER_C_FAST:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Lengthen, fast.";
break;
case ENTITY_OFFSET + ENTITY_LASER_O_SLOW:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, slow.";
break;
case ENTITY_OFFSET + ENTITY_LASER_O_NORMAL:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, medium speed.";
break;
case ENTITY_OFFSET + ENTITY_LASER_O_FAST:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
return "LASER LENGTH CHANGE: Combined with LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast.";
return "LASER LENGTH CHANGE: Put next to LASER LENGTH, causes it to length and shorten constantly. Works only on (NON-)SPINNING LASER, not on DOOR. Shorten, fast.";
break;
case ENTITY_OFFSET + ENTITY_PLASMAE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT || Layer == LAYER_SWITCH)
@ -414,35 +414,35 @@ const char *CEditor::Explain(int Tile, int Layer)
break;
case TILE_TELE_GUN_DISABLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "TELEGUN: Turn gun off as telegun weapon.";
return "TELEGUN OFF: Turn gun off as telegun weapon.";
break;
case TILE_ALLOW_TELE_GUN:
if(Layer == LAYER_FRONT)
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement.";
if(Layer == LAYER_SWITCH)
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons.";
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, cancels movement, for single weapons, using delay number to select which.";
break;
case TILE_ALLOW_BLUE_TELE_GUN:
if(Layer == LAYER_FRONT)
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement.";
if(Layer == LAYER_SWITCH)
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons.";
return "TELEGUN: Place on top of a collision tile, activates a spot to teleport to, preserves movement, for single weapons, using delay number to select which.";
break;
case TILE_TELE_GRENADE_ENABLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "TELEGUN: Turn grenade on as telegun weapon.";
return "TELEGRENADE: Turn grenade on as telegun weapon.";
break;
case TILE_TELE_GRENADE_DISABLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "TELEGUN: Turn grenade off as telegun weapon.";
return "TELEGRENADE OFF: Turn grenade off as telegun weapon.";
break;
case TILE_TELE_LASER_ENABLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "TELEGUN: Turn laser on as telegun weapon.";
return "TELELASER: Turn laser on as telegun weapon.";
break;
case TILE_TELE_LASER_DISABLE:
if(Layer == LAYER_GAME || Layer == LAYER_FRONT)
return "TELEGUN: Turn laser off as telegun weapon.";
return "TELELASER OFF: Turn laser off as telegun weapon.";
break;
}
if(Tile >= TILE_CHECKPOINT_FIRST && Tile <= TILE_CHECKPOINT_LAST && (Layer == LAYER_GAME || Layer == LAYER_FRONT))