Add NPC speech for torches
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@ -92,3 +92,7 @@ Stay healthy!=Bleib gesund!
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Sheep=Schaf
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Skunk=Stinktier
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Walker=Läufer
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It’s burned out. Use flint and steel to kindle it.=Sie ist ausgebrannt. Benutze Feuerstein und Stahl, um sie wieder anzuzünden.
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With flint and steel you could stabilize the flame.=Mit Feuerstein und Stahl könnte man die Flamme stabilisieren.
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Let’s light up some caves!=Lasst uns ein paar Höhlen erhellen!
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Hole in dirt, put bronze in. Bell’s complete, bim, bim, bim!=Loch in Erde, Bronze rin. Glocke fertig, bim, bim, bim!
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@ -92,3 +92,7 @@ Stay healthy!=
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Sheep=
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Skunk=
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Walker=
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It’s burned out. Use flint and steel to kindle it.=
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With flint and steel you could stabilize the flame.=
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Let’s light up some caves!=
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Hole in dirt, put bronze in. Bell’s complete, bim, bim, bim!
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@ -232,6 +232,12 @@ for _, npc_type_table in pairs(npc_types) do
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end
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elseif iname == "lumien:crystal_off" then
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say(S("This looks like it could be a good wall decoration."), name)
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elseif iname == "default:torch_dead" then
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say(S("It’s burned out. Use flint and steel to kindle it."), name)
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elseif iname == "default:torch_weak" then
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say(S("With flint and steel you could stabilize the flame."), name)
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elseif iname == "default:torch" then
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say(S("Let’s light up some caves!"), name)
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elseif iname == "default:flower" then
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say(S("A flower? I love flowers! Let's make the world bloom!"), name)
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elseif iname == "default:flint_and_steel" then
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@ -252,6 +258,9 @@ for _, npc_type_table in pairs(npc_types) do
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else
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say(S("Sleeping makes the night go past in the blink of an eye."), name)
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end
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elseif iname == "default:lump_bronze" then
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-- Classic parody of Friedrich Schiller’s “Das Lied von der Glocke” (works best in German)
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say(S("Hole in dirt, put bronze in. Bell’s complete, bim, bim, bim!"), name)
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elseif iname == "default:apple" then
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if npc_type == "farmer" then
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say(S("Boars love to eat apples, too! If you feed enough of these to them, they will multiply."), name)
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