- check for url-param 'locale' and handle as temporary choice

- spell: added effect: killCredit2 to parsed list
- fixed some mixups, when eventId was used instead of holidayId and vice versa
- avoid zero values for page Types so there are no longer empty tooltips on the language-menu
- rewrote conditions system:
  * table: conditions is now in use (needs some more cases to check for)
  * adapted existing 'conditions', may need some wording fixes
  * can now calso reate a single listview tab for more detailed information
  * this is not localized for frFR, esES or ruRU
- enabled support for non-tamplate tabs (leave 'file' empty and 'data' is used as HTML)
This commit is contained in:
Sarjuuk
2014-09-23 18:48:07 +02:00
parent 813b3600ce
commit ad3f826906
26 changed files with 1156 additions and 384 deletions

View File

@@ -2219,8 +2219,96 @@ var g_socket_names = {
14: 'Ranura prismática'
};
/* custom */
// DRUNK_MESSAGE_*
var g_drunk_states = {
0: 'sober',
1: 'tipsy',
2: 'drunk',
3: 'smashed'
};
var g_operators = {
0: 'exact',
1: 'more than',
2: 'less than',
3: 'more than or exact',
4: 'less than or exact'
};
var g_world_object_types = {
3: 'Creature',
4: 'Player',
5: 'Gameobject',
7: 'Player Corpse'
};
var g_condition_types = {
1: ['Looting', 'If the conditions are met, this item can be dropped by [npc=$1].'], // CND_SRC_CREATURE_LOOT_TEMPLATE
2: ['Disenchanting', 'If the conditions are met, this item can be found when disenchanting [item=$1].'], // CND_SRC_DISENCHANT_LOOT_TEMPLATE
3: ['Fishing', 'If the conditions are met, fishing in [zone=$1] can yield this item.'], // CND_SRC_FISHING_LOOT_TEMPLATE
4: ['Object Opening', 'If the conditions are met, this item can be found in [object=$1].'], // CND_SRC_GAMEOBJECT_LOOT_TEMPLATE
5: ['Item Opening', 'If the conditions are met, this item can be found in [item=$1].'], // CND_SRC_ITEM_LOOT_TEMPLATE
6: ['Mail Attachm.', 'If the conditions are met, this item can be attached to this mail.'], // CND_SRC_MAIL_LOOT_TEMPLATE
7: ['Milling', 'If the conditions are met, this item can be milled from [item=$1].'], // CND_SRC_MILLING_LOOT_TEMPLATE
8: ['Pickpocketing', 'If the conditions are met, this item can be picked from [npc=$1].'], // CND_SRC_PICKPOCKETING_LOOT_TEMPLATE
9: ['Prospecting', 'If the conditions are met, this item can be prospected from [item=$1].'], // CND_SRC_PROSPECTING_LOOT_TEMPLATE
10: ['Ref. Looting', '<this should not be displayed and the template merged into its surce>'], // CND_SRC_REFERENCE_LOOT_TEMPLATE
11: ['Skinning', 'If the conditions are met, this item can be skinned (salvaged, (mined, (herbed))) from [npc=$1].'], // CND_SRC_SKINNING_LOOT_TEMPLATE
12: ['Crafting', 'If the conditions are met, casting [spell=$1] may also create this item.'], // CND_SRC_SPELL_LOOT_TEMPLATE
13: ['Auto Target', 'Only targets matching the conditions can be affected by the spell.'], // CND_SRC_SPELL_IMPLICIT_TARGET
14: ['Gossip', 'Display the related Gossip entry on [npc=$2], if the conditions are met.'], // CND_SRC_GOSSIP_MENU
15: ['Gossip Menu', 'Display the related Gossip menu, if the conditions are met.'], // CND_SRC_GOSSIP_MENU_OPTION
16: ['Vehicle', 'This Creature can be used as a vehicle, if the conditions are met.'], // CND_SRC_CREATURE_TEMPLATE_VEHICLE
17: ['Spell', 'This Spell can only be cast, if the conditions are met.'], // CND_SRC_SPELL
18: ['Spell Click', 'If the conditions are met, [npc=$2] casts [spell=$1] if clicked on.'], // CND_SRC_SPELL_CLICK_EVENT
19: ['Quest Sign', 'A [icon name=quest_startend]&nbsp;[/icon] will be shown for this quest, if the condition is met.'], // CND_SRC_QUEST_ACCEPT
20: ['Quest Accept', 'The Player can accept this quest, if the condition is met.'], // CND_SRC_QUEST_SHOW_MARK
21: ['Vehicle Spell', 'If the conditions are met, vehicle [npc=$2] has [spell=$1] available.'], // CND_SRC_VEHICLE_SPELL
22: ['SmartAI', 'If the conditions are met, the creatures AI may perform additional actions.'], // CND_SRC_SMART_EVENT
23: ['Vendor', 'If the conditions are met, the vendor will have this item available.'], // CND_SRC_NPC_VENDOR
24: ['Spell Proc', 'If the conditions are met, the spell is allowed to proc.'] // CND_SRC_SPELL_PROC
};
var g_conditions = {
1: 'The Player $has:does not have; an aura of $1',
2: 'The Player $owns: does not own; $1',
3: 'The Player $has:does not have; $1 equipped',
4: 'The Player is$: not; in $1', // also used by 22, 23
5: 'The Player\'s standing with $1 is$: not; $2',
6: 'The Player is$: not; $1',
7: 'The Player $knows: does not know; $1',
8: 'The Player has$: not; finished $1',
9: 'The Player has$: not; accepted $1',
10: 'The Player is$: not; $1',
11: 'The game word is$: not; in a certain state', // nyi
12: '$1 must$: not; be active',
13: 'The instance $has:does not have; a certain state', // nyi
14: 'The Player has $never:; interacted with $1',
15: 'The Player is$: not; a $1', // also used by 16
17: 'The Player has$: not; achieved $1',
18: 'The Player has$: not; obtained $1',
20: 'The Player\'s gender is$: not; [span class=icon-$2]$1[/span]',
21: 'The target $has:does not have; a certain state', // nyi
24: '', // not used
25: 'The Player $knows: does not know; $1',
26: 'The Creature is$: not; in phase $1',
27: 'The target\'s level is$: not; $2 $1',
28: 'The Player has$: not; completed $1',
29: 'The Player is$: not; within $2yd of $1', // also used by 30
31: 'Casters\'s target is$: not; $1', // also used by 32
33: 'The Player $has:does not have; a certain relation to the target', // nyi
34: 'The target $has:does not have; a certain reaction to the Player', // nyi
35: 'The target is$: not; $2 $1yd away',
36: 'The target is$: not; alive',
37: 'The target\'s health is$: not; $2 $1',
37: 'The target\'s health is$: not; $2 $1%'
};
/* end custom */
var LANG = {
and: " y ",
or: " o ",
comma: ", ",
ellipsis: "…",
dash: " ",
@@ -4212,5 +4300,10 @@ var LANG = {
added: "Añadido",
build: "Versión",
calculators: "Calculadoras",
patch: "Parche"
patch: "Parche",
/* custom */
note_condition: "Every one of these conditions must be met to satisfy the requirement.",
note_condition_group: "Any one of these groups must be met in full to satisfy the requirement."
/* end custom */
};