Fix next-step hints: cryptic destiny hint, hide completed adventures count
- Don't show "Adventures: 9/10" when all unlocked adventures are done (the 10th is Destiny which isn't unlocked yet, confusing the player) - Only show adventure count when there are incomplete unlocked adventures - Replace misleading "complete all adventures" destiny hint with a cryptic "keep opening boxes" hint (Destiny unlocks via box_endgame drop)
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3 changed files with 9 additions and 6 deletions
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@ -45,7 +45,7 @@
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"ui.completion": "Completion: {0}%",
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"ui.completion": "Completion: {0}%",
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"hint.lore": "Lore Fragments: {0}/{1}",
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"hint.lore": "Lore Fragments: {0}/{1}",
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"hint.adventures": "Adventures completed: {0}/{1}",
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"hint.adventures": "Adventures completed: {0}/{1}",
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"hint.destiny": "Complete all adventures to unlock the final adventure…",
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"hint.destiny": "Keep opening boxes… destiny will come knocking.",
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"prompt.what_do": "What do you do?",
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"prompt.what_do": "What do you do?",
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"prompt.invalid_choice": "Please enter a number between 1 and {0}.",
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"prompt.invalid_choice": "Please enter a number between 1 and {0}.",
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@ -45,7 +45,7 @@
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"ui.completion": "Complétion : {0}%",
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"ui.completion": "Complétion : {0}%",
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"hint.lore": "Fragments de Lore : {0}/{1}",
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"hint.lore": "Fragments de Lore : {0}/{1}",
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"hint.adventures": "Aventures terminées : {0}/{1}",
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"hint.adventures": "Aventures terminées : {0}/{1}",
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"hint.destiny": "Termine toutes les aventures pour débloquer l'aventure finale…",
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"hint.destiny": "Continue d'ouvrir des boîtes… le destin finira par frapper.",
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"prompt.what_do": "Que fais-tu ?",
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"prompt.what_do": "Que fais-tu ?",
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"prompt.invalid_choice": "Entre un nombre entre 1 et {0}.",
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"prompt.invalid_choice": "Entre un nombre entre 1 et {0}.",
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@ -1024,12 +1024,15 @@ public static class Program
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if (ownedLore < totalLore)
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if (ownedLore < totalLore)
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hints.Add(_loc.Get("hint.lore", ownedLore, totalLore));
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hints.Add(_loc.Get("hint.lore", ownedLore, totalLore));
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// Adventures completed
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// Adventures: only count unlocked ones (exclude Destiny if not yet unlocked)
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var unlockedAdvCount = _state.UnlockedAdventures.Count;
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var completedAdv = _state.CompletedAdventures.Count;
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var completedAdv = _state.CompletedAdventures.Count;
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if (completedAdv < totalAdventures)
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var incompleteUnlocked = _state.UnlockedAdventures
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hints.Add(_loc.Get("hint.adventures", completedAdv, totalAdventures));
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.Count(a => !_state.CompletedAdventures.Contains(a.ToString()));
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if (incompleteUnlocked > 0)
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hints.Add(_loc.Get("hint.adventures", completedAdv, unlockedAdvCount));
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// Destiny adventure not yet unlocked — show condition
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// Destiny adventure not yet unlocked — cryptic hint
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if (!_state.UnlockedAdventures.Contains(AdventureTheme.Destiny))
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if (!_state.UnlockedAdventures.Contains(AdventureTheme.Destiny))
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hints.Add(_loc.Get("hint.destiny"));
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hints.Add(_loc.Get("hint.destiny"));
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