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Add tooltip updates by DaveFriedLiver
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dashodanger committed Sep 26, 2024
1 parent 32cfd27 commit b3d8952
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3 changes: 3 additions & 0 deletions AUTHORS.md
Original file line number Diff line number Diff line change
Expand Up @@ -157,6 +157,9 @@ KadKad1
Lobo
- EDGE-Classic Enhancement Addon

DaveFriedLiver
- Widget tooltip updates/grammar corrections

# OBLIGE

## DEVELOPER:
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10 changes: 5 additions & 5 deletions modules/gzdoom_marine_closet.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1579,7 +1579,7 @@ OB_MODULES["gzdoom_marine_closets"] =
max = 10,
increment = 1,
default = 1,
tooltip = _("Sets least amount of closets that can spawn per map."),
tooltip = _("Sets lowest number of closets that can spawn per map."),
randomize_group = "monsters"
},

Expand All @@ -1593,7 +1593,7 @@ OB_MODULES["gzdoom_marine_closets"] =
max = 10,
increment = 1,
default = 2,
tooltip = _("Sets most amount of closets that can spawn per map."),
tooltip = _("Sets greatest number of closets that can spawn per map."),
randomize_group = "monsters"
},

Expand All @@ -1619,7 +1619,7 @@ OB_MODULES["gzdoom_marine_closets"] =
max = 10,
increment = 1,
default = 1,
tooltip = _("Sets least amount of marines that can spawn per closet."),
tooltip = _("Sets lowest number of marines that can spawn per closet."),
randomize_group = "monsters"
},

Expand All @@ -1633,7 +1633,7 @@ OB_MODULES["gzdoom_marine_closets"] =
max = 10,
increment = 1,
default = 5,
tooltip = _("Sets most amount of marines that can spawn per closet."),
tooltip = _("Sets greatest number of marines that can spawn per closet."),
randomize_group = "monsters"
},

Expand Down Expand Up @@ -1765,7 +1765,7 @@ OB_MODULES["gzdoom_marine_closets"] =
priority = 83,
choices = MARINE_CLOSET_TUNE.QUANTITY,
default = "default",
tooltip = _("Influences amount of monsters in rooms with a marine closet."),
tooltip = _("Influences number of monsters in rooms with a marine closet."),
randomize_group = "monsters"
},

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2 changes: 1 addition & 1 deletion modules/iwad_mode.lua
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,7 @@

-- Possible choices for configuration:
--
-- Size, monster quantity, lighting level, amount of outdoors, secret quantity,
-- Size, monster quantity, lighting level, number of outdoors, secret quantity,
-- teleporters, traps, windows, steepness, street mode, procedural gotcha,
-- room height size, cages, sink type, liquids, barrels, keyed doors, normal doors,
-- nearby and distant/remote switches, fences, porches, big rooms/outdoors, ambushes,
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14 changes: 7 additions & 7 deletions modules/miscellaneous.lua
Original file line number Diff line number Diff line change
Expand Up @@ -308,7 +308,7 @@ OB_MODULES["misc"] =
name="room_area_multiplier", label=_("Area Count Multiplier"),
choices = MISC_STUFF.AREA_COUNT_MULTIPLIER_CHOICES,
default = "mixed",
tooltip = _("Alters the amount of areas in a room. Influences the amount rooms are divided into different elevations or simply different ceilings if a level has no steepness.\n\nVanilla: No area quantity multipliers.\n\nMix It Up: All multiplier ranges are randomly used with highest and lowest multipliers being rarest."),
tooltip = _("Alters the number of areas in a room. Influences the amount rooms are divided into different elevations or simply different ceilings if a level has no steepness.\n\nVanilla: No area quantity multipliers.\n\nMix It Up: All multiplier ranges are randomly used with highest and lowest multipliers being rarest."),
priority = 93,
randomize_group="architecture",
},
Expand Down Expand Up @@ -355,7 +355,7 @@ OB_MODULES["misc"] =
},
{ name="sub_rooms",
label=_("Sub Rooms"),
tooltip=_("Controls amount of small sub rooms. Actually controls the degree at which ungrown rooms are left instead of culled."),
tooltip=_("Controls number of small sub rooms. Actually controls the degree at which ungrown rooms are left instead of culled."),
choices=STYLE_CHOICES, priority = 87.5, randomize_group="architecture",

},
Expand All @@ -373,7 +373,7 @@ OB_MODULES["misc"] =

{ name="parks",
label=_("Parks"),
tooltip = _("Control the amount of parks."),
tooltip = _("Control the number of parks."),
choices=STYLE_CHOICES, priority = 86, randomize_group="architecture", },
{
name="natural_parks",
Expand All @@ -397,7 +397,7 @@ OB_MODULES["misc"] =

{ name="windows",
label=_("Windows"),
tooltip = _("Control the amount of windows."),
tooltip = _("Control the number of windows."),
choices=STYLE_CHOICES, priority = 83, randomize_group="architecture", },
{
name="passable_windows",
Expand Down Expand Up @@ -454,7 +454,7 @@ OB_MODULES["misc"] =
{ name="scenics",
label=_("Scenics"),
choices=STYLE_CHOICES,
tooltip = _("Controls the amount of fancy scenics visible at room bordering the maps."),
tooltip = _("Controls the number of fancy scenics visible at room bordering the maps."),
priority = 76,
gap = 1,
randomize_group="architecture",
Expand Down Expand Up @@ -511,11 +511,11 @@ OB_MODULES["misc"] =

{ name="doors",
label=_("Doors"),
tooltip = _("Control the amount of doors."),
tooltip = _("Control the number of doors."),
choices=STYLE_CHOICES, priority = 69, randomize_group="architecture", },
{ name="keys",
label=_("Keyed Doors"),
tooltip = _("Control the amount of keyed doors."),
tooltip = _("Control the number of keyed doors."),
choices=STYLE_CHOICES, priority = 68, randomize_group="architecture", },
{ name="trikeys",
label=_("Triple-Keyed Doors"),
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24 changes: 12 additions & 12 deletions modules/stealth_mons.lua
Original file line number Diff line number Diff line change
Expand Up @@ -379,7 +379,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Zombiemen."),
tooltip = _("Control the number of Stealth Zombiemen."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -393,7 +393,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Shotgunners."),
tooltip = _("Control the number of Stealth Shotgunners."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -407,7 +407,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Imps."),
tooltip = _("Control the number of Stealth Imps."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -421,7 +421,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Pinkies."),
tooltip = _("Control the number of Stealth Pinkies."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -435,7 +435,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Cacodemons."),
tooltip = _("Control the number of Stealth Cacodemons."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -449,7 +449,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Barons of Hell."),
tooltip = _("Control the number of Stealth Barons of Hell."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -463,7 +463,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Chaingunners."),
tooltip = _("Control the number of Stealth Chaingunners."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -477,7 +477,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Hell Knights."),
tooltip = _("Control the number of Stealth Hell Knights."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -491,7 +491,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Revenants."),
tooltip = _("Control the number of Stealth Revenants."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -505,7 +505,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Mancubi."),
tooltip = _("Control the number of Stealth Mancubi."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -519,7 +519,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Arachnotrons."),
tooltip = _("Control the number of Stealth Arachnotrons."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
Expand All @@ -533,7 +533,7 @@ OB_MODULES["stealth_mon_control"] =
increment = .02,
default = _("Default"),
nan = _("Default"),
tooltip = _("Control the amount of Stealth Arch-Viles."),
tooltip = _("Control the number of Stealth Arch-Viles."),
presets = _("0:0 (None at all),.02:0.02 (Scarce),.14:0.14 (Less),.5:0.5 (Plenty),1.2:1.2 (More),3:3 (Heaps),20:20 (INSANE)"),
randomize_group="monsters",
},
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8 changes: 4 additions & 4 deletions modules/ui_arch.lua
Original file line number Diff line number Diff line change
Expand Up @@ -232,23 +232,23 @@ OB_MODULES["ui_arch"] =

{ name="outdoors",
label=_("Outdoors"), choices=STYLE_CHOICES, priority = 78, randomize_group="architecture",
tooltip = _("Control the amount of outdoor areas.")
tooltip = _("Control the number of outdoor areas.")
},
{ name="caves",
label=_("Caves"), choices=STYLE_CHOICES, priority = 77, randomize_group="architecture",
tooltip = _("Control the amount of caves.")
tooltip = _("Control the number of caves.")
},
{ name="liquids",
label=_("Liquids"), choices=STYLE_CHOICES, priority = 76, randomize_group="architecture",
tooltip = _("Control the amount of liquids.")
},
{ name="hallways",
label=_("Hallways"), choices=STYLE_CHOICES, priority = 75, randomize_group="architecture",
tooltip = _("Control the amount of hallways.")
tooltip = _("Control the number of hallways.")
},
{ name="teleporters",
label=_("Teleports"), choices=STYLE_CHOICES, priority = 74, randomize_group="architecture",
tooltip = _("Control the amount of teleporters.")
tooltip = _("Control the number of teleporters.")
},
{
name="bool_allow_teleporter_emergency_breaks",
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8 changes: 4 additions & 4 deletions modules/ui_mons.lua
Original file line number Diff line number Diff line change
Expand Up @@ -110,7 +110,7 @@ OB_MODULES["ui_mons"] =
default = 1.0,
nan = _("Mix It Up,Progressive"),
presets = _("0:None,0.15:0.15 (Trivial),0.35:0.35 (Sporadic),0.7:0.7 (Meager),1.0:1.0 (Normal),1.3:1.3 (Modest),1.5:1.5 (Bearable),2.0:2.0 (Rough),2.5:2.5 (Strenuous),3.0:3.0 (Formidable),3.5:3.5 (Harsh),4.0:4.0 (Painful),4.5:4.5 (Ferocious),5.0:5.0 (Unforgiving),5.5:5.5 (Punishing),6.0:6.0 (Murderous),6.5:6.5 (Grueling),7.0:7.0 (Unrelenting),7.5:7.5 (Arduous),8.0:8.0 (Barbaric),8.5:8.5 (Savage),9.0:9.0 (Brutal),9.5:9.5 (Draconian),10.0:10.00 (Merciless)"),
tooltip=_("Changes the amount of monsters placed in a map. Scales with level size."),
tooltip=_("Changes the number of monsters placed in a map. Scales with level size."),
longtip=_("For reference: Obsidian's default for normal is 1.0.\n\nMix It Up: Selects quantities specified between Upper and Lower Bound choices on a chosen by the user.\n\nProgressive: creates a curve of increasing monster population also based on the Fine Tune options below.\n\nIt does not matter if your Upper/Lower Bound selections are reversed. Progressive will pick the min VS max quantities selected.\n\nNone: No monsters. Why would you choose this option? \nTrivial: Very, very few monsters. Almost nothing to kill.\nSporadic: Very few monsters. Not many things to kill.\nMeager: Fewer monsters. Not challenging for the average player.\nEasy: Obsidian default quantity. Not too bad for casual players.\nModest: Slightly above default. Still pretty easy for most. \nBearable: Above average opposition. Getting warmer! \nRough: Slightly difficult. Equivalent to late 90s megawads. \nStrenuous: Baby steps into big boy difficulty. Lots to kill! \nFormidable/Harsh: 'Easy' level of difficult. Considerable opposition. \nPainful/Ferocious: Getting into slaughterwad territory. Difficult! \nUnforgiving/Punishing: Slaughterwad level difficulty. Skill needed. \nMurderous/Grueling: Extremely high monster count. \nUnrelenting/Arduous: An uphill battle. Expect to reload saves often! \nBarbaric/Savage: Up into the hardest slaughterwads out there. \nBrutal/Draconian: Legions of demons await you on this setting. \nMerciless: Hell will throw everything at you at this setting, you masochist."),
randomize_group="monsters",
},
Expand Down Expand Up @@ -217,7 +217,7 @@ OB_MODULES["ui_mons"] =
{
name="traps",
label=_("Traps"),
tooltip = _("Control the amount of traps."),
tooltip = _("Control the number of traps."),
choices=STYLE_CHOICES, randomize_group="monsters", },
{
name="trap_style",
Expand All @@ -241,7 +241,7 @@ OB_MODULES["ui_mons"] =

{ name="cages",
label=_("Cages"),
tooltip = _("Control the amount of cages."),
tooltip = _("Control the number of cages."),
choices=STYLE_CHOICES, randomize_group="monsters", },
{
name="cage_qty",
Expand Down Expand Up @@ -311,7 +311,7 @@ OB_MODULES["ui_mons_wolf_3d"] =
default = 1.0,
nan = _("Mix It Up,Progressive"),
presets = _("0:None,0.15:0.15 (Trivial),0.35:0.35 (Sporadic),0.7:0.7 (Meager),1.0:1.0 (Easy),1.3:1.3 (Modest),1.5:1.5 (Bearable),2.0:2.0 (Rough),2.5:2.5 (Strenuous),3.0:3.0 (Formidable),3.5:3.5 (Harsh),4.0:4.0 (Painful),4.5:4.5 (Ferocious),5.0:5.0 (Unforgiving),5.5:5.5 (Punishing),6.0:6.0 (Murderous),6.5:6.5 (Grueling),7.0:7.0 (Unrelenting),7.5:7.5 (Arduous),8.0:8.0 (Barbaric),8.5:8.5 (Savage),9.0:9.0 (Brutal),9.5:9.5 (Draconian),10.0:10.00 (Merciless)"),
tooltip=_("Changes the amount of monsters placed in a map. Scales with level size."),
tooltip=_("Changes the number of monsters placed in a map. Scales with level size."),
longtip=_("For reference: Obsidian's default for normal is 1.0.\n\nMix It Up: Selects quantities specified between Upper and Lower Bound choices on a chosen by the user.\n\nProgressive: creates a curve of increasing monster population also based on the Fine Tune options below.\n\nIt does not matter if your Upper/Lower Bound selections are reversed. Progressive will pick the min VS max quantities selected.\n\nNone: No monsters. Why would you choose this option? \nTrivial: Very, very few monsters. Almost nothing to kill.\nSporadic: Very few monsters. Not many things to kill.\nMeager: Fewer monsters. Not challenging for the average player.\nEasy: Obsidian default quantity. Not too bad for casual players.\nModest: Slightly above default. Still pretty easy for most. \nBearable: Above average opposition. Getting warmer! \nRough: Slightly difficult. Equivalent to late 90s megawads. \nStrenuous: Baby steps into big boy difficulty. Lots to kill! \nFormidable/Harsh: 'Easy' level of difficult. Considerable opposition. \nPainful/Ferocious: Getting into slaughterwad territory. Difficult! \nUnforgiving/Punishing: Slaughterwad level difficulty. Skill needed. \nMurderous/Grueling: Extremely high monster count. \nUnrelenting/Arduous: An uphill battle. Expect to reload saves often! \nBarbaric/Savage: Up into the hardest slaughterwads out there. \nBrutal/Draconian: Legions of demons await you on this setting. \nMerciless: Hell will throw everything at you at this setting, you masochist."),
randomize_group="monsters",
},
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8 changes: 4 additions & 4 deletions modules/ui_pickups.lua
Original file line number Diff line number Diff line change
Expand Up @@ -86,7 +86,7 @@ OB_MODULES["ui_pickups"] =
{ name="health",
label=_("Health"),
choices=UI_PICKUPS.HEALTH_CHOICES, randomize_group="pickups",
tooltip = _("Control the amount of health items.")
tooltip = _("Control the number of health items.")
},

{ name="ammo",
Expand All @@ -98,19 +98,19 @@ OB_MODULES["ui_pickups"] =
{ name="weapons",
label=_("Weapons"),
choices=UI_PICKUPS.WEAPON_CHOICES, randomize_group="pickups",
tooltip = _("Control the amount of weapons.")
tooltip = _("Control the number of weapons.")
},

{ name="items",
label=_("Items"),
choices=UI_PICKUPS.ITEM_CHOICES, randomize_group="pickups",
tooltip = _("Control the amount of armor and miscellaneous items.")
tooltip = _("Control the number of armor and miscellaneous items.")
},

{ name="secrets",
label=_("Secrets"),
choices=STYLE_CHOICES, randomize_group="pickups",
tooltip = _("Control the amount of secrets.")
tooltip = _("Control the number of secrets.")
},

{ name="secrets_bonus",
Expand Down
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