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Make Violet's button dialogue work in cutscene test
This was easier than I expected - just add an optional buttons="1" attribute to cutscenes.xml. It's treated like the speaker attribute - it's only there as context for the translator, and for the cutscene test.
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Misa Elizabeth Kai
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@@ -80,7 +80,7 @@
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<dialogue speaker="player" english="I'm feeling a bit overwhelmed, Doctor." translation="Tüm bunlar bana biraz fazla geldi doktor."/>
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<dialogue speaker="player" english="Where do I begin?" translation="Nereden başlamalıyım?"/>
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<dialogue speaker="purple" english="Remember that you can press ENTER to check where you are on the map!" translation="Haritadaki yerinizi görmek için ENTER tuşuna basabileceğinizi unutmayın!"/>
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<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation=""/>
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<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation="" buttons="1"/>
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<dialogue speaker="purple" english="Look for areas where the rest of the crew might be..." translation="Mürettebatın geri kalanının olabileceğin bölgeleri arayın..."/>
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<dialogue speaker="purple" english="If you get lost, you can get back to the ship from any teleporter." translation="Kaybolursanız herhangi bir ışınlayıcıdan gemiye geri dönebilirsiniz."/>
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<dialogue speaker="purple" english="And don't worry! We'll find everyone!" translation="Merak etmeyin! Herkesi bulacağız!"/>
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