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.
This commit is contained in:
Dav999-v
2023-03-22 21:30:42 +01:00
committed by Misa Elizabeth Kai
parent bc156137d8
commit 65d9d9a0d8
15 changed files with 30 additions and 16 deletions

View File

@@ -80,7 +80,7 @@
<dialogue speaker="player" english="I&apos;m feeling a bit overwhelmed, Doctor." translation="Tüm bunlar bana biraz fazla geldi doktor."/>
<dialogue speaker="player" english="Where do I begin?" translation="Nereden başlamalıyım?"/>
<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!"/>
<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation=""/>
<dialogue speaker="purple" english="Remember that you can press {b_map} to check where you are on the map!" translation="" buttons="1"/>
<dialogue speaker="purple" english="Look for areas where the rest of the crew might be..." translation="Mürettebatın geri kalanının olabileceğin bölgeleri arayın..."/>
<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."/>
<dialogue speaker="purple" english="And don&apos;t worry! We&apos;ll find everyone!" translation="Merak etmeyin! Herkesi bulacağız!"/>