mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Some more grammar fixes for my dudes.
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@@ -48,8 +48,8 @@ var/global/datum/controller/gameticker/ticker
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do
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pregame_timeleft = 180
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to_chat(world, "<B><FONT color='blue'>Welcome to the pre-game lobby!</FONT></B>")
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to_chat(world, "Please, setup your character and select ready. Game will start in [pregame_timeleft] seconds.")
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to_chat(world, "<B><FONT color='blue'>Welcome to the pregame lobby!</FONT></B>")
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to_chat(world, "Please set up your character and select ready. The round will start in [pregame_timeleft] seconds.")
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while(current_state == GAME_STATE_PREGAME)
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for(var/i=0, i<10, i++)
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sleep(1)
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@@ -79,7 +79,7 @@ var/global/datum/controller/gameticker/ticker
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if(!runnable_modes.len)
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pre-game lobby.")
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to_chat(world, "<B>Unable to choose playable game mode.</B> Reverting to pregame lobby.")
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return 0
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if(secret_force_mode != "secret")
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src.mode = config.pick_mode(secret_force_mode)
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@@ -94,7 +94,7 @@ var/global/datum/controller/gameticker/ticker
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if(!src.mode)
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pre-game lobby.")
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to_chat(world, "<span class='danger'>Serious error in mode setup!</span> Reverting to pregame lobby.") //Uses setup instead of set up due to computational context.
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return 0
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job_master.ResetOccupations()
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@@ -103,7 +103,7 @@ var/global/datum/controller/gameticker/ticker
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job_master.DivideOccupations() // Apparently important for new antagonist system to register specific job antags properly.
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if(!src.mode.can_start())
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world << "<B>Unable to start [mode.name].</B> Not enough players, [mode.required_players] players needed. Reverting to pre-game lobby."
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world << "<B>Unable to start [mode.name].</B> Not enough players readied, [mode.required_players] players needed. Reverting to pregame lobby."
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current_state = GAME_STATE_PREGAME
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Master.SetRunLevel(RUNLEVEL_LOBBY)
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mode.fail_setup()
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@@ -125,7 +125,7 @@ var/global/datum/controller/gameticker/ticker
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setup_economy()
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current_state = GAME_STATE_PLAYING
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create_characters() //Create player characters and transfer them
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create_characters() //Create player characters and transfer them.
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collect_minds()
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equip_characters()
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data_core.manifest()
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@@ -155,7 +155,7 @@ var/global/datum/controller/gameticker/ticker
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if(C.holder)
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admins_number++
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if(admins_number == 0)
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send2adminirc("Round has started with no admins online.")
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send2adminirc("A round has started with no admins online.")
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/* supply_controller.process() //Start the supply shuttle regenerating points -- TLE // handled in scheduler
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master_controller.process() //Start master_controller.process()
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@@ -307,7 +307,7 @@ var/global/datum/controller/gameticker/ticker
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if(captainless)
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for(var/mob/M in player_list)
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if(!istype(M,/mob/new_player))
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M << "Colony Directorship not forced on anyone."
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to_chat(M, "Colony Directorship not forced on anyone.")
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proc/process()
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@@ -343,7 +343,7 @@ var/global/datum/controller/gameticker/ticker
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feedback_set_details("end_proper","nuke")
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time_left = 1 MINUTE //No point waiting five minutes if everyone's dead.
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if(!delay_end)
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world << "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>"
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to_chat(world, "<span class='notice'><b>Rebooting due to destruction of station in [round(time_left/600)] minutes.</b></span>")
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else
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feedback_set_details("end_proper","proper completion")
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time_left = round(restart_timeout)
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@@ -356,15 +356,15 @@ var/global/datum/controller/gameticker/ticker
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while(time_left > 0)
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if(delay_end)
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break
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world << "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>"
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to_chat(world, "<span class='notice'><b>Restarting in [round(time_left/600)] minute\s.</b></span>")
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time_left -= 1 MINUTES
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sleep(600)
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if(!delay_end)
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world.Reboot()
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else
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world << "<span class='notice'><b>An admin has delayed the round end.</b></span>"
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to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
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else
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world << "<span class='notice'><b>An admin has delayed the round end.</b></span>"
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to_chat(world, "<span class='notice'><b>An admin has delayed the round end.</b></span>")
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else if (mode_finished)
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post_game = 1
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@@ -388,7 +388,7 @@ var/global/datum/controller/gameticker/ticker
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var/turf/playerTurf = get_turf(Player)
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if(emergency_shuttle.departed && emergency_shuttle.evac)
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if(isNotAdminLevel(playerTurf.z))
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Player << "<font color='blue'><b>You managed to survive, but were marooned on [station_name()] as [Player.real_name]...</b></font>"
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Player << "<font color='blue'><b>You survived the round, but remained on [station_name()] as [Player.real_name].</b></font>"
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else
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Player << "<font color='green'><b>You managed to survive the events on [station_name()] as [Player.real_name].</b></font>"
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else if(isAdminLevel(playerTurf.z))
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@@ -429,9 +429,9 @@ var/global/datum/controller/gameticker/ticker
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if (!robo.connected_ai)
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if (robo.stat != 2)
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world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less synthetic! Its laws were:</b>"
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world << "<b>[robo.name] (Played by: [robo.key]) survived as an AI-less stationbound synthetic! Its laws were:</b>"
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else
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world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a synthetic without an AI. Its laws were:</b>"
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world << "<b>[robo.name] (Played by: [robo.key]) was unable to survive the rigors of being a stationbound synthetic without an AI. Its laws were:</b>"
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if(robo) //How the hell do we lose robo between here and the world messages directly above this?
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robo.laws.show_laws(world)
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