- updated decision texts for less grammatical errors
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- fixed for "only_left" game maxing out before special win
- game ends with TO BE CONTINUED at ASC 4
This commit is contained in:
2026-03-22 21:42:13 +01:00
parent 4e6590174a
commit 53ccda7702
6 changed files with 13 additions and 3 deletions

View File

@@ -1,3 +1,5 @@
local unpack = unpack or table.unpack
local musicator_markov_model = {
model = {
["...|..."] = {

View File

@@ -1,6 +1,6 @@
Decision.register({
id = "go_to_home",
label = "Go to Home",
label = "Go Home",
condition = function()
return Context.have_been_to_office and Context.have_done_work_today
end,

View File

@@ -1,6 +1,6 @@
Decision.register({
id = "go_to_walking_to_home",
label = "Walking to home",
label = "Walk home",
handle = function()
Util.go_to_screen_by_id("walking_to_home")
end,

View File

@@ -1,6 +1,6 @@
Decision.register({
id = "go_to_walking_to_office",
label = "Walking to office",
label = "Walk to office",
handle = function()
Util.go_to_screen_by_id("walking_to_office")
end,

View File

@@ -214,6 +214,11 @@ Screen.register({
else
text_done_timer = text_done_timer - 1
if text_done_timer <= 0 then
-- to be continued
if 4 <= Ascension.get_level() then
Window.set_current("continued")
end
go_to_day_state()
end
end

View File

@@ -86,6 +86,9 @@ function MinigameDDRWindow.on_arrow_hit_special(arrow, game_context)
if arrow.dir == "left" then
Audio.sfx_arrowhit(arrow.note)
game_context.special_mode_counter = game_context.special_mode_counter + 1
if game_context.max_fill <= game_context.bar_fill + game_context.fill_per_hit then
game_context.bar_fill = game_context.bar_fill - game_context.fill_per_hit
end
else
if game_context.special_mode_condition then Audio.sfx_bloop() end
game_context.special_mode_condition = false