v2.1.2: added a check for new armor text as translations aren't done yet

This commit is contained in:
Evan Debenham
2023-06-14 12:31:08 -04:00
parent 8af7cc63e4
commit ae6c04d002

View File

@@ -59,6 +59,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Thorns;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Viscosity;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfArcana;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.messages.Languages;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.HeroSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
@@ -471,13 +472,23 @@ public class Armor extends EquipableItem {
String info = desc();
if (levelKnown) {
info += "\n\n" + Messages.get(Armor.class, "curr_absorb", tier, DRMin(), DRMax(), STRReq());
//TODO remove this (and lower one as well) once new armor strings are translated
if (Messages.lang() == Languages.ENGLISH) {
info += "\n\n" + Messages.get(Armor.class, "curr_absorb", tier, DRMin(), DRMax(), STRReq());
} else {
info += "\n\n" + Messages.get(Armor.class, "curr_absorb", DRMin(), DRMax(), STRReq());
}
if (STRReq() > Dungeon.hero.STR()) {
info += " " + Messages.get(Armor.class, "too_heavy");
}
} else {
info += "\n\n" + Messages.get(Armor.class, "avg_absorb", tier, DRMin(0), DRMax(0), STRReq(0));
if (Messages.lang() == Languages.ENGLISH) {
info += "\n\n" + Messages.get(Armor.class, "avg_absorb", tier, DRMin(0), DRMax(0), STRReq(0));
} else {
info += "\n\n" + Messages.get(Armor.class, "avg_absorb", DRMin(0), DRMax(0), STRReq(0));
}
if (STRReq(0) > Dungeon.hero.STR()) {
info += " " + Messages.get(Armor.class, "probably_too_heavy");