From ef8111cdb51abf5909954dd6fec33b90103b759b Mon Sep 17 00:00:00 2001
From: MarleenGilsing <80678586+MarleenGilsing@users.noreply.github.com>
Date: Mon, 9 Dec 2024 07:02:13 +0100
Subject: [PATCH] =?UTF-8?q?=F0=9F=93=9C=20#5802=20Removes=20the=20old=20st?=
=?UTF-8?q?ory=20level=2012=20adventure=20(#6021)?=
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Content-Type: text/plain; charset=UTF-8
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Fixes #5802
Level 12 didn't make sense anymore, so i removed it in all languages.
Co-Authored-By: Boryana Goncharenko <3010723+boryanagoncharenko@users.noreply.github.com>
---
content/adventures/ca.yaml | 7 -------
content/adventures/cs.yaml | 6 ------
content/adventures/de.yaml | 12 ------------
content/adventures/en.yaml | 12 ------------
content/adventures/eo.yaml | 7 -------
content/adventures/es.yaml | 12 ------------
content/adventures/fi.yaml | 12 ------------
content/adventures/fr.yaml | 12 ------------
content/adventures/fr_CA.yaml | 12 ------------
content/adventures/he.yaml | 7 -------
content/adventures/hi.yaml | 7 -------
content/adventures/id.yaml | 8 --------
content/adventures/it.yaml | 7 -------
content/adventures/ko.yaml | 12 ------------
content/adventures/nb_NO.yaml | 8 --------
content/adventures/nl.yaml | 12 ------------
content/adventures/pl.yaml | 12 ------------
content/adventures/pt_BR.yaml | 7 -------
content/adventures/pt_PT.yaml | 12 ------------
content/adventures/ru.yaml | 7 -------
content/adventures/sl.yaml | 3 ---
content/adventures/sq.yaml | 7 -------
content/adventures/sr.yaml | 12 ------------
content/adventures/sv.yaml | 12 ------------
content/adventures/tr.yaml | 12 ------------
content/adventures/uk.yaml | 12 ------------
content/adventures/zh_Hans.yaml | 12 ------------
hedy_content.py | 1 -
28 files changed, 262 deletions(-)
diff --git a/content/adventures/ca.yaml b/content/adventures/ca.yaml
index 17c2463d30e..27a464dc567 100644
--- a/content/adventures/ca.yaml
+++ b/content/adventures/ca.yaml
@@ -176,13 +176,6 @@ adventures:
{print} 'Què veus?'
```
story_text: "En aquest nivell pots utilitzar la comanda {for} a la teva història. D'aquesta manera podries programar fàcilment el llibre infantil \"Brown bear, Brown bear, what do you see\" (Os bru, os bru, què veus?) .\n\n### Exercici\n\nConsulta la història si no la coneixes, i assegura't que es mostri com al llibre.\n"
- 12:
- example_code: |
- ```
- nom = "La Reina d'Englaterra"
- {print} nom ' menjava un tall de pastís, quan de sopte…'
- ```
- story_text: "En aquest nivell necessitaràs cometes per desar múltiples paraules en una variable.\n\n### Exercici\n\nTroba una història d'un nivell anterior, qualsevol nivell està bé. Ara assegura't que les cometes s'afegeixen als llocs correctes."
13:
example_code: |
```
diff --git a/content/adventures/cs.yaml b/content/adventures/cs.yaml
index 4dda0b9102d..a069ce459ff 100644
--- a/content/adventures/cs.yaml
+++ b/content/adventures/cs.yaml
@@ -114,12 +114,6 @@ adventures:
{print} 'Hnědý medvěde, hnědý medvěde'
{print} 'Co vidíš?'
```
- 12:
- example_code: |
- ```
- jmeno = 'Královna Velké Británie'
- {print} jmeno ' jedla kousek dortu, když najednou…'
- ```
13:
example_code: |
```
diff --git a/content/adventures/de.yaml b/content/adventures/de.yaml
index 411f028e017..79a0bced437 100644
--- a/content/adventures/de.yaml
+++ b/content/adventures/de.yaml
@@ -203,18 +203,6 @@ adventures:
Schau dir die Geschichte an, falls du sie nicht kennst und stelle sicher, dass es wie im Buch ausgegeben wird.
example_code: "```\ntiere = _ , _ , _ \n{print} 'Brauner Bär'\n{print} 'Was siehst du?'\n```\n"
- 12:
- story_text: |-
- In diesem Level werden Anführungszeichen benötigt, um mehrere Wörter in einer Variablen zu speichern.
-
- ### Übung
-
- Finde eine Geschichte aus einem beliebigen vorherigen Level. Stelle sicher, dass Anführungszeichen an den richtigen Stellen hinzugefügt werden.
- example_code: |
- ```
- Name = 'Die Königin von England'
- {print} Name ' aß ein Stück Kuchen, als plötzlich...'
- ```
13:
story_text: |
Durch die Verwendung der Befehle `{and}` und `{or}` kannst du deine Geschichten vielseitiger gestalten. Du kannst zwei Fragen stellen und auf die Kombination der Antworten antworten.
diff --git a/content/adventures/en.yaml b/content/adventures/en.yaml
index b0249677b03..befdfc2fe0e 100644
--- a/content/adventures/en.yaml
+++ b/content/adventures/en.yaml
@@ -192,18 +192,6 @@ adventures:
Look at the story if you do not know it, and make sure it is printed as in the book.
example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n"
- 12:
- story_text: |-
- In this level quotation marks will be needed to save multiple words in a variable.
-
- ### Exercise
-
- Find a story from a previous level, any level is ok. Now make sure quotation marks are added in the right places.
- example_code: |
- ```
- name = 'The Queen of England'
- {print} name ' was eating a piece of cake, when suddenly…'
- ```
13:
story_text: |
By using the `{and}` and `{or}` commands, you can make your stories more versatile. You can ask two questions and respond to the combination of answers.
diff --git a/content/adventures/eo.yaml b/content/adventures/eo.yaml
index b8e051e6d1a..1865c313dee 100644
--- a/content/adventures/eo.yaml
+++ b/content/adventures/eo.yaml
@@ -154,13 +154,6 @@ adventures:
{print} 'Kion vi vidas?'
{print} 'Mi vidas ĉiujn bestojn, kiuj rigardas min!'
```
- 12:
- story_text: En ĉi tiu nivelo, oni povas uzi la citilojn por konservi plurajn vortojn en variablo.
- example_code: |
- ```
- nomo = 'La Reĝino de Anglio'
- {print} nomo ' estis manĝanta pecon da kuko, kiam subite…'
- ```
13:
story_text: |
Uzante la komandojn `{and}` kaj `{or}`, oni povas mallongigi siajn rakontojn. Ekzemple, rigardu la jenan rakonton pri drakoj.
diff --git a/content/adventures/es.yaml b/content/adventures/es.yaml
index eaef72b7fa5..621843a56ba 100644
--- a/content/adventures/es.yaml
+++ b/content/adventures/es.yaml
@@ -194,18 +194,6 @@ adventures:
Mira en la historia si no la conoces, asegúrate que este igual que el libro.
example_code: "```\nanimales = _ , _ , _ \n{print} 'Oso pardo, Oso pardo'\n {print} '¿Qué ves?'\n```\n"
- 12:
- story_text: |-
- En este nivel puedes usar las comillas para almacenar múltiples palabras en una variable.
-
- ### Ejercicio
-
- Encuentra una historia de un nivel anterior, cualquier nivel esta bien. Ahora asegúrate que las comillas estén en el lugar correcto.
- example_code: |
- ```
- nombre = 'La Reina de Inglaterra'
- {print} nombre ' estaba comiendo un pedazo de pastel, cuando de pronto…'
- ```
13:
story_text: |
Usando los comandos `{and}` y `{or}` puedes hacer tus historias mas versátiles. Puedes hacer dos preguntas y responder a la combinación de respuestas.
diff --git a/content/adventures/fi.yaml b/content/adventures/fi.yaml
index 27088568bd2..69abd87810c 100644
--- a/content/adventures/fi.yaml
+++ b/content/adventures/fi.yaml
@@ -204,18 +204,6 @@ adventures:
Vilkaise tarinaa jos et tunne sitä, ja varmista, että tulostat sen kuten se on kirjassa.
example_code: "```\neläimet = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n{print} 'What do you see?'\n```\n"
- 12:
- story_text: |-
- Tällä tasolla lainausmerkkejä tarvitaan tallentamaan useita sanoja muuttujaan.
-
- ### Harjoitus
-
- Etsi tarina aiemmalta tasolta, mikä tahansa taso käy. Nyt, varmista, että lainausmerkit lisätään oikeisiin paikkoihin.
- example_code: |
- ```
- nimi = 'Englannin kuningatar'
- {print} nimi ' söi palan kakkua, kun yhtäkkiä...'
- ```
13:
story_text: |
Käyttämällä `{and}` ja `{or}` komentoja voit tehdä tarinoistasi monipuolisempia. Voit kysyä kaksi kysymystä ja reagoida vastausyhdistelmään.
diff --git a/content/adventures/fr.yaml b/content/adventures/fr.yaml
index 1a2223de382..da292c0633e 100644
--- a/content/adventures/fr.yaml
+++ b/content/adventures/fr.yaml
@@ -201,18 +201,6 @@ adventures:
Regarde l'histoire si tu ne la connais pas et assure-toi ensuite de la programmer comme dans le livre.
example_code: "```\nanimaux = _ , _ , _ \n{print} \"Ours brun, Ours brun\"\n{print} \"Que vois-tu ?\"\n```\n"
- 12:
- story_text: |-
- À ce niveau des guillemets sont nécessaires pour enregistrer plusieurs mots dans une variable.
-
- ### Exercice
-
- Prends une histoire de l'un des niveaux précédents, n'importe laquelle. Fait en sorte que les guillemets soient bien placés.
- example_code: |
- ```
- nom = "La reine d'Angleterre"
- {print} nom " était en train de manger une part de gâteau, quand soudain…"
- ```
13:
story_text: |
En utilisant les commandes `{and}` et `{or}`, vous pouvez rendre vos histoires plus complètes. Vous pouvez poser deux questions combiner vos réponses.
diff --git a/content/adventures/fr_CA.yaml b/content/adventures/fr_CA.yaml
index 0ee497b09bb..bb44d9110ff 100644
--- a/content/adventures/fr_CA.yaml
+++ b/content/adventures/fr_CA.yaml
@@ -202,18 +202,6 @@ adventures:
Regarde l'histoire si tu ne la connais pas et assure-toi ensuite de la programmer comme dans le livre.
example_code: "```\nanimaux = _ , _ , _ \n{print} \"Ours brun, Ours brun\"\n{print} \"Que vois-tu ?\"\n```\n"
- 12:
- story_text: |-
- À ce niveau des guillemets sont nécessaires pour enregistrer plusieurs mots dans une variable.
-
- ### Exercice
-
- Prends une histoire de l'un des niveaux précédents, n'importe laquelle. Fait en sorte que les guillemets soient bien placés.
- example_code: |
- ```
- nom = "La reine d'Angleterre"
- {print} nom " était en train de manger une part de gâteau, quand soudain…"
- ```
13:
story_text: |
En utilisant les commandes `{and}` et `{or}` , vous pouvez rendre vos histoires plus complètes. Vous pouvez poser deux question combiner vos réponses.
diff --git a/content/adventures/he.yaml b/content/adventures/he.yaml
index 12db33fb0c1..d5d8e492d53 100644
--- a/content/adventures/he.yaml
+++ b/content/adventures/he.yaml
@@ -201,13 +201,6 @@ adventures:
חיות = _ , _ , _
{print} 'דוב חום, דוב חום'
{print} 'מה אתה רואה?'
- 12:
- story_text: "בשלב הזה תזדקק לגרשיים כדי לשמור מספר מילים במשתנה.\n\n###תרגיל\nמצא סיפור משלב קודם, כל שלב מתאים. כעת ודא שהגרשיים נוספו במקומות הנכונים."
- example_code: |
- ```
- שם = 'מלכת אנגליה'
- {print} שם 'אכלה פיסת עוגה, כשלפתע...'
- ```
and_or_command:
default_save_name: ו או
description: הצגת {and} ו {or}
diff --git a/content/adventures/hi.yaml b/content/adventures/hi.yaml
index de34397ef9a..955ece462be 100644
--- a/content/adventures/hi.yaml
+++ b/content/adventures/hi.yaml
@@ -185,13 +185,6 @@ adventures:
{print} 'आप क्या देखते हैं?'
{print} 'मैं देख रहा हूं कि सभी जानवर मुझे देख रहे हैं!'
```
- 12:
- story_text: इस स्तर में आप एक चर में कई शब्दों को सहेजने के लिए उद्धरण चिह्नों का उपयोग कर सकते हैं।
- example_code: |
- ```
- नाम = 'इंग्लैंड की रानी'
- {print} नाम 'केक का टुकड़ा खा रहा था, जब अचानक...'
- ```
13:
story_text: |
`{and}` और `{or}` आदेश का उपयोग करके, आप अपनी कहानियों को छोटा कर सकते हैं। उदाहरण के लिए, ड्रैगन कहानी देखें।
diff --git a/content/adventures/id.yaml b/content/adventures/id.yaml
index 3fd3fe27a7d..9ef4f7fbdaf 100644
--- a/content/adventures/id.yaml
+++ b/content/adventures/id.yaml
@@ -170,14 +170,6 @@ adventures:
{print} 'Beruang coklat, Beruang coklat'
{print} 'Apa yang kamu lihat?'
```
- 12:
- story_text: |
- In this level you can use the quotation marks to save multiple words in a variable.
- example_code: |
- ```
- nama = 'Ratu Inggris'
- {print} nama ' sedang memakan sepotong kue, tiba-tiba...'
- ```
13:
story_text: |
By using the `{and}` and `{or}` commands, you can shorten your stories. For example, check out the dragon story.
diff --git a/content/adventures/it.yaml b/content/adventures/it.yaml
index e4d61715e3a..19133ab16c1 100644
--- a/content/adventures/it.yaml
+++ b/content/adventures/it.yaml
@@ -170,13 +170,6 @@ adventures:
{print} 'Orso bruno, orso bruno'
{print} 'Cosa vedi?'
```
- 12:
- story_text: |-
- In questo livello saranno necessarie le virgolette per salvare più parole in una variabile.
-
- ### Esercizio
-
- Trova una storia da un livello precedente, qualsiasi livello è ok. Ora assicurati che le virgolette siano aggiunte nei posti giusti.
13:
story_text: |
Utilizzando i comandi `{and}` e `{or}` puoi rendere le tue storie più versatili. Puoi porre due domande e rispondere alla combinazione di risposte.
diff --git a/content/adventures/ko.yaml b/content/adventures/ko.yaml
index 6078bf9f5bd..76f99960c1b 100644
--- a/content/adventures/ko.yaml
+++ b/content/adventures/ko.yaml
@@ -86,18 +86,6 @@ adventures:
스토리 를 보고, 책에서처럼 인쇄되어 있는지 확인한다.
example_code: "```\nanimals = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n {print} 'What do you see?'\n```\n"
- 12:
- story_text: |-
- 이 레벨에서는 변수에 여러 단어를 저장하기 위해 따옴표가 필요할 것입니다.
-
- ### ### 연습문제
-
- 이전 레벨의 이야기를 찾으세요. 어느 레벨이든 괜찮습니다. 이제 따옴표가 올바른 위치에 추가되었는지 확인하세요.
- example_code: |
- ```
- name = 'The Queen of England'
- {print} name ' was eating a piece of cake, when suddenly...'
- ```
13:
story_text: |
`{and}` 명령어와 `{or}` 명령어를 사용하면 자신의 이야기를 보다 다재다능하게 만들 수 있다. 두 가지 질문을 하고 대답의 조합에 응답할 수 있다.
diff --git a/content/adventures/nb_NO.yaml b/content/adventures/nb_NO.yaml
index 048a7685227..93b6fea2728 100644
--- a/content/adventures/nb_NO.yaml
+++ b/content/adventures/nb_NO.yaml
@@ -141,14 +141,6 @@ adventures:
{print} 'Hva ser du?'
{print} 'Jeg ser alle dyrene som ser på meg!'
```
- 12:
- story_text: |
- På dette nivået kan du bruke hermetegn for å lagre flere ord i en variabel.
- example_code: |
- ```
- navn = 'Dronningen av England'
- {print} navn ' spiste kake, da plutselig ...'
- ```
13:
story_text: |
Ved å bruke `{and}` og `{or}` kommandoene, kan du korte ned historier. For eksempel, sjekk ut historien om dragen.
diff --git a/content/adventures/nl.yaml b/content/adventures/nl.yaml
index b973f6e950d..c43c3773474 100644
--- a/content/adventures/nl.yaml
+++ b/content/adventures/nl.yaml
@@ -185,18 +185,6 @@ adventures:
{print} 'Bruintje beer, bruintje beer'
{print} 'Wat zie je?'
```
- 12:
- story_text: |-
- Aanhalingstekens zijn nu nodig om woorden op te slaan in een variabele, voor en achter ieder element in de lijst.
-
- ### Opdracht
- Zoek een verhaal op uit een eerder level, je mag zelf kiezen welk level.
- Zorg dan dat alles weer in orde is door op de juiste plekken aanhalingstekens toe te voegen.
- example_code: |
- ```
- naam = 'De Koningin van Engeland'
- {print} naam ' was een stukje taart aan het eten, toen plotseling...'
- ```
13:
story_text: |
Met `{and}` en `{or}` kun je een verhaal nog veelzijdiger maken! Je kan een speler twee vragen stellen en reageren op beide antwoorden.
diff --git a/content/adventures/pl.yaml b/content/adventures/pl.yaml
index 2c0c79ffb6b..375670fb71b 100644
--- a/content/adventures/pl.yaml
+++ b/content/adventures/pl.yaml
@@ -197,18 +197,6 @@ adventures:
Spójrz na opowiadanie jeśli go nie znasz i upewnij się, że jest wydrukowane tak jak w książce.
example_code: "```\nzwierzęta = _ , _ , _ \n{print} 'Brązowy niedźwiedź, Brązowy niedźwiedź'\n {print} 'Co widzisz?'\n```\n"
- 12:
- story_text: |-
- W tym poziomie cudzysłowy będą potrzebne, żeby przypisać wiele słów do jednej zmiennej.
-
- ### Ćwiczenie
-
- Weź opowieść z poprzedniego poziomu, dowolny poziom jest ok. Teraz upewnij się, że cudzysłowy są powstawiane w odpowiednich miejscach.
- example_code: |
- ```
- imię = 'Królowa Anglii'
- {print} imię ' jadła kawałek ciasta, gdy nagle...'
- ```
13:
story_text: |
Używając poleceń `{and}` oraz `{or}` możesz uczynić swoje opowieści bardziej wszechstronnymi. Możesz zadać dwa pytania i odpowiedzieć na kombinację odpowiedzi.
diff --git a/content/adventures/pt_BR.yaml b/content/adventures/pt_BR.yaml
index 46da731fc0b..f55d79479ce 100644
--- a/content/adventures/pt_BR.yaml
+++ b/content/adventures/pt_BR.yaml
@@ -178,13 +178,6 @@ adventures:
story_text: |
Neste nível você pode usar o comando {for} em sua história. Desta forma, você poderia facilmente programar o livro infantil 'urso pardo, urso pardo, o que você vê'.
example_code: "```\nanimais = _ , _ , _ \n{print} 'Urso marrom, Urso marrom'\n{print} 'O que você vê?'\n```\n"
- 12:
- story_text: Neste nível, você pode usar as aspas simples para salvar várias palavras em uma variável.
- example_code: |
- ```
- nome = 'A Rainha da Inglaterra'
- {print} nome 'estava comendo um pedaço de bolo, quando de repente...'
- ```
13:
story_text: |
Usando os comandos `{and}` e `{or}`, você pode encurtar suas histórias. Por exemplo, confira a história do dragão.
diff --git a/content/adventures/pt_PT.yaml b/content/adventures/pt_PT.yaml
index 35f4c2542ae..aa97bc269bc 100644
--- a/content/adventures/pt_PT.yaml
+++ b/content/adventures/pt_PT.yaml
@@ -187,18 +187,6 @@ adventures:
Vai ver a história, se ainda não a conheces, e assegura-te que é escrita conforme está no livro.
example_code: "```\nanimais = _ , _, _ \n{print} 'Urso Castanho, Urso Castanho'\n{print} 'O que vês aqui?'\n```\n"
- 12:
- story_text: |-
- Neste nível, vamos precisar das aspas para salvar múltiplas palavras numa variável.
-
- ### Exercício
-
- Encontra uma história de um nível anterior, qualque nível serve. Agora, garante que adicionas as aspas nos locais correctos.
- example_code: |
- ```
- nome = 'A Rainha de Inglaterra'
- {print} nome ' estava a comer uma fatia de bolo, quando de repente...'
- ```
13:
story_text: |
Usando os comandos `{and}` e `{or}` , podes tornar as tuas histórias ainda mais versáteis. Podes colocar duas questões e responder à combinação de ambas as respostas.
diff --git a/content/adventures/ru.yaml b/content/adventures/ru.yaml
index c0d43c1e695..5fab6bcc43c 100644
--- a/content/adventures/ru.yaml
+++ b/content/adventures/ru.yaml
@@ -172,13 +172,6 @@ adventures:
Посмотрите на рассказ если вы его не видели раньше и убедитесь что ваш рассказ напечатан так же как и в книге.
example_code: "```\nживотные = _ , _ , _ \n{print} 'Бурый мишка, Бурый мишка'\n{print} 'Что ты видишь?'\n```\n"
- 12:
- story_text: На этом уровне вы можете использовать кавычки для сохранения нескольких слов в переменной.
- example_code: |
- ```
- имя = 'Королева Англии'
- {print} имя ' ела кусочек торта, когда вдруг...'
- ```
13:
story_text: |
Используя команды `{and}` и `{or}`, вы можете сократить свои истории. Например, посмотрите историю о драконе.
diff --git a/content/adventures/sl.yaml b/content/adventures/sl.yaml
index 48d23f6255b..cac0d89637a 100644
--- a/content/adventures/sl.yaml
+++ b/content/adventures/sl.yaml
@@ -34,9 +34,6 @@ adventures:
10:
story_text: "Na tej stopnji lahko v svoji zgodbi uporabite ukaz {for}. Na ta način bi lahko preprosto programirali otroško knjigo 'Rjavi medved, Rjavi medved, kaj vidiš'.\n\n### Telovadba\n\nČe zgodbe ne poznate, jo lahko pogledate na zgodbo,, in se prepričate, da je natisnjeno kot v knjigi.\n"
example_code: "```\nživali = _ , _ , _ \n{print} 'Rjavi medved, rjavi medved'\n{print} 'Kaj vidiš?'\n```\n"
- 12:
- story_text: "Na tej stopnji bodo potrebni narekovaji za shranjevanje več besed v spremenljivko.\n\n### Telovadba\n\nPoiščite zgodbo iz prejšnje stopnje, katera koli raven je v redu. Zdaj pa se prepričajte, da so narekovaji dodani na prava mesta."
- example_code: "```\nime = 'Kraljica Anglije'\n{print} ime ' je jedla torto, ko je nenadoma…'\n```\n"
13:
story_text: "Z uporabo ukazov `{and}` in `{or}` lahko svoje zgodbe naredite bolj vsestranske. Postavite lahko dve vprašanji in se odzovete na kombinacijo odgovorov.\n\n### Vaja 1\nOglejte si primer kode in ga dokončajte. Nato dodajte še vsaj dve vrstici `{if}` z `{and}` ali `{or}`.\n\n### Vaja 2\nPoiščite zgodbo iz prejšnje stopnje in dodajte eno `{and}` ali `{or}`.\n"
example_code: "```\n{print} 'Naš junak hodi po gozdu'\n{print} 'Pot se razcepi v dve smeri'\npot = {ask} 'Katero pot naj izbere, levo ali desno?'\norožje = {ask} 'Katero orožje si bo izbral?'\n{if} pot {is} 'levo' {and} orožje {is} 'meč'\n _\n```\n"
diff --git a/content/adventures/sq.yaml b/content/adventures/sq.yaml
index 97111ddb7bb..cd450b45116 100644
--- a/content/adventures/sq.yaml
+++ b/content/adventures/sq.yaml
@@ -162,13 +162,6 @@ adventures:
{print} 'Çfarë po sheh?'
{print} 'Un i shoh të gjitha kafshët që më shikojnë!'
```
- 12:
- story_text: Në këtë nivel ju mund të përdorni thonjëza për të ruajtur disa fjalë në një variabël.
- example_code: |
- ```
- emri = 'Mbretëresha e Anglisë'
- {print} emri ' ishte duke ngrënë një copë torte, duke papritur...'
- ```
13:
story_text: |
Duke përdorur komandën `{and}` dhe `{or}`, ju mund ta shkurtoni tregimin tuaj. Si për shembull, shikoni tregimin e dragonit.
diff --git a/content/adventures/sr.yaml b/content/adventures/sr.yaml
index 9ff89c750ed..66d309ccd0c 100644
--- a/content/adventures/sr.yaml
+++ b/content/adventures/sr.yaml
@@ -173,18 +173,6 @@ adventures:
Погледај причу ако је не знаш, и увери се да је исписана као у књизи.
example_code: "```\nживотиње = _ , _ , _ \n{print} 'Браон медведе, Браон медведе'\n{print} 'Шта видиш?'\n```\n"
- 12:
- story_text: |-
- На овом нивоу ће бити потребни наводници да би се сачувале више речи у променљивој.
-
- ### Вежба
-
- Пронађи причу са претходног нивоа, било који ниво је у реду. Сада се увери да су наводници додати на правим местима.
- example_code: |
- ```
- name = 'Краљица Енглеске'
- {print} name ' је јела комад торте, када одједном…'
- ```
13:
story_text: |
Коришћењем команди `{and}` и `{or}`, можеш учинити своје приче разноврснијим. Можеш поставити два питања и одговорити на комбинацију одговора.
diff --git a/content/adventures/sv.yaml b/content/adventures/sv.yaml
index 432486685d3..9beaa839ae0 100644
--- a/content/adventures/sv.yaml
+++ b/content/adventures/sv.yaml
@@ -203,18 +203,6 @@ adventures:
Titta på berättelsen om du inte känner till den, och se till att den skrivs ut som i boken.
example_code: "```\ndjur = _ , _ , _ , _ \n{print} 'Brunbjörn, brunbjörn'\n {print} 'Vad ser du?'\n```\n"
- 12:
- story_text: |-
- På den här nivån behövs citattecken för att_spara flera ord i en variabel.
-
- ### Övning
-
- Hitta en berättelse från en tidigare nivå, vilken nivå som helst är okej. Lägg till citattecken på rätt ställen.
- example_code: |
- ```
- namn = 'Drottningen av England'
- {print} namn ' åt en tårtbit, när plötsligt...'
- ```
13:
story_text: |
Med kommandona `{and}` och `{or}` kan du göra dina berättelser mer flexibla. Du kan ställa två frågor och svara baserat på båda svaren.
diff --git a/content/adventures/tr.yaml b/content/adventures/tr.yaml
index 0775b2c5685..c07e62d8d5f 100644
--- a/content/adventures/tr.yaml
+++ b/content/adventures/tr.yaml
@@ -203,18 +203,6 @@ adventures:
Eğer bilmiyorsanız hikayeye bir göz atın , ve kitapta yazıldığı gibi yazdığınızdan emin olun. (Bunun gibi bir Türkçe kitap biliyorsanız onu da yazabilirsiniz)
example_code: "```\nhayvanlar = _ , _ , _ \n{print} 'Brown bear, Brown bear'\n {print} 'What do you see?'\n```\n"
- 12:
- story_text: |-
- Bu seviyede, bir değişkene birden fazla kelimeyi kaydetmek için tırnak işaretlerine ihtiyaç duyulacaktır.
-
- ### Alıştırma
-
- Önceki seviyelerden bir hikaye bulun, herhangi bir seviye olabilir. Şimdi tırnak işaretlerinin doğru yerlere eklendiğinden emin olun.
- example_code: |
- ```
- isim = 'İngiltere Kraliçesi'
- {print} isim ' bir parça kek yiyordu, sonra aniden…'
- ```
13:
story_text: |
`{and}` ve `{or}` komutlarını kullanarak hikayelerinizi çok yönlü hale getirebilirsiniz. İki soru sorabilir ve cevapların bir karışımına yanıt verebilirsiniz.
diff --git a/content/adventures/uk.yaml b/content/adventures/uk.yaml
index e40555a1afa..b97d52c5388 100644
--- a/content/adventures/uk.yaml
+++ b/content/adventures/uk.yaml
@@ -197,18 +197,6 @@ adventures:
{print} 'Бурий ведмідь, Бурий ведмідь'
{print} 'Що ти бачиш?'
```
- 12:
- story_text: |-
- На цьому рівні лапки знадобляться для збереження кількох слів у змінній.
-
- ### Вправа
-
- Знайдіть історію з попереднього рівня, підійде будь-який рівень. Тепер переконайтеся, що лапки додані в потрібних місцях.
- example_code: |
- ```
- name = 'Королева Англії'
- {print} name 'їв шматок пирога, коли раптом...'
- ```
13:
story_text: |
Використовуючи команди `{and}` та `{or}`, ви можете зробити свої історії більш універсальними. Ви можете поставити два запитання і відреагувати на комбінацію відповідей.
diff --git a/content/adventures/zh_Hans.yaml b/content/adventures/zh_Hans.yaml
index 49ab39b5ee9..2e74e95976a 100644
--- a/content/adventures/zh_Hans.yaml
+++ b/content/adventures/zh_Hans.yaml
@@ -177,18 +177,6 @@ adventures:
请看 the story 如果你不知道这个故事,请确保它是按照书中的内容打印的。
example_code: "```\n动物们 = _ , _ , _ \n{print} '棕熊,棕熊 '\n{print} '你看到了什么?'\n```\n"
- 12:
- story_text: |-
- 在这个级别中,需要使用引号来保存变量中的多个单词。
-
- ### 练习
-
- 从之前的关卡中找到一个故事,任何关卡都可以。现在,请确保在正确的位置添加了引号。
- example_code: |
- ```
- 名字 = '英国女王'
- {print} 名字'正在吃一块蛋糕,突然...'
- ```
13:
story_text: |
通过使用`{and}`和`{or}`命令,你可以让你的故事更通用。你可以问两个问题,然后对两个答案的组合做出回应。
diff --git a/hedy_content.py b/hedy_content.py
index 230fa7ab836..807ffa1600f 100644
--- a/hedy_content.py
+++ b/hedy_content.py
@@ -241,7 +241,6 @@
'maths',
'quotation_marks',
'functions',
- 'story',
'fortune',
'music',
'songs',