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Posts posted by Lauriel
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21 hours ago, jastey said:
I was ready to punch my monitor more than once when starting with using GitHub. It's not intuitive to use if you haven't done anything similar before.
The Github Desktop app is so much easier to use than Git. I don't feel like I have to side-step it any more.
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Fixed an error where a couple of the new pronouns wouldn't be found in the table even though they were already added. Update is posted to github.
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Updates have been posted to github.
Added Proper and Upper case versions of PRO_HISHER, PRO_BROTHERSISTER, PRO_MALEFEMALE, and PRO_SONDAUGHTER
Added Proper, Upper, and Lower (as PRO_x) versions of HISHERS, FATHERMOTHER, DADMOM, and PAPAMAMA.
I'm done.
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11 minutes ago, Jarno Mikkola said:
Uuh, actually what jastey means is that even as the weapon doesn't say it to be a +5 weapon, but it(sw2h05.itm) is, it's not meant to be viewable, as it's not dropped, so yes, it's a +5 weapon, and no you can't get it and so on... the file name tricket me. You would think that the original wouldn't be named the next from the few normal and then the few specific player useful swords, but it is.
Tricked me, too.
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3 minutes ago, jastey said:
I meant it's still a +5 weapon, and it is used in the BG1 part.
Oh! The description doesn't say any of that, but if you go into the melee abilities, yes, it does. Good catch! I'd have never in a million years have caught that. So I can have him keep what I thought was a plain old sword and just put the BG2 version in his inventory so he drops it. Even easier! Thanks!
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4 hours ago, Lauriel said:
Actually, PRO_CLASS and PRO_RACE will take me longer. There are so many that I will be forced to brush up on bitwise operators ... it's been like 30 years since I've needed to use those. I'll add them to the tra files though, so at least if someone adds a translation, they only need to do it once.
No I won't, unless someone convinces me otherwise. Sounds tedious. And I don't know how to handle multi/dual classes. I mean, someone could be a Fighter/Mage/Thief. Does that show up when you use PRO_CLASS? Sounds gnarly. Is it just base classes with a 'whatever the hell you are!' for combos? LOL sorry...that cracked me up. Anyway, I don't wanna do this.
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I guess I'll have him fight with an undroppable +5 2H sword and have him drop the BG2 sword. Can do that.
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Just now, jastey said:
It's a +5 sword in BG1..
Hmm, boy, they really nerfed it for EE, didn't they.
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Hmmm, this discussion makes me want to change what I've done in Transitions. I had him use his sword from BG2, but that's a weaker version than what it should be for the temple fight. Well pooh! Back to the drawing board.
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3 minutes ago, jastey said:
Look at the flags. It's not droppable in my SoD.
Oh true, but it's nothing fancy.
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5 hours ago, jastey said:
SW2H05.itm is an undroppable sword 1d10+5, speed 5, Bonus to hit 5. Most definitely not "just a regular sword".
In EET it's just a regular 2 handed sword.
EDIT: Same with BG:EE, SoD, BGII:EE
EDIT: Unmodded (except for EET)
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Actually, PRO_CLASS and PRO_RACE will take me longer. There are so many that I will be forced to brush up on bitwise operators ... it's been like 30 years since I've needed to use those. I'll add them to the tra files though, so at least if someone adds a translation, they only need to do it once.
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I think I'll add proper, upper, AND lower case pronouns for HISHERS, FATHERMOTHER, and DADMOM while I'm at it to make it more complete. If anyone can think of any more, please feel free to let me know.
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@Grammarsalad provided me with a link to the IESDP appendix that includes a list of all the PRO_ tokens that can be used in dialogues. I missed quite a few: PRO_HISHER, PRO_BROTHERSISTER, PRO_MALEFEMALE, and PRO_SONDAUGHTER, PRO_CLASS, and PRO_RACE
I'll be adding these today.
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2 minutes ago, jastey said:
I didn't do nothing! Thanks for your work on this.
Did too! And it was my pleasure - sort of like hitting my head with a hammer...it felt so good when it finally worked. It was down-right painful up to that point.
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Alright, new version is up. I'm very happy with the TO_UPPER change. Thank you, @jastey for prompting the idea.
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1 minute ago, jastey said:
I was ready to punch my monitor more than once when starting with using GitHub. It's not intuitive to use if you haven't done anything similar before.
I've only ever used it as a handy way to post something for someone else to fetch. I've not used it for version control because I worked for big companies with MAJOR trust issues. They always used internal version control systems. So, now I have changes that it won't let me post because I didn't fetch changes first. ::sigh:: I think I'll just edit the files on the web site - copy paste is my friend!
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2 minutes ago, jastey said:
*cracks whip* Who me? This is all a misunderstanding, I swear.
Naw, you just come up with ideas that are too good to ignore. But this one was shockingly simple to program. Now if I can just get it up into Github, I'll have had a successful day. LOL
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Yes, it would be for shouting. Absolutely. Or anything where the word is emphasize, but mostly for shouting.
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3 minutes ago, jastey said:
I understand @900000 which would be for the first word in a sentence and thus has a first capitalized letter, but what is @900001 for?
It's there because I was afraid to try to capitalize it LOL To be honest. Nothing is simple with Weidu - and I'm afraid it'll be the same with putting @900000 to upper case for UPPER_HESHE token. I'm trying now though. Slave driver.
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Gah - now you've got me going off to see how I can do 'TO_UPPER' so the translators only have to translate once.
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1 minute ago, jastey said:
Oh, and I guess this only works for EE engine, because of old engine being too old and stuff, or might it even work for the old engine, too?
I don't think the older ones have the tokentxt.2da file, if I remember correctly. That is a requirement.
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1 minute ago, jastey said:
That's because I didn't ask what I wanted to know: what are the all-capitalized tra entries for that they need translation?
Oh, that's for the UPPER_CASE pronouns. I'm not doing anything fancy like TO_UPPER strings - I suppose I could, but I almost have no hair left and quit being mean to me! LOL I guess the whip might be necessary. LOL
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27 minutes ago, jastey said:
EDIT: thanks for the kind words, but I definitely did not help with this one.
Oh yes you did. You gave me the idea to include the .tra files. Which gave me no small amount of hair-pulling, thank you very much.
27 minutes ago, jastey said:Would you add a note to translators, currently I wouldn't know which of the strings would need translation, and to what.
One question: the in full upper case entries in the tra (HE, SHE etc) do they really need to be in te tra, i.e. would they be translated?
I know I don't understand the question. HE SHE, yes, needs to be translated, for example to French IL ELLE. That sort of thing. If it's in the .tra, it needs to be translated if they want it to come out in their language. I know you know this, so I know I'm not understanding the question. I'm confused.
27 minutes ago, jastey said:And... How would I use this as a modder?..
I suppose I should add that to the read-me. The tpa gets included wherever you need to use a proper or upper pronoun, the case.tra files need to be put where your other tra's are and has to be included in your array of translation files to be reloaded, and listed where you have the other tra's listed. Like:
SpoilerALWAYS
ACTION_IF NOT GAME_IS ~eet~ BEGIN
FAIL @1
ENDACTION_DEFINE_ARRAY transitions_noconvert BEGIN setup END
ACTION_DEFINE_ARRAY transitions_reload BEGIN game cases ENDLAF HANDLE_CHARSETS
INT_VAR
infer_charset = 1
STR_VAR
tra_path = EVAL ~transitions/languages~
noconvert_array = transitions_noconvert
reload_array = transitions_reload
END
ENDLANGUAGE ~American English~ ~american~
~transitions/languages/american/setup.tra~
~transitions/languages/american/game.tra~
~transitions/languages/american/cases.tra~As far as including the tpa - just like any other:
Spoiler/////////////////////////////////////
// CLEAN-UP QUESTS //
// THIS COMPONENT HAS FOUR OPTIONS //
/////////////////////////////////////
BEGIN @13 // MOD 20
DESIGNATED 20
// This option has Sarevok's survivors flee upon his death to give more quests
SUBCOMPONENT @12
REQUIRE_PREDICATE (MOD_IS_INSTALLED ~transitions/setup-transitions.tp2~ 0) OR (MOD_IS_INSTALLED ~transitions/setup-transitions.tp2~ 1) OR (MOD_IS_INSTALLED ~transitions/setup-transitions.tp2~ 2) @8
INCLUDE ~transitions/components/cases.tpa~ // Add proper and upper case player1 pronouns
INCLUDE ~transitions/components/winski_escapes.tpa~
INCLUDE ~transitions/components/survivors_flee.tpa~That's all there's to it.
Oh, and to use it in a dialogue:
SpoilerBEGIN GALDOR
IF ~Global("#L_AngeloHasFled","GLOBAL",0) !Dead("GALDOR") Dead("Sarevok")~ THEN BEGIN Angelo_flee
SAY @2011 // ~<PROPER_HESHE> is too strong for us! Run for your lives!~
IF ~~ DO ~SetGlobal("#L_AngeloHasFled","GLOBAL",1) ActionOverride("GALDOR",CreateVisualEffectObject("SPDIMNDR",Myself)) ActionOverride("GALDOR",DestroySelf())~ EXIT
ENDet voila!
Concatenation
in Modding Q&A
Posted
Gotcha! I think. Thanks @Mike1072!