Author Topic: Language System  (Read 270 times)

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Language System
« on: May 27, 2011, 01:26:44 am »


               Does anyone know if the system Styss is using is found on the vault, or what it's called? It allows you to choose language tokens based on your int mod, and activate/deactivate the language via those tokens. Other players see gibberish if they don't have that token, but understand you if they do. I rather like this one as it doesn't output as much spam as other systems do.

Thanks!
               
               

               
            

Legacy__Guile

  • Hero Member
  • *****
  • Posts: 1308
  • Karma: +0/-0
Language System
« Reply #1 on: May 27, 2011, 03:46:04 pm »


               This system sounds trivial Jenna, surely you could script something like that..  =D
               
               

               
            

Legacy_Mad.Hatter

  • Full Member
  • ***
  • Posts: 156
  • Karma: +0/-0
Language System
« Reply #2 on: May 27, 2011, 07:18:56 pm »


               DMFI 1.09 by tsunami has language tokens like you're describing. So does SIMTools.

The granting of those tokens is up to the builder though, so I assume that was scripted separately (compare a local integer against the INT modifier as a conditional on conversation nodes that CreateItemOnObject the tokens when selected; remove the integer when a PC leaves the start area).
               
               

               
            

Legacy_Jenna WSI

  • Hero Member
  • *****
  • Posts: 1837
  • Karma: +0/-0
Language System
« Reply #3 on: May 27, 2011, 10:49:05 pm »


               Thanks Hatter, I'll take a look. Each language was different, and was made to feel like a real language. Emotes are translated, etc.. nice system all in all.
               
               

               
            

Legacy_Karvon

  • Sr. Member
  • ****
  • Posts: 430
  • Karma: +0/-0
Language System
« Reply #4 on: May 28, 2011, 12:43:14 am »


               Sadly, most PWs don't seem to share much of the cool custom stuff they code, which is understandable in part, as it makes them unique. However, that means a lot of reinventing of the wheel, or versions of the wheel, goes on, assuming one has the skills to do so.  Furthermore, when such places disappear, sometimes without any warning, their code usually disappears as well.

As for language scripts, in addition to those mentioned, HR Tools includes a newer enhanced cleaned up version built on the older DMFI scripts.  It has a lot of other stuff aside from languages though.

If you do a search on the vault for languages under scripts, you'll find a few others too.

Karvon
               
               

               
            

Legacy_Taino

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +0/-0
Language System
« Reply #5 on: May 30, 2011, 04:21:55 am »


               IoS uses "LANGUAGE Library by Gigaschatten" and other programs he created in his engine. '^_^'

Have to make a correction on this.. Okay it looks like it has Gigaschatten/Funky system in their but it is customized. So it is and has been over worked by someone who has or did create that module. It isnt hard too follow it though if you know what your looking for.
               
               

               


                     Modifié par Taino, 30 mai 2011 - 03:37 .
                     
                  


            

Legacy_wyvvern

  • Newbie
  • *
  • Posts: 2
  • Karma: +0/-0
Language System
« Reply #6 on: June 18, 2011, 05:16:52 am »


               I wrote IoS's original language system - it's on the vault as "Language system: no more voices." MadRabbit added the player / commands (and his script is on the vault as well and is trivial to combine with my own Just insert his include file and the main chat function before the first return in my script.)

Someone else has a NPC or an on_enter script out there on the vault that distributes widgets, as I set up a NPC/store in IoS that runs a script on the store closed event to allow folks to pick languages.

And no I didn't borrow it from anyone. All I did was write an on_chat script and an on_activate script around the standard DMFI language translation includes. It's a fairly trivial bit of scripting all things considered.

There's a bug with allowing dms to hear all languages in the script on the vault, but the solution is there in the comments section. I can't remember my pw over at the vault to update the script. (Actually had forgotten I put it there, was written when we updated IoS to 1.69)
               
               

               


                     Modifié par wyvvern, 18 juin 2011 - 04:26 .