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  #1  
Old 05-07-2009, 10:41 AM
jellyini
Fire Beetle
 
Join Date: Apr 2009
Location: ABQ
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As I recall the frequency of the one-sided conversation was pretty high on live. i remember standing there wondering just what the heck was going on, and checked my chat log to see this or wingnut talking to themselves (like using /s when you mean to use/g or/t) or what. Sounds like your simplest bet.

J
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  #2  
Old 05-07-2009, 11:03 AM
Shendare
Dragon
 
Join Date: Apr 2009
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Perhaps, but for the sake of real Norrathian flavour, I'll probably end up going with #3 if #2 doesn't work out.

If I get a definitive "There is no current way to do that" answer, I'll try posting in the Feature Request forum and see what response I receive.

Thanks for the input!

- Shendare
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  #3  
Old 05-07-2009, 11:03 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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hehe, just add this

quest::emote("whispers softly to $name.);

and then on the next one put something like

quest::emote("motions for $name to lower his voice and resumes whispering.");

and then lastly

quest::emote("rolls her eys in disgust and whispers gruffly.");

AR PEE and problem solved, win win! That way they look less silly and it still fits.
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  #4  
Old 05-07-2009, 11:14 AM
realityincarnate
Developer
 
Join Date: Dec 2007
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If no one beats me to it, I'll take a look at this and try to get some functions in over the next day or two. It'll just depend on how much work interferes with life.
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  #5  
Old 05-07-2009, 11:29 AM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
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@Dibalamin ... :P

@realityincarnate...

That's awesome! You mean you're a coder looking into adding something like a quest::sayLang() and a $lang export indicating the languageid being spoken by the player?

- Shendare
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  #6  
Old 05-09-2009, 01:29 AM
realityincarnate
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I finally got a chance to work on the language stuff a bit. Here's what I've got at the moment, tell me if it seems like what you need:

quest::say() is modified to take an optional second parameter that determines the language spoken. So quest::say("I'm speaking elvish", 3) would indeed be said in elvish. The only downsides are that anything with a language given (even if it's a zero for common) uses the regular say channel, so it won't trigger quest journalling and it is subject to client filters.

The events SAY, AGGRO_SAY, and PROXIMITY_SAY all export a variable $langid that holds the number of the language spoken by the player.

The players language skill is accessable (and always has been) through the $client->GetLanguageSkill() function.

I'd like to do some more testing before I commit, but if everything works well and this is what you're looking for, I'll add it in tomorrow.
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  #7  
Old 05-09-2009, 01:45 AM
Shendare
Dragon
 
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Location: California
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That's phenomenal! The hard work is so much appreciated!

So nearby players who don't speak the language will get a regular garbled "Soandso says in an unknown tongue, 'Abweioa ford julkani spevna.'", while those who do will see the original intended message?

- Shendare
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  #8  
Old 05-09-2009, 02:29 PM
realityincarnate
Developer
 
Join Date: Dec 2007
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That's correct, it will appear garbled based on the player's skill, just as if another player had spoken it.

The functions are now in the SVN source as of revision 488.
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