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  #1  
Old 08-29-2014, 04:17 PM
Shendare
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Join Date: Apr 2009
Location: California
Posts: 814
Default Lua Mob.Say() optional language parameter

A while back an optional Language parameter was added to the Perl function for having an NPC say something, so that NPCs could speak other languages besides common.

When I skimmed over the Lua API reference taking a first look, I didn't see that as an option:

Code:
Mob member functions:

...
Void Say(String message);
...
Would it be possible to add an optional language parameter to the existing Lua function?

Or, alternatively, to add like a SayLang() function that would take a language code as well as the message text?
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  #2  
Old 08-31-2014, 03:41 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
Default

I'm going to add a way to do this for you.
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  #3  
Old 08-31-2014, 03:55 PM
Shendare
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Join Date: Apr 2009
Location: California
Posts: 814
Default

You ROCK! \m/
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  #4  
Old 08-31-2014, 11:22 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
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As of next release you'll be able to add something like:

Code:
function eq.Say(msg, lang)
	local owner = eq.get_owner();
	if(owner.null) then
		return;
	end
	
	if(lang == nil) then		
		owner:Say(msg);
	else
		local entity_list = eq.get_entity_list();
		
		entity_list:ChannelMessage(owner, 8, lang, msg);
	end
end
in your lua_modules/general_ext.lua

Then you'll be able to use it in scripts like:

Code:
if(e.message:findi("hail")) then
	eq.Say("Test string 1");
elseif(e.message:findi("there")) then
	eq.Say("Test string in thieve's cant.", 10);
end
In the same way quest::say is used in perl more or less.
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  #5  
Old 08-31-2014, 11:32 PM
Shendare
Dragon
 
Join Date: Apr 2009
Location: California
Posts: 814
Default

Perfection. Thanks, KLS.

This can add a very nice level of flavor, and means we won't have to revert to Perl for the functionality.

Thanks a ton for the quick turnaround.
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