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//===== eAthena Script ======================================= 
//= Sample localized NPC
//===== By: ================================================== 
//= eAthena Dev Team
//===== Current Version: ===================================== 
//= v1.0
//===== Compatible With: ===================================== 
//= eAthena with setd, getd
//===== Description: ========================================= 
//= Example of a localized NPC.
//= 
//= There are many ways to do it, this is just one option.
//= The player has a global account variable ##_langid_ that 
//= identifies the it's language.
//= 
//= The default language should always have langid 0.
//= When a message isn't found for the player's langid 
//= (strlen = 0), the message from langid 0 is used instead.
//= 
//= Each message is identified by a string that must only 
//= contain valid variable name characters.
//= 
//= void setlang(int langid)
//= - sets the player's language
//= int getlang(void)
//= - returns the player's language
//= void setmes2(string name,int langid,string text)
//= - sets the localized text for name
//= string getmes2(string name,int langid)
//= - returns the localized text of name
//= void mes2(string name)
//= - displays the localized text of name
//= 
//===== Additional Comments: ================================= 
//= To use this globally, just put the functions in Global_Functions.txt
//============================================================ 

//////////////////////////////////////////////////////////////
/// Sets the language of the player account.
/// @param langid	Languange identifier (0 for default)
function	script	setlang	{
	set ##_langid_, getarg(0);
	return;
}

//////////////////////////////////////////////////////////////
/// Returns the language identifier of the player
function	script	getlang	{
	return ##_langid_;
}

//////////////////////////////////////////////////////////////
/// Sets a localized text entry.
/// Does not need a RID attached.
/// @param name	Message identifier
/// @param langid	Language identifier (0 for default)
/// @param text	Text message
function	script	setmes2	{
	set $@mes2_name$, getarg(0);
	set $@mes2_langid, getarg(1);
	set $@mes2_text$, getarg(2);
	set $@mes2_var$, "$@__"+ $@mes2_name$ +"_"+ $@mes2_langid +"$";

	//debugmes "setmes2 \""+ $@mes2_var$ +"\", \""+ $@mes2_text$ +"\";";

	// set the localized text
	setd $@mes2_var$, $@mes2_text$;
	return;
}

//////////////////////////////////////////////////////////////
/// Sets a localized text entry.
/// Does not need a RID attached.
/// @param name	Message identifier
/// @param langid	Language identifier (0 for default)
/// @return	Text message
function	script	getmes2	{
	set $@mes2_name$, getarg(0);
	set $@mes2_langid, getarg(1);
	set $@mes2_var$, "$@__"+ $@mes2_name$ +"_"+ $@mes2_langid +"$";
	set $@mes2_text$, getd($@mes2_var$);

	//debugmes "getmes2(\""+ $@mes2_var$ +"\")=\""+ $@mes2_text$ +"\"";

	return $@mes2_text$;
}

//////////////////////////////////////////////////////////////
/// mes for localized text.
/// index should be a unique string, made up only of characters 
/// that are valis as a variable name
/// @param index	Message identifier
function	script	mes2	{
	set @mes2_index$, getarg(0);

	if( getstrlen(@mes2_index$) == 0 )
		return; // invalid index

	// print localized text
	set @mes2_text$, callfunc("getmes2",@mes2_index$,##_langid_);
	if( getstrlen(@mes2_text$) == 0 )
	{
		if( ##_langid_ != 0 )
		{// revert to default language
			set @mes2_text$, callfunc("getmes2",@mes2_index$,0);
			if( getstrlen(@mes2_text$) != 0 )
				mes @mes2_text$; // default text
		}
	} else
		mes @mes2_text$; // localized text
	return;
}

//////////////////////////////////////////////////////////////
/// Sample localized NPC
prontera.gat,155,183,4	script	LocalizedNPC	705,{
	// Get text for specific languages
	set @menu1$, callfunc("getmes2","LNPC_lang",0);
	set @menu2$, callfunc("getmes2","LNPC_lang",1);
	do {
		// get text that fallbacks to language 0
		callfunc "mes2", "LNPC_name";
		// localized mes
		callfunc "mes2", "LNPC_lang";
		callfunc "mes2", "LNPC_text";
		next;

		switch(select(@menu1$,@menu2$,"Cancel"))
		{
			case 1:
			case 2:
				// Set player language
				callfunc "setlang",@menu-1;
				break;
		}
	} while( @menu != 3 );
	close;
	end;

OnInterIfInitOnce:
	// Load the localized text.
	// This can be anywhere, as long as it's executed before the coresponding getmes2/mes2 calls
	//  0 - English (default)
	//  1 - Portuguese
	callfunc "setmes2", "LNPC_name", 0, "[LocalizedNPC]";
	callfunc "setmes2", "LNPC_lang", 0, "EN";
	callfunc "setmes2", "LNPC_lang", 1, "PT";
	callfunc "setmes2", "LNPC_text", 0, "Something in english";
	callfunc "setmes2", "LNPC_text", 1, "Algo em portugu�s";
	end;
}