diff options
Diffstat (limited to 'npc/sample/localized_npc.txt')
-rw-r--r-- | npc/sample/localized_npc.txt | 302 |
1 files changed, 151 insertions, 151 deletions
diff --git a/npc/sample/localized_npc.txt b/npc/sample/localized_npc.txt index ab6964a07..aa7c5fb5a 100644 --- a/npc/sample/localized_npc.txt +++ b/npc/sample/localized_npc.txt @@ -1,151 +1,151 @@ -//===== eAthena Script =======================================
-//= Sample localized NPC
-//===== By: ==================================================
-//= eAthena Dev Team
-//===== Current Version: =====================================
-//= v1.0
-//===== Compatible With: =====================================
-//= eAthena with setd, getd and npc variables '.'
-//===== 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 português";
- end;
-}
+//===== 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 português"; + end; +} |