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Diffstat (limited to 'npc/sample/localized_npc.txt')
-rw-r--r-- | npc/sample/localized_npc.txt | 138 |
1 files changed, 138 insertions, 0 deletions
diff --git a/npc/sample/localized_npc.txt b/npc/sample/localized_npc.txt new file mode 100644 index 000000000..3602c2840 --- /dev/null +++ b/npc/sample/localized_npc.txt @@ -0,0 +1,138 @@ +//===== 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(langid) - sets the player's langid
+//= int getlang() - returns the player's langid
+//= void setmes2(name,langid,text) - sets the localized text for name
+//= string getmes2(name,langid) - returns the localized text of name
+//= void mes2(name) - displays the localized text of name
+//=
+//===== Additional Comments: =================================
+//= To use this just copy the functions to 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,{
+ set .@menu1$, callfunc("getmes2","LNPC_lang",0);
+ set .@menu2$, callfunc("getmes2","LNPC_lang",1);
+ do {
+ callfunc "mes2", "LNPC_name";
+ callfunc "mes2", "LNPC_lang";
+ callfunc "mes2", "LNPC_langname";
+ next;
+
+ switch(select(.@menu1$,.@menu2$,"Cancel"))
+ {
+ case 1:
+ case 2:
+ callfunc "setlang",@menu-1;
+ break;
+ }
+ } while( @menu != 3 );
+ close;
+ end;
+
+OnInterIfInitOnce:
+ callfunc "setmes2", "LNPC_name", 0, "[LocalizedNPC]";
+ callfunc "setmes2", "LNPC_lang", 0, "EN";
+ callfunc "setmes2", "LNPC_lang", 1, "PT";
+ callfunc "setmes2", "LNPC_langname", 0, "English";
+ callfunc "setmes2", "LNPC_langname", 1, "Português";
+ end;
+}
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