- Fixed the meaning of stdout_with_ansisequence and changed the default value to no.
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@9531 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@ -1,5 +1,8 @@
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Date Added
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2006/12/20
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* Fixed the meaning of stdout_with_ansisequence and changed the default
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value to no. [FlavioJS]
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2006/12/18
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* Added hom_setting to specify which homunculus 'quirks' are in effect. The
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default activates all of them, if you set them to 0 then homuncs will not
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@ -47,13 +47,8 @@ char_port: 6121
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//For full format information, consult the strftime() manual.
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//timestamp_format: [%d/%b %H:%M]
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//Defines if the ansi sequences should be parsed or skipped.
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//If set to yes the console output is in color. If the stream is redirected to
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//a file, the ansi sequences are printed out.
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//If set to no the console is colorless and, if redirected, will skip the ansi
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//sequences.
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//NOTE: this setting applyes for both stdout and stderr
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stdout_with_ansisequence: yes
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//If redirected output contains escape sequences (color codes)
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stdout_with_ansisequence: no
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//Makes server output more silent by ommitting certain types of messages:
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//1: Hide Information messages
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@ -22,13 +22,8 @@ login_port: 6900
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//For full format information, consult the strftime() manual.
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//timestamp_format: [%d/%b %H:%M]
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//Defines if the ansi sequences should be parsed or skipped.
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//If set to yes the console output is in color. If the stream is redirected to
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//a file, the ansi sequences are printed out.
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//If set to no the console is colorless and, if redirected, will skip the ansi
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//sequences.
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//NOTE: this setting applies for both stdout and stderr
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stdout_with_ansisequence: yes
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//If redirected output contains escape sequences (color codes)
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stdout_with_ansisequence: no
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//Makes server output more silent by ommitting certain types of messages:
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//1: Hide Information messages
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@ -57,13 +57,8 @@ map_port: 5121
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//For full format information, consult the strftime() manual.
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//timestamp_format: [%d/%b %H:%M]
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//Defines if the ansi sequences should be parsed or skipped.
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//If set to yes the console output is in color. If the stream is redirected to
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//a file, the ansi sequences are printed out.
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//If set to no the console is colorless and, if redirected, will skip the ansi
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//sequences.
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//NOTE: this setting applyes for both stdout and stderr
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stdout_with_ansisequence: yes
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//If redirected output contains escape sequences (color codes)
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stdout_with_ansisequence: no
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//Makes server output more silent by ommitting certain types of messages:
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//1: Hide Information messages
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@ -20,14 +20,19 @@
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//= Each message is identified by a string that must only
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//= contain valid variable name characters.
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//=
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//= void setlang(langid) - sets the player's langid
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//= int getlang() - returns the player's langid
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//= void setmes2(name,langid,text) - sets the localized text for name
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//= string getmes2(name,langid) - returns the localized text of name
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//= void mes2(name) - displays the localized text of name
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//= void setlang(int langid)
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//= - sets the player's language
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//= int getlang(void)
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//= - returns the player's language
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//= void setmes2(string name,int langid,string text)
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//= - sets the localized text for name
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//= string getmes2(string name,int langid)
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//= - returns the localized text of name
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//= void mes2(string name)
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//= - displays the localized text of name
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//=
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//===== Additional Comments: =================================
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//= To use this just copy the functions to Global_Functions.txt
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//= To use this globally, just put the functions in Global_Functions.txt
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//============================================================
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//////////////////////////////////////////////////////////////
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@ -109,18 +114,22 @@ function script mes2 {
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//////////////////////////////////////////////////////////////
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/// Sample localized NPC
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prontera.gat,155,183,4 script LocalizedNPC 705,{
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// Get text for specific languages
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set .@menu1$, callfunc("getmes2","LNPC_lang",0);
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set .@menu2$, callfunc("getmes2","LNPC_lang",1);
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do {
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// get text that fallbacks to language 0
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callfunc "mes2", "LNPC_name";
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// localized mes
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callfunc "mes2", "LNPC_lang";
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callfunc "mes2", "LNPC_langname";
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callfunc "mes2", "LNPC_text";
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next;
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switch(select(.@menu1$,.@menu2$,"Cancel"))
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{
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case 1:
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case 2:
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// Set player language
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callfunc "setlang",@menu-1;
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break;
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}
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@ -129,10 +138,14 @@ prontera.gat,155,183,4 script LocalizedNPC 705,{
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end;
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OnInterIfInitOnce:
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// Load the localized text.
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// This can be anywhere, as long as it's executed before the coresponding getmes2/mes2 calls
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// 0 - English (default)
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// 1 - Portuguese
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callfunc "setmes2", "LNPC_name", 0, "[LocalizedNPC]";
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callfunc "setmes2", "LNPC_lang", 0, "EN";
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callfunc "setmes2", "LNPC_lang", 1, "PT";
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callfunc "setmes2", "LNPC_langname", 0, "English";
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callfunc "setmes2", "LNPC_langname", 1, "Português";
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callfunc "setmes2", "LNPC_text", 0, "Something in english";
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callfunc "setmes2", "LNPC_text", 1, "Algo em português";
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end;
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}
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@ -44,9 +44,10 @@
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///////////////////////////////////////////////////////////////////////////////
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/// behavioral parameter.
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/// when true, prints ansi sequences also when redirecting outputs to file
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/// otherwise remove them
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int stdout_with_ansisequence = 1;
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/// when redirecting output:
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/// if true prints escape sequences
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/// if false removes the escape sequences
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int stdout_with_ansisequence = 0;
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int msg_silent; //Specifies how silent the console is.
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