git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14277 54d463be-8e91-2dee-dedb-b68131a5f0ec
151 lines
4.6 KiB
Plaintext
151 lines
4.6 KiB
Plaintext
//===== eAthena Script =======================================
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//= Sample localized NPC
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//===== By: ==================================================
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//= eAthena Dev Team
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//===== Current Version: =====================================
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//= v1.0
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//===== Compatible With: =====================================
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//= eAthena with setd, getd
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//===== Description: =========================================
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//= Example of a localized NPC.
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//=
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//= There are many ways to do it, this is just one option.
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//= The player has a global account variable ##_langid_ that
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//= identifies the it's language.
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//=
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//= The default language should always have langid 0.
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//= When a message isn't found for the player's langid
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//= (strlen = 0), the message from langid 0 is used instead.
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//=
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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(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 globally, just put the functions in Global_Functions.txt
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//============================================================
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//////////////////////////////////////////////////////////////
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/// Sets the language of the player account.
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/// @param langid Languange identifier (0 for default)
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function script setlang {
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set ##_langid_, getarg(0);
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return;
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}
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//////////////////////////////////////////////////////////////
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/// Returns the language identifier of the player
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function script getlang {
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return ##_langid_;
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}
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//////////////////////////////////////////////////////////////
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/// Sets a localized text entry.
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/// Does not need a RID attached.
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/// @param name Message identifier
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/// @param langid Language identifier (0 for default)
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/// @param text Text message
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function script setmes2 {
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set $@mes2_name$, getarg(0);
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set $@mes2_langid, getarg(1);
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set $@mes2_text$, getarg(2);
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set $@mes2_var$, "$@__"+ $@mes2_name$ +"_"+ $@mes2_langid +"$";
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//debugmes "setmes2 \""+ $@mes2_var$ +"\", \""+ $@mes2_text$ +"\";";
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// set the localized text
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setd $@mes2_var$, $@mes2_text$;
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return;
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}
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//////////////////////////////////////////////////////////////
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/// Sets a localized text entry.
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/// Does not need a RID attached.
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/// @param name Message identifier
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/// @param langid Language identifier (0 for default)
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/// @return Text message
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function script getmes2 {
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set $@mes2_name$, getarg(0);
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set $@mes2_langid, getarg(1);
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set $@mes2_var$, "$@__"+ $@mes2_name$ +"_"+ $@mes2_langid +"$";
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set $@mes2_text$, getd($@mes2_var$);
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//debugmes "getmes2(\""+ $@mes2_var$ +"\")=\""+ $@mes2_text$ +"\"";
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return $@mes2_text$;
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}
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//////////////////////////////////////////////////////////////
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/// mes for localized text.
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/// index should be a unique string, made up only of characters
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/// that are valis as a variable name
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/// @param index Message identifier
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function script mes2 {
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set @mes2_index$, getarg(0);
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if( getstrlen(@mes2_index$) == 0 )
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return; // invalid index
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// print localized text
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set @mes2_text$, callfunc("getmes2",@mes2_index$,##_langid_);
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if( getstrlen(@mes2_text$) == 0 )
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{
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if( ##_langid_ != 0 )
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{// revert to default language
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set @mes2_text$, callfunc("getmes2",@mes2_index$,0);
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if( getstrlen(@mes2_text$) != 0 )
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mes @mes2_text$; // default text
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}
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} else
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mes @mes2_text$; // localized text
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return;
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}
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//////////////////////////////////////////////////////////////
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/// Sample localized NPC
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prontera,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_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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} while( @menu != 3 );
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close;
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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_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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} |