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Languages Markers #510
Languages Markers #510
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- Made it so that LanguageSpeakerComponent stores the actual data about entities' languages, while LanguageKnowledgeComponent stores intrinsic knowledge - Rewrote a lot of shitcode
…fuscationMethod's dependency on LanguagePrototype
Signed-off-by: Mnemotechnican <[email protected]>
Signed-off-by: Mnemotechnican <[email protected]>
Will there be language icons in the language selection menu, chat and in the text cloud? 🥺 |
Not the author of the PR; but from what I've spoke to them:
2 and 3 would need very big changes to how the Chat Menu and Chat Cloud are formatted. |
They could but you would need to change compleatly the UI of both ends and by god... im not going to try to touch ANCIENT UI. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: FoxxoTrystan <[email protected]>
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I haven't looked at this in-game, but the code is fine.
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Font is a little Sus but yaml is changeable if people don't like it
# Description This refactors #510 and #553. #553 specifically was reverted and re-implemented from scratch. As a consequence to all of this, the chat system was refactored a bit too, hopefully for the best. Changes: - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved to shared and made serializable - Added a method to wrap whisper messages to reduce code duplication in chat system - Both WrapPublicMethod and WrapWhisperMessage call the same generic WrapMessage method, which allows to add speech verbs to whispers and more. That method is also fully responsible for adding language markers and deducing speech verbs now. - Everything related to speech was moved out of LanguagePrototype and into SpeechOverrideInfo. LanguagePrototype now holds an instance of that. - Added AllowRadio, RequireSpeech, ChatTypeOverride, SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of which are used in implementing the sign language. - Suffered a lot # TODO - [X] Cry - [X] Fix the sign language not displaying properly over the character. - [X] Find a way to circumvent being unable to speak?? <details><summary><h1>Media</h1></summary><p>  See below </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
Description
Require #459
Add 3 optional settings for LanguagePrototypes to play with richtext tags to they could be reconized as Makings
color - Set a specefic color to the text.
fontId - Set a font to the text by using the Id.
fontSize - Set the size of the text
All 3 are optional if not set message will be handeled like normal.
This should be mostly used to know what language your currently speaking and assist with markings.
Take note those changes happent only in the TextBox chat, bubblechat is left unchanged.
TODO
Media
Changelog
🆑 FoxxoTrystan