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Foreigner Traits #525
Foreigner Traits #525
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Test fail is my Log.Error statement |
Now it's just the mimic. |
This is a good use of languages in traits (the idea at least, haven't reviewed the code yet). |
Indeed, Languages Menu just select optional Langauges for those, yeah those need to be in traits. |
/// <summary> | ||
/// Tries to create and give the entity a translator to translator that translates speech between the two specified languages. | ||
/// </summary> |
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It may be worth discussing, but I just thought that its an option to make it so that this item can be bought in your loadouts if you have the trait. But that may also fuck over players who aren't aware that they don't spawn with the item.
@@ -42,3 +42,13 @@ trait-name-Thieving = Thieving | |||
trait-description-Thieving = | |||
You are deft with your hands, and talented at convincing people of their belongings. | |||
You can identify pocketed items, steal them quieter, and steal ~33% faster. | |||
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trait-name-ForeignerLight = Foreigner (light) |
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trait-name-ForeignerLight = Foreigner (light) | |
trait-name-ForeignerLight = New in Town |
Don't really like the Light appended to the end; this should differentiate them enough I guess, makes some sense too?
Shrug
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Ideally this would also change the Loc string but I'm on mobile and don't want to go looking for every instance manually....
# Description #525 Added foreigner traits, now during testing I revealed a few bugs. This PR fixes them: - The light version now correctly allows you to understand common (it would not because I forgot to add [DataField]) - The translator now correctly starts with a high-capacity power cell - Equipping the translator in a pocket slot no longer takes time <details><summary><h1>Media</h1></summary><p>  </p></details> # Changelog :cl: - fix: Foreigner traits now work correctly.
Description
Adds two negative traits, foreigner and its light version. Both of them make you unable to speak galactic common and give you a translator that lets you speak/understand GC, and also requires you to know one of the non-GC languages your entity normally speaks in order to work. The translator starts with a high-capacity power cell to compensate for the usual scarcity of publicly accessible chargers on most stations.
The light version of the trait only makes you unable to speak GC. The heavy version also makes you unable to understand others when they speak it.
This PR also makes you able to wear translator in the neck slot for convenience and transparency, and rewamps the examination menu of translators to provide more useful info.
One little known issue (as seen in the screenshots below) is that, since the system chooses the first language in the list of languages your entity can speak, it can sometimes pick wrong if your species speaks more than two language, but it won't prevent you from using the translator normally.
Also, the name of the light version of the trait is subject to change. I just couldn't think of anything more creative for it.
Why
Although supposedly trystan or others have a language menu in mind, it's still not even being worked on yet. At the same time, I've already seen some people roleplay as though their characters do not speak galactic common.
Media
Changelog
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