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[DNM - WIP] - Stutter in Multiple Languages #288

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[DNM - WIP] - Stutter in Multiple Languages #288

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Kiyahitayika
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@Kiyahitayika Kiyahitayika commented Dec 22, 2020

What Does This PR Do

This is a WORK IN PROGRESS, so please DO NOT MERGE this at the time being.

Linked Issue: #215

Why It's Good For The Game

I am going to quote the linked issue:

It could add a little QoL for people who may want to RP something to this effect but don't want to type out the stammer, or don't want to add the stammer gene and see their character constantly stammering in the wrong language.

I love little QoL projects. They can often turn into large undertakings that require weeks of work, but I always find it worth it. It's so satisfying to upturn all the dirt and soil and rework the code to add or change a feature that isn't big, but reaches a lot of people.

Step 1: Get the Character Setup Interface to Let Voxxy Mess With It (COMPLETEDS, YAYA!)

xjiLDqvccs.mp4

I created a #define for a species language list inside character setup ... just for two small code chunks ...
And I created known_langs to be a holder list for the languages a character knows within character setup.
When you initiate character setup, known_langs is defined with 'Galactic Common' and is assigned their species language. Whenever you change species, all species' languages are removed from known_langs and your new species' language is added. When you add or change your Secondary Language (there currently isn't a way to clear this), all Secondary Languages are removed from known_langs and your new selection is added.
When you set Disabilities, it gives you the option to set a stutter in each language in known_langs.

Step 2: Divorce Stutter from Stammer

What does this even mean, Kiyahitayika?
I-it means that Stutter is actually defined as a Combat Mechanic. In combat.dm.
This links with issue: #274
I think a separate mechanic for the Disability here would be preferable so that we don't have to overhaul multiple files to add a "language" variable to the stutter combat mechanic proc.

Step 3: Allow the Character Setup selection of Stutter to actually SET for Multiple Languages

Great video. Doesn't actually do anything 0: Until Step 2.

Changelog

馃啈
wip: Stutter in Multiple Languages
/:cl:

@Kiyahitayika
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I went into this thinking, "Okay, I just need to make it so Character Setup keeps a list of what languages the character being setup knows and then let the player select which language(s) to stammer on from that list."
...
yeah, okay, I did that. Took a few days, but I did that. In doing that, I realized, stammering uses a gene. All the Disabilties do.
...
Okay, so I'm going to need to need to get three genes, because the maximum # of languages a character can know at set-up is 3 (Galactic Common, Species' Language, Secondary Language). Except, there's only one gene for stammering and it affects every Say.
...
Okay, off to DNA! Where could we store these three genes? UI? Nope, that's for character appearance. Says what your sprite looks like. SE? Nopers, that's for genes that can be modified in-game via the DNA Modifier machine in Genetics. We don't want that.
We need a new type of DNA.
...
Alright let's do tha--- ... This code is too messy.
#289

@Kiyahitayika
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Working off PR #289 branch.

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