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NR05a: Vary dialogue to better suit the speaker #8830
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I changed some of the lines in NR The Pursuit to fit better with the different characters. Tallin, Abhai, Krash, etc. I did not do it for every dialogue. Addresses issues wesnoth#8319 and wesnoth#8772
Thank you for this! I just had a quick look, Abhai sounds in-character to me. I suppose with the new strings this can only go to master. |
I can't see why the WML check is failing, though. |
I tried improving the title, feel free to tweak it further though. |
[then] | ||
[message] | ||
speaker=Abhai | ||
message= _ "Ah... I had forgotten about this beast." |
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Abhai can't trigger this event, because the player only finds him once they've reached the other side of this lake.
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If you have a unit with high enough mp you can move straight to Abhai's home and avoid the event. Then when you move Abhai he can trigger it. I did this unintentionally on my first playthrough of this mission.
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Hmm - another option would be to use an [event]name=enter_hex
or [event]name=exit_hex
with [cancel_action]
to make the unit stop when they enter the water. That would have the advantage of showing the tentacles first, instead of letting the unit get stuck in the village with the tentacles attacking them - although with Abhai around I guess the tentacles aren't a threat.
@@ -2090,28 +2160,42 @@ | |||
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[message] | |||
speaker=unit | |||
message= _ "AH! A ghost!" | |||
message= _ "AH! Ghost!" |
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I prefer the original here
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I changed it to that because Krash might trigger it and I thought he's more likely to say just "Ghost!" and not "A ghost!" So that seemed more universal to me.
data/campaigns/Northern_Rebirth/scenarios/05a_01_The_Pursuit.cfg
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[then] | ||
[message] | ||
speaker="Krash" | ||
message= _ "Body. Stinks." |
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While this line is understandable when reading the WML, where we know what triggered it and what the normal unit's line is, it doesn't seem so understandable out of context. If a player is moving a group of units up this river, a sudden "Body. Stinks." is a question of what body? Has it triggered because of the hex, or is Krash saying that his own body is decomposing - should the player prepare for the drake to turn into an enemy undead?
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I changed it to "Corpse... Stinks." I would like to keep it in line with Krash's way of talking (choppy, blunt, few words) but that makes it hard to include the details.
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Seeing this as "Krash's way of speaking" makes me think that someone went a little overboard at making him a man of few words. I think you could add up to 7 more words and still qualify as "choppy, blunt, and few words". Not that you'd need to for this particular case – 3-4 words is probably perfectly sufficient to get across a meaning roughly equivalent to the more verbose one.
I think at least adding the word "here" somewhere should help.
[else] | ||
[message] | ||
speaker=unit | ||
message= _ "Gee, what’s with these bodies floating around? Is this river some sort of body disposal?" |
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There's a meaning here that's lost in Abhai and Krash's lines - that the corpses are drifting down from Malifor's throneroom.
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Makes sense. I'll update them. I thought the bodies were because of the nearby nagas, since I figured Malifor would have used the bodies for undead.
[if] | ||
[variable] | ||
name=unit.id | ||
equals="Tallin" |
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The CI is complaining about tabs instead of spaces here
[then] | ||
[message] | ||
speaker="Krash" | ||
message= _ "Wet." |
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Some of these could do with notes to translators
I suggest adding this line above the message
:
# po: Krash has landed in one of the hexes of a small underground lake
Tweaked based on feedback.
[then] | ||
[message] | ||
speaker=Abhai | ||
message= _ "Another body... I've noticed them drifting down the river as of late." |
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Just noticed I've
needs a typographic apostrophe.
speaker=Tallin | ||
message= _ "I am Tallin." | ||
[/message] | ||
[/then] |
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The last commit introduced an extra level of indentation here, it should be removed.
I changed some of the lines in NR The Pursuit to fit better with the different heroes. Tallin, Abhai, Krash. I did not do it for every dialogue.
Addresses issues #8319 and #8772