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Set selecting is complicated in JP client #73
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Hmm. I can change all instances of set construction using spell.english to spell.name. That will mean item 1 will use the Japanese name if you use set_language. This isn't actually what you're asking for, though, so I'll put that on hold. For item 2, I'd need a full translation of all the items in Mote-Mappings.lua. If that can be provided, then all spell maps would work as well, and be set relative to the language selected. However if you want it to always use English rather than the set language, I can leave it alone for now. For item 3, unfortunately spell.type is hard-coded into the resources. The resources would need to be updated before that would be changeable. On the other hand, for item 4, spell.skill is language-dependent, so I can't make it not show up in Japanese if set_language has been used. The intent a while back was to make the same conversion for spell.type as was done for spell.skill. Still, fixing item 4 for your request, to put it in English, is doable. It will be transparent, regardless of how the user wants to use it. For item 5, buff names are pulled from resources, so again they will be specific to the language chosen. Fixing item 5 will be more awkward. I can only provide one or the other. In the case of resource names, reverse lookups for buffs are difficult. I'd have to get the buff id based on the buff name, and that's not guaranteed to be unique (for example, there are two or three separate buff IDs for Haste). Skills, on the other hand, I can ensure lookup the English name. I'll put some more thought into this, and perhaps add a flag to distinguish between full Japanese and equipment-only Japanese. |
I see.
and so on. Are resources languages depends on client? If not, to avoid a lot of problems, how about translate Japanese equipment name to English in the time loading user file and treat the other in English? |
It's implicitly used in many other locations. Pretty much everything that refers to any resources (all the stuff in the Is it acceptable to make everything Japanese? Or is it important that there be a separation between gear names and all other named values? On item 1 of your new list, I'll have to look into that to see how to fix it. |
Making names Japanese is ok if |
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result:
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Did you enter those into the console? Can you try entering them into the chatlog (with |
To be clear, I mean this one only:
Because that command should work. |
I tried it from chatlog. Full input was |
Ok, can you with the console then? If one works and the other doesn't, it's an encoding issue and we can fix that in LuaCore. If not... I'm not sure. But it will be a start to know that. |
I don't know the way to input Japanese in console. It seems to can not enter or display multi-bytes. |
No, you're right, I forgot it wasn't that simple... I'll have to experiment with this a bit, but I have some other issues queued up I'm working on right now, I'll try to get this done tonight. |
gearswap received from FF11 client, 強化魔法 is SHIFT-JIS. for example
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When called
set_language('japanese')
, i have to name sets in English and Japanese like this:sets.precast["Provoke"]
sets.precast.Cure
sets.precast.WhiteMagic
sets.midcast["強化魔法"]
buff
argument injob_buff_change()
is Japanese.I'm tired to check languages one by one. Is it impossible that put all logics in English?
Or please tell me the variables affected by
set_language()
.I want to write only gear names in Japanese.
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