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Refactor Sign Languages and Language Markers #575
Refactor Sign Languages and Language Markers #575
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Mnemotechnican <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]> Signed-off-by: Mnemotechnican <[email protected]>
Hows does it looks like when the other does not know "Sign Language"? |
Do you think we could also provide an override for the bubble type, its should be possible as i have seen but would it be easly to imprement a bubble type. |
This should now be ready for review, this is how it looks in-game: weeee-2024-07-23_00.37.33.mp4 |
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needs moar; in a future PR would you be able to make sign language a trait?
Co-authored-by: Danger Revolution! <[email protected]>
Yes but that's not within the scope of this PR. I think mimes should be able to speak it naturally, too. |
Again we want to do a Language Menu but temp we got do a sign language trait TEMP |
I do agree that it absolutely is essential for sign language that for it to really be "Playable", we absolutely must have a trait for people other than Mute & Mime to buy it(Actually I don't like the idea that Mimes get it for free, they absolutely shouldn't. But that's because I hate mimes, think they're offensive, and think that they should suffer because they're people who voluntarily choose to be mute.). Obviously, the trait could just be trivially removed once an actual language menu is coded. My biggest issue right now with tying it to the Mute trait. Is that the mute trait is absolutely dogshit, to such an extreme degree that most people who play "Mute" characters do so without taking the trait, myself included. |
Other gripes. Sign Language "Speech" should have quotation marks, to indicate that it's actually talking and not just a funky capitalized special emote text. |
("color", language.Color ?? Color.Gray), | ||
("entityName", name), | ||
("message", FormattedMessage.EscapeText(result))); | ||
wrappedMessage = WrapWhisperMessage(source, "chat-manager-entity-whisper-wrap-message", name, perceivedMessage, language); |
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wrappedMessage = WrapWhisperMessage(source, "chat-manager-entity-whisper-wrap-message", name, perceivedMessage, language);
we should send result not perceivedMessage
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:
TODO
Media
See below
Changelog
No cl no fun