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swbuza
March 10th, 2017, 04:30
Is there a way to select the language you want to use when using one of those story-mode chat bubbles? It always seems to post them in "common."

Andraax
March 10th, 2017, 04:46
Give the bubble a "speaker", then select the language you want in the selection box at the bottom of the chat window. As long as the bubble has a speaker, it will use the selected language.

LordEntrails
March 10th, 2017, 15:47
You can also set the language for a chat bubble by right clicking on it. I don't remember the names of the icons/commands, but it's in a sub-level of the right mouse button menus.

Trenloe
March 10th, 2017, 16:28
You can also set the language for a chat bubble by right clicking on it.
In a Story entry? Are you sure?

LordEntrails
March 10th, 2017, 17:37
In a Story entry? Are you sure?
Now you made me go look and try. I'm absolutely, positively sure I was wrong. You can assign speaker, not language. I'm getting old and my memory is flawed, I think...

YAKO SOMEDAKY
March 10th, 2017, 18:57
LordEntrails I decided to test what I said about displaying the text in the chat with another language.I wrote a text and activated the speech bubble, in the chat I selected the language and then clicked on the balloon.
The message appeared normally.
But when I appointed a personality there, the text appeared altered and only those who understood could read.
The case is if you have how to do this in Story mode could show how?
For example:
Let's say the characters are in an old dwarven ruin and have some message engraved on the walls in the dwarven language. Those who can read dwarf see the text usually already those who will not only see those runes.

Trenloe
March 10th, 2017, 20:25
The case is if you have how to do this in Story mode could show how?
For example:
Let's say the characters are in an old dwarven ruin and have some message engraved on the walls in the dwarven language. Those who can read dwarf see the text usually already those who will not only see those runes.
You can't do this automatically within the story entry. You need to set the language in the chat window and make sure there is a speaker assigned to the chat story entry.

swbuza
March 10th, 2017, 23:11
I'm not really following along with any of these suggestions. The ONLY way I am able to produce different language fonts is to manually select the language in the chat window drop-down and then copy and paste the text into chat.

Selecting the language and then clicking the chat bubble from story mode does NOT use the language I've selected.

Furthermore, I cannot figure out how to assign a speaker to the chat story entry. It's not available in my right click options, which include: Share Sheet, Close Window, Minimize, Paragraph Types.

swbuza
March 10th, 2017, 23:13
In any case, if we can't do this automatically in story mode, I guess I'd ask for it to be a feature in the Unity release.

Andraax
March 10th, 2017, 23:26
Furthermore, I cannot figure out how to assign a speaker to the chat story entry. It's not available in my right click options, which include: Share Sheet, Close Window, Minimize, Paragraph Types.

What ruleset? It would be under "Paragraph Types", "Assign Speaker". Also, try Ctrl-Tab while in the chat bubble (that's the shortcut).

Here is an illustration (I had Dwarven selected while I clicked he chat bubbles, notice only the one with a speaker assigned was sent as Dwarven):
18205

Trenloe
March 10th, 2017, 23:33
I guess I'd ask for it to be a feature in the Unity release.
Please log any feature requests here: https://fg2app.idea.informer.com/

Trenloe
March 10th, 2017, 23:34
Furthermore, I cannot figure out how to assign a speaker to the chat story entry. It's not available in my right click options, which include: Share Sheet, Close Window, Minimize, Paragraph Types.
It's a two step process. First assign the text as chat, then you can use the right-click menu to change the format again - with the assign speaker option now available.

swbuza
March 11th, 2017, 07:53
PFRPG: Ah, found it under Paragraph Type, thanks.

It's not intuitive at all. If you've selected an NPC speaker, this button doesn't assign them as the speaker. What it does is give you an option to type in a name, basically.

Andraax
March 11th, 2017, 13:41
It's easier to just use the keyboard shortcuts. Ctrl-3 to make the current paragraph a speech bubble, then Ctrl-Tab to add an assignment thing, then type the name of the NPC. Which doesn't have to actually exist as an NPC. If it's writing on the wall, for example, I use "Writing on the wall" as the "NPC name".

Attached is a couple of screenshots - GM view and player view of the same thing. On the player view, I added the language between the two clicks on the chat bubble, so you can see what a player sees both translated and untranslated.


18209

18210

YAKO SOMEDAKY
March 11th, 2017, 18:01
I made like the screenshot

f00dbar
December 10th, 2017, 23:40
I'm wrestling with this now. On one hand it's clear how to use the chat language, it's very useful. On the other hand, I want the players to have an item that is encoded with a language, something that they may posses now, but decode later. Or, simply, to have to consult on later. I'll add a suggestion to encode a language into the script - simple markup would be useful here: <Orc> G'mork, you must delay those pesky adventurers, I will send you my Dark Elven blade <Undercommon>Darkness</Undercommon> to assist</Orc>

Trenloe
December 11th, 2017, 00:35
I'm wrestling with this now. On one hand it's clear how to use the chat language, it's very useful. On the other hand, I want the players to have an item that is encoded with a language, something that they may posses now, but decode later. Or, simply, to have to consult on later. I'll add a suggestion to encode a language into the script - simple markup would be useful here: <Orc> G'mork, you must delay those pesky adventurers, I will send you my Dark Elven blade <Undercommon>Darkness</Undercommon> to assist</Orc>
You can’t do this - you’ll have to manually encode it as unreadable now and then manually change it to readable later.

Additionally, you can’t mix 2 different fonts in the same section of displayed text.

LordEntrails
December 11th, 2017, 01:13
I'm wrestling with this now. On one hand it's clear how to use the chat language, it's very useful. On the other hand, I want the players to have an item that is encoded with a language, something that they may posses now, but decode later. Or, simply, to have to consult on later. I'll add a suggestion to encode a language into the script - simple markup would be useful here: <Orc> G'mork, you must delay those pesky adventurers, I will send you my Dark Elven blade <Undercommon>Darkness</Undercommon> to assist</Orc>
If you are using Item Identification, then leave the item un-identified for now and then when they get it translated you just identify it.

f00dbar
December 19th, 2017, 19:18
The item in question was just a note written by the protagonist and found by the party. They were meant to find it, but only some were meant to read it as to promote the dialog amongst the players. In the end I went with pasting the contents of the scroll into the chat window in the intended language. It worked, although the desire to have this functionality is still there.

Trenloe - embedding nested fonts is a core function of any markup language. It would be a matter of adjusting the parser to handle it. My suggestion was to treat the problem as one of markup - if the parser were able to handle this, then you'd get this feature "for free". Additionally, any portion of the engine would benefit accordingly. Just a suggestion.

Trenloe
December 19th, 2017, 19:30
Trenloe - embedding nested fonts is a core function of any markup language. It would be a matter of adjusting the parser to handle it. My suggestion was to treat the problem as one of markup - if the parser were able to handle this, then you'd get this feature "for free". Additionally, any portion of the engine would benefit accordingly. Just a suggestion.
This is a limitation of how FG handles fonts - not a parser or markup issue, or similar.

Any suggestions can be made here: https://fg2app.idea.informer.com/