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Are you wanting to access the naming patterns that we already use in the game for mods instead of naming them yourself? Just want to make sure I understand the request!
What I mean, it's great you're already supporting randamness for naming, and we're grad to if we could get a same way in modding as another option(It's sure that some of us want name then ourselves, as you said).
Anyway, I don't know well how busy you are and how conplex this game code is. If It sounded disturbing to you, please just think this as an small idea for ignor.
Quick tutorial about the naming:
First you declare a pattern. Let's look at how the gourmet Chinese restaurants get their names.
In the unit section of the entities section of Definition.txt, replace locname with locpattern and define the locpattern,
In the case of our Chinese restuarant, let's imagine it looked like this before:
locname "restaurant.gourment.chinese"
That should become:
locpattern "#pattern-rest-chinese"
ALL PATTERNS MUST START WITH THE # SYMBOL. VERY IMPORTANT!!
That done, let's move down to the text section.
Inside the section that begins:
text {
en {
.... stuff
}
}
We're going to put the pattern based name for the Chinese restaurant.
First set up the structure of each pattern inside the curly brackets in the en section within the text section (or if you're working in another language, fr, de, es or it sections):
#pattern-rest-chinese {china.places} Kitchen
#pattern-rest-chinese {china.places} Restaurant
#pattern-rest-chinese {generic.colors.basic} {food.noun.chinese} Restaurant
You can have as many patterns as you want. The game will randomly pick a pattern and then randomly pick elements within the pattern.
Separate the pattern key and the value with a tab.
And one more time...
ALL PATTERNS MUST START WITH THE # SYMBOL. VERY IMPORTANT!!
The next step is to define what lives in the curly brackets. Still inside the en section of text (or which ever language you're working in), add:
china.places Beijing
china.places Chengdu
china.places Hong Kong
china.places Hunan
china.places Nanjing
china.places Shanghai
china.places Sichuan
china.places Xi'an
china.places Yunnan
Separate the key (china.places) and the value (Beijing) with a tab.
generic.colors.basic Black
generic.colors.basic Blue
generic.colors.basic Green
generic.colors.basic Orange
generic.colors.basic Purple
generic.colors.basic Red
generic.colors.basic White
generic.colors.basic Yellow
Again, separate the key (generic.colors.basic) and the value (Black) with a tab.
food.noun.chinese Chef
food.noun.chinese City
food.noun.chinese Ginger
food.noun.chinese Lamp
food.noun.chinese Palace
food.noun.chinese Wok
Again, separate the key (generic.colors.basic) and the value (Black) with a tab.
Hope that helps!
I've tried your suggetion, but it didn't work...
Coding as follows(from my mod, only text section);
And this is what game returns;
Error parsing moveins for mod id [ModID small-latediner / Local]
Dictionary needs an even number of elements (keys and values) for dictionary starting with small.prefix
Parse Context: Diner
#pattern-small-latediner {small.prefix} {late.night.prefix} Diner
#pattern-small-latediner {late.night.
seems game can't get sub-text in the curly brackets, but why?
In all case, game can't find my own definitions' key.
I'm afraid that method you suggest isn't available in mod although it surely goes in "en.txt"...
I've tried another way, replacing mine to random official translation sets(JUST copy and paste).
...and none of them didn't work.
Now I'm sure that the method you've suggested DOESN'T WORK in mod, and therefore I'll give up.
Anyway, thanks for cooperation, and please check why does it go wrong if you could spear the time to do.