allow to export to ink without _ prefix
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@ -378,7 +378,8 @@ yl_speak_up.export_to_ink.translate_effect_list = function(dialog, effects, vars
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end
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yl_speak_up.export_to_ink_language = function(dialog, n_id)
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-- Note: use_prefix ought to be tostring(n_id).."_" or ""
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yl_speak_up.export_to_ink_language = function(dialog, use_prefix)
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local start_dialog = yl_speak_up.get_start_dialog_id(dialog)
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if(not(start_dialog)) then
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start_dialog = "d_1"
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@ -396,7 +397,10 @@ yl_speak_up.export_to_ink_language = function(dialog, n_id)
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-- advantage: several NPC dialog exports can be combined into one inc game
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-- where the player can talk to diffrent NPC (which can have the
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-- same dialog names without conflict thanks to the prefix)
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use_prefix = tostring(n_id).."_"
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-- use_prefix = tostring(n_id).."_"
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if(not(use_prefix)) then
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use_prefix = ""
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end
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-- go to the main loop whenever the player ends the conversation with the NPC;
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-- this allows to create an additional dialog in INK where the player can then
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@ -210,7 +210,7 @@ yl_speak_up.get_fs_export = function(player, param)
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-- TODO
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explanation = "This is the format used by the \"Ink\" scripting language. "..
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"TODO: The export is not complete yet."
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content = yl_speak_up.export_to_ink_language(dialog, n_id)
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content = yl_speak_up.export_to_ink_language(dialog, tostring(n_id).."_")
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elseif(param and param == "show_simple_dialogs") then
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b3 = "label[9.8,17.6;Simple dialogs format]"
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explanation = "This is the format used by the \"simple_dialogs\" mod. "..
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