Commit Graph

17 Commits

Author SHA1 Message Date
Atermonera
1efb2353db Merge pull request #5842 from Anewbe/language_buffs
Blindly adds partial cross-language intelligibility
2019-06-24 11:21:36 -08:00
Anewbe
ff0fd7db8a Audible emotes can be used again 2019-01-18 16:57:12 -06:00
Anewbe
c6c105dc09 Adds Gibberish 2019-01-14 20:43:24 -06:00
Anewbe
58693bcd5c Blindly adds partial cross-language intelligibility 2019-01-14 19:28:59 -06:00
Anewbe
8f9e817bf0 Language and Larynx Additions (#5402)
* Various Language Improvements
2018-07-13 21:13:47 -07:00
elgeonmb
874ef860f0 terminus is now not just serial-numbers-filed-off Spacer
its now part dutch, part lojban. turns out Lojban looks exactly like "humans tried to reverse-engineer an alien language and pasted over the gaps with Banthu or whatever"
2018-03-14 20:26:49 -07:00
elgeonmb
8c9c99f817 Adds new languages (#4961)
* langs

* humanity first

* humanity first but for real this time

* i know how to spell good

* grumbles
2018-02-26 21:21:50 -06:00
Belsima
b95828d8e8 Changes Tradeband syllables. (#3879)
* Replaces tradeband syllables.

* fuck i didnt indent

* Adds syllables from latin.
2017-09-20 12:57:11 -05:00
PrismaticGynoid
9c1bb56522 Brain transplants, synthetics, and languages
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.

AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.

Brains in MMIs can now speak EAL if they know it, and additionally fixes #2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.

Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.

AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.
2017-09-06 20:14:17 -07:00
nachomeep
e0ef593ce4 Updates language syllables and text. (#3000)
* Adds a lot of languages.

* Removes the languages I just added.

Instead updates old ones.

* Fixes a minor typo.

* how the hell did i accidentally remove sinta'unathi

Returns that stuff.

* Fixes two things.

* doesnt actually change name length
2017-02-23 15:17:14 -06:00
Anewbe
2d72e609d1 Moves languages to use more defines. Redoes Diona splitting 2017-01-14 22:47:12 -06:00
Anewbe
5e9b885b43 Actually fixes the stuff 2016-11-12 11:29:23 -06:00
Anewbe
b8018065bc Ports sign language 2016-11-11 15:43:03 -06:00
Anewbe
c9c588b922 An Officer walks into a bar bar bar 2016-09-28 22:23:00 -05:00
HarpyEagle
5e6617e7e6 Cleans up living/say broadcast and verb logic
Human say_quote() will use the language to obtain a speech verb while
silicon say_quote() will use synth speech verbs, so no need for the extra
language flag. Will mean that silicons will always use their synth speech
verbs regardless of language, however. Logic for what silicons use as
their verb should probably go in say_quote() anyways, so future updates to
that can go there instead of branching in living say code.
2015-09-09 03:04:18 -04:00
Zuhayr
840b5b756b Fixes #10358, #10359 and #10257 2015-08-01 23:17:27 +09:30
Zuhayr
b3bae8a509 Split language.dm across multiple files. 2015-03-01 02:01:43 +10:30