Need to finish vocabulary edits and generic item word scrape.
This commit is contained in:
parent
14b8166ec5
commit
0251622627
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@ -0,0 +1,49 @@
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Vocalization.Framework
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{
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public class Vocabulary
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{
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public static string[] getRandomNegativeItemSlanderNouns()
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{
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string[] strArray = Game1.content.LoadString(Path.Combine("Strings","Lexicon:RandomNegativeItemNoun")).Split('#');
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return strArray;
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}
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public static string[] getRandomDeliciousAdjectives(NPC n = null)
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{
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string[] strArray;
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if (n != null && n.Age == 2)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomDeliciousAdjective_Child").Split('#');
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else
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomDeliciousAdjective").Split('#');
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return strArray;
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}
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public static string[] getRandomNegativeFoodAdjectives(NPC n = null)
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{
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string[] strArray;
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if (n != null && n.Age == 2)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeFoodAdjective_Child").Split('#');
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else if (n != null && n.Manners == 1)
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeFoodAdjective_Polite").Split('#');
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else
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strArray = Game1.content.LoadString("Strings\\Lexicon:RandomNegativeFoodAdjective").Split('#');
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return strArray;
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}
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public static string[] getRandomSlightlyPositiveAdjectivesForEdibleNoun(NPC n = null)
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{
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string[] strArray = Game1.content.LoadString("Strings\\Lexicon:RandomSlightlyPositiveFoodAdjective").Split('#');
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return strArray;
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}
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}
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}
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@ -5,9 +5,12 @@ using System.Linq;
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using System.Reflection;
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using System.Reflection;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Netcode;
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using StardewModdingAPI;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley;
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using StardewValley.BellsAndWhistles;
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using StardewValley.Menus;
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using StardewValley.Menus;
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using Vocalization.Framework;
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using Vocalization.Framework;
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@ -901,24 +904,107 @@ namespace Vocalization
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{
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{
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string dialoguePath2 = Path.Combine(dataPath, fileName);
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string dialoguePath2 = Path.Combine(dataPath, fileName);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
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var DialogueDict = ModHelper.Content.Load<Dictionary<string, string>>(dialoguePath2, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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//Scraping the CookingChannel dialogue
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//Scrape the whole dictionary looking for the character's name.
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foreach (KeyValuePair<string, string> pair in DialogueDict)
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{
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{
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//Get the key in the dictionary
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//Get the key in the dictionary
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string key = pair.Key;
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string key = pair.Key;
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string rawDialogue = pair.Value;
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string rawDialogue = pair.Value;
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//If the key contains the character's name.
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List<string> cleanDialogues = new List<string>();
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List<string> cleanDialogues = new List<string>();
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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cleanDialogues = sanitizeDialogueFromDictionaries(rawDialogue,cue);
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foreach (var str in cleanDialogues)
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foreach (var str in cleanDialogues)
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{
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if(key== "NewChild_Adoption") {
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cue.addDialogue(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:"+key),replacementStrings.kid1Name), new VoiceAudioOptions());
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cue.addDialogue(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:" + key), replacementStrings.kid2Name), new VoiceAudioOptions());
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continue;
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}
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if(key== "NewChild_FirstChild")
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{
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{
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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cue.addDialogue(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:" + key), replacementStrings.kid1Name), new VoiceAudioOptions());
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continue;
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}
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}
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if(key== "Farm_RobinWorking_ReadyTomorrow" || key== "Robin_NewConstruction_Festival"||key== "Robin_NewConstruction" || key== "Robin_Instant")
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{
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string buildingsPath = Path.Combine(dataPath, "Blueprints.xnb");
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var BuildingDict = ModHelper.Content.Load<Dictionary<string, string>>(buildingsPath, ContentSource.GameContent);
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foreach(KeyValuePair<string, string> pair2 in BuildingDict)
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{
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List<string> cleanedDialogues = sanitizeDialogueFromDictionaries(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:" + key), pair2.Key),cue);
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foreach (var clean_str in cleanedDialogues) {
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cue.addDialogue(clean_str, new VoiceAudioOptions());
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}
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}
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continue;
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}
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if (key == "Farm_RobinWorking1" || key== "Farm_RobinWorking2")
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{
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string buildingsPath = Path.Combine(dataPath, "Blueprints.xnb");
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var BuildingDict = ModHelper.Content.Load<Dictionary<string, string>>(buildingsPath, ContentSource.GameContent);
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foreach (KeyValuePair<string, string> pair2 in BuildingDict)
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{
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for (int i = 1; i <= 3; i++)
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{
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cue.addDialogue(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:" + key), pair2.Key,i.ToString()), new VoiceAudioOptions());
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}
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}
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continue;
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}
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//Generate all possible tool combinations for clint.
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if(key== "Clint_StillWorking")
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{
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List<string> tools = new List<string>();
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tools.Add("Hoe");
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tools.Add("Pickaxe");
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tools.Add("Axe");
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tools.Add("Watering Can");
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List<string> levels = new List<string>();
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levels.Add("Copper ");
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levels.Add("Steel ");
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levels.Add("Gold ");
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levels.Add("Iridium ");
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foreach(var tool in tools)
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{
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foreach(var lvl in levels)
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{
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cue.addDialogue(Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:" + key), lvl+tool), new VoiceAudioOptions());
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}
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}
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continue;
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}
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if(key== "Morris_WeekendGreeting_MembershipAvailable" || key=="Morris_FirstGreeting_MembershipAvailable")
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{
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List<string> cleanedDialogues = sanitizeDialogueFromDictionaries(rawDialogue, cue);
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foreach(var dia in cleanedDialogues)
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{
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if (dia.Contains("{0}"))
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{
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string actual = dia.Replace("{0}", "5000");
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cue.addDialogue(actual, new VoiceAudioOptions());
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}
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else
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{
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cue.addDialogue(dia, new VoiceAudioOptions());
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}
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continue;
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}
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continue;
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}
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cue.addDialogue(str,new VoiceAudioOptions()); //Make a new dialogue line based off of the text, but have the .wav value as empty.
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}
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}
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}
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}
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}
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}
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}
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@ -1648,12 +1734,184 @@ namespace Vocalization
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continue;
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continue;
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}
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}
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}
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}
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//LOad item dictionary, pass in item and npc, sanitize the output string using the sanitizationDictionary function, and add in the cue!
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Dictionary<int, string> objDict = Game1.content.Load<Dictionary<int, string>>(Path.Combine("Data", "ObjectInformation.xnb"));
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foreach(KeyValuePair<int,string> pair in objDict)
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{
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for(int i=0; i<=3; i++) {
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StardewValley.Object obj = new StardewValley.Object(pair.Key,1,false,-1,i);
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string[] strArray = Game1.content.LoadString(Path.Combine("Strings","Lexicon:GenericPlayerTerm")).Split('^');
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string str2 = strArray[0];
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if (strArray.Length > 1 && !(bool)((NetFieldBase<bool, NetBool>)Game1.player.isMale))
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str2 = strArray[1];
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string str3 = Game1.player.Name;
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List<string> rawScrape = getPurchasedItemDialogueForNPC(obj, cue.name,str3);
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foreach (string raw in rawScrape)
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{
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List<string> cleanDialogues = sanitizeDialogueFromDictionaries(raw, cue);
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foreach (var dia in cleanDialogues)
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{
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ModMonitor.Log(dia);
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cue.addDialogue(dia, new VoiceAudioOptions());
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}
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}
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str3 = str2;
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List<string> rawScrape2 = getPurchasedItemDialogueForNPC(obj, cue.name, str3);
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foreach (string raw in rawScrape2)
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{
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List<string> cleanDialogues2 = sanitizeDialogueFromDictionaries(raw, cue);
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foreach (var dia in cleanDialogues2)
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{
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cue.addDialogue(dia, new VoiceAudioOptions());
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}
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}
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}
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}
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}
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}
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ModHelper.WriteJsonFile<CharacterVoiceCue>(path,cue);
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ModHelper.WriteJsonFile<CharacterVoiceCue>(path,cue);
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DialogueCues.Add(cue.name, cue);
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DialogueCues.Add(cue.name, cue);
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}
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}
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/// <summary>
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/// Function taken from game code to satisfy all dialogue options.
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/// </summary>
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/// <param name="i"></param>
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/// <param name="npcName"></param>
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/// <returns></returns>
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public List<string> getPurchasedItemDialogueForNPC(StardewValley.Object i, string npcName, string str3)
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{
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NPC n = Game1.getCharacterFromName(npcName);
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if (n == null) return new List<string>();
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List<string> dialogueReturn = new List<string>();
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if (n.Age != 0)
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str3 = Game1.player.Name;
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string str4 = LocalizedContentManager.CurrentLanguageCode == LocalizedContentManager.LanguageCode.en ? Lexicon.getProperArticleForWord(i.name) : "";
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if ((i.Category == -4 || i.Category == -75 || i.Category == -79) && Game1.random.NextDouble() < 0.5)
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str4 = Game1.content.LoadString(Path.Combine("Strings", "StringsFromCSFiles:SeedShop.cs.9701"));
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for (int v = 0; v <= 5; v++)
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{
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int num = v;
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switch (num)
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{
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case 0:
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if (i.quality.Value == 1)
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{
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foreach (string str in Vocabulary.getRandomDeliciousAdjectives(n))
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{
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string str19 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_1_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName, (object)str);
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dialogueReturn.Add(str19);
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}
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//break;
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}
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if (i.quality.Value == 0)
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{
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foreach (string str in Vocabulary.getRandomNegativeFoodAdjectives(n))
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{
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string str18 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_1_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName, (object)str);
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dialogueReturn.Add(str18);
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}
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}
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break;
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case 1:
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string str2 = (i.quality.Value) != 0 ? (!n.Name.Equals("Jodi") ? Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_2_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName) : Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_2_QualityHigh_Jodi"), (object)str3, (object)str4, (object)i.DisplayName)) : Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_2_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str2);
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break;
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case 2:
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if (n.Manners == 2)
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{
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if (i.quality.Value != 2)
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{
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string str17 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityLow_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)Vocabulary.getRandomNegativeFoodAdjective(n), (object)Vocabulary.getRandomNegativeItemSlanderNoun());
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dialogueReturn.Add(str17);
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break;
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}
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string str10 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_QualityHigh_Rude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2), (object)Vocabulary.getRandomSlightlyPositiveAdjectiveForEdibleNoun(n));
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dialogueReturn.Add(str10);
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break;
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}
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string str11 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_3_NonRude"), (object)str3, (object)str4, (object)i.DisplayName, (object)(i.salePrice() / 2));
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dialogueReturn.Add(str11);
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break;
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case 3:
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string str12 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_4"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str12);
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break;
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case 4:
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if (i.Category == -75 || i.Category == -79)
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{
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string str13 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_VegetableOrFruit"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str13);
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break;
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}
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if (i.Category == -7)
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{
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string forEventOrPerson = Vocabulary.getRandomPositiveAdjectiveForEventOrPerson(n);
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string str14 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_Cooking"), (object)str3, (object)str4, (object)i.DisplayName, (object)Vocabulary.getProperArticleForWord(forEventOrPerson), (object)forEventOrPerson);
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dialogueReturn.Add(str14);
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break;
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}
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string str15 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_5_Foraged"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str15);
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break;
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}
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}
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if (n.Age == 1) {
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string str16 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Teen"), (object)str3, (object)str4, (object)i.DisplayName);
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dialogueReturn.Add(str16);
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}
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string name = n.Name;
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string str1 = "";
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if (name == "Alex")
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{
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str1 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Alex"), (object)str3, (object)str4, (object)i.DisplayName);
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}
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if (name == "Caroline")
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{
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str1 = (int)((NetFieldBase<int, NetInt>)i.quality) != 0 ? Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Caroline_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName) : Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Caroline_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName);
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}
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if (name == "Pierre")
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{
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str1 = (int)((NetFieldBase<int, NetInt>)i.quality) != 0 ? Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Pierre_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName) : Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Pierre_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (name == "Abigail")
|
||||||
|
{
|
||||||
|
if (i.quality.Value == 0)
|
||||||
|
{
|
||||||
|
str1 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Abigail_QualityLow"), (object)str3, (object)str4, (object)i.DisplayName, (object)Vocabulary.getRandomNegativeItemSlanderNoun());
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
str1 = Game1.content.LoadString(Path.Combine("Data", "ExtraDialogue:PurchasedItem_Abigail_QualityHigh"), (object)str3, (object)str4, (object)i.DisplayName);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (name == "Haley")
|
||||||
|
str1 = Game1.content.LoadString(Path.Combine("Data","ExtraDialogue:PurchasedItem_Haley"), (object)str3, (object)str4, (object)i.DisplayName);
|
||||||
|
if (name == "Elliott")
|
||||||
|
str1 = Game1.content.LoadString(Path.Combine("Data","ExtraDialogue:PurchasedItem_Elliott"), (object)str3, (object)str4, (object)i.DisplayName);
|
||||||
|
if (name == "Leah")
|
||||||
|
str1 = Game1.content.LoadString(Path.Combine("Data","ExtraDialogue:PurchasedItem_Leah"), (object)str3, (object)str4, (object)i.DisplayName);
|
||||||
|
|
||||||
|
dialogueReturn.Add(str1);
|
||||||
|
return dialogueReturn;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Removes a lot of variables that would be hard to voice act from dkialogue strings such as player's name, pet names, farm names, etc.
|
/// Removes a lot of variables that would be hard to voice act from dkialogue strings such as player's name, pet names, farm names, etc.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
@ -1741,6 +1999,12 @@ namespace Vocalization
|
||||||
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
|
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (dialogue.Contains("$b"))
|
||||||
|
{
|
||||||
|
dialogue = dialogue.Replace("$b", "");
|
||||||
|
dialogue = dialogue.Replace(" ", " "); //Remove awkward spacing.
|
||||||
|
}
|
||||||
|
|
||||||
if (dialogue.Contains("$s"))
|
if (dialogue.Contains("$s"))
|
||||||
{
|
{
|
||||||
dialogue = dialogue.Replace("$s", "");
|
dialogue = dialogue.Replace("$s", "");
|
||||||
|
@ -1798,8 +2062,17 @@ namespace Vocalization
|
||||||
dialogue = dialogue.Replace("%fork", "");
|
dialogue = dialogue.Replace("%fork", "");
|
||||||
}
|
}
|
||||||
|
|
||||||
//split across # symbol
|
|
||||||
List<string> dialogueSplits1 = dialogue.Split('#').ToList(); //Returns an element size of 1 if # isn't found.
|
string[] split = dialogue.Split('#');
|
||||||
|
List<string> dialogueSplits1 = new List<string>(); //Returns an element size of 1 if # isn't found.
|
||||||
|
|
||||||
|
foreach (var s in split)
|
||||||
|
{
|
||||||
|
ModMonitor.Log(s);
|
||||||
|
dialogueSplits1.Add(s);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//Split across choices
|
//Split across choices
|
||||||
List<string> orSplit = new List<string>();
|
List<string> orSplit = new List<string>();
|
||||||
|
@ -1812,6 +2085,7 @@ namespace Vocalization
|
||||||
//split across | symbol
|
//split across | symbol
|
||||||
foreach(var dia in dialogueSplits1)
|
foreach(var dia in dialogueSplits1)
|
||||||
{
|
{
|
||||||
|
ModMonitor.Log(dia);
|
||||||
if (dia.Contains("|")) //If I can split my string do so and add all the split strings into my orSplit list.
|
if (dia.Contains("|")) //If I can split my string do so and add all the split strings into my orSplit list.
|
||||||
{
|
{
|
||||||
List<string> tempSplits = dia.Split('|').ToList();
|
List<string> tempSplits = dia.Split('|').ToList();
|
||||||
|
|
Loading…
Reference in New Issue