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* Add MakeColored function to Text class
Surround each language's string with # to easily make a given string colored. Should be well suited to text meant for the start of a custom message.
* Make Tingle and Clock Tower Door multilang-ready
- Use full Text objects intead of regular strings
- Only fetch them with GetEnglish in CreateMessage
- Include some French strings as a bonus
std::string ocarinaHint = "Hey, didn't you have some sort of #musical instrument#?&If I know the Skull Kid, I bet he hid it at "+BuildDoorText(OCARINA_OF_TIME);
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-
std::string odolwaHint = "There's one with a #crown# and #jewellery# said to be found at "+BuildDoorText(ODOLWAS_REMAINS);
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-
std::string gohtHint = "Another #extremely sturdy# one with #huge horns# at "+BuildDoorText(GOHTS_REMAINS);
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-
std::string gyorgHint = "One with #giant fins# and #razor sharp teeth# at "+BuildDoorText(GYORGS_REMAINS);
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-
std::string twinmoldHint = "And one with #three eyes# and #enormous mandibles# at "+BuildDoorText(TWINMOLDS_REMAINS);
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+
Text ocarinaHint = Text{
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+
//English
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+
"Hey, didn't you have some sort of #musical instrument#?&If I know the Skull Kid, I bet he hid it at ",
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+
//French
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+
"Dis, t'avais pas un #instrument de musique#?&Je parie que Skull Kid, l'a caché vers ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(OCARINA_OF_TIME);
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+
Text odolwaHint = Text{
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+
//English
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+
"There's one with a #crown# and #jewellery# said to be found at ",
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+
//French
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+
"Y'en a un avec une #couronne# et des #bijoux# situé vers ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(ODOLWAS_REMAINS);
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+
Text gohtHint = Text{
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+
//English
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+
"Another #extremely sturdy# one with #huge horns# at ",
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+
//French
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+
"Un autre #très solide# avec des #cornes immenses# situé vers ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(GOHTS_REMAINS);
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+
Text gyorgHint = Text{
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+
//English
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+
"One with #giant fins# and #razor sharp teeth# at ",
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+
//French
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+
"Un qui a des #nageoires géantes# et #dents acérées# situé vers ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(GYORGS_REMAINS);
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+
Text twinmoldHint = Text{
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+
//English
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+
"And one with #three eyes# and #enormous mandibles# at ",
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+
//French
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+
"Et un avec #trois yeux# et d'#énormes mandibules# situé vers ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(TWINMOLDS_REMAINS);
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if (StartingOdolwaRemains.Value<u8>() == 1) {
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-
odolwaHint = "There's one with a #crown# and #jewellery# said to be found in "+BuildDoorText(ODOLWAS_REMAINS);
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+
odolwaHint = Text{
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+
//English
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+
"There's one with a #crown# and #jewellery# said to be found in ",
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+
//French
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+
"Y'en a un avec une #couronne# et des #bijoux# situé dans ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(ODOLWAS_REMAINS);
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}
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if (StartingGohtRemains.Value<u8>() == 1) {
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-
gohtHint = "Another #extremely sturdy# one with #huge horns# in "+BuildDoorText(GOHTS_REMAINS);
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+
gohtHint = Text{
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+
//English
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+
"Another #extremely sturdy# one with #huge horns# in ",
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+
//French
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+
"Un autre #très solide# avec des #cornes immenses# situé dans ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(GOHTS_REMAINS);
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}
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if (StartingGyorgRemains.Value<u8>() == 1) {
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-
gyorgHint = "One with #giant fins# and #razor sharp teeth# in "+BuildDoorText(GYORGS_REMAINS);
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+
gyorgHint = Text{
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+
//English
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+
"One with #giant fins# and #razor sharp teeth# in ",
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+
//French
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+
"Un qui a des #nageoires géantes# et #dents acérées# situé dans ",
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+
//Spanish
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+
""
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+
}+BuildDoorText(GYORGS_REMAINS);
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}
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if (StartingTwinmoldRemains.Value<u8>() == 1){
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-
twinmoldHint = "And one with #three eyes# and #enormous mandibles# in "+BuildDoorText(TWINMOLDS_REMAINS);
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+
twinmoldHint = Text{
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+
//English
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+
"And one with #three eyes# and #enormous mandibles# in ",
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+
//French
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+
"Et un avec #trois yeux# et d'#énormes mandibules# situé dans ",
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