script extensions

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do_not_show_button_names[edit]

Introduced around 1.1.2.28, this extension in the affirmative disables the automatic extension that displays the names of the buttons provided by the game controller on the controls configuration screen alongside textual bullets that look like (1) through (8) and can be translated with the (%d) built-in gettext-style message ID which is also used to identify the controller ports. By enabling this disabling extension you revert to the original behavior of showing ボタン1 through ボタン8. Values are limited to binary statements.[#]

Note: this extension applies to the in-game controller configuration menu which is scheduled to be made obsolete by #do_escape. Refer to #do_system also.

fonts_to_use_instead_of_...[edit]

Introduced around 1.0.0.1, this extension takes the part after fonts_to_use_instead_of_ and uses the provided fonts in place of any font that has a name that matches. Underscores (_) are treated as single character wildcards. This kind of extension applies to dialogue text only. To change the menu (and other) fonts refer to #system_fonts_to_use. Values are limited to synthetic fonts.[#]

Note: a font may have multiple aliases even though matching is only done against the alias that was assigned to the text being displayed.

status_fonts_contrast[edit]

Introduced around 1.1.1.7, this extension establishes the colour of on-screen element font shadows, excluding subtitles. The default colour is 464646. Partial transparency is not supported as of 1.1.1.5. Refer to #status_fonts_to_use. Values are limited to hexadecimal colour codes.[#]

status_fonts_height[edit]

Introduced around 1.1.1.5, this extension establishes the height of on-screen element fonts, excluding subtitles. Refer to #status_fonts_to_use. Values are limited to positive whole numbers.[#]

status_fonts_tint[edit]

Introduced around 1.1.1.7, this extension establishes the colour of on-screen element fonts, excluding subtitles. The default colour is dcdcdc. Partial transparency is not supported as of 1.1.1.5. Refer to #status_fonts_to_use. Values are limited to hexadecimal colour codes.[#]

status_fonts_to_use[edit]

Introduced around 1.1.1.5, this extension establishes the on-screen element fonts excluding subtitles. The default behavior is to use the menu fonts described by #system_fonts_to_use. Values are limited to synthetic fonts.[#]

Note that Sword of Moonlight's on-screen element text is not font based. #do_st provides an alternative heads-up-display, and #do_pause and #do_escape display notifications to the center of the screen.

system_fonts_contrast[edit]

Introduced around 1.1.1.7, this extension replaces the colour of in-game menu text fonts. The default colour is 464646. Partial transparency is not supported as of 1.1.1.5. Refer to #system_fonts_to_use. Values are limited to hexadecimal colour codes.[#]

system_fonts_tint[edit]

Introduced around 1.1.1.7, this extension replaces the colour of in-game menu text fonts. The default colour is dcdcdc. Partial transparency is not supported as of 1.1.1.5. Refer to #system_fonts_to_use. Values are limited to hexadecimal colour codes.[#]

system_fonts_to_use[edit]

Introduced around 1.0.0.1, this extension replaces the font used by in-game menu text with the provided fonts. Refer to #status_fonts_to_use to target the on-screen element fonts provided by #do_pause, #do_escape, and #do_st specifically. Values are limited to synthetic fonts.[#]

Note: that this extension may also replace the fonts (but not colour) of dialogue and subtitle text which uses the same font as the in-game menus. This behavior is not by design and is subject to change in the future.

Tip: as of 1.1.1.7 you can change the colour of system, status, and subtitle and default dialog text (all one thing, three in total) independent of one another. Refer to #system_fonts_tint, #status_fonts_tint, and #lettering_tint.

Previously of [Locale][edit]

Historical note: prior to 1.1.2.3 the following extensions were originally found in the Locale section. Now deceased.

Extensions in this section pertain to the localization, or translation, of game text. Game text translation is handled differently from the translation of the tools that come with Sword of Moonlight. Refer to the #Editor section for tool translation.

do_use_builtin_english_by_default[edit]

Introduced around 1.0.0.1, this extension in the affirmative translates all of Sword of Moonlight's Japanese text into a simplified ASCII English translation whenever a translation is not found with the game's script file. Some symbolic elements may still rely on non-ASCII characters. If the player's locale is ja_JP the original Japanese text is used by default. Note that the built-in English may change between releases. Values are limited to binary statements.[#]

do_use_builtin_locale_date_format[edit]

Introduced around 1.0.0.1, this extension in the affirmative uses the international dates and figures settings on the player's computer for the game clock and the save game dates. The locale can be overridden, in a limited way, by #locale_to_use_for_dates_and_figures. Values are limited to binary statements.[#]

locale_to_use_for_dates_and_figures[edit]

Introduced around 1.0.0.1, this extension manually sets the locale used by #do_use_builtin_locale_date_format for times and dates. At some point this extension may also effect numeric stats for the few regions of the world that do not use Arabic numerals or decimal points however there would need to be a third extension to enact that behavior. Values are limited to language and country code pairs.[#]

Note that the Windows Control Panel allows very fine grain control over different elements of displaying dates and figures, however this extension is only able to indiscriminately apply the default settings for a particular part of the world to both dates and figures.

locale_to_use_for_play[edit]

Introduced around 1.0.0.1, this extension manually specifies the locale to use. If a translation is unavailable then the current user account's locale is tried. And failing that #locale_to_use_for_play_if_not_found is tried. Values are limited to language and country code pairs.[#]

locale_to_use_for_play_if_not_found[edit]

Introduced around 1.0.0.1, this extension specifies the default locale to use failing all else. Values are limited to language and country code pairs.[#]

translation_to_use_for_play[edit]

Introduced around 1.0.0.1, this extension manually specifies the translation file to use relative to the locale folder with the file's extension stripped off. The default behavior is to use #international_translation_title or else #international_production_title or else script is used (som_db prior to 1.1.2.3.)

The script file is looked for in the lang/ll_CC/LC_MESSAGES folder. Where ll_CC is a #language and country code pair. Values are limited to an ASCII only POSIX and NTFS legal file name.