Okay, that has been fixed. Sorry~! It was caused by the deletion of the spell_recasts resource.
Okay, that has been fixed. Sorry~! It was caused by the deletion of the spell_recasts resource.
Thx a lot man!
Quick help for people looking for their FastCast boots and Wings:
Code:ウォンテッド = Wanted (Battle) トンボ = Dragonfly コスト = Cost - often used to summarize the total Accolade cost of the fights. Like 2 fights will be cost 4000 for Imperator
Hmm I'm surprised nobody ever noticed but I think you mixed "yes" and "no" in your translate addon. I've joined several JP runs lately and everytime the leader asks "Ready?" everyone answer "no" and we go! So either they all aren't ready but the leader doesn't care and go everytime, or they all try to make fun of us using this addon or last solution is that you mixed yes and no
It's probably picking up "un" or "n" as no.Which are another form of "yes" like "mm-hmm" or "yeah" in english. There's also "ai" which people will sometimes type instead of "hai."Code:うん, ん
I'd have to see the original text to know for sure.
Re: Psykopat
I have not actually added "yes" or "no" to the dictionary. I left that entire section of Captain Howdy's guide unadded, but I can go through and do it now. You're probably seeing the 'no' katakana being translated. My impression is that JPs are very averse to saying "no" in the first place and will almost always use some more circuitous method to tell you to fuck off.
Other questions:
1)
2)
3)
4)
5)
I forgot to address this post before, so here we go:
This is an artifact of the way windower handles packet injection. Because I wanted the translated text to pass through all the normal events, I chose to inject incoming chat chunks instead of directly adding the text to the chatlog via add_to_chat. Incoming chunks are only added to the incoming packet if there is space, so when you zone or do something that causes a lot of incoming packets, you can end up delaying the injected packet.
This is also more of an issue now that they've added Unity. Whatever JPs say in /u almost always goes untranslated. Making a conversational translator is beyond the scope of this project as currently designed, but I might consider trying to find a free translation API online and communicating with it using LuaSocket when I have time.
I have no qualifications that I know of for the untranslated romanji that pops up. That's just a direct translation between katakana and the romanji afaik. If someone finds a problem with it, please let me know and I'll try to fix it.
haha that's quite funny.
The katakana for the letters "NO" iswhich they just use as "raising my hand" after someone asks "Ready?"Code:ノ
Just gonna go over these 2 quick, the rest seem to work out just fine on what they are about:
Means Ouryu.Code:応龍
Literally "Girl's Puppet" > Puppets in peril (whereas Girl is written as "small woman")Code:少女の傀儡
This JP wiki page has the names of all Phantom Gems and BCs:
http://wiki.ffo.jp/html/30404.html
Thx for the answers ^^ It's no big deal but it was really funny to see the entire alliance answering "no" and then we still go in lol I was a little like "wtf???"
Five new ones:
What does "No THF" mean?
Code:Tenzen written in Hiragana. てんぜん When usually done in Katakana テンゼン Just a style or lazy thing.
Code:アビセア ミザレオ = Abyssea - Misareaux
Code:ウォンテッド = Wanted Forgot an "N" in my post about Emperor
Code:ノシ (no shi) is part of the smilie, basically a hand in motion waving
Code:インカ = INKA = short for incursion トリル = Tryl Just both things written together
Whatever happened to this, I haven't seen translated text in awhile. Was this addon scrapped or something?
Nope, still works for me. Perhaps make sure it's loaded?
Okay, some more phrases that are slipping past:
I'm planning to make this addon translate search comments as well. It won't be doing it at the packet level, so it'll be a little less clean, but it should be possible.
Edit: Okay, the Translate addon now also translates search comments on -dev. Show Original is a little bit wonky when it converts a lot of stuff to autotranslate, but it generally works with the search comments.
Ouch so much, gonna try to hit the key spot for each:
Code:カムラ KA MU RA short use for Kam'lanaut 天輪 is for Stellar Fulcrum
Code:ラガンチュア Largantua NM from Wanted
Code:エルド E RU DO short for Eald'narche
Code:フルアラ FU RU A RA = Full Ally
Code:宿星 = Celestial nexus
Code:武士道とは = Warrior's Path
Code:レベリング = literally LEVELING written in Katakana アビアルテパド-ル = アビ アルテパ ド-ル = ABI ARUTEPA DO-RU = Abyssea Althepa Doll
JP Wiki page for wanted stuff that might help, has some English and JP names:
http://wiki.ffo.jp/html/32285.html
(And the one for merit BC was http://wiki.ffo.jp/html/30404.html)
Thanks! I added the ones you listed and scanned through wiki.ffo.jp to try and pull out more names. The format for their monster pages is pretty consistent, so I wonder if there's some way I could make a bot to scan all their monster pages and use it to make another dictionary.
A bit off topic but asking here because this addon involves the chat windows.
I've split windows vertically with the built-in system, but I'm having some issues:
1) Voidwatch messages (Player1 staggers the target!!, Voidstone consumed, Yellow light 250%, etc) appear in Window2, which is the default for chat lines. What type of chat line are messages like those? "NPC"?
2) Gearswap Showswaps messages get split. The Title, begging line and ending line of each set go in "Window2" (the chat messages one), whereas the real items lists go in "Window1" (system messages, battle messages etc)
Anybody know how I can fix this? I'd love voidwatch messages in window1, not in window2. They are "battle" messages, not chat messages. Likewise, I'd love GS messages to appear not split.
Time for a discussion of the distinctions between chat mode and color.
What we commonly call "color" with add_to_chat is actually a variable that encompasses more than just color, which we'll call "chat mode." This controls indentation, color, and (now) which window the output gets printed in. We can use chat mode to affect text output color, but we dissociate color from window. So, say you put shout text in Window 1. I'm never going to be able to show text that's the color of shout text in Window 2. Additionally, we don't currently have access to your filter preferences in the API so we don't know where text will print out (it depends on each person's settings), but we would still have this problem even if we did know.
For print_set(), I make the headers a consistent color with the printed so they all show up in the same window.
Edit:
Okay, I did this and pushed it live. Now all of GearSwap's add_to_chat statements will be in the same window as your /s "chat mode" and colors will be applied using inline color codes (like how SE turn item names green mid-line).
Came across these 2 snippets untranslated in shouts. Might help some people doing Mythics in offhours. Had good experiences with them letting you join up:
Code:エイン = E I N = short for Einherjar アンプル = ampoule
Thanks, I'll add it! Also, do you have any insight into why Blade: Chi shows up everywhere? Is it autotranslating some Chi character constantly? I might add that to the blacklist as well.