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exodii weaponmaster #77255
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exodii weaponmaster #77255
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Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to Hints for adding a new word to the dictionary
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"id": "TALK_WEAPONMASTER_INTRO_1", | ||
"type": "talk_topic", | ||
"//": "mute by choise, and deaf most of the time (don't like to turn on the hearing cbm unless for job)", | ||
"dynamic_line": "&What you see looks like the back of a mechanical spider, with at least a dozen crude but polished metal arms going from the enormously wide spine and shoulders. Spine of a creature, meanwhile, sits in an awkward-looking chair, doing something on a wide, heavily lighted workbench. Creature seems to be busy with something.", |
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polished metal arms going from -> >polished metal arms coming from
Spine of a creature
I think you are referencing the mechanical spider's spine here in which case this should be
The spine of the creature
wide, heavily lighted
This should probably be changed to
wide, brightly lit
but if you wanted you could leave heavily in place of brightly. Lighted is also correct, and more popular in British English, so this one is subjective.
Creature seems to be -> >The creature seems to be
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choise -> choice
{ | ||
"id": "TALK_WEAPONMASTER_INTRO_2A", | ||
"type": "talk_topic", | ||
"dynamic_line": "&It doesn't react at your presence at all.", |
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It doesn't react at your -> >It doesn't react to your
Oh cool stuff. |
{ | ||
"id": "TALK_WEAPONMASTER_INTRO_3", | ||
"type": "talk_topic", | ||
"dynamic_line": "&A few seconds later, they seem to finish whatever they were busy with and slowly turn their chair to you. Their front looks no less exotic than their back; the abundance of metal arms looks even more extraordinary next to the clear lack of any legs. What you initially thought to be a chair is simply a rotating platform, sturdy enough to support the weight of the entire body of a creature. Few cameras, that seems to be a replacement for eyes, look at you motionlessly, while the forehead of the creature has the surprisingly familiar sign \"IX\" painted on.", |
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turn their chair to you -> >turn their chair towards you
entire body of a creature -> >entire body of the creature
Few cameras, that seems to be a -> >A number of cameras, which seem to be a
{ | ||
"id": "TALK_WEAPONMASTER_INTRO_4", | ||
"type": "talk_topic", | ||
"dynamic_line": "&Still completely mute, it shows you something you completely missed: The entire wall behind the workbench was full of various weapons: some as big as modern rifles, a few as large as machineguns installed on aircraft, and one that looked like dismantled tank turrets. Melee weapons were not left behind, from moderate-sized swords and clubs to warhammers twice the human height and what you can describe only as \"boots for mecha\". Then it pointed to the sign near you that showed the carved pictograms of coins, some unknown for you sign, and then a bullet - all things considered, it is either a weaponmaster or a weapon merchant.", |
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This whole thing needs to be restructured
Still completely mute, it shows you something you had initially missed. The entire wall behind the workbench is full of various weapons; some as big as modern rifles, a few as large as the machine guns installed on aircraft, and one that looks like a dismantled tank turret. Melee weapons were not forgotten, from moderately-sized swords and clubs to war hammers twice the height of a human, and what you can describe only as "boots for mecha". Then it points to a sign near you that shows the carved pictograms of coins, some unknown to you, next to a pictogram of a bullet - all things considered, this creature is either a weapons master or a weapons merchant.
"dynamic_line": "&They clearly do not understand you. It seems they do not hear you either.", | ||
"responses": [ | ||
{ | ||
"text": "&You pull off your backpack, and start to pull different stuff you deem worthy of trading. The weaponmaster finally looks interested.", |
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pull different stuff you deem -> >pull out items you deem
"id": "TALK_EXODII_WEAPONMASTER", | ||
"type": "talk_topic", | ||
"dynamic_line": [ | ||
"&Weaponmaster seems to tinkering something, but turned their chair to you as you approached.", |
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The Weapons Master seems to be tinkering on something, but turns their chair to you as you approach.
"type": "talk_topic", | ||
"dynamic_line": [ | ||
"&Weaponmaster seems to tinkering something, but turned their chair to you as you approached.", | ||
"&Weaponmaster seems to clean some weapon, but as you approach them, they call someone to pick a gun, and turn to you.", |
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The Weapons Master seems to be cleaning some sort of weapon, but as you approach them, they call out to someone to take the weapon, and turn to you.
I believe your meaning of this >they call someone to pick a gun< is the weapon master is calling someone to take the weapon they were working on back to the armory or something along those lines, so I corrected the grammar under that assumption.
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I don't think the Exodii would use sound, but rather radio, especially if sound receivers are typically disabled.
"dynamic_line": [ | ||
"&Weaponmaster seems to tinkering something, but turned their chair to you as you approached.", | ||
"&Weaponmaster seems to clean some weapon, but as you approach them, they call someone to pick a gun, and turn to you.", | ||
"&Weaponmaster seems to polish some armor, but turn to you the second you enter the room." |
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The Weapons Master seems to be polishing some armor, but they turn towards you the second you enter the room.
], | ||
"responses": [ | ||
{ | ||
"text": "&With familiar move, you take off different valuables on the trader counter, proposing a trade.", |
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With a familiar movement, you place a variety of valuables onto the counter, proposing a trade.
That's all the grammar issues I see, seems like a good addition to the exodii to try and make them more interesting! Interesting concept for the NPC too, I look forward to trading with spider man. |
If Rubik won't trade certain stuff he'd probably need dialog to direct you to the appropriate trader(s), with the message that they don't understand Anglic, so you'd have to communicate using gestures. |
Summary
None
Purpose of change
People tie too much stuff to hub 01; i don't like it
also i don't like that there is too little npcs in rocky butte
Describe the solution
add weaponmaster that partially handles weapon and armor trade; maybe in future they could do more, but man i'd rather yell at code for a week than make npc
Describe alternatives you've considered
remove it's merchant abilities, just making them vibin' here
Testing
TBD
Additional context
perfect counterpart to untranslateable dialogues of Rubik