adrian_broher wrote:
I'm brushing up the documentation of the english string table and have not even the remotest idea what the author of theNEW_ASTEROIDS_NAME comment is trying to say to me. So Geoff, speak up. What substitution values of the %1% and %2% placeholders? And why should I care about internals on how an asteroid belt is generated as a translator?
I assume you're asking about:
Code:
# new asteroids or new planet names...
# used to generate name for effect-created planets, when no name = (string) is specified.
# When specifying an object name for these effects, if the specified string matches a
# stringtable key, it will be looked up and used directly. Alternatively, the
# UserString("STRING_KEY") function can be used. In this case, the % operator can be used
# to specify substitutions using string gamestate references, such as Source.Name
# these are applied to the %1% style placeholders according the order in which the
# parameters are specified in the effect
NEW_ASTEROIDS_NAME
%1% %2% remnants
I don't know why this comment in the stringtable is telling you about syntax for effect scripting, and I don't know what the author of that comment did in scripts in general... But I think I've seen in relevant test games something like "Systemname II remnants[/quote], so I guess %1% would be the system name, and %2% would be a numeral for the planet number. Not sure though.