Message Templates: Difference between revisions

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The messages that NPCs receive are generated from data in their [[Character Profiles]] that is then fed into message templates in DefaultSMSCollection.lua.


<syntaxhighlight source lang="lua" line start=5>


{
requirements = {
"exclamation",
"RandomHashtag",
},
content = "$exclamation, gonna be a busy shift! $RandomHashtag"
},


randomized SMS generator for Off Grid SMS Generator.lua
</syntaxhighlight>


in case you want to mod the SMS generation to do something more fancy


(or support some other languages or something)
The logic behind all this is located in the randomized SMS generator for Off Grid [[SMS Generator]] lua file. This can be modded in a multitude of different ways - in case you want to mod the SMS generation to do something more fancy such as create a more fine grained model for the way the generator uses grammar, or support other language (bearing in mind that procedurally generated grammar rule sets will be harder for different languages!)


Extension of this can be done by looking at Theoretical Linguistics for ideas,
As a simpler way of extending the kinds of messages you want NPCs to generate, you can just add new tags and fields for data in the Character Profiles and then create new message templates in DefaultSMSCollection.lua and the generator will then use them.
particularly theories of syntax, 'parse trees may be a good starting place'
https://en.wikipedia.org/wiki/Parse_tree


An Example:


Defailt SMS collection (Templates)


--[[
Multiple pieces of data in a field will mean that you get move variety when the message template you have written is used.


Things to consider defining in personalities:
An Example:


(which could in turn effect what messages are selected from
DefaultSMSCollection.lua, or in turn what logic or functions are called
in SMSGenerator.lua to alter what types of sentence are constructed by
different characters)


* Dialect [Estuary, Northern, RP, Country, Americanized]
[[Category:Modding]]
* Social Status
* Education
* Size of vocabulary
* Flamboyance of vocabulary
* Verbosity
* English as first languge [Y/N]
* Mothertongue
 
more construction ideas could come from basic English languge theory
 
]]
 
--[[
 
Sources of inspiration fot creating interesting tagValues
 
https://en.wikipedia.org/wiki/Performative_utterance
 
 
 
]]

Latest revision as of 11:37, 13 June 2019

The messages that NPCs receive are generated from data in their Character Profiles that is then fed into message templates in DefaultSMSCollection.lua.

{
	requirements = {
		"exclamation",
		"RandomHashtag",
		},
		content = "$exclamation, gonna be a busy shift! $RandomHashtag"
	},


The logic behind all this is located in the randomized SMS generator for Off Grid SMS Generator lua file. This can be modded in a multitude of different ways - in case you want to mod the SMS generation to do something more fancy such as create a more fine grained model for the way the generator uses grammar, or support other language (bearing in mind that procedurally generated grammar rule sets will be harder for different languages!)

As a simpler way of extending the kinds of messages you want NPCs to generate, you can just add new tags and fields for data in the Character Profiles and then create new message templates in DefaultSMSCollection.lua and the generator will then use them.

An Example:


Multiple pieces of data in a field will mean that you get move variety when the message template you have written is used.

An Example: