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Play-by-Play Commentary
Both news articles and play-by-play commentary are stored in the same english.xml file. However, editing play-by-play involves some different information that is not required for news articles.
Usage Chance for Game
For example, in text category 'X' there are 20 text objects. When you start OOTP, the text engine will be initialized. The initialization function checks the value of usage_chance_per_game for each text object. If it is greater than zero, OOTP will set the 'may_be_used'-flag of the text object after calling the random() function. If the 'usage_chance_per_game' value of a text object is 30, then it's 'may_be_used'-flag will be set to TRUE with a 30% chance. As long as the user has OOTP running on his computer without closing it, the 'may_be_used'-flags will not be changed.
The 'usage_chance' value works differently. If the game needs to determine a text object of a category, it will use the next available text object. If there are 20 text objects in a group, it will just use the first one, next time it will use the second one, and so on. If they have all been used, it will start with the first one again. But the order of the text objects is a random order each time you start the game. So it looks like random usage. Each time when the game wants to pick a text object, the conditions and so on are checked. And 'usage_chance' is just like a new condition. If it's for example '30' then the text object will be used with a 30% chance. In the next loop, it will again be used with a 30% chance, and so on. If usage_chance is 0 or less than 0, then it will not be used.
Use only once per game
Mutually exclusive in gam
- Lines that are not ended with punctuation will have '...' appended to them automatically.
- 99% of the time, only the [%game ...] tokens are available. Exceptions will be noted.
- If you want the text of a category to be displayed in two lines that pop up with a delay between them, use '(nl)' between the two lines. Example: 'There's a hard flyball...(nl)it's heading toward [%game flyball location]' (that would be the category FLYBALL_HARD_LOCATION)
Usage Chance
Usage ChanceUsage Chance for Game
For example, in text category 'X' there are 20 text objects. When you start OOTP, the text engine will be initialized. The initialization function checks the value of usage_chance_per_game for each text object. If it is greater than zero, OOTP will set the 'may_be_used'-flag of the text object after calling the random() function. If the 'usage_chance_per_game' value of a text object is 30, then it's 'may_be_used'-flag will be set to TRUE with a 30% chance. As long as the user has OOTP running on his computer without closing it, the 'may_be_used'-flags will not be changed.
The 'usage_chance' value works differently. If the game needs to determine a text object of a category, it will use the next available text object. If there are 20 text objects in a group, it will just use the first one, next time it will use the second one, and so on. If they have all been used, it will start with the first one again. But the order of the text objects is a random order each time you start the game. So it looks like random usage. Each time when the game wants to pick a text object, the conditions and so on are checked. And 'usage_chance' is just like a new condition. If it's for example '30' then the text object will be used with a 30% chance. In the next loop, it will again be used with a 30% chance, and so on. If usage_chance is 0 or less than 0, then it will not be used.
Use Only Once per X
Use only once per inningUse only once per game
Mutual Exclusivity
Mutually exclusive in inningMutually exclusive in gam