Setting 1st char in Name to Lower Case

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Boruk
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Setting 1st char in Name to Lower Case

Post by Boruk » Thu Mar 13, 2008 10:33 pm

Hello there,

I have noticed that when interacting with other characters whose name you do not know that the a/an +adjective+race String is capitolized.

Example:
A skinny human looks at A fat dwarf.
(should be)
A skinny human looks at a fat dwarf.

And I was wondering if this could be modified using a simple loop on the long name (not sure if that is the term used here) checking the characters for isalpha() (should be anyway) and then setting the first letter (in the example, the "A" in "A fat dwarf") using tolower().

I think it could make things a bit more immersive, as I find little things like this somewhat jarring.

Not a pressing issue, I understand, but I think it would be nice.

Edit:
While thinking about this I think it may be easier (there I go, thinking again...) to make all the (long) names start with lowercase, and then just have the first letter of the sentence that starts with them capitolized.
Selveem
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Post by Selveem » Fri Mar 14, 2008 1:05 pm

Just to nitpick, I would suggest races names capitalized:

a short, bald female Human

a holier-than-thou male Aasimar
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Horace
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Post by Horace » Fri Mar 14, 2008 1:21 pm

they aren't nationalities, they're species...it'd be like capitalizing anytime you say dog. in the case of dnd and the term "race", it is a misnomer

...not that I believe capitalization ruling should be a resource siphon in the game
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Lathlain
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Post by Lathlain » Fri Mar 14, 2008 5:49 pm

The capital 'A' and 'An' actually stems from the mobile long description syntax in the area file they're drawn from - this is certainly true for NPCs, and I assume the same is true for player characters.

Altering capitalisation from its source is a huge undertaking that would strike knee-knocking fear into even the heart of Selveem, as it would effectively involve changing every mob in every area so far - and although I can't speak with certainty as to how the code is handled here, I suspect it's either impossible or incredibly fiddly to achieve what you're proposing by adding a function to the interaction process.

I agree that the capitilisation can sometimes be a little jarring, but I just wanted to explain why it was unlikely that this suggestion will be implemented :wink:
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Post by Selveem » Fri Mar 14, 2008 6:13 pm

I'm scurred. =(
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Boruk
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Post by Boruk » Fri Mar 14, 2008 9:28 pm

Lathlain wrote: and although I can't speak with certainty as to how the code is handled here, I suspect it's either impossible or incredibly fiddly to achieve what you're proposing by adding a function to the interaction process.
It would actually be about 6-10 lines of C code added to the code of the engine. Likely take less then 10 minutes to write and add it.

I understand that it is not a pressing issue, but it was a game suggestion that I thought could improve the game for myself and others.
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Post by Lathlain » Fri Mar 14, 2008 9:35 pm

I stand corrected in that case! Serves me right for dabbling in something I don't fully understand.
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Post by Leohand » Sat Mar 15, 2008 2:09 am

Lathlain wrote:I stand corrected in that case! Serves me right for dabbling in something I don't fully understand.

Now, if only it were that easy to handle Lathlain in character, lol, just teasing. I don't know how the code works, but I have dabbled in visual basic and C++ and it did seem like it could be a daunting task. I was thinging along the same lines you were. Sometimes it's good to be corrected though. It's a good way to learn, if you are willing to listen.
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