Added a new bit in the Forest for initial conversations with the Fluffy. I also realized that I couldn’t have a constant variable for the Fluffy’s name, if they weren’t going to pronounce Fluffspeak.
Basically the previous variable used to be $fluffyName = "Granite"
and now it’s $fluffyName {"human": "Granite", "fluffy": "Gwanite"}
; when I reference $fluffyName
now, I reference $fluffyName.fluffy
in Fluffy dialog passages, and $fluffyName.human
in Human dialog sections.
My array for random Fluffy names now has the human and Fluffy pronunciations:
<<set $randomNameMale = [
{ human: "Oak", fluffy: "Owk" },
{ human: "Cedar", fluffy: "Cedaw" },
{ human: "Birch", fluffy: "Biwwch" },
...
]>>
However, I’m still going to have to make a dynamic change for custom Fluffy names, where the initial variable set by the textbox is $fluffyName.human
and then it’s dynamically modified (probably just the simple “W” and “L” replacement) for $fluffyName.fluffy
. Either that, or I give the player two text boxes, and say “this will be how you pronounce it, and this is how your Fluffy will pronounce it.”