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FO1,2+ dialogs graphs using ruby + parslet for data, and svg + coffeescript for front-end

Home Page: http://sowcow.github.io/fallout-dialogs/

Ruby 0.04% HTML 99.96%

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fallout-dialogs's Issues

Fallout 2 support

Perhaps a little more complex, but would it be possible to apply this to Fallout 2 dialogues as well? That would be of tremendous help.

parsinng random/unhandled messages

procedure Goodbyes
begin
        exit_line := message_str(634, random(100, 105));
end
  1. this one is totally handle-able - enumerate/parse such unused cases - attach multiple lines there
  2. use mapping from number of line in scripts.lst -> name of int file -> msg file of that name for mesasges and not the thing I currently use to parse more messages (for that I'll need to keep files I move out or access them still) (also file name case may differ from what in scripts.lst?)
  3. all other unused MSG lines can be enumerated "just in case" in a special record node just to have it explicit
  4. second thing highlight such nodes that have not parsed invorations
  5. but also print all unparsed such lines into some file shapes of them - because they may be parse-able too! (print with file names)
  6. then MSGs may need to be distributed between nodes (try inferring using GPT where they fit more likely? still keep highlighting as guesses)
  7. Also check jik about raw strings avoiding msg file...

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