Help:Text modding: Difference between revisions
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Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02) | Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02) | ||
The <code>attributes</code> section, while not fully understood, seems to label the actor that is speaking the <code>contents</code> section. | The <code>attributes</code> section, while not fully understood, seems to label the actor that is speaking the <code>contents</code> section. It is unknown if this has any effect in-game. | ||
In the game, the nodes within the <code>contents</code> section are played back top-to-bottom. | In the game, the nodes within the <code>contents</code> section are played back top-to-bottom. | ||
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In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, <code>\n</code> (for line breaks) and <code>\"</code> (for double-quotes) must be used. This is called "escaping" the characters. | In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, <code>\n</code> (for line breaks) and <code>\"</code> (for double-quotes) must be used. This is called "escaping" the characters. | ||
When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes. | When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes. | ||
===Control nodes=== | ===Control nodes=== | ||
==== Color | ====Color==== | ||
A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of <code>kind</code> -- "colour".)<syntaxhighlight lang="yaml"> | A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of <code>kind</code> -- "colour".)<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
kind: set_colour | kind: set_colour | ||
colour: blue | colour: blue | ||
</syntaxhighlight>The value of <code>colour</code> is the name of the color to set: <code>blue</code>, <code>red</code>, <code>grey</code>, <code>light_green1</code>, <code>light_green4</code>, <code>light_grey</code>, <code>orange</code> | </syntaxhighlight>The value of <code>colour</code> is the name of the color to set: <code>blue</code>, <code>red</code>, <code>grey</code>, <code>light_green1</code>, <code>light_green4</code>, <code>light_grey</code>, or <code>orange</code>. | ||
The color setting will remain in effect until it is changed again or when the end of the <code>contents</code> section is reached. To set the color back to white, use the <code>reset_colour</code> control node:<syntaxhighlight lang="yaml"> | The color setting will remain in effect until it is changed again or when the end of the <code>contents</code> section is reached. To set the color back to white, use the <code>reset_colour</code> control node:<syntaxhighlight lang="yaml"> | ||
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</syntaxhighlight>From a game design standpoint, <code>blue</code> is used for the most important bits of information in a piece of dialogue. <code>red</code> is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. <code>grey</code> is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of <code>80</code>. In the unmodded game, the other colors are only used in the menus. | </syntaxhighlight>From a game design standpoint, <code>blue</code> is used for the most important bits of information in a piece of dialogue. <code>red</code> is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. <code>grey</code> is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of <code>80</code>. In the unmodded game, the other colors are only used in the menus. | ||
==== Font | ====Font==== | ||
A font-type control node sets the font that the text is displayed in.<syntaxhighlight lang="yaml"> | A font-type control node sets the font that the text is displayed in.<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
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The font setting will remain in effect until it is changed again or when the end of the <code>contents</code> section is reached. | The font setting will remain in effect until it is changed again or when the end of the <code>contents</code> section is reached. | ||
==== Icons | ====Icons==== | ||
An icon-type control node displays the specified icon inline with the text.<syntaxhighlight lang="yaml"> | An icon-type control node displays the specified icon inline with the text.<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
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</syntaxhighlight>The value of <code>icon</code> is the name of the icon to show. Options include arrows (<code>right_arrow</code>, <code>left_arrow</code>, <code>up_arrow</code>) and controller-related images (<code>gamepad</code>, <code>a</code>, <code>b</code>, <code>x</code>, <code>y</code>, <code>l</code>, <code>r</code>, <code>zl</code>, <code>zr</code>, <code>l_stick_press</code>, <code>l_stick_forward</code>, <code>l_stick_back</code>, <code>r_stick_press</code>, <code>d_pad_down</code>, <code>d_pad_left</code>, <code>d_pad_up</code>, <code>d_pad_right</code>, <code>plus</code>, <code>minus</code>). | </syntaxhighlight>The value of <code>icon</code> is the name of the icon to show. Options include arrows (<code>right_arrow</code>, <code>left_arrow</code>, <code>up_arrow</code>) and controller-related images (<code>gamepad</code>, <code>a</code>, <code>b</code>, <code>x</code>, <code>y</code>, <code>l</code>, <code>r</code>, <code>zl</code>, <code>zr</code>, <code>l_stick_press</code>, <code>l_stick_forward</code>, <code>l_stick_back</code>, <code>r_stick_press</code>, <code>d_pad_down</code>, <code>d_pad_left</code>, <code>d_pad_up</code>, <code>d_pad_right</code>, <code>plus</code>, <code>minus</code>). | ||
==== Pausing | ====Pausing==== | ||
A pause-type control node "pauses" for a period of time before playing back the subsequent nodes.<syntaxhighlight lang="yaml"> | A pause-type control node "pauses" for a period of time before playing back the subsequent nodes.<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
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</syntaxhighlight>The value of <code>length</code> is how long to pause for: <code>short</code>, <code>long</code>, or <code>longer</code>. | </syntaxhighlight>The value of <code>length</code> is how long to pause for: <code>short</code>, <code>long</code>, or <code>longer</code>. | ||
The duration of a pause can also be specified in frames by using the <code>frames</code> parameter:<syntaxhighlight lang="yaml"> | The duration of a pause can also be specified in frames by using the <code>frames</code> parameter:<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L58</ref><syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
kind: pause | kind: pause | ||
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A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. <code>short</code> is typically used after regular sentences while <code>long</code> and <code>longer</code> are used after exclamations, questions, and ponderings. The specific duration depends on the desired emphasis for the preceding sentence. | A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. <code>short</code> is typically used after regular sentences while <code>long</code> and <code>longer</code> are used after exclamations, questions, and ponderings. The specific duration depends on the desired emphasis for the preceding sentence. | ||
==== Size | ====Size==== | ||
A size-type control node sets the size that the text is displayed in:<syntaxhighlight lang="yaml"> | A size-type control node sets the size that the text is displayed in:<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
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In the unmodded game, <code>80</code> is used for any small text, and <code>125</code> is used for any large text. Other values have not been tested for efficacy. | In the unmodded game, <code>80</code> is used for any small text, and <code>125</code> is used for any large text. Other values have not been tested for efficacy. | ||
==== Variables<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89</ref> | ====Variables==== | ||
A variable-type control node inserts the value of the specified game variable into the text.<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89</ref> Examples include displaying the score of a minigame, showing the cost of the selected item, etc.<syntaxhighlight lang="yaml"> | |||
- control: | - control: | ||
kind: variable | kind: variable | ||
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Refer to existing in-game implementations of variables to determine how to use them in your dialogue. Usage of variables requires the associated event to be configured to set them. | Refer to existing in-game implementations of variables to determine how to use them in your dialogue. Usage of variables requires the associated event to be configured to set them. | ||
=== Dialogue-only control nodes === | ===Dialogue-only control nodes=== | ||
==== Animations<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24</ref> | ====Animations==== | ||
An animation-type control node plays an animation on the currently speaking NPC.<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24</ref><syntaxhighlight lang="yaml"> | |||
- control: | - control: | ||
kind: animation | kind: animation | ||
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</syntaxhighlight>The value of <code>name</code> refers to the name of an animation defined in the speaking NPC's <code>.bfres</code> file in <code>content/Model</code>. You can use [[Help:Tools/Switch Toolbox|Switch Toolbox]] to browse the available animations. | </syntaxhighlight>The value of <code>name</code> refers to the name of an animation defined in the speaking NPC's <code>.bfres</code> file in <code>content/Model</code>. You can use [[Help:Tools/Switch Toolbox|Switch Toolbox]] to browse the available animations. | ||
==== Auto-advance | ====Auto-advance==== | ||
An auto-advance-type control node "automatically advances" to the next dialogue bubble (without player input) after a given period of time.<syntaxhighlight lang="yaml"> | An auto-advance-type control node "automatically advances" to the next dialogue bubble (without player input) after a given period of time.<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L28</ref><syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
kind: auto_advance | kind: auto_advance | ||
Line 139: | Line 139: | ||
</syntaxhighlight>The value of <code>frames</code> is the number of frames to wait before auto-advancing. It has not been tested if this assumes a 30FPS frame rate. | </syntaxhighlight>The value of <code>frames</code> is the number of frames to wait before auto-advancing. It has not been tested if this assumes a 30FPS frame rate. | ||
==== Choices<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32</ref> | ====Choices==== | ||
A choice-type control node presents one or more selectable dialogue choices for Link.<ref>https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32</ref><syntaxhighlight lang="yaml"> | |||
- control: | - control: | ||
kind: choice | kind: choice | ||
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cancel_index: 3 | cancel_index: 3 | ||
unknown: 8 | unknown: 8 | ||
</syntaxhighlight>If you only want to present one dialogue choice (to make NPC monologues more interactive) use the <code>single_choice</code> control node: | </syntaxhighlight>If you only want to present one dialogue choice (to make NPC monologues more interactive) use the <code>single_choice</code> control node:<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
kind: single_choice | kind: single_choice | ||
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To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event <code>EventSystemActor::GeneralChoiceX</code>, where <code>X</code> is the number of choices available. | To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event <code>EventSystemActor::GeneralChoiceX</code>, where <code>X</code> is the number of choices available. | ||
==== Sounds ==== | ====Sounds==== | ||
A sound-type control node plays a sound effect from the currently speaking NPC.<syntaxhighlight lang="yaml"> | A sound-type control node plays a sound effect from the currently speaking NPC.<syntaxhighlight lang="yaml"> | ||
- control: | - control: | ||
Line 229: | Line 229: | ||
There is also a <code>sound2</code> control node. It is unknown how this differs from the <code>sound</code> control node. | There is also a <code>sound2</code> control node. It is unknown how this differs from the <code>sound</code> control node. | ||
== Saving the files == | ==Saving the files== | ||
If you're using Wild Bits, make sure that you save every file you edit. However, this only "saves" to a temporary unsaved version of the message pack. When you're done, '''remember to save the entire pack''' in the SARC tab. Remember to update the mod in your mod-management software. | If you're using Wild Bits, make sure that you save every file you edit. However, this only "saves" to a temporary unsaved version of the message pack. When you're done, '''remember to save the entire pack''' in the SARC tab. Remember to update the mod in your mod-management software. | ||
If you're using Hyrule Builder, simply ensure that your files are saved from the text editor. You'll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software. | If you're using Hyrule Builder, simply ensure that your files are saved from the text editor. You'll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software. | ||
If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning. | If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning. | ||
== References == | |||
<references /> | <references /> |
Revision as of 08:21, 2 August 2022
Breath of the Wild uses a very flexible system for implementing the large majority of text features in the game, including but not limited to dialogue, signboards, quest logs, item descriptions, and menus. This guide will explain how to utilize this system.
Prerequisites
There are two recommended toolsets for modding text:
- Wild Bits
- Hyrule Builder and a text editor that supports YAML
Accessing the files
All text in the game is located inside the content/Pack/Bootup_xxXX.pack
files in what are called message archives. The xxXX
is the locale of the message contents. If you want your mod to support multiple locales, you'll need to make your text changes in every locale file you want to support.
Copy the message pack(s) you want to edit into your mod folder, then either open them with Wild Bits or unbuild your mod folder with Hyrule Builder. (If you use the latter, the new location of the message pack(s) will be content/Message
.)
Read about message archives for more information on what the subfolders are for.
Editing the files
If you're modding text for an NPC, signboard, item, etc. that already exists, simply find and open the corresponding file. If you're creating a brand-new NPC, signboard, or quest, you'll need to create a new file inside of the corresponding folder. The easiest way to do this is by copying an existing message file in the same folder and deleting the entirety of the entries
section.
Message files use a key-value system, which marks different strings of text with a unique identifier. When creating new keys, the identifiers can be whatever you want, but ideally, you should make them easy to remember and be consistent. (e.g. Talk01, Talk02)
The attributes
section, while not fully understood, seems to label the actor that is speaking the contents
section. It is unknown if this has any effect in-game.
In the game, the nodes within the contents
section are played back top-to-bottom.
Here's an example of what a single key looks like in MSYT:
talk65:
attributes: Npc_AncientDoctor
contents:
- control:
kind: sound
unknown:
- 7
- 0
- text: "This is the "
- control:
kind: set_colour
colour: blue
- text: Hateno Ancient Tech Lab
- control:
kind: reset_colour
- text: "!"
- control:
kind: pause
length: long
- text: "\nClick, snap!"
Text nodes
A text node is a basic container for text.
Breath of the Wild does not have built-in text wrapping, so line breaks must be specified in the message file itself. You can use Bubble Wrap to help visualize and automatically format your text. To fit aesthetically with the game, all dialogue should be wrapped after a certain width, which the tool also does for you. However, text is often wrapped earlier than this to achieve better visual balance, i.e. to prevent there being only one or two words on a single line, or to break up the text in a way that makes sense, i.e. to emphasize an object, location, action, or task.
The game allows three lines of text per bubble for dialogue and signboards. If there are more than three lines, only the first three lines will be shown initially; the game will then prompt the player to advance the dialogue, which will repeat the process with the remaining lines. To display only one or two lines in a bubble but still have text in following bubbles, use multiple consecutive line breaks until the number of lines exceeds three.
In YAML, line breaks and double-quotes have a special structural meaning, so they cannot be used directly in your text. Instead, \n
(for line breaks) and \"
(for double-quotes) must be used. This is called "escaping" the characters.
When putting spaces or line breaks at the beginning or end of a text node, the entire value of the node must be surrounded by unescaped double-quotes.
Control nodes
Color
A color-type control node sets the color that the text is displayed in. (Note the British-English spelling of the value of kind
-- "colour".)
- control:
kind: set_colour
colour: blue
The value of colour
is the name of the color to set: blue
, red
, grey
, light_green1
, light_green4
, light_grey
, or orange
.
The color setting will remain in effect until it is changed again or when the end of the contents
section is reached. To set the color back to white, use the reset_colour
control node:
- control:
kind: reset_colour
From a game design standpoint, blue
is used for the most important bits of information in a piece of dialogue. red
is used when this pertains to the progression of a quest or when an irreversible action is about to occur, such as a purchase or exchange. grey
is used when the NPC talking is supposed to sound quiet, often used in combination with a text size of 80
. In the unmodded game, the other colors are only used in the menus.
Font
A font-type control node sets the font that the text is displayed in.
- control:
kind: font
font_kind: hylian
The value of font_kind
is the name of the font to set: normal
or hylian
.
The font setting will remain in effect until it is changed again or when the end of the contents
section is reached.
Icons
An icon-type control node displays the specified icon inline with the text.
- control:
kind: icon
icon: y
The value of icon
is the name of the icon to show. Options include arrows (right_arrow
, left_arrow
, up_arrow
) and controller-related images (gamepad
, a
, b
, x
, y
, l
, r
, zl
, zr
, l_stick_press
, l_stick_forward
, l_stick_back
, r_stick_press
, d_pad_down
, d_pad_left
, d_pad_up
, d_pad_right
, plus
, minus
).
Pausing
A pause-type control node "pauses" for a period of time before playing back the subsequent nodes.
- control:
kind: pause
length: long
The value of length
is how long to pause for: short
, long
, or longer
.
The duration of a pause can also be specified in frames by using the frames
parameter:[1]
- control:
kind: pause
frames: 30
It has not been tested if this assumes a 30FPS frame rate.
A common use of pauses is to break up sentences auditorily, like one would when speaking in real life. short
is typically used after regular sentences while long
and longer
are used after exclamations, questions, and ponderings. The specific duration depends on the desired emphasis for the preceding sentence.
Size
A size-type control node sets the size that the text is displayed in:
- control:
kind: text_size
percent: 100
The value of percent
is a percentage value relative to the default text size.
In the unmodded game, 80
is used for any small text, and 125
is used for any large text. Other values have not been tested for efficacy.
Variables
A variable-type control node inserts the value of the specified game variable into the text.[2] Examples include displaying the score of a minigame, showing the cost of the selected item, etc.
- control:
kind: variable
variable_kind: 19
name: Gerudo_CarryIce_s
The purpose of variable_kind
is not fully understood.
The value of name
is the name of the variable to insert.
Refer to existing in-game implementations of variables to determine how to use them in your dialogue. Usage of variables requires the associated event to be configured to set them.
Dialogue-only control nodes
Animations
An animation-type control node plays an animation on the currently speaking NPC.[3]
- control:
kind: animation
name: Think_00
The value of name
refers to the name of an animation defined in the speaking NPC's .bfres
file in content/Model
. You can use Switch Toolbox to browse the available animations.
Auto-advance
An auto-advance-type control node "automatically advances" to the next dialogue bubble (without player input) after a given period of time.[4]
- control:
kind: auto_advance
frames: 101
The value of frames
is the number of frames to wait before auto-advancing. It has not been tested if this assumes a 30FPS frame rate.
Choices
A choice-type control node presents one or more selectable dialogue choices for Link.[5]
- control:
kind: choice
choice_labels:
- 9
- 10
- 11
- 12
selected_index: 0
cancel_index: 3
unknown: 8
If you only want to present one dialogue choice (to make NPC monologues more interactive) use the single_choice
control node:
- control:
kind: single_choice
label: 9
The text for dialogue choices is not defined directly. It must be defined in keys whose identifiers are four-digit numbers surrounded by double-quotes. (e.g. "0009"
, which corresponds with the 9
under choice_labels
)
The value of selected_index
is the choice that is selected by default when the choice selector appears, based off of a zero-indexed list (where 0 is first, 1 is second, 2 is third, and 3 is fourth) of the choice_labels
. It does not refer to choices with the same number system as labels. For example, trying to put 9
as the value of selected_index
in the example above would not work because the list is only four items long; in that case, you would want to put 0
. From a game design standpoint, this should usually refer to the first choice, 0
.
The value of cancel_index
is the choice that is selected when the player presses the B button. It refers to the same zero-indexed list as selected_index
. From a game design standpoint, this should usually refer to the last choice.
As implied by its name, the purpose of unknown
is not understood. It's probably safe to put 8
as the value, although other values do exist in unmodded message files.
To implement branching-path dialogue with this control node, the associated event flow must have the switch-type event EventSystemActor::GeneralChoiceX
, where X
is the number of choices available.
Sounds
A sound-type control node plays a sound effect from the currently speaking NPC.
- control:
kind: sound
unknown:
- 7
- 0
The numbers under unknown
are not fully understood. However, it is known that with the bottom number set to 0, certain values of the top number have the following behaviors:
Facial Emotion | Sound | |
---|---|---|
0 | Normal | No |
1 | Pleasure | No |
2 | Anger | No |
3 | Sorrow | No |
4 | Shock | No |
5 | Thinking | No |
6 | Normal | Yes |
7 | Pleasure | Yes |
8 | Anger | Yes |
9 | Sorrow | Yes |
10 | Shock | Yes |
11 | Thinking | Yes |
There is also a sound2
control node. It is unknown how this differs from the sound
control node.
Saving the files
If you're using Wild Bits, make sure that you save every file you edit. However, this only "saves" to a temporary unsaved version of the message pack. When you're done, remember to save the entire pack in the SARC tab. Remember to update the mod in your mod-management software.
If you're using Hyrule Builder, simply ensure that your files are saved from the text editor. You'll need to create a new build of your mod folder every time you want to test changes to your mod. Remember to update the mod in your mod-management software.
If you encounter issues, make sure that the indentation in your message files matches the examples in this guide. The YAML format is strict with this because the indentations have special structural meaning.
References
- ↑ https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L58
- ↑ https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L89
- ↑ https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L24
- ↑ https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L28
- ↑ https://github.com/polarbunny/msyt-tools/blob/master/docs/notes.txt#L32