Help:Text modding: Difference between revisions

m
→‎Choices: Tweaks to variable_kind control and choice control's unknown value.
m (Fix citations (again, because glitches))
m (→‎Choices: Tweaks to variable_kind control and choice control's unknown value.)
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           variable_kind: 19
           variable_kind: 19
           name: Gerudo_CarryIce_s
           name: Gerudo_CarryIce_s
</syntaxhighlight>The purpose of <code>variable_kind</code> is not fully understood.
</syntaxhighlight>The purpose of <code>variable_kind</code> refers to the kind of Game Flag that is referenced (this includes strings, int and float values).


The value of <code>name</code> is the name of the variable to insert.
The value of <code>name</code> is the name of the variable to insert.
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The value of <code>cancel_index</code> is the choice that is selected when the player presses the B button. It refers to the same zero-indexed list as <code>selected_index</code>. From a game design standpoint, this should usually refer to the last choice.
The value of <code>cancel_index</code> is the choice that is selected when the player presses the B button. It refers to the same zero-indexed list as <code>selected_index</code>. From a game design standpoint, this should usually refer to the last choice.


As implied by its name, the purpose of <code>unknown</code> is not understood. It's probably safe to put <code>8</code> as the value, although other values do exist in unmodded message files.
As implied by its name, the purpose of <code>unknown</code> is not understood. It has been observed that in instances where dialogue choices only include two options, the unknown field is set to <code>6</code>. Similarly for cases where there are 3 or 4 options the values <code>8</code> and <code>10</code> are used respectively.


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.
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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 />
<references />
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