Help:Text modding: Difference between revisions

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General clarifications
(→‎Choices: Remove single_choice parameter size explanation, as unnecessary)
m (General clarifications)
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</syntaxhighlight>This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a <code>frames</code> value of 30 should always correspond to 1 second, unless your game is lagging.
</syntaxhighlight>This assumes a 30FPS frame rate. However, frame rate mods should correctly convert your actual frame rate to 30, so a <code>frames</code> value of 30 should always correspond to 1 second, unless your game is lagging.


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 you should use depends on how much you want to emphasize the preceding sentence.


====Size====
====Size====
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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> refers to the kind of Game Flag that is referenced (this includes strings, int and float values).
</syntaxhighlight>The value of <code>variable_kind</code> is the type of Game Flag that is referenced (this includes strings, int and float values). Refer to existing in-game implementations of variables to determine how to use them in your dialogue.


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.


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.
Usage of variables requires the associated event flow to be configured to set them. Refer to existing in-game event flows that deal with variables.


===Dialogue-only control nodes===
===Dialogue-only control nodes===
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           kind: single_choice
           kind: single_choice
           label: 9
           label: 9
</syntaxhighlight>Nintendo's internal MSBT library converts the u16 labels to %04d-formatted strings for accessing the choice text. (e.g. label 9 corresponds to the key <code>"0009"</code>)
</syntaxhighlight>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. <code>"0009"</code>, which corresponds with the <code>9</code> under <code>choice_labels</code>) Nintendo's internal MSBT library converts the u16 labels to %04d-formatted strings for accessing the choice text.


The MSBT library used by WildBits is out of date, and has slight errors.
Because the MSBT library used by Wild Bits and Hyrule Builder is out of date, the existence of <code>selected_index</code> is, as far as is currently known, an error. Always make sure <code>selected_index</code> is 0. It does not correspond to any valid part of the Choice control's binary layout, so any other value will produce unintended results. The parameter is believed to have been a misunderstanding made by the original reverse engineer, in that all Choice controls come at the end of a dialogue line, and therefore end with <code>0x0000</code>, a "null character" which tells the game that the string has ended. It could also be a Nintendo internal library inconsistency between BotW and other games.
 
The existence of <code>selected_index</code> is, as far as is currently known, an error. Always make sure <code>selected_index</code> is 0. It does not correspond to any valid part of the Choice control's binary layout, so any other value will produce unintended results. The parameter is believed to have been a misunderstanding made by the original reverse engineer, in that all Choice controls come at the end of a dialogue line, and therefore end with <code>0x0000</code>, a "null character" which tells the game that the string has ended. It could also be a Nintendo internal library inconsistency between BotW and other games.


The value of <code>cancel_index</code> is the choice that is selected when the player presses the B button. It refers to the <code>choice_labels</code> as a zero-indexed list, i.e. the first label is 0, second is 1, third is 2, and fourth is 3. 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 <code>choice_labels</code> as a zero-indexed list, i.e. the first label is 0, second is 1, third is 2, and fourth is 3. From a game design standpoint, this should usually refer to the last choice.
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|Yes
|Yes
|}
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There is also a <code>sound2</code> control node. It is unknown how this differs from the <code>sound</code> control node, aside from it only having 1 parameter and being terminated with a <code>0xCD</code> byte.
There is also a <code>sound2</code> control node. It is unknown how this differs from the <code>sound</code> control node, aside from it only having 1 parameter and being terminated with a <code>0xCD</code> byte (which is represented in MSYT by a <code>205</code> entry.)


==Saving the files==
==Saving the files==

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