All text used in the game must be filed in the modstrings.txt file. Think of this file as a list of string variable names (the 'tags') and the corresponding string variable values. (Well, string constants, to be precise) Those variables can be names of items, NPCs or monsters as well as lines of dialogs, quest descriptions or names of regions. In the database, the World Editor or the Quest Editor, only the tags may be used. In-game, the tags will be substituted by the values specified in the modstring.txt file. The strings must be filed following the pattern for instance:
Attributes | Values |
---|
rdfs:label
| |
rdfs:comment
| - All text used in the game must be filed in the modstrings.txt file. Think of this file as a list of string variable names (the 'tags') and the corresponding string variable values. (Well, string constants, to be precise) Those variables can be names of items, NPCs or monsters as well as lines of dialogs, quest descriptions or names of regions. In the database, the World Editor or the Quest Editor, only the tags may be used. In-game, the tags will be substituted by the values specified in the modstring.txt file. The strings must be filed following the pattern for instance:
|
dcterms:subject
| |
abstract
| - All text used in the game must be filed in the modstrings.txt file. Think of this file as a list of string variable names (the 'tags') and the corresponding string variable values. (Well, string constants, to be precise) Those variables can be names of items, NPCs or monsters as well as lines of dialogs, quest descriptions or names of regions. In the database, the World Editor or the Quest Editor, only the tags may be used. In-game, the tags will be substituted by the values specified in the modstring.txt file. The strings must be filed following the pattern for instance: NPC1NameTag=Ronald McDonald NPC1Dialog1Tag=Hello, welcome to our village of Foo-Bar! MySwordNameTag=Sword of the Golden Arches Quest1NameTag=Save the village
|