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Generated Dialog Keys

BredBeanQueen edited this page Apr 24, 2023 · 11 revisions

Setting values for generated dialog keys requires having a Dialog File in your mod. Setup instructions can be found on the Mod Structure page.

Table of Contents:

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Maps

The examples in this section will use the following placeholders, which should be replaced with the appropriate equivalent for your mod:

  • MyName: Your name, nickname, or an otherwise unique identifier
  • MyExampleMod: The name of your mod
  • MyMap: The name of your map file, excluding the .bin extension.

These examples assume the following folder structure:

Celeste
- Mods
  - MyExampleMod
    - Maps
      - MyName
        - MyExampleMod
          - MyMap.bin

In each example, the value on the right side of the equals sign (=) can be replaced with whatever text you want your mod to display.

Campaign Name

MyName_MyExampleMod= CAMPAIGN NAME HERE

Map Name

MyName_MyExampleMod_MyMap= MAP NAME HERE

Checkpoint Name

MyName_MyExampleMod_MyMap_CheckpointRoomName= CHECKPOINT NAME HERE

To rename the START checkpoint, use start as the "CheckpointRoomName".

Poem Name

poem_MyName_MyExampleMod_MyMap= POEM NAME HERE

Intro Postcard

MyName_MyExampleMod_MyMap_postcard= POSTCARD TEXT HERE

Code Mods

The examples in this section will assume an EverestModuleSettings class name of ExampleModuleSettings. A trailing Settings, if present, will be stripped from the class name.

Mod Options Menu Title

modoptions_examplemodule_title= MOD NAME HERE
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