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Generated Dialog Keys
Setting values for generated dialog keys requires having a Dialog File in your mod. Setup instructions can be found on the Mod Structure page.
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.
Important
When used as Dialog IDs, all spaces (
), hyphens (-
), forward slashes (/
) and plus signs (+
) are replaced with underscores (_
).
For example, assume the below structure:
Celeste
- Mods
- Expedition
- Maps
- SnipUndercover
- IntoTheDepths
- 1-CaveIn.bin
If you wanted to change the map name, you would put this in your English.txt:
SnipUndercover_IntoTheDepths_1_CaveIn= Cave In
MyName_MyExampleMod= CAMPAIGN NAME HERE
MyName_MyExampleMod_MyMap= MAP NAME HERE
MyName_MyExampleMod_MyMap_CheckpointRoomName= CHECKPOINT NAME HERE
To rename the START
checkpoint, use A_start
(or B_start
if your map is a B-Side) as the "CheckpointRoomName".
poem_MyName_MyExampleMod_MyMap= POEM NAME HERE
MyName_MyExampleMod_MyMap_postcard= POSTCARD TEXT HERE
MyName_MyExampleMod_MyMap_remix= REMIX NAME TEXT HERE
MyName_MyExampleMod_MyMap_remix_artist= REMIX ARTIST NAME TEXT HERE
Note that for the B-Side remix name and artist name to show up, your map must be marked as a B-Side map.
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.
modoptions_examplemodule_title= MOD NAME HERE
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