DataType: "TG", File: lists/text_game.txt
Most of the text in your adventure will be stored in the text_game.txt file. The only text that is not> stored here is:
- Names of objects, spells, characters, monsters, and maps are stored in their respective data files.
- Text used in special buildings like shoppes, the guild, etc, as well as the interface text used for game menus is stored in the text_interface.txt file.
- Splash screen, menus and menu screens. That text is compiled into the game itself and cannot be changed except by MythoLogical Software.
The first 68 slots (with textID 0..67) of the text_game.txt file are reserved for special uses. You can, and should change the content of these text items, but you cannot remove or renumber them. The reserved text elements are:
- 0 - Game name. Not actually used, but should be filled in for book keeping purposes.
- 1 - 8. Unused, but you should not use these slots.
- 9 - 40. These text items are used for character class names. Be sure your character classes are all 12 or fewer characters, or else they might not fit on the screen in certain parts of the interface.
- 41. Reserved for elemental class name.
- 42. Review council name.
- 43 - 58. Used for Shoppe#0 - Shoppe#15 names
- 59. Temple name
- 60 - 67. Used for Inne#0 - Inne#7 names
The format of the text_game.txt file is simply:
- Text ID (0..maxTextID). Text ID's must start at 0, be continuous, and sequential.
- Text name. (single word). The text name is simply a short hand description of the text for quick reference. It is not used by the Adventure Construction Kit or the game, and is only there as a label for your benefit.
- Text (In quotation marks). The actual text item should be in quotation marks.
A couple of pointers about creating text:
- Most importantly, always keep in mind the location your text will appear in the game because that will dictate the length of the text. Be sure to test everything and view every piece of text in the game so you can verify that it fits. In most cases, the game should be stable if your text is too long, but it may be possible to crash the game or see text overrun the bounds of the interface.
- If you need to use quotes inside your text, use single quotes ('), because the double quote (") character is used to delimit the text item, itself.
- If you want to force a line break in the middle of your text (instead of allowing it to word wrap, insert a single '#' character.
- We recommend you do not use lower case letters (though they are available in the font) because they are difficult to read.
Another feature of game text is that you can construct sentences at run time using text replacement. For example, if you want to say: "CALEB FOUND THE STONE KEY", you could create a text string saying: "@c FOUND THE @o", and re-use that every time any character finds any object in the game. Text replacement symbols that are available are:
- @c: The name of the last character to do anything or get anything done to him
- @o: The name of the last object to do anything in the game.
- @g: The last gold value used in the game.
- @A - @H: The value of variables A-H.
Example:
#ID Name "TEXT"
67 TEXT_INN7 "WELCOME TO INNE 7"
68 TEXT_HELIX "IN A TINY HUT, YOU FIND A VERY SURPRISED WIZARD. HELIX SAYS: 'HOW DID YOU GET PAST MY PET? NO MATTER, IF THE KING SENT YOU, TELL HIM ONCE AGAIN THAT I AM RETIRED.'"
69 TEXT_HELIX1 "YOU OFFER THE FIGURINE TO HELIX BUT HE REFUSES IT SAYING: 'BEFORE I RESTORE THIS WARRIOR, YOU MUST MAKE ROOM IN YOUR PARTY.'"
70 TEXT_HELIX2 "GIVE FIGURE"
71 TEXT_TALK "TALK"
72 TEXT_EXIT "EXIT"