Localize Mod: Change Texts
Read Modifying Localize File first. You can also change text by editing dictionary_local.xml file (extracted from dictionary.ipf), but sometimes multiple entities (items/monsters/characters/etc.) use the same dictionary line. Modifying them within the localize file allows text change to a specific entity.
You can rename monsters to differentiate them from other monsters, such as the clones of bosses in Armonia Gloria and Viego. These are found in datatable_monster*.ies files. You can do this with Resize Stuffs to make the difference more significant.
You can also change the descriptions of normal and quest items to include some useful information, such as alchemy grades or drop monsters. These are found in datable_item_*.ies files.
You can rename monsters to differentiate them from other monsters, such as the clones of bosses in Armonia Gloria and Viego. These are found in datatable_monster*.ies files. You can do this with Resize Stuffs to make the difference more significant.
SetPropertyString("Monster", "monster_arm_mutation1_copy", "Name", "Ubeth Clone");
SetPropertyString("Monster", "monster_arm_mutation2_copy", "Name", "Harz Clone");
SetPropertyString("Monster", "monster_arm_mutation3_copy", "Name", "Hassen Clone");
SetPropertyString("Monster", "monster_arm_mutation4_copy", "Name", "Appear Clone");
SetPropertyString("Monster", "monster_abyssbatman1_copy", "Name", "Mady Clone");
SetPropertyString("Monster", "monster_abyssbatman2_copy", "Name", "Cray Clone");
Renaming skills allow you to see what skill a monster is using when it is still casting, instead of a "!" for monsters like Dark Gemini which can inflict Shock and Burn statuses. These are found in datatable_skill.ies file.
SetPropertyString("Skill", "Mon_Darkgemini_skl1", "Name", "Shocking Storm");
SetPropertyString("Skill", "Mon_Darkgemini_skl2", "Name", "Shocking Magic");
SetPropertyString("Skill", "Mon_Darkgemini_skl3", "Name", "Burning Magic");
You can also change the descriptions of normal and quest items to include some useful information, such as alchemy grades or drop monsters. These are found in datable_item_*.ies files.
SetPropertyString("Item", "PsyStone", "Desc", "A magic stone yielded by Grade 2-8 Alchemy.");Item include other text fields such as tool-tips (for consumable items) and specs. Item names determine the displayed names of the given items.
SetPropertyString("Item", "Q_Shiny_Weapon_Pieces", "Desc", "Weapon fragments left behind by Ghosts of Soldier, Officer, and Maiden in Bristia Scar.");
SetPropertyString("Item", "Q_Contaminated_Skin", "Desc", "Contaminated skin tissue of Undead Soldier and Undead Gunner in Bristia Scar.");
SetPropertyString("Item", "Q_Infantry_Tag", "Desc", "An infantry tag left behind by Ghosts of Soldier in Bristia Scar.");
SetPropertyString("Item", "Tiger_b_Talon", "ItemName", "Black Tiger Talon");
SetPropertyString("Item", "Tiger_w_Fur", "ItemName", "White Tiger Fur");
SetPropertyString("Item", "ChristmasSoks", "ReqToolTip", "EXP +30%, no HP regen for 30 min");
SetPropertyString("Item", "Pink_Candy_Whiteday", "ReqToolTip", "ATK Speed +50% for 10 min");
SetPropertyString("Item", "Tiger_b_Talon", "Spec", "Benefits all active characters.");
SetPropertyString("Item", "Tiger_w_Fur", "Spec", "Benefits all active characters.");
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