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Editing Dialog
This guide assumes you've already followed the steps in the Mod Setup Basics page.
Fuji allows you to add custom dialogue to your mods. To do this, you'll need to provide dialogue definitions to Fuji.
First, create a folder in your mod called Text
. This will be where all of your dialogue definitions live.
You'll probably want to start with writing English dialogue, then translate it later. So let's do that - create an English.json
file in the Text
folder. The dialog file structure is shown here:
{
"ID": "<lowercase-language-name>",
"Label": "<language-name>",
"Font": "<font>",
"Strings": {
"<key>": "<value>",
},
"Dialog": {
"<Dialog key - must be unique>": [
{
"Face": "<The face expression to be used for this line>",
"Voice": "<The voice audio to be used for this line>",
"Text": "<The text of this line>"
},
],
}
}
You can safely omit the "Strings"
field if your mod does not add any strings operated on by code. That field is meant for modders who are adding custom text strings to the game.
Tip
Add line breaks to your dialog by writing \n
.
Most times, you'll want to fill in Font
with Renogare
. This is the default font of Celeste 64.
If you're stuck, remember you can use Fuji's built-in mods and the game's vanilla content as reference!
Important
If this is your first time using JSON, use a validator!
Using a validator will help you learn JSON and fix any issues before they break the game.