Tlegend280
Terrarian
What is the moon lord track ID? I've looked for a while and haven't found it.
Should be Music_38.What is the moon lord track ID? I've looked for a while and haven't found it.
yes, Basically search "Deathtext" and you should get down to the section with themknow im a bit late to the party, but does anyone know the death text in the massive file that is the "all localization"?
"DeathSource.NPC","{0} by {1}."
"DeathSource.Player","{0} by {1}'s {2}."
"DeathSource.Projectile","{0} by {1}."
=
"DeathSource.NPC","{DeathTextGeneric} by {NPC_Name}."
"DeathSource.Player","{DeathTextGeneric} by {Player_Name}'s {Weapon_Name}."
"DeathSource.Projectile","{DeathTextGeneric} by {Weapon_Name}."
talkin about the "you died!" red text that shows up for a few seconds when you dieyes, Basically search "Deathtext" and you should get down to the section with them
the row starting with "DeathText.Burned" to "DeathTextGeneric.TornInHalf" are the once i assume your looking for.
or go to line 3568-3620 if you have a more advanced text editor like wordpad++
which I'd recommend you use over the default notepad
In "DeathText" & "DeathTextGeneric"
{0} is the player's name
{1} is the World's Name
for "DeathSource" it is a bit different:
Code:"DeathSource.NPC","{0} by {1}." "DeathSource.Player","{0} by {1}'s {2}." "DeathSource.Projectile","{0} by {1}." = "DeathSource.NPC","{DeathTextGeneric} by {NPC_Name}." "DeathSource.Player","{DeathTextGeneric} by {Player_Name}'s {Weapon_Name}." "DeathSource.Projectile","{DeathTextGeneric} by {Weapon_Name}."
The "You were slain..." text is LegacyInterface.38talkin about the "you died!" red text that shows up for a few seconds when you die
In the Advanced Language Packs section, open up the spoiler named “Advanced Formatting” and look for the “Inputs - <>” section.So I'm currently developing a language pack that adds some more useful information to tooltips, and one of the things I want to do is make the mouseover text for the grapple and mount equipment slots tell you how to use them. Is there any variable that corresponds to the currently mapped grapple/mount hotkey? Like <right> for right click and <left> for left click.
I've already read that section, that's how I know about the <right> and <left> variables. It doesn't answer my question about the mount and grapple hotkeys.In the Advanced Language Packs section, open up the spoiler named “Advanced Formatting” and look for the “Inputs - <>” section.
Ah, sorry about that @CellarDoor96. I see now you’re looking specifically for the bound grapple and mount hotkeys.I've already read that section, that's how I know about the <right> and <left> variables. It doesn't answer my question about the mount and grapple hotkeys.
Hello, i found another issue that english localization doesn't have. For some reason, integers on the bestiary's percentage have that comma before he "%"
I tried to track it down but just found this on the "BestiaryInfo":
"BestiaryInfo": {
"PercentCollected": "{Percent} collected",
},
Is it possible to find the source of that {percent} or is it coded outside of those json files?
View attachment 316413
Hey @Leinfors sorry for the mention but this is a question I have, with language packs and let’s say you change the fore gun to HD LIGHTS would you’d till have to search flare gun if you are in journey mode or do you type HD LIGHTS?
The first name is their random Name and their "surname" would be their profession right?Terraria 1.4.2.2 Changelog said:- All Town NPC first names can now be adjusted using Resource Packs
Ok good to knowYou would search for the new text, not the original. In your case, "HD LIGHTS"
The first name is their random Name and their "surname" would be their profession right?
like this: {Name} the {profession} = Harley the Guide
Also is there a chance the "All Localizations.csv" will be updated with the new entries?
as it don't think I've cracked the enigma code for them as i had not had any success with:
"GuideNames.Harley","Haley" (nor .json)
"GuideNames.Name_#","Heley" (only tested with .csv)
"GuideNames": {
"Andrew": "BARF",
"Harley": "BARF",
"Colin": "BARF"
},
Ah we were just thinking past one another, but still on the same wave lengthJSON:"GuideNames": { "Andrew": "BARF", "Harley": "BARF", "Colin": "BARF" },
. . . yeah, I know. I tested all of the NPC name replacements in the game by changing their name to BARF. Don't judge me!!!