

In most cases, it is also possible to get the value of variables with '' and saved dates with ''. log = in a scripted effect or trigger, you have to write it \\ or it will bug out (at the latest the second time you use one in the effect). Note: if you want to use loc commands e.g. When writing " scripted_loc" entries, it’s important to note that these entries cannot themselves use bracket commands (i.e., a scripted_loc that includes will literally print ). Text retrievals can be predefined (as per examples below), can mention Variables defined in the scope, or can be a scripted_loc (see common/scripted_loc/ files for examples).

It is possible to overwrite localisation without a "replace" folder, however this is not a reliable method.īracket commands (scoped localization statements) are enclosed in square brackets ( ), start with a primary scope, end with a text retrieval, and can have one or more secondary scopes in between. In this way it is not necessary to overwrite entire localisation files, as individual key entries will be overwritten by the last loaded file, LIOS (Last in, only served). Localisation files in this folder will load after all other localisation files, and overwrite any duplicate keys. To overwrite vanilla localisation keys (or keys from other mods), create a folder named "replace" inside your "localisation" folder. Note that the following unicode characters are invalid inside the localisation file and will generate a "?" instead: „ “ ‚ ‘ – ” ’ ….To display quotation marks in game, input a backslash before each quotation mark (for example: text \"name\") Each string to be displayed in game is encased in quotation marks.Every entry after l_english: (or equivalent) must begin with whitespace (a space or a tab works).The file must contain l_english: (or equivalent for other languages) before any localization keys.The number seen in vanilla files right after the colon can be omitted, as it is only useful for Paradox’s internal translation tracking.The string of text that will display in game is to the right of the colon, listed within two quotation marks (" "). The text itself itself is called a string.
#HERO EDITOR DIABLO 2 LIMIT CODE#
Keys are the actual code that points to the localised text. Individual localisation entries are called keys and are placed before the colon.
#HERO EDITOR DIABLO 2 LIMIT MOD#
In the root mod folder (not in common), create a folder named " localisation" spelled with an s.
