Story text (level editor)

The Story text file for a level defines all the localized text it needs. It should be named after the  file. For example, the English story text for  should be called.

Languages
The following languages are supported:
 * English (EN)
 * French (FR)
 * Spanish (ES)
 * German (DE)
 * Russian (RU)

Format
Story text files are written in a language called YAML, specified as follows:

Comment lines start with the  character. They are ignored by the game.

Categories are written as a name followed by the  character. Each category contains a set of items.

Each item line in a category starts with - (including the spaces). The item text continues for the rest of the line. A multi-line item starts with - |. The item's content continues over subsequent lines, but each line must be indented with 4 spaces.

Briefing
Intended to be used with introductory cutscenes. Each item is one scene, with the text appearing as titles. Example: briefing: - |   SAMPLE TEXT SECOND LINE

Intro
Briefing screens. Each item is one screen. Example: intro: - |   Hello. This is a sample introduction. This is a second line of text. - And this is another line on another screen. OGG files for each line in the intro can be included and will play. The file should be named after the  file. For example, the second briefing line (not screen) for  can have a sound file called.

Header
This is the summary screen shown just before entering a level. The items are, in order:
 * Name of the level as seen on the Level Complete screen
 * Objective
 * Moon
 * Facility
 * Established (must be a number)
 * Additional Details

Cryotubes
The names of each cryotube survivor in the level. Each item is one survivor, and consists of 5 components delimited by semicolons : Example: cryotubes: - Vertigo-1;Senior Pilot;Good;1999-01-01;Moon
 * 1) Name
 * 2) Occupation
 * 3) Condition
 * 4) DOB
 * 5) Origin

Logs
Audio logs found in the level. Each item is one log, and consists of 3 components delimited by semicolons: BEWARE: Although different logs can have different names, only the name from the first log will appear in the stats screen. Example: logs: - Dravis;1999-01-01 16:30;Good luck, material defender. - Dravis;1999-01-01 16:31;Dravis out! OGG files for logs can be included and will play. The format for file names is. For example, the second audio log in  should be called.
 * 1) Name
 * 2) Date
 * 3) Log text

Comms
Messages triggered by the Comm Message script. Each item is one message, and each line consists of 2 components delimited by semicolons: BEWARE: Comm message indexes start at 1. A Comm Message script with a SpecialIndex of 0 will not work! Example: comms: - SYSTEM;MISSILE ALERT TEST. - |   GABRIEL KANTOR;Kantor here. Listen carefully. GABRIEL KANTOR (maybe);It is now the 2nd of August. OGG files for comm messages can be included and will play. The format for file names is. For example, the second line of the second comm message for  should be called.
 * 1) Name
 * 2) Message

Debrief
If this level is not the last one in the mission, Debrief is the Level Complete screen. The text is one item with 3 lines: Example: debrief: - |   NO FURTHER ACTIVITY DETECTED SKOLL OUTPOST ETA 28 HOURS If this level is the final level in the mission, then the text is instead used for ending cutscenes, with one item per scene.
 * 1) Text under "Objective Complete"
 * 2) First line of text under "Next Destination"
 * 3) Second line of text under "Next Destination"

Special Tags
Certain tags can be placed at the beginning of a line of text to alter it, including the following: Multiple tags can be used together on one line, and all will apply.
 * causes a line of cutscene text to display in a larger font.
 * delays a line of cutscene or briefing text. The number can be negative to make the line appear sooner, or even before the previous line.
 * adds spacing before a line of cutscene or briefing text. The number can be negative to shift the line up instead of down.
 * adds indentation to a line of briefing text.
 * causes a comm message to display entirely at once instead of slowly being typed out.
 * play voice file with this number, for,   and   categories. The format for file names is   where type is  ,   or   and number has always two digits. For example.