Story text (level editor)

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

## 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.

## Categories

### Prologue

Has the same function as Briefing, but with one difference: while currently only observable in Cronus Frontier (specifically Ymir Outpost), `prologue` will display the introductory text **without** the cutscene. Each item is one scene, with the text appearing as titles.

**Example**:

```
prologue:
    SAMPLE TEXT
    SECOND LINE

```

### 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 `.sp` file. For example, the second briefing line (not screen) for `outpost.sp` can have a sound file called `outpost_intro02.ogg`.

### 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 (`;`):

1. Name
2. Occupation
3. Condition
4. DOB
5. Origin

**Example**:

```
cryotubes:
 - Vertigo-1;Senior Pilot;Good;1999-01-01;Moon

```

### Logs

Audio logs found in the level. Each item is one log, and consists of 3 components delimited by semicolons:

1. Name
2. Date
3. Log text

**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 `levelname_log<index>.ogg`. For example, the second audio log in `outpost.sp` should be called `outpost_log02.ogg`.

### Comms

Messages triggered by the Comm Message script. Each item is one message, and each line consists of 2 components delimited by semicolons:

1. Name
2. Message

**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 `levelname_comm<index>_<line number>.ogg`. For example, the second line of the second comm message for `outpost.sp` should be called `outpost_comm02_02.ogg`.

### 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:

1. Text under "Objective Complete"
2. First line of text under "Next Destination"
3. Second line of text under "Next Destination"

**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.

## Special Tags

Certain tags can be placed at the beginning of a line of text to alter it, including the following:

* `<L>` causes a line of cutscene text to display in a larger font.
* `<d1.0>` 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.
* `<b1>` adds spacing before a line of cutscene or briefing text. The number can be negative to shift the line up instead of down.
* `<i>` adds indentation to a line of briefing text.
* `<Q>` causes a comm message to display entirely at once instead of slowly being typed out.
* `<#1>`play voice file with this number, for `prologue`, `briefing` and `debrief` categories. The format for file names is `levelname_<type><number>.ogg` where type is `prologue`, `briefing` or `outro` and number has always two digits. For example`levelname_outro01.ogg`.

Multiple tags can be used together on one line, and all will apply.