📘 CustomMobileMessage Data Guide¶
🧩 Struct: FB1CustomMobileMessageTableRow¶
Defines a mobile message used in gameplay, including content, answers, scripts, and cooldown behavior.
Properties¶
- Id (
FName
): Unique identifier for this message. - RelationShipStatId (
FName
): Relationship stat associated with this message. (Foreign = "RelationshipStat.Id") - PositiveAnswerButtonStrId (
FString
): Text shown on the positive answer button. (StringTableKey) - NormalAnswerButtonStrId (
FString
): Text shown on the neutral answer button. (StringTableKey) - NegativeAnswerButtonStrId (
FString
): Text shown on the negative answer button. (StringTableKey) - OpenMessageScript (
FName
): Script triggered when the message is opened. (Foreign = "Script_MobileMessage") - PositiveAnswerScriptId (
FName
): Script triggered on positive reply. (Foreign = "Script_MobileMessage") - NormalAnswerScriptId (
FName
): Script triggered on neutral reply. (Foreign = "Script_MobileMessage") - NegativeAnswerScriptId (
FName
): Script triggered on negative reply. (Foreign = "Script_MobileMessage") - MessageData (
FB1MobileMessageData
): Full text content and reply structure. - ResponseTimeout (
int32
): Time limit (in seconds) to respond to the message.-1
means no timeout. - CooltimeMinute (
int64
): Cooldown time (in minutes) before this message can appear again. - MobileMessagePartiesId (
FName
): Party info associated with this message. (Foreign = "MobileMessageParties") - UseDelayMessage (
bool
): If true, uses delay logic before sending the message. - DelayInfo (
FB1MobileMessageDelayInfo
): Settings for delay conditions and probability.