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→‎Rain dialogue: Clarifying conditions (“one of the above” not including generic dialogue which is listed above it)
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====Rain dialogue====
 
====Rain dialogue====
<samp>Characters\Dialogue\rainy.xnb</samp> contains one dialogue entry per NPC. There's a roughly 50% chance they'll use this dialogue if one of the above didn't match, it's raining, and you're not married to or divorced from them.
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<samp>Characters\Dialogue\rainy.xnb</samp> contains one dialogue entry per NPC. There's a roughly 50% chance they'll use this dialogue if a special or location dialogue doesn’t match, it's raining, and you're not married to or divorced from them.
    
====Marriage dialogue====
 
====Marriage dialogue====
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The file has entries in the form <samp>"<key>": "dialogue string"</samp>, where the key is an arbitrary unique identifier. These must exactly match the key expected by the game, but the keys are just unique identifiers &mdash; even though most keys look like <samp>{{t|file name}}.{{t|line number}}</samp>, that's just the convention originally used to assign IDs and it has no meaning or effect (nor does it even necessarily match the current file name or line number).
 
The file has entries in the form <samp>"<key>": "dialogue string"</samp>, where the key is an arbitrary unique identifier. These must exactly match the key expected by the game, but the keys are just unique identifiers &mdash; even though most keys look like <samp>{{t|file name}}.{{t|line number}}</samp>, that's just the convention originally used to assign IDs and it has no meaning or effect (nor does it even necessarily match the current file name or line number).
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In most situations, if the game is unable to find a string for an NPC to say, it will default to <samp>NPC.cs.4061</samp>. (English version: "Hi.")
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In most situations, if the game is unable to find a string for an NPC to say, it will default to <samp>NPC.cs.4061</samp> (English version: "Hi.").
 
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'''Note while this table describes the general pattern of these comments, the _Stardrop key will not work in 1.5.6 except in Krobus's case. The other three keys can be patched to <samp>Strings/StringsFromCSFiles</samp> with the internal name of the NPC replacing <NPC> and will properly work.'''
      
Some other useful NPC-specific strings stored here are as follows:
 
Some other useful NPC-specific strings stored here are as follows:
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! description
 
! description
 
|-
 
|-
| <samp>{{t|NPC}}_AfterWedding</samp></br><samp>{{t|NPC}}_Engaged</samp></br><samp>{{t|NPC}}_EngagedRoommate</samp></br><samp>{{t|NPC}}_Stardrop</samp>
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| <samp>{{t|NPC name}}_AfterWedding</samp>
| Stored in <samp>Strings\StringsFromCSFiles.xnb</samp>. Currently only used for Krobus. Despite the name, <samp>AfterWedding</samp> is used when Krobus arrives at the farm. <samp>Stardrop</samp> is used when Krobus gifts you a [[Stardrop]].
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| Shown after marrying an NPC, when you talk to them on the farm on the same day.
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|-
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| <samp>{{t|NPC name}}_Engaged</samp></br><samp>{{t|NPC name}}_EngagedRoommate</samp>
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| Shown after the NPC accepts an engagement item (e.g. [[Mermaid's Pendant|mermaid's pendant]] or [[Void Ghost Pendant|void ghost pendant]] for vanilla NPCs).
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|-
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| <samp>Krobus_Stardrop</samp>
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| Shown when Krobus gives you the [[Stardrop#Locations|spouse stardrop]]. Other NPCs don't have an equivalent entry, and will use <samp>Strings\StringsFromCSFiles:NPC.cs.4001</samp> instead.
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{{upcoming|1.6|This no longer exists; use <samp>SpouseStardrop</samp> in <samp>Characters/Dialogue/&lt;name&gt;</samp> instead.}}.
 
|}
 
|}
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|-
 
|-
 
| <samp>$0</samp>
 
| <samp>$0</samp>
| <samp>$k</samp>
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|  
 
| Use their neutral portrait.
 
| Use their neutral portrait.
 
|-
 
|-
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