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remove {{upcoming|1.6}} & update accordingly
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|-
 
|-
 
| <samp>{{t|dayOfWeek}}{{t|hearts}}_{{t|firstOrLaterYear}}</samp>
 
| <samp>{{t|dayOfWeek}}{{t|hearts}}_{{t|firstOrLaterYear}}</samp>
| Dialogue shown on the given [[#Days of week|day of week]] if you have at least {{t|hearts}} hearts with them, in the [[#First/later year|first/later year]]. The {{t|hearts}} will be checked in the order 10, 8, 6, 4, 2 (no other value will be recognised).<br />'''Bug:''' only shown if an equivalent <samp>{{t|dayOfWeek}}{{t|hearts}}</samp> key also exists.<br /><small>Example: <samp>Thu2_2: "Well, my Dad is back. Have you met him?#$b#I'm just glad he's okay."</samp></small>{{upcoming|1.6|Fixed bug.}}
+
| Dialogue shown on the given [[#Days of week|day of week]] if you have at least {{t|hearts}} hearts with them, in the [[#First/later year|first/later year]]. The {{t|hearts}} will be checked in the order 10, 8, 6, 4, 2 (no other value will be recognised).<br /><small>Example: <samp>Thu2_2: "Well, my Dad is back. Have you met him?#$b#I'm just glad he's okay."</samp></small>
 
|-
 
|-
 
| <samp>{{t|dayOfWeek}}{{t|hearts}}</samp>
 
| <samp>{{t|dayOfWeek}}{{t|hearts}}</samp>
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|-
 
|-
 
| <samp>{{t|dayOfWeek}}_{{t|firstOrLaterYear}}</samp>
 
| <samp>{{t|dayOfWeek}}_{{t|firstOrLaterYear}}</samp>
| Dialogue shown on the given [[#Days of week|day of week]] in the [[#First/later year|first/later year]].<br />'''Bug:''' only shown if an equivalent <samp>{{t|dayOfWeek}}</samp> key also exists.<br /><small>Example: <samp>Sat_1: "Dad's coming back soon!#$b#I hope he brings me some toys.$u"</samp></small>{{upcoming|1.6|Fixed bug.}}
+
| Dialogue shown on the given [[#Days of week|day of week]] in the [[#First/later year|first/later year]].<br /><small>Example: <samp>Sat_1: "Dad's coming back soon!#$b#I hope he brings me some toys.$u"</samp></small>
 
|-
 
|-
 
| <samp>{{t|dayOfWeek}}</samp>
 
| <samp>{{t|dayOfWeek}}</samp>
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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.
+
<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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====Characters====
 
====Characters====
 
<samp>Strings\Characters.xnb</samp> contains miscellaneous dialogue, some of which is NPC-specific:
 
<samp>Strings\Characters.xnb</samp> contains miscellaneous dialogue, some of which is NPC-specific:
  −
'''Note while this table describes the general pattern of these comments, they are actually quite hardcoded and you probably cannot add new keys.'''
      
{| class="wikitable"
 
{| class="wikitable"
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! description
 
! description
 
|-
 
|-
| <samp>MovieInvite_Invited_{{t|NPC}}</samp></br><samp>MovieInvite_Spouse_{{t|spouse}}</samp>
+
| <samp>MovieInvite_Spouse_{{t|NPC name}}</samp>
| A custom response to being invited to see a movie.
+
| Shown when the NPC accepts a [[Movie Ticket|movie ticket]] when they're married to you. If missing, defaults to a <samp>MovieInvite_Invited_*</samp> key.
 +
|-
 +
| <samp>MovieInvite_Invited_{{t|NPC name}}</samp><br /><samp>MovieInvite_Invited_{{t|manner}}</samp><br /><samp>MovieInvite_Invited_{{t|socialAnxiety}}</samp><br /><samp>MovieInvite_Invited_{{t|optimism}}</samp><br /><samp>MovieInvite_Invited_{{t|age}}</samp><br /><samp>MovieInvite_Invited</samp>
 +
| Shown when the NPC accepts a [[Movie Ticket|movie ticket]]. The NPC will use the first key that exists in the order listed here.
 +
 
 +
The {{t|manner}}, {{t|socialAnxiety}}, and {{t|optimism}} values are those specified in the [[Modding:NPC data|NPC's equivalent data fields]]. The {{t|age}} value is one of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>.
 
|-
 
|-
| <samp>Phone_{{t|NPC}}_Open</samp></br><samp>Phone_{{t|NPC}}_Open_Rare</samp></br><samp>Phone_{{t|NPC}}_Closed</samp></br><samp>Phone_{{t|NPC}}_Festival</samp></br><samp>Phone_{{t|NPC}}_Working</samp></br><samp>Phone_{{t|NPC}}_Working_OneDay</samp>
+
| <samp>Phone_*</samp>
| Dialogue used when calling a storeowner NPC on the [[Telephone]].
+
| Shown when calling a shop owner NPC on the [[telephone]]. These keys are hardcoded, so new keys with the same pattern will be ignored.
 
|}
 
|}
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<samp>Strings\SpeechBubbles.xnb</samp> contains dialogue spoken by NPCs through speech bubbles when '''the player''' enters a given location. This is distinct from the <samp>{{t|location}}_Entry</samp> field in an NPC's <samp>Characters\Dialogue\*.xnb</samp> file, which is triggered when '''the NPC''' enters a given location.
 
<samp>Strings\SpeechBubbles.xnb</samp> contains dialogue spoken by NPCs through speech bubbles when '''the player''' enters a given location. This is distinct from the <samp>{{t|location}}_Entry</samp> field in an NPC's <samp>Characters\Dialogue\*.xnb</samp> file, which is triggered when '''the NPC''' enters a given location.
   −
Entries are in the following formats. All entries which are applicable make up a pool that the game randomly chooses from.
+
These keys are hardcoded, so new keys with the same pattern will be ignored.
 
  −
'''Note while this table describes the general pattern of these comments, they are actually quite hardcoded and you probably cannot add new keys.'''
  −
 
  −
{| class="wikitable"
  −
|-
  −
! key format
  −
! description
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_Spouse</samp>
  −
| Added to the pool when the given NPC is your spouse.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_CloseFriends</samp>
  −
| Added to the pool when you have a certain friendship level with the NPC.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_NotCloseFriends</samp>
  −
| Added to the pool when you are below a certain friendship point threshold with the NPC.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_Raining</samp>
  −
| Added to the pool when it is raining. Can be suffixed with a number, in which case all entries will be added to the pool.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_NotRaining</samp>
  −
| Added to the pool when it is not raining. Can be suffixed with a number, in which case all entries will be added to the pool.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_Snowing</samp>
  −
| Added to the pool when it is raining. Can be suffixed with a number, in which case all entries will be added to the pool.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_NotSnowing</samp>
  −
| Added to the pool when it is not raining. Can be suffixed with a number, in which case all entries will be added to the pool.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_{{t|time}}</samp>
  −
| Added to the pool when it is {{t|time}}, which can be <samp>Morning</samp>, <samp>Afternoon</samp>, or <samp>Evening</samp>.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_{{t|season}}</samp>
  −
| Added to the pool when it is the given season.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_Not{{t|season}}</samp>
  −
| Added to the pool when it is not the given season.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_Greeting</samp>
  −
| Always added to the pool. Can be suffixed with a number, in which case all entries will be added to the pool. Can also be suffixed with <samp>Male</samp> or <samp>Female</samp>, in which case only the one applicable to the player's gender will be added to the pool.
  −
|-
  −
| <samp>{{t|location}}_{{t|NPC}}_RareGreeting</samp>
  −
| Has a much lower chance of appearing than any other greeting.
  −
|}
      
====Strings from CS files====
 
====Strings from CS files====
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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).
   −
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.")
+
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.").
 
  −
'''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>
+
| <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]].
+
| Shown after marrying an NPC, when you talk to them on the farm on the same day.
 +
|-
 +
| <samp>{{t|NPC name}}_Engaged</samp></br><samp>{{t|NPC name}}_EngagedRoommate</samp>
 +
| 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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|-
 
|-
 
| <samp>$0</samp>
 
| <samp>$0</samp>
| <samp>$k</samp>
+
|  
 
| Use their neutral portrait.
 
| Use their neutral portrait.
 
|-
 
|-
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| <samp>%book</samp>
 
| <samp>%book</samp>
 
| The title of Elliott's book.
 
| The title of Elliott's book.
|-
  −
| <samp>%rival</samp>
  −
| {{upcoming|1.6.0|This token no longer exists.}} A random first name of the Farmer's gender from StringsFromCSFiles.xnb (keys Utility.cs.5499 through Utility.cs.5560).  Will not match the Farmer's name.
   
|-
 
|-
 
| <samp>%pet</samp>
 
| <samp>%pet</samp>
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