Changes

36 bytes removed ,  04:49, 2 July 2018
→‎Data: correction: rain dialogue overrides generic dialogue; tweaks for clarity
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====Override dialogue====
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====Location dialogue====
Otherwise the game will choose dialogue in this order, if one of these keys is defined.
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Otherwise the game will choose dialogue in this order.
    
Variants:
 
Variants:
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| Dialogue shown in the named location.<br /><small>Example: <tt>Saloon: "Now that I'm here I can finally relax and socialize a bit."</tt></small>
 
| Dialogue shown in the named location.<br /><small>Example: <tt>Saloon: "Now that I'm here I can finally relax and socialize a bit."</tt></small>
 
|}
 
|}
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 +
====Rain dialogue====
 +
<tt>Characters\Dialogue\rainy.xnb</tt> 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.
    
====Generic dialogue====
 
====Generic dialogue====
If none of the above match, the game will choose one of these in the order shown here.
+
Otherwise the game will choose one of these in the order shown here.
    
Variants:
 
Variants:
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====Fallback====
 
====Fallback====
 
If none of the above match, the game will show the value with key <tt>NPC.cs.4061</tt> in <tt>Strings\StringsFromCSFiles.xnb</tt>. (English version: "Hi.")
 
If none of the above match, the game will show the value with key <tt>NPC.cs.4061</tt> in <tt>Strings\StringsFromCSFiles.xnb</tt>. (English version: "Hi.")
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===Character-specific rain dialogue===
  −
<tt>Characters\Dialogue\rainy.xnb</tt> contains one dialogue entry per NPC. There's a roughly 50% chance they'll use this dialogue if it's raining and you're not married to or divorced from them.
      
===Strings from CS files===
 
===Strings from CS files===
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