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| | Dialogue shown when the NPC is standing on the patio. | | | Dialogue shown when the NPC is standing on the patio. |
| |- | | |- |
− | | <tt>{{t|weather}}_{{t|dayOrNight}}_{{t|random}}</tt> | + | | <tt>{{t|weather}}_Day_{{t|random}}</tt> |
− | | Daily dialogue. {{t|weather}} is <tt>Rainy</tt> if it's raining, else <tt>Indoor</tt> (even if they're not indoors). {{t|dayOrNight}} is <tt>Night</tt> after 6pm, else <tt>Day</tt>. {{t|random}} is a number -1 to 4, used to randomly select an entry.<br /><small>Example: <tt>Rainy_Night_3</tt>: "''On nights like this, I like to turn the light down low and just listen...$8''"</small> | + | | Daily dialogue added when the day starts, based on the {{t|weather}} (<tt>Rainy</tt> if it's raining, else <tt>Indoor</tt> even if they're not indoors) and {{t|random}} (a random number between 0 and 4). If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead. |
| + | |- |
| + | | <tt>Rainy_Night_{{t|random}}</tt> |
| + | | Daily dialogue in the farmhouse after 6pm when it's raining. {{t|random}} is a number between 0–5 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.<br /><small>Example: <tt>Rainy_Night_3</tt>: "''On nights like this, I like to turn the light down low and just listen...$8''"</small> |
| + | |- |
| + | | <tt>Indoor_Night_{{t|random}} |
| + | | Daily dialogue in the farmhouse after 6pm when it's ''not'' raining. {{t|random}} is a number between 0–4 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead. |
| |- | | |- |
| | <tt>funLeave_{{t|spouse}}</tt> | | | <tt>funLeave_{{t|spouse}}</tt> |