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| ====Engagement dialogue==== | | ====Engagement dialogue==== |
− | Similar to the rain dialogue, <samp>Data/EngagementDialogue.xnb</samp> contains entries in the form of <samp>{{t|NPC name}}0</samp> and <samp>{{t|NPC name}}1</samp>, which are used when you are engaged but not yet married to an NPC, or, in the case of a roommate, when they have been invited but have not yet moved in. | + | Similar to the rain dialogue, <samp>Data/EngagementDialogue.xnb</samp> contains entries in the form of <samp>{{t|NPC}}0</samp> and <samp>{{t|NPC}}1</samp>, which are used when you are engaged but not yet married to an NPC, or, in the case of a roommate, when they have been invited but have not yet moved in. |
| | | |
| ====Generic dialogue==== | | ====Generic dialogue==== |
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| | Stored in <samp>Strings/Events.xnb</samp>. If specified, it will be used when a NPC who is your spouse accepts your offer to dance at the Flower Dance. Otherwise, the NPC will use a string from <samp>Strings/StringsFromCSFiles.xnb</samp>. | | | Stored in <samp>Strings/Events.xnb</samp>. If specified, it will be used when a NPC who is your spouse accepts your offer to dance at the Flower Dance. Otherwise, the NPC will use a string from <samp>Strings/StringsFromCSFiles.xnb</samp>. |
| |- | | |- |
− | | <samp>PurchasedItem_{{t|NPC name}}</samp></br><samp>PurchasedItem_{{t|NPC name}}_Quality{{t|Quality}}</samp></br><samp>PurchasedItem_{{t|Number}}_Quality{{t|Quality}}_{{t|NPC name}}</samp> | + | | <samp>PurchasedItem_{{t|NPC}}</samp></br><samp>PurchasedItem_{{t|NPC}}_Quality{{t|Quality}}</samp></br><samp>PurchasedItem_{{t|Number}}_Quality{{t|Quality}}_{{t|NPC}}</samp> |
| | Stored in <samp>Data/ExtraDialogue.xnb</samp>. An NPC-specific version of the "purchased item" strings. {{t|Quality}} is Low or High. {{t|Number}} is a number from 1 to 5. | | | Stored in <samp>Data/ExtraDialogue.xnb</samp>. An NPC-specific version of the "purchased item" strings. {{t|Quality}} is Low or High. {{t|Number}} is a number from 1 to 5. |
| |- | | |- |
− | | <samp>Town_DumpsterDiveComment_{{t|NPC name}}</samp> | + | | <samp>Town_DumpsterDiveComment_{{t|NPC}}</samp> |
| | Stored in <samp>Data/ExtraDialogue.xnb</samp>. An NPC-specific comment for being caught dumpster-diving. Currently only used for Linus, who uniquely has a positive reaction. | | | Stored in <samp>Data/ExtraDialogue.xnb</samp>. An NPC-specific comment for being caught dumpster-diving. Currently only used for Linus, who uniquely has a positive reaction. |
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| | 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]]. | | | 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]]. |
| |- | | |- |
− | | <samp>MovieInvite_Invited_{{t|NPC name}}</samp></br><samp>MovieInvite_Spouse_{{t|Spouse name}}</samp> | + | | <samp>MovieInvite_Invited_{{t|NPC}}</samp></br><samp>MovieInvite_Spouse_{{t|Spouse name}}</samp> |
| | Stored in <samp>Strings/Characters.xnb</samp>. A custom response to being invited to see a movie. | | | Stored in <samp>Strings/Characters.xnb</samp>. A custom response to being invited to see a movie. |
| |} | | |} |
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| | Gives the player a random item, from the pool of item IDs within the brackets. | | | Gives the player a random item, from the pool of item IDs within the brackets. |
| |- | | |- |
− | | <samp>%revealtaste{{t|npc name}}{{t|object ID}}</samp> | + | | <samp>%revealtaste{{t|NPC}}{{t|object ID}}</samp> |
| | Reveals the named character's gift taste for an [[Modding:Items|object]] in their social menu profile. For example, <samp>%revealtasteLewis258</samp> will update Lewis's profile to show that he likes blueberries. This only works if it's in the first message in a dialogue box (''i.e.,'' before any <code>#$b#</code> break, though <code>#$e#</code> breaks are fine). | | | Reveals the named character's gift taste for an [[Modding:Items|object]] in their social menu profile. For example, <samp>%revealtasteLewis258</samp> will update Lewis's profile to show that he likes blueberries. This only works if it's in the first message in a dialogue box (''i.e.,'' before any <code>#$b#</code> break, though <code>#$e#</code> breaks are fine). |
| |} | | |} |