Changes

40 bytes removed ,  21:55, 1 June 2022
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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.
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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>
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| <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>
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| <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>
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| <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>
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| <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).
 
|}
 
|}
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