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===Format===
 
===Format===
 
Each block of data within the file begins with an <samp>NPCName</samp> key, which is the name of the NPC to whom the rest of the data in the block will apply. This is followed by a list with the key <samp>Reactions</samp>. Each block within this list is the data for an NPC's response to a specific type of movie.
 
Each block of data within the file begins with an <samp>NPCName</samp> key, which is the name of the NPC to whom the rest of the data in the block will apply. This is followed by a list with the key <samp>Reactions</samp>. Each block within this list is the data for an NPC's response to a specific type of movie.
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If multiple response blocks are applicable to the movie, the game uses the first non-null <samp>Response</samp>, <samp>BeforeMovie</samp>, <samp>DuringMovie</samp>, and <samp>AfterMovie</samp> fields it can find. Said fields do not necessarily have to come from the same response block. If the game cannot find applicable <samp>BeforeMovie</samp>, <samp>DuringMovie</samp>, or <samp>AfterMovie</samp> fields, it will use default text from <samp>Strings\Characters.xnb</samp>.
      
The data within each block is formatted as follows:
 
The data within each block is formatted as follows:
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|-
 
|-
 
|}
 
|}
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For unknown reasons, in the vanilla game code, when the <samp>Tag</samp> field is <samp>love</samp> or <samp>dislike</samp>, the <samp>Response</samp>field will always be <samp>like</samp>.
    
==== Special responses ====
 
==== Special responses ====
Each <samp>SpecialResponses</samp> block contains 3 blocks, beginning with <samp>BeforeMovie</samp>, <samp>DuringMovie</samp>, and <samp>AfterMovie</samp>, in that order. Any of these blocks may be left null. By default, the dialogue within these blocks triggers before the film begins, at a random point during it, and after it's finished, respectively. The data within each block is as follows:
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Each <samp>SpecialResponses</samp> block contains 3 blocks, beginning with <samp>BeforeMovie</samp>, <samp>DuringMovie</samp>, and <samp>AfterMovie</samp>, in that order. Any of these blocks may be left null. By default, the dialogue within these blocks triggers when talking to the NPC in the movie theater lobby, at a random point during the movie, and after the movie is finished, respectively. The data within each block is as follows:
    
{| class="wikitable"
 
{| class="wikitable"
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| The dialogue spoken by the NPC.
 
| The dialogue spoken by the NPC.
 
|}
 
|}
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If multiple response blocks are applicable to the movie, the game uses the first non-null <samp>Response</samp>, <samp>BeforeMovie</samp>, <samp>DuringMovie</samp>, and <samp>AfterMovie</samp> fields it can find. Said data does not necessarily have to come from the same response block. If the game cannot find applicable <samp>DuringMovie</samp> dialogue, it will use default text from <samp>Strings\Characters.xnb</samp>. If the game cannot find applicable <samp>BeforeMovie</samp> or <samp>AfterMovie</samp> dialogue, the NPC will show as being able to be spoken to, but interacting with them will have no effect.
    
== Concession data ==
 
== Concession data ==
<samp>Data\Movies.xnb</samp> contains the data for the food purchased at the concessions stand, stored as a list of blocks. For reference, below is the raw data of the file:
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<samp>Data\Concessions.xnb</samp> contains the data for the food purchased at the concessions stand, stored as a list of blocks. For reference, below is the raw data of the file:
    
{{collapse|Data|content=<syntaxhighlight lang="json">
 
{{collapse|Data|content=<syntaxhighlight lang="json">
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| A list of concession tags that are loved, liked, or disliked. This can be an <samp>ItemTag</samp>, or the internal name of a specific concession. To determine an NPC's opinion of a concession, the game totals how many tags from each group apply, with <samp>LovedTags</samp> and <samp>LikedTags</samp> contributing a positive score and <samp>DislikedTags</samp> contributing a negative. Purchasing a loved snack earns 50 Friendship points with the NPC, a liked snack earns 25 Friendship points, and a disliked snack neither earns nor costs friendship points with the NPC.
 
| A list of concession tags that are loved, liked, or disliked. This can be an <samp>ItemTag</samp>, or the internal name of a specific concession. To determine an NPC's opinion of a concession, the game totals how many tags from each group apply, with <samp>LovedTags</samp> and <samp>LikedTags</samp> contributing a positive score and <samp>DislikedTags</samp> contributing a negative. Purchasing a loved snack earns 50 Friendship points with the NPC, a liked snack earns 25 Friendship points, and a disliked snack neither earns nor costs friendship points with the NPC.
 
|}
 
|}
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[[Category:Modding]]
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