Modding:Dialogue

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Index

This page explains how the game stores dialogue text, its format, and how the game parses it. This is an advanced guide for mod developers.

Data

The dialogue text is stored in four sets of files.

Character-specific dialogue

Characters\Dialogue\*.xnb contains most of the dialogue for each character (one file per character). The format in this file is:

"<preface>[heart level]_[date]_[year][suffix]": "String"

...where:

  • <preface> is an arbitrary key which identifies what it's for (like Introduction, Event, Season, etc).
  • [heart level] is the minimum heart level the player must have reached with the NPC for this dialogue to appear.
  • [date] is the numeric day of the month (like 28), or the three-character weekday (like Mon).
  • [year] is 1 for year one, or 2 for any year after that.
  • [suffix] is any string further identifying the dialogue (like inlaw_Abigail, for dialogue that only appears when you're married to Abigail).

If multiple dialogues are eligible, the game prioritises by the following:

  1. marriage status;
  2. preface;
  3. suffix;
  4. in-law status;
  5. day of month;
  6. year;
  7. heart level;
  8. day of week.

Strings from CS files

Strings\StringsFromCSFiles.xnb contains many translation strings, including NPC dialogue defined in the code. That includes every bit of dialogue that's shared between multiple characters, and dialogue for some hardcoded events like marriage. The format in this file is:

"<key>": "dialogue string"

The key is generated based on the file that contained it before translations were added (in the form <file name>.<int id>), but doesn't have any particular meaning now.

Marriage dialogue

Characters\Dialogue\MarriageDialogue.xnb contains dialogue text for all spouses, and each NPC may optionally have their own dialogue file like Characters\Dialogue\MarriageDialogueAbigail.xnb. When looking up a dialogue key, it will use the one in the NPC's file if it exists, else the one in the generic file, else a default text (usually blank).

Each dialogue entry has a key with one of these formats:

key format description
<season>_<day> Dialogue shown when the day starts, if <season> and <day> match the current date.
Example: fall_1: "The scent is unmistakable... mushroom, rotting leaves, pumpkin. It's fall, alright. Isn't it lovely?"
patio_<spouse> Dialogue shown when the NPC is standing on the patio.
<weather>_<dayOrNight>_<random> Daily dialogue. <weather> is Rainy if it's raining, else Indoor (even if they're not indoors). <dayOrNight> is Night after 6pm, else Day. <random> is a number -1 to 4, used to randomly select an entry.
Example: Rainy_Night_3: "On nights like this, I like to turn the light down low and just listen...$8"
funLeave_<spouse> TODO
jobLeave_<spouse> TODO
funReturn_<spouse> Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only on Monday (any NPC) or Friday (if not Maru/Penny/Harvey).
Example: funReturn_Abigail: "Hey! Did you have a good day? Mine went well. It was refreshing to take a walk.$h"
jobReturn_<spouse> Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only if funReturn isn't shown instead.
Example: jobReturn_Penny: "#$c .5#Good evening. My day was fine, thanks! How was yours?$h#$e#Jas and Vincent weren't behaving very well today. I'm still all wound up..."
<season>_<spouse> Dialogue shown at 9+ heart levels with a 5% chance each day.
Example: fall_Abigail: "Do I smell pumpkin on you? Maybe I'm just dreaming...$h"
Outdoor_<spouse> Dialogue shown on the farm with a 20% chance.
Example: Outdoor_Abigail: "I'm just going to hang out here, okay?#$e#There's a lot of interesting bugs and things out here. *chuckle*$h"
Outdoor_<random> Dialogue shown on the farm with an 80% chance. <random> is a number 0–4, used to randomly select an entry.
Example: Outdoor_3: "It's pretty cool that we have a cave on our property. It's something I always dreamed about.$h"
spouseRoom_<spouse> Dialogue shown when the NPC is in their room.
Example: spouseRoom_Abigail: "$c .5#I got up a little before you and fed David Jr. He's very active this morning.#$e#I hope you don't mind the guinea pig smell."
OneKid_<random> Dialogue shown when standing in the kitchen, if they have one child. <random> is a number 0–4, used to randomly select an entry.
OneKid_1: "I wonder if %kid1 will grow up to be a farmer like you?"
TwoKids_<random> Dialogue shown when standing in the kitchen, if they have two children. <random> is a number 0–4, used to randomly select an entry.
TwoKids_2: "I had a dream that %kid2 will grow up to be a famous monster hunter. I've already been thinking about a little armor set."
<affection>_<random> Dialogue shown inside the farmhouse between 11am and 6pm, or when the day starts if a different dialogue isn't selected. <affection> is randomly Bad or Neutral if they have less than 9 hearts; 50% chance of Good and 75% chance of Good if you have 10+ or 11+ hearts respectively; else Neutral <random> is a number 0–9, used to randomly select an entry.
Example: Good_5: "I was just admiring the mermaid's pendant you gave me... I'll proudly wear this to my grave.$l"

Event files

Data\Events\*.xnb contains event scripts, including any dialogue in the event (see Modding:Event data).

Animation descriptions

Data\animationDescriptions.xnb contains short bits of dialogue to go with certain schedule points.

Algorithm

The game finds dialogue as follows:

  1. Event dialogue is read from the appropriate event commands (see Modding:Event data).
  2. Location-specific dialogue is read from StringsFromCSFiles <location>.cs.
  3. Else character dialogue is read from the character-specific files.
  4. If no dialogues were found, the game resorts to hardcoded dialogue from the StringsFromCSFiles files (specifically keys prefixed with NPC.cs NPC.cs).

Format

Dialogue text can contain tokens and commands which control the dialogue box, change the text (e.g. switch between gender-specific strings), inject values, etc. These are parsed by the Dialogue class.

Special tokens:

character description
# Separates two commands in a dialogue string.
{ TODO. Stands for "breakSpecialCharacter".
^ Gender switch character. The text before it is shown for male farmers, the text after it for female farmers.
Example: Oh, good morning Mr. @!^Oh, good morning Ms. @!
* TODO. Stands for "quickResponseDelineator".

Portrait commands

These commands determine which portrait will be shown in the dialogue box. Portrait commands go to the end of a line of dialogue:

"fall_Fri6": "When I was a little girl, my father abandoned us.$s#$b#I'm sorry to make things uncomfortable for you...$u#$e#Anyway... How's the farming life going?",
command description
$neutral Switch the speaking character to their neutral portrait.
$h Switch the speaking character to their happy portrait.
$s Switch the speaking character to their sad portrait.
$u Switch the speaking character to their unique portrait.
$l Switch the speaking character to their love portrait.
$a Switch the speaking character to their angry portrait.
$<id> Switch the speaking character to the portrait at the given index in their portraits file. Portraits are numbered from left to right and top to bottom, starting at $0. All characters have six standard portraits: $0 (neutral), $1 (happy), $2 (sad), $3 (unique), $4 (love), and $5 (angry). Characters may have custom portraits beyond those for their dialogue and cutscenes.
NOTE: $1 can't be used as the first dialogue command (see $1 below).

Dialogue commands

$q <response IDs> <fallback>#<text> Show a dialogue box containing the given question text. If <response IDs> (a list delimited by /) contains an answer already given, the question is skipped (along with the rest of this dialogue line), and instead the dialogue entry identified by <fallback> will be appended to whatever precedes this $q command. The <fallback> dialogue typically uses a $p command to adjust the text based on the player's answer to this question.
$r <response ID> <friendship> <reaction>#<answer text> Define a response option to a $q question dialogue. <answer text> is the text shown. <response ID> is used to group responses for future reference (multiple answers can share an answer ID). <friendship> defines the change in friendship value, positive or negative, if this response is selected. <reaction> names the dialogue entry from the NPC's Content\Characters\Dialogue\*.xnb file that will be the NPC's reaction if this response is selected by the player.
$p <response ID>#<match text>|<no-match text> Stands for "dialoguePrerequisite". Shows different text depending on whether the player gave a particular answer to a previously-asked question. If <response ID> matches an answer the player gave, <match text> is shown; otherwise, <no-match text> is shown. These texts, separated by |, can each contain multiple commands separated by #. This does not need to be the first command in the dialogue string.
$b Indicates pauses in dialogue, where the player will need to click for the next part to load in a new dialogue box.
$e Ends the current dialogue, closing the dialogue box and resuming player control. The dialogue following $e will require a new interaction with the NPC.
$k TODO. Stands for "dialogueKill".
$c <probability>#<text1>#<text2> Show <text1> with a <probability> between 0 and 1; otherwise, show <text2>. E.g. $c 0.9 for a 90% chance of <text1> and a 10% chance of <text2>. NOTE: Replacer commands (see below) do not work in <text1>. This does not need to be the first command in a dialogue string. Unsure how daily luck affects the chance of dialogue, if at all.
$d <bus|joja|cc> dialogueDependingOnWorldState

"Tue4": "$d <dependence>#|Dialogue when dependence value is true.|Dialogue in other situations.",
The dependence can take one of three values: "bus": is the bus fixed?; "joja": is JoJa Mart in business?; "cc": has the Community Centre been completed? This command must start the dialogue string and does not allow for any other dialogue commands in the string.

$y TODO. Stands for "dialogueQuickResponse"; works like $q, but within one and the same text line.
$1 <letter ID>#<1st-time text> #$e# <nth-time text> Creates a line of dialogue which the character will only see once (at most). <1st-time text> is shown only if <letter ID> has not been marked as sent yet (and this marks it as sent); otherwise, <nth-time text> is shown. <letter ID> should not correspond to an actual piece of mail (because it will not be sent), but it can be referenced by events or other dialogue lines.
%fork TODO. Seems to have to do with questions and forks, however is used sparingly in game code. May be limited to forking events.
[# # #] Gives the player a random item, from the pool of item IDs within the brackets.

Question example

To understand how $q, $r, and $p work, an example may be helpful. Consider this excerpt from Haley's dialogue file.

    summer_Sat: "Farming sounds so boring...#$q 42/43 summer_Sat_old#What do you even do all day?#$r 42 10 summer_Sat_12#Care for plants#$r 42 10 summer_Sat_12#Explore the caves#$r 43 -10 summer_Sat_13#Snoop around in your room#$r 42 10 summer_Sat_12#Dig for treasure" #!String
    summer_Sat_old: "#$p 43#Hey, you better not be snooping around in my room anymore!$a|But I guess it could get you in pretty good shape." #!String
    summer_Sat_12: "Hmm... sounds like a lot of work." #!String
    summer_Sat_13: "What? You'd better not be doing that!$a" #!String

The first time the summer_Sat dialogue is chosen, neither response 42 nor 43 will have been given (because this question is the only one which has them as responses), so Haley will say, "Farming sounds so boring... What do you even do all day?" The player can select among these responses:

  • Care for plants
  • Explore the caves
  • Snoop around in your room
  • Dig for treasure

The third response, $r 43 -10 summer_Sat_13#Snoop around in your room, sets response ID 43, reduces Haley's friendship by 10 points, and brings up the dialogue summer_Sat_13 (Haley says, "What? You'd better not be doing that!"). All of the other responses set response ID 42, increase Haley's friendship by 10 points, and bring up the dialogue summer_Sat_12 ("Hmm... sounds like a lot of work.").

The next time summer_Sat is chosen, one of the response IDs listed in the $q command will have been given (either 42 or 43). Therefore, the $q and everything after is scrapped, and dialogue summer_Sat_old is put in its place. This new dialogue uses the $p command to change Haley's dialogue based on whether or not you gave response ID 43 to any previous question. If you answered "Snoop around your room," everything before the | will be used, so Haley will now say, "Farming sounds so boring... Hey, you better not be snooping around in my room anymore!" If response ID 43 has not been given (in this case, you must have given response ID 42, i.e. one of the other three responses to the previous question), everything after the | will be used, so Haley will instead say, "Farming sounds so boring... But I guess it could get you in pretty good shape."

Replacer commands

Replacer commands will be replaced with the relevant string.

@ Farmer's name.
Example: Hi there @!
%adj Random adjective. (Defined in StringsFromCSFiles.xnb)
%noun Random noun. (Defined in StringsFromCSFiles.xnb)
%place Random place name. (Defined in StringsFromCSFiles.xnb)
%spouse The name of Farmer's spouse.
%name A randomly-generated name.
%firstnameletter The first 2 letters of the Farmer's name. (Example If the famers name was Jack.) "Look! It's spelling something out!, I... ❤, J-A. Wait.. I, ❤, Ja...?)
%time Current time.
%band The name of Sam and Sebastian's band.
%book The title of Elliott's book.
%rival A random first name of the Farmer's gender from StringsFromCSFiles.xnb (keys Utility.cs.5499 through Utility.cs.5560). Will not match the Farmer's name.
%pet The name of Farmer's pet.
%farm Farm name.
%favorite The Farmer's favorite thing.
%kid1 The name of Farmer's first child.
%kid2 The name of Farmer's second child.