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738 bytes added ,  18:10, 1 June 2022
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====Fallback====
 
====Fallback====
 
If none of the above match, the game will show the value with key <samp>NPC.cs.4061</samp> in <samp>Strings\StringsFromCSFiles.xnb</samp>. (English version: "Hi.")
 
If none of the above match, the game will show the value with key <samp>NPC.cs.4061</samp> in <samp>Strings\StringsFromCSFiles.xnb</samp>. (English version: "Hi.")
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====Event dialogue====
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There are various other strings that are customizable on a per-NPC basis, stored outside of the <samp>Characters/Dialogue</samp> folder.
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{| class="wikitable"
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|-
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! key format
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! description
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|-
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| <samp>SpouseFlowerDanceAccept_{{t|Spouse name}}</samp>
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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>.
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|-
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| <samp>PurchasedItem_{{t|NPC name}}</samp></br><samp>PurchasedItem_{{t|NPC name}}_Quality{{t|Quality}}</samp>
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| Stored in <samp>Data/ExtraDialogue.xnb</samp>. An NPC-specific version of the "purchased item" strings.
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|}
    
===Marriage dialogue===
 
===Marriage dialogue===
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