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