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| This file contains one dialogue entry per NPC. There's a roughly 50% chance they'll use this dialogue if one of the above didn't match, it's raining, and you're not married to or divorced from them. | | This file contains one dialogue entry per NPC. There's a roughly 50% chance they'll use this dialogue if one of the above didn't match, it's raining, and you're not married to or divorced from them. |
| | | |
| + | ===Marriage dialogue=== |
| + | <samp>Characters\Dialogue\MarriageDialogue.xnb</samp> contains dialogue text for all spouses, and each NPC may optionally have their own dialogue file like <samp>Characters\Dialogue\MarriageDialogueAbigail.xnb</samp>. 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 |
| + | |- |
| + | | <samp>{{t|season}}_{{t|day}}</samp> |
| + | | Dialogue shown when the day starts, if {{t|season}} and {{t|day}} match the current date.<br /><small>Example: <samp>fall_1</samp>: "''The scent is unmistakable... mushroom, rotting leaves, pumpkin. It's fall, alright. Isn't it lovely?''"</small> |
| + | |- |
| + | | <samp>patio_{{t|spouse}}</samp> |
| + | | Dialogue shown when the NPC is standing on the patio. |
| + | |- |
| + | | <samp>{{t|weather}}_Day_{{t|random}}</samp> |
| + | | Daily dialogue added when the day starts, based on the {{t|weather}} (<samp>Rainy</samp> if it's raining, else <samp>Indoor</samp> even if they're not indoors) and {{t|random}} (a random number between 0 and 4). If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead. |
| + | |- |
| + | | <samp>Rainy_Night_{{t|random}}</samp> |
| + | | Daily dialogue in the farmhouse after 6pm when it's raining. {{t|random}} is a number between 0–5 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.<br /><small>Example: <samp>Rainy_Night_3</samp>: "''On nights like this, I like to turn the light down low and just listen...$8''"</small> |
| + | |- |
| + | | <samp>Indoor_Night_{{t|random}} |
| + | | Daily dialogue in the farmhouse after 6pm when it's ''not'' raining. {{t|random}} is a number between 0–4 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead. |
| + | |- |
| + | | <samp>funLeave_{{t|spouse}}</samp> |
| + | | Dialogue used when leaving the farmhouse, typically during a Monday, or a Friday if they have no job. (See below.) |
| + | |- |
| + | | <samp>jobLeave_{{t|spouse}}</samp> |
| + | | Dialogue used when leaving to go to their job. Only used for Maru, Penny, and Harvey. |
| + | |- |
| + | | <samp>funReturn_{{t|spouse}}</samp> |
| + | | Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only on Monday (any NPC) or Friday (if not Maru/Penny/Harvey).<br /><small>Example: <samp>funReturn_Abigail</samp>: "''Hey! Did you have a good day? Mine went well. It was refreshing to take a walk.$h''"</small> |
| + | |- |
| + | | <samp>jobReturn_{{t|spouse}}</samp> |
| + | | Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only if <samp>funReturn</samp> isn't shown instead.<br /><small>Example: <samp>jobReturn_Penny</samp>: "''#$c .5#Good evening. My day was fine, thanks! How was yours?$h#$e#Jas and Vincent weren't behaving very well today. I'm still all wound up...''"</small> |
| + | |- |
| + | | <samp>{{t|season}}_{{t|spouse}}</samp> |
| + | | Dialogue shown at 9+ heart levels with a 5% chance each day.<br /><small>Example: <samp>fall_Abigail</samp>: "''Do I smell pumpkin on you? Maybe I'm just dreaming...$h''"</small> |
| + | |- |
| + | | <samp>Outdoor_{{t|spouse}}</samp> |
| + | | Dialogue shown on the farm with a 20% chance.<br /><small>Example: <samp>Outdoor_Abigail</samp>: "''I'm just going to hang out here, okay?#$e#There's a lot of interesting bugs and things out here. *chuckle*$h''"</small> |
| + | |- |
| + | | <samp>Outdoor_{{t|random}}</samp> |
| + | | 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: <samp>Outdoor_3</samp>: "''It's pretty cool that we have a cave on our property. It's something I always dreamed about.$h''"</small> |
| + | |- |
| + | | <samp>spouseRoom_{{t|spouse}}</samp> |
| + | | Dialogue shown when the NPC is in their room.<br /><small>Example: <samp>spouseRoom_Abigail</samp>: "''$c .5#I got up a little before you and fed David Jr. He's very active this morning.#$e#I hope you don't mind the guinea pig smell."''</small> |
| + | |- |
| + | | <samp>OneKid_{{t|random}}</samp> |
| + | | Dialogue shown when standing in the kitchen, if they have one child. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>OneKid_1</samp>: "''I wonder if %kid1 will grow up to be a farmer like you?''"</small> |
| + | |- |
| + | | <samp>TwoKids_{{t|random}}</samp> |
| + | | Dialogue shown when standing in the kitchen, if they have two children. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>TwoKids_2</samp>: "''I had a dream that %kid2 will grow up to be a famous monster hunter. I've already been thinking about a little armor set.''"</small> |
| + | |- |
| + | | <samp>{{t|affection}}_{{t|random}}</samp> |
| + | | Dialogue shown inside the farmhouse between 11am and 6pm, ''or'' when the day starts if a different dialogue isn't selected. {{t|affection}} is randomly <samp>Bad</samp> or <samp>Neutral</samp> if they have less than 9 hearts; 50% chance of <samp>Good</samp> if you have 10+ hearts, and 87.5% chance of <samp>Good</samp> if you have 11+ hearts; else <samp>Neutral</samp> {{t|random}} is a number 0–9, used to randomly select an entry.<br /><small>Example: <samp>Good_5</samp>: "''I was just admiring the mermaid's pendant you gave me... I'll proudly wear this to my grave.$l''"</small> |
| + | |} |
| + | |
| + | ==Data directory== |
| ===Data/EngagementDialogue.xnb=== | | ===Data/EngagementDialogue.xnb=== |
| Similar to the rain dialogue, this file 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. | | Similar to the rain dialogue, this file 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. |
| | | |
− | ====Fallback==== | + | ==Strings directory== |
| + | ===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.") |
| | | |
− | ====Speech bubbles====
| + | ===Speech bubbles=== |
| <samp>Strings/SpeechBubbles.xnb</samp> contains dialogue spoken by NPCs through speech bubbles when '''the player''' enters a given location. This is distinct from the <samp>{{t|location}}_Entry</samp> field in an NPC's <samp>Characters/Dialogue/*.xnb</samp> file, which is triggered when '''the NPC''' enters a given location. | | <samp>Strings/SpeechBubbles.xnb</samp> contains dialogue spoken by NPCs through speech bubbles when '''the player''' enters a given location. This is distinct from the <samp>{{t|location}}_Entry</samp> field in an NPC's <samp>Characters/Dialogue/*.xnb</samp> file, which is triggered when '''the NPC''' enters a given location. |
| | | |
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| |} | | |} |
| | | |
− | ====Miscellaneous====
| + | ==Miscellaneous== |
| There are various other strings that are customizable on a per-NPC basis, stored outside of the <samp>Characters/Dialogue</samp> folder. | | 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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| | <samp>MovieInvite_Invited_{{t|NPC}}</samp></br><samp>MovieInvite_Spouse_{{t|Spouse name}}</samp> | | | <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. |
− | |}
| |
− |
| |
− | ===Marriage dialogue===
| |
− | <samp>Characters\Dialogue\MarriageDialogue.xnb</samp> contains dialogue text for all spouses, and each NPC may optionally have their own dialogue file like <samp>Characters\Dialogue\MarriageDialogueAbigail.xnb</samp>. 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
| |
− | |-
| |
− | | <samp>{{t|season}}_{{t|day}}</samp>
| |
− | | Dialogue shown when the day starts, if {{t|season}} and {{t|day}} match the current date.<br /><small>Example: <samp>fall_1</samp>: "''The scent is unmistakable... mushroom, rotting leaves, pumpkin. It's fall, alright. Isn't it lovely?''"</small>
| |
− | |-
| |
− | | <samp>patio_{{t|spouse}}</samp>
| |
− | | Dialogue shown when the NPC is standing on the patio.
| |
− | |-
| |
− | | <samp>{{t|weather}}_Day_{{t|random}}</samp>
| |
− | | Daily dialogue added when the day starts, based on the {{t|weather}} (<samp>Rainy</samp> if it's raining, else <samp>Indoor</samp> even if they're not indoors) and {{t|random}} (a random number between 0 and 4). If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.
| |
− | |-
| |
− | | <samp>Rainy_Night_{{t|random}}</samp>
| |
− | | Daily dialogue in the farmhouse after 6pm when it's raining. {{t|random}} is a number between 0–5 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.<br /><small>Example: <samp>Rainy_Night_3</samp>: "''On nights like this, I like to turn the light down low and just listen...$8''"</small>
| |
− | |-
| |
− | | <samp>Indoor_Night_{{t|random}}
| |
− | | Daily dialogue in the farmhouse after 6pm when it's ''not'' raining. {{t|random}} is a number between 0–4 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.
| |
− | |-
| |
− | | <samp>funLeave_{{t|spouse}}</samp>
| |
− | | Dialogue used when leaving the farmhouse, typically during a Monday, or a Friday if they have no job. (See below.)
| |
− | |-
| |
− | | <samp>jobLeave_{{t|spouse}}</samp>
| |
− | | Dialogue used when leaving to go to their job. Only used for Maru, Penny, and Harvey.
| |
− | |-
| |
− | | <samp>funReturn_{{t|spouse}}</samp>
| |
− | | Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only on Monday (any NPC) or Friday (if not Maru/Penny/Harvey).<br /><small>Example: <samp>funReturn_Abigail</samp>: "''Hey! Did you have a good day? Mine went well. It was refreshing to take a walk.$h''"</small>
| |
− | |-
| |
− | | <samp>jobReturn_{{t|spouse}}</samp>
| |
− | | Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only if <samp>funReturn</samp> isn't shown instead.<br /><small>Example: <samp>jobReturn_Penny</samp>: "''#$c .5#Good evening. My day was fine, thanks! How was yours?$h#$e#Jas and Vincent weren't behaving very well today. I'm still all wound up...''"</small>
| |
− | |-
| |
− | | <samp>{{t|season}}_{{t|spouse}}</samp>
| |
− | | Dialogue shown at 9+ heart levels with a 5% chance each day.<br /><small>Example: <samp>fall_Abigail</samp>: "''Do I smell pumpkin on you? Maybe I'm just dreaming...$h''"</small>
| |
− | |-
| |
− | | <samp>Outdoor_{{t|spouse}}</samp>
| |
− | | Dialogue shown on the farm with a 20% chance.<br /><small>Example: <samp>Outdoor_Abigail</samp>: "''I'm just going to hang out here, okay?#$e#There's a lot of interesting bugs and things out here. *chuckle*$h''"</small>
| |
− | |-
| |
− | | <samp>Outdoor_{{t|random}}</samp>
| |
− | | 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: <samp>Outdoor_3</samp>: "''It's pretty cool that we have a cave on our property. It's something I always dreamed about.$h''"</small>
| |
− | |-
| |
− | | <samp>spouseRoom_{{t|spouse}}</samp>
| |
− | | Dialogue shown when the NPC is in their room.<br /><small>Example: <samp>spouseRoom_Abigail</samp>: "''$c .5#I got up a little before you and fed David Jr. He's very active this morning.#$e#I hope you don't mind the guinea pig smell."''</small>
| |
− | |-
| |
− | | <samp>OneKid_{{t|random}}</samp>
| |
− | | Dialogue shown when standing in the kitchen, if they have one child. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>OneKid_1</samp>: "''I wonder if %kid1 will grow up to be a farmer like you?''"</small>
| |
− | |-
| |
− | | <samp>TwoKids_{{t|random}}</samp>
| |
− | | Dialogue shown when standing in the kitchen, if they have two children. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>TwoKids_2</samp>: "''I had a dream that %kid2 will grow up to be a famous monster hunter. I've already been thinking about a little armor set.''"</small>
| |
− | |-
| |
− | | <samp>{{t|affection}}_{{t|random}}</samp>
| |
− | | Dialogue shown inside the farmhouse between 11am and 6pm, ''or'' when the day starts if a different dialogue isn't selected. {{t|affection}} is randomly <samp>Bad</samp> or <samp>Neutral</samp> if they have less than 9 hearts; 50% chance of <samp>Good</samp> if you have 10+ hearts, and 87.5% chance of <samp>Good</samp> if you have 11+ hearts; else <samp>Neutral</samp> {{t|random}} is a number 0–9, used to randomly select an entry.<br /><small>Example: <samp>Good_5</samp>: "''I was just admiring the mermaid's pendant you gave me... I'll proudly wear this to my grave.$l''"</small>
| |
| |} | | |} |
| | | |