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33 bytes added ,  17:07, 2 June 2022
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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===
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<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"
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|-
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! key format
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! description
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|-
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| <samp>{{t|season}}_{{t|day}}</samp>
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| 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>
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|-
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| <samp>patio_{{t|spouse}}</samp>
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| Dialogue shown when the NPC is standing on the patio.
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|-
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| <samp>{{t|weather}}_Day_{{t|random}}</samp>
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| 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.
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|-
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| <samp>Rainy_Night_{{t|random}}</samp>
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| 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...$8''"</small>
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|-
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| <samp>Indoor_Night_{{t|random}}
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| Daily dialogue in the farmhouse after 6pm when it's ''not'' raining. {{t|random}} is a number between 0–4 inclusively ''or'' the NPC name, each of which has an equal chance of being randomly chosen. If the game chooses a {{t|random}} value that doesn't have a dialogue, it'll use the default text instead.
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|-
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| <samp>funLeave_{{t|spouse}}</samp>
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| Dialogue used when leaving the farmhouse, typically during a Monday, or a Friday if they have no job. (See below.)
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|-
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| <samp>jobLeave_{{t|spouse}}</samp>
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| Dialogue used when leaving to go to their job. Only used for Maru, Penny, and Harvey.
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|-
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| <samp>funReturn_{{t|spouse}}</samp>
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| Dialogue shown after 1pm when they enter the farmhouse but before reaching their target position, but only on Monday (any NPC) or Friday (if not Maru/Penny/Harvey).<br /><small>Example: <samp>funReturn_Abigail</samp>: "''Hey! Did you have a good day? Mine went well. It was refreshing to take a walk.$h''"</small>
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|-
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| <samp>jobReturn_{{t|spouse}}</samp>
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| 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#$e#Jas and Vincent weren't behaving very well today. I'm still all wound up...''"</small>
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|-
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| <samp>{{t|season}}_{{t|spouse}}</samp>
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| Dialogue shown at 9+ heart levels with a 5% chance each day.<br /><small>Example: <samp>fall_Abigail</samp>: "''Do I smell pumpkin on you? Maybe I'm just dreaming...$h''"</small>
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|-
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| <samp>Outdoor_{{t|spouse}}</samp>
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| 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>
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|-
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| <samp>Outdoor_{{t|random}}</samp>
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| 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.$h''"</small>
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|-
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| <samp>spouseRoom_{{t|spouse}}</samp>
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| Dialogue shown when the NPC is in their room.<br /><small>Example: <samp>spouseRoom_Abigail</samp>: "''$c .5#I got up a little before you and fed David Jr. He's very active this morning.#$e#I hope you don't mind the guinea pig smell."''</small>
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|-
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| <samp>OneKid_{{t|random}}</samp>
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| Dialogue shown when standing in the kitchen, if they have one child. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>OneKid_1</samp>: "''I wonder if %kid1 will grow up to be a farmer like you?''"</small>
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|-
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| <samp>TwoKids_{{t|random}}</samp>
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| Dialogue shown when standing in the kitchen, if they have two children. {{t|random}} is a number 0–4, used to randomly select an entry.<br /><small><samp>TwoKids_2</samp>: "''I had a dream that %kid2 will grow up to be a famous monster hunter. I've already been thinking about a little armor set.''"</small>
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|-
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| <samp>{{t|affection}}_{{t|random}}</samp>
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| Dialogue shown inside the farmhouse between 11am and 6pm, ''or'' when the day starts if a different dialogue isn't selected. {{t|affection}} is randomly <samp>Bad</samp> or <samp>Neutral</samp> if they have less than 9 hearts; 50% chance of <samp>Good</samp> if you have 10+ hearts, and 87.5% chance of <samp>Good</samp> if you have 11+ hearts; else <samp>Neutral</samp> {{t|random}} is a number 0–9, used to randomly select an entry.<br /><small>Example: <samp>Good_5</samp>: "''I was just admiring the mermaid's pendant you gave me... I'll proudly wear this to my grave.$l''"</small>
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|}
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==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====
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==Strings directory==
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===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====
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===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====
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==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>
   
|}
 
|}
  
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