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| <samp>dialogue</samp>
 
| <samp>dialogue</samp>
| <p>''(optional)'' The dialogue the NPC should use when they reach their destination. This must be an [[Modding:Modder Guide/APIs/Content|asset name]] and entry key in this exact format (including quotes): <samp>"assetName:key"</samp>. Any slashes in the asset name should be double backslashes (<samp>\\</samp>). The format of the entry key doesn't matter, it just needs to match one in the file.</p><p>For example, <samp>"Strings\\schedules\\Abigail:Sun.000"</samp> means "open the file at <samp>Strings\schedules\Abigail.xnb</samp> and get the text of the <samp>Sun.000</samp> key".
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| <p>''(optional)'' The dialogue the NPC should use when they reach their destination. This must be an [[Modding:Modder Guide/APIs/Content|asset name]] and entry key in this exact format (including quotes): <samp>"assetName:key"</samp>. Any slashes in the asset name should be double backslashes (<samp>\\</samp>). The format of the entry key doesn't matter, it just needs to match one in the file.</p><p>For example, <samp>"Strings\\schedules\\Abigail:Sun.000"</samp> means "open the file at <samp>Strings\schedules\Abigail.xnb</samp> and get the text of the <samp>Sun.000</samp> key".</p><p><small>Tip: If you want schedule dialogue in marriage schedules, include the exact string <samp>marriage</samp> somewhere in the key, that will only show it to the player's spouse.</small>
 
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