Difference between revisions of "Modding:Dialogue"
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| <tt>$c {{t|probability}}#{{t|text1}}#{{t|text2}}</tt> | | <tt>$c {{t|probability}}#{{t|text1}}#{{t|text2}}</tt> | ||
− | | Show {{t|text1}} with a {{t|probability}} between 0 and 1; otherwise, show {{t|text2}}. E.g. <code>$c 0.9</code> for a 90% chance of {{t|text1}} and a 10% chance of {{t|text2}}. | + | | Show {{t|text1}} with a {{t|probability}} between 0 and 1; otherwise, show {{t|text2}}. E.g. <code>$c 0.9</code> for a 90% chance of {{t|text1}} and a 10% chance of {{t|text2}}. NOTE: Replacer commands (see below) do not work in {{t|text1}}. |
|- | |- | ||
| <tt>$d {{t|bus|joja|cc}}</tt> | | <tt>$d {{t|bus|joja|cc}}</tt> |
Revision as of 05:48, 20 March 2018
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This page explains how the game stores dialogue text, its format, and how the game parses it. This is an advanced guide for mod developers.
Data
The dialogue text is stored in four sets of files.
Character-specific dialogue
Characters\Dialogue\*.xnb contains most of the dialogue for each character (one file per character). The format in this file is:
"<preface>[heart level]_[date]_[year][suffix]": "String"
...where:
<preface>
is an arbitrary key which identifies what it's for (like Introduction, Event, Season, etc).[heart level]
is the minimum heart level the player must have reached with the NPC for this dialogue to appear.[date]
is the numeric day of the month (like 28), or the three-character weekday (like Mon).[year]
is 1 for year one, or 2 for any year after that.[suffix]
is any string further identifying the dialogue (like inlaw_Abigail, for dialogue that only appears when you're married to Abigail).
If multiple dialogues are eligible, the game prioritises by the following:
- marriage status;
- preface;
- suffix;
- in-law status;
- day of month;
- year;
- heart level;
- day of week.
Strings from CS files
Strings\StringsFromCSFiles.xnb contains many translation strings, including NPC dialogue defined in the code. That includes every bit of dialogue that's shared between multiple characters, and dialogue for some hardcoded events like marriage. The format in this file is:
"<key>": "dialogue string"
The key is generated based on the file that contained it before translations were added (in the form <file name>
.<int id>
), but doesn't have any particular meaning now.
Event files
Data\Events\*.xnb contains event scripts, including any dialogue in the event (see Modding:Event data).
Animation descriptions
Data\animationDescriptions.xnb contains short bits of dialogue to go with certain schedule points.
Algorithm
The game finds dialogue as follows:
- Event dialogue is read from the appropriate event commands (see Modding:Event data).
- Location-specific dialogue is read from StringsFromCSFiles
<location>
.cs. - Else character dialogue is read from the character-specific files.
- If no dialogues were found, the game resorts to hardcoded dialogue from the StringsFromCSFiles files (specifically keys prefixed with NPC.cs NPC.cs).
Format
Dialogue text can contain tokens and commands which control the dialogue box, change the text (e.g. switch between gender-specific strings), inject values, etc. These are parsed by the Dialogue class.
Special tokens:
character | description |
---|---|
# | Separates two commands in a dialogue string. |
{ | TODO. Stands for "breakSpecialCharacter". |
^ | Gender switch character. The text before it is shown for male farmers, the text after it for female farmers. Example: Oh, good morning Mr. @!^Oh, good morning Ms. @!
|
* | TODO. Stands for "quickResponseDelineator". |
Portrait commands
These commands determine which portrait will be shown in the dialogue box. Portrait commands go to the end of a line of dialogue:
"fall_Fri6": "When I was a little girl, my father abandoned us.$s#$b#I'm sorry to make things uncomfortable for you...$u#$e#Anyway... How's the farming life going?",
command | description |
---|---|
$neutral | Switch the speaking character to their neutral portrait. |
$h | Switch the speaking character to their happy portrait. |
$s | Switch the speaking character to their sad portrait. |
$u | Switch the speaking character to their unique portrait. |
$l | Switch the speaking character to their love portrait. |
$a | Switch the speaking character to their angry portrait. |
$<id>
|
Switch the speaking character to the portrait at the given index in their portraits file, beginning with 0. All characters have six standard portraits: $0 (neutral), $1 (happy), $2 (sad), $3 (unique), $4 (love), and $5 (angry). Characters may have custom portraits beyond those for their dialogue and cutscenes. NOTE: $1 can't be used as the first dialogue command (see $1 below). |
Dialogue commands
$q <?> <?> #<text>
|
Show a dialogue box containing the given question text. |
$r <value A> <value B> <response ID> #<answer text>
|
Define a response option to a $q question dialogue. <answer text> is the text shown. <Value A> is used to group responses for future reference. <Value B> defines the change in friendship value, positive or negative, if this response is selected. <response ID> names the dialogue entry from the NPC's Content\Characters\Dialogue\*.xnb file that will be the NPC's reaction if this response is selected by the player.
|
$p <value>
|
Stands for "dialoguePrerequisite". <value> refers to the value of a response picked by the player to a preceding $r-question.
|
$b | Indicates pauses in dialogue, where the player will need to click for the next part to load in the dialogue box. |
$e | Ends the current dialogue, closing the dialogue box and resuming player control. The dialogue following $b will require a new interaction with the NPC. |
$k | TODO. Stands for "dialogueKill". |
$c <probability> #<text1> #<text2>
|
Show <text1> with a <probability> between 0 and 1; otherwise, show <text2> . E.g. $c 0.9 for a 90% chance of <text1> and a 10% chance of <text2> . NOTE: Replacer commands (see below) do not work in <text1> .
|
$d <bus|joja|cc>
|
dialogueDependingOnWorldState
|
$y | TODO. Stands for "dialogueQuickResponse"; works like $q, but within one and the same text line. |
$1 <letter ID> #<1st-time text> #$e# <nth-time text>
|
Creates a line of dialogue which the character will only see once (at most). <1st-time text> is shown only if <letter ID> has not been marked as sent yet (and this marks it as sent); otherwise, <nth-time text> is shown. <letter ID> should not correspond to an actual piece of mail (because it will not be sent), but it can be referenced by events or other dialogue lines.
|
%fork | TODO. Seems to have to do with questions and forks, however is used sparingly in game code. May be limited to forking events. |
[# # #] | Gives the player a random item, from the pool of item IDs within the brackets. |
Replacer commands
Replacer commands will be replaced with the relevant string.
@ | Farmer's name. Example: Hi there @!
|
%adj | Random adjective. (Defined in StringsFromCSFiles.xnb) |
%noun | Random noun. (Defined in StringsFromCSFiles.xnb) |
%place | Random place name. (Defined in StringsFromCSFiles.xnb) |
%spouse | The name of Farmer's spouse. |
%name | TODO. Stands for "randomNameSpecialCharacter". Seems to return a random name? |
%firstnameletter | TODO. Stands for "firstNameLettersSpecialCharacter". Possibly returns the first letter in the name of a specific NPC, such as in Welwick's fortune. |
%time | Current time. |
%band | TODO. Possibly the genre of Sam and Sebastian's band. |
%book | Randomly assigned title to Elliott's book. |
%rival | Rival's name (not used outside of unimplemented features). Possibly used as the name or personal pronoun of Leah's ex instead. |
%pet | The name of Farmer's pet. |
%farm | Farm name. |
%favorite | TODO. Returns favorite thing? Unused? |
%kid1 | The name of Farmer's first child. |
%kid2 | The name of Farmer's second child. |