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Dynamic Response Overhaul

a Stardew Valley dialogue mod, by CelestialFirestorm

Dependencies

Content Patcher:

Kinda goes without saying; here it is anyway. Hard requirement. Everything besides Content Patcher is technically optional, but you MUST have at least one of them or DRO won't do anything. Literally nothing.

Makes use of dozens of When: conditions, comparing against NPCs' Hearts levels, to determine which dialogue to use in a given moment. Because of the sheer depth of variance, I decided to work in "tiers" of Hearts levels. In general, the tiers are:

  • 0-2 Hearts
  • 2-6 Hearts
  • 6-10 Hearts for non marriage candidates
  • 6-8 Hearts for marriage candidates
  • 8-10 Hearts
  • 10-14 Hearts

There are some characters with minor differences to reflect growth in their story, but this was the template I started with given that most of them don't have drastic changes between two and six Hearts.

Every line of dialogue, for every character, for every single item, in every single tier, was written by me.

Custom Gift Dialogue Utility:

Enables NPCs' unique dialogue when receiving gifts. Technically optional, but this is the main purpose of DRO.

Makes use of:

  • GiftReaction_
  • GiftReactionTag_1
  • GiftReactionCategory_
  • GiftReactionPreserved_
  • _Birthday
  • _SecretSanta

Full documentation

Unique Courtship Response Core:

Enables NPCs' unique dialogue for:

  • accepting/rejecting a bouquet
  • accepting/rejecting the Mermaid Pendant
  • giving the Stardrop after marriage
  • receiving birthday gifts (that weren't already covered by the previous module)

This is every function currently available, and DRO makes use of all of them.

Full documentation

More Conversation Topics:

Enables NPCs' unique reactions to:

  • Player's wedding
  • Player's divorce
  • Player's newborn child
  • the best outcome at the Luau
  • the soup being poisoned at the Luau
  • Mayor Lewis's unmentionables in the soup at the Luau
  • purchasing the Greenhouse repairs from Joja
  • completing the Joja Community Development Program
  • the abandoned Joja Mart being struck by lightning
  • repairing Willy's boat, allowing access to Ginger Island
  • Leo moving to the valley
  • random overnight events on your farm (see note below)

This is every function currently available, and DRO makes use of all of them, with a fun bonus: NPC reactions when the Player is expecting a child, not just after it's born. On top of that, through the use of When: conditions and a special Dynamic Token ({{1stChild.Gender}}), villagers will know the gender of the first child and react to the gender of the second child accordingly, both before and after birth.

Note about overnight events: not everyone will have dialogue about these events. Your spouse will, since they also experience them, and it's likely the Wizard will (especially ones involving the Witch), but the average villager isn't going to know about the strange things that happen on your land. So don't worry; it's not bugged, or missing lines. This is intended behavior. I will, however, write up a full comprehensive list of who reacts to what at some point -- just in case.

Full documentation

Custom Tokens:

Enables post-marriage dialogue, specifically on your anniversary. All NPCs have special dialogue to congratulate you, and your spouse reacts uniquely to gifts given on the day.

Makes use of:

  • AnniversaryDay
  • AnniversarySeason
  • YearsMarried

Full documentation

Known Issues:

divorce: If you divorce Character B after having previously divorced Character A, Character A will react with the same dialogue they used after their own divorce.

  • I'm looking into it (maybe your new divorce just brings up painful memories, I dunno)
  • for now, divorce dialogue is more general to make it less awkward

Future Plans:

Once all the dialogue is finished, there are no more plans for DRO -- at least on my end. If any of its dependencies update with new functionality, I will also update DRO to take advantage of those new possibilities. Short of that, and bugfixes as necessary, when it's done, it's done.

Stats As Tokens:

  • pull the name of a random animal from Player's farm when gifting Artisan Goods
    • function currently broken; Stats As Tokens needs to update
      • I literally already have this part all written; I just need SaT to work

Changelog:

0.0.9:

  • basic functions... functional. it lives!
  • translation capable!

Footnotes

  1. Fun fact: I think a question I asked on CGDU's Nexus page led to this function being added! I'm honored!