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Writing dialog and events can be done in text files included with your mod. They are written in a custom markup language designed to be very simple, allowing you to make new dialog without needing any coding skills.
 
Writing dialog and events can be done in text files included with your mod. They are written in a custom markup language designed to be very simple, allowing you to make new dialog without needing any coding skills.
   
== Dialog Basics ==
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=== Dialog Basics ===
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The best way to get starting with dialog, is to take a look at some examples! All of the events in the base game are available on the modding resources page. Additionally, it's easy to take a look at the mods to see how the dialog inside works. Let's start with an example:
 
The best way to get starting with dialog, is to take a look at some examples! All of the events in the base game are available on the modding resources page. Additionally, it's easy to take a look at the mods to see how the dialog inside works. Let's start with an example:
 
[[File:EmaExampleDialog.png|none|thumb|556x556px]]
 
[[File:EmaExampleDialog.png|none|thumb|556x556px]]
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Your dialog is triggered by [[/EventTriggers|EventTriggers]], so you might want to take a look at that.
 
Your dialog is triggered by [[/EventTriggers|EventTriggers]], so you might want to take a look at that.
   
=== Daily Dialogs ===
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==== Daily Dialogs ====
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Daily dialogs are the single unique message you get each day. They work a little differently and don't require triggers. The first time you get a new message each day, you also automatically get friend points. An algorithm chooses which dialogs you are eligible to receive and then chooses the one you've seen least recently. This maximizes the number of different but fresh dialogs you can get at a time.
 
Daily dialogs are the single unique message you get each day. They work a little differently and don't require triggers. The first time you get a new message each day, you also automatically get friend points. An algorithm chooses which dialogs you are eligible to receive and then chooses the one you've seen least recently. This maximizes the number of different but fresh dialogs you can get at a time.
   
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Take a look at existing characters to get more information on how daily dialogs work.
 
Take a look at existing characters to get more information on how daily dialogs work.
   
== Dialog Command List ==
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=== Dialog Command List ===
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There are many many different dialog commands. You can always see the examples for how they are used, but some of the most popular ones will be documented here:
 
There are many many different dialog commands. You can always see the examples for how they are used, but some of the most popular ones will be documented here:
   
=== Essential Commands ===
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==== Essential Commands ====
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* SetEmotion ''[SetEmotion Emma concern]''
 
* SetEmotion ''[SetEmotion Emma concern]''
 
** Change the portrait art for a given character to match one of the emotion portraits.
 
** Change the portrait art for a given character to match one of the emotion portraits.
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** Jump to a specific label in the dialog file and keep going.
 
** Jump to a specific label in the dialog file and keep going.
   
=== Various Jump Commands ===
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==== Various Jump Commands ====
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* JumpIfAllSet2 ''[JumpIfAllSet2 Hailey-4-BridgeNotBuilt playerHasBuiltBridge Hailey-5-Progress]''
 
* JumpIfAllSet2 ''[JumpIfAllSet2 Hailey-4-BridgeNotBuilt playerHasBuiltBridge Hailey-5-Progress]''
 
** Checks the first two arguments as flags, and if they are all set, it then jumps to the last argument as a label.
 
** Checks the first two arguments as flags, and if they are all set, it then jumps to the last argument as a label.
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** If you slept overnight at that person's house last time you slept in a bed, it will jump to that label.
 
** If you slept overnight at that person's house last time you slept in a bed, it will jump to that label.
   
=== Uncommon Commands ===
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==== Uncommon Commands ====
 
* IntroduceName ''[IntroduceName Emma]''
 
* IntroduceName ''[IntroduceName Emma]''
 
** Before IntroduceName, the character's name will show up as question marks. This will replace it with the character's actual name.
 
** Before IntroduceName, the character's name will show up as question marks. This will replace it with the character's actual name.
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* JumpIfHaveBabyWith ''[JumpIfHaveBabyWith Emma General-Baby-Normal-8-Baby]''
 
* JumpIfHaveBabyWith ''[JumpIfHaveBabyWith Emma General-Baby-Normal-8-Baby]''
 
** Jump if you have a baby with a specific person.
 
** Jump if you have a baby with a specific person.
 
[[Category:Mod development]]
 

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