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Template talk:Heart event

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Suggestion to add new parameter: "dialogue"

I think a new parameter should be added for this template that is called "dialogue". Proofs-of-concept would be these:


Dialogue 
Leah: Hi, <player's name>. Beautiful day, isn't it?

Leah: I brought you a gift.

Leah: It's a sculpture I've been working on, just for you.

(Leah gives the player a "Leah's Sculpture")

Leah: It's called... 'How I Feel About <player's name>'. I hope you like it.

{{heart event
|dialogue = '''Leah:''' Hi, <player's name>. Beautiful day, isn't it?

'''Leah:''' I brought you a gift.

'''Leah:''' It's a sculpture I've been working on, just for you.

''(Leah gives the player a "Leah's Sculpture")''

'''Leah:''' It's called... 'How I Feel About <player's name>'. I hope you like it.
}}

Six Hearts I

Six Hearts.png

Leah is at your farmhouse door on any day but rainy between 6 AM and 11:30 AM.

Details 
Leah says she has a gift for you, and you receive the sculpture she's been working on. It's called How I Feel About <your name>.
Dialogue 
Leah: Hi, <player's name>. Beautiful day, isn't it?

Leah: I brought you a gift.

Leah: It's a sculpture I've been working on, just for you.

(Leah gives the player a "Leah's Sculpture")

Leah: It's called... 'How I Feel About <player's name>'. I hope you like it.

===Six Hearts I===
{{heart event
|hearts  = 6
|trigger = Leah is at your farmhouse door on any day but rainy between 6 AM and 11:30 AM.
|details = Leah says she has a gift for you, and you receive the sculpture she's been working on. It's called ''How I Feel About <your name>''.
|dialogue = '''Leah:''' Hi, <player's name>. Beautiful day, isn't it?

'''Leah:''' I brought you a gift.

'''Leah:''' It's a sculpture I've been working on, just for you.

''(Leah gives the player a "Leah's Sculpture")''

'''Leah:''' It's called... 'How I Feel About <player's name>'. I hope you like it.
}}

I have been planning to add dialogue of every villager in Stardew Valley, of which this will help me.

Another example dialogue would be at User:KLaurence/sandbox. KLaurence (talk) 06:12, 1 September 2019 (UTC)

It's not a terrible idea in theory, but there are a couple of problems. Every template change requires corresponding changes in 11 other languages. The idea works fairly well for Leah's short cutscene, but Sebastian's game of solarian chronicles contains a huge amount of text.
There were some youtube links to videos of heart events, but I removed them a while ago, since they were often out of date, and can be easily found with any youtube/internet search. So, I think typing out all the text would be a step backward from that. We also have v1.4 coming out (someday), which could change the text, possibly significantly. margotbean (talk) 17:27, 1 September 2019 (UTC)
An alternative to changing the templates and its counterparts is just adding a collapsible element which will show as "Dialogue [Expand/Collapse]".
Unless the lengthiness of the text is the problem, player choices of the dialogues (like in the Solarion Chronicles, of which makes the Solarion Chronicles dialogue seem super long) can also be put into collapsible elements.
Although I can also say that typing the dialogue as text is a step backward from just showing YouTube videos of heart events, I would say in defense that these can be edited easily, unlike videos that need a lot of work for updating versions.
I'd say that if we ultimately plan to add the dialogue of the events, we can wait until v1.4 is released, of which we can derive from the data files (XNB files) of that version of Stardew Valley.
The only thing that I'm worried of is for the long-term. In case these dialogues do change in updates after the v1.4 update, I don't think these dialogues will be updated immediately after those updates, that is if we assume it will even be updated.
Any opinions on whether I should continue? KLaurence (talk) 08:58, 2 September 2019 (UTC)
Let's revisit the issue after 1.4 comes out. margotbean (talk) 17:39, 2 September 2019 (UTC)