Talk Step is to display dialogue in the message box. Voice file can be included if the speaker is a female. This step type is one of the most frequently used when creating an event.
The default waiting type of Talk Step is "User Click", meaning the system will wait for the user to click on the screen to proceed to the next step. It is possible to change it to "Auto" depends on the usage.
Speaker Info
This part is the same as the Target Type in Character step. Please refer there for detail.
The only difference is the All type in speaker info. It means all the maids in this event speak at that same time.
Dialogue Text
This textbox is for entering the text to be displayed in the message window. It is safe to enter in any language as the text will be saved in unicode format.Sometimes you do not want to hardcode all the text here. For example you may want to display the name of the maid in a dialogue. In the screenshot above you can see there is text "[=Name,Maid,0,CallName]". This format of text is to tell the Event Loader to fill in dynamic text there.
Below is the table of different format of dynamic text that the the Loader can understand
Format | Detail |
[=ClubName] | Display the name of Empire Club |
[=ClubOwnerName] | Display the name of the Master |
[=Name,{Source},{ListPosition},{NameType}] | Display the name of a character {Source} valid value: Maid: The maid list NPC_F: The female NPC list NPC_M: The male NPC List {ListPosition}: The item position in the source list. Note that you need to use zero-based index here. This means the list start counting from zero not one. For example, If you want to display the name of No. 3 NPC, you have to put "2" here. {NameType} valid value: CallName FullName LastName FirstName NickName Lets say we have "[=Name,NPC_M,5,NickName]", it means we want to display the nick name of the male No.6 male NPC. |
[=Var,{VariableName}] | Display the value of a custom variable {VariableName}: a variable defined in Evaluate Step. Please refer there for details. In the demo file we have "[=Var,minute_to_display]", it tells the Event Loader to display the value of the variable "minute_to_display". |
Please note that the dynamic text format is case-sensitive. The Loader will fail to display the dynamic text if the case is incorrect.
Voice
This part is to set the voice file to be played when the text is shown. Only apply to female characters.
Note that it is okay for the female character to be voiceless.
(1) Personality. You need to set the correct personality of the speaker. For a NPC, you should selecr the option "NPC". If you plan to make this voiceless, just select the option "None".
(2) Voice File. The name of the voice file to be played.
Note that it is fine to use any voice file for any personality. For example you can use a Majime voice file for Muku personality. There is no restriction on this.
(3) Voice File Start Time & (4) Voice File End Time.
This is to control which part of the voice file to be played. Lets say we want to have the maid to say "Good morning" to a customer, but we may not be able to find a suitable one and the nearest is "Good morning, Master". In that case we could set a End Time here to remove the part of saying "Master".
The value is in number of seconds.
(5) Volume.
Default value is 100 for normal speaking volume. If you want to make the maid sounds like speaking from far away, you could tune this value down.
How do I find the voice files?
Unlike all the other in game value, it is not easy to locate a suitable voice file for you to use. If you really want to make a high quality voiced event, you may need to build a database for the dialogue and the corresponding voice file.
To capture the list of a voice files, the best way is to go over the .ks file using the SybarisArcEditor. You may need some programming skills to parse those files and capture the value though.
Another way is to use the WildParty mod. You will need to turn on the Developer mode and set enable to "Log All Dialogues" there. Play the game and the WildParty mod will capture all the dialogues data that have been played. Once you think you have enough, Press "Z" button to output it to the log. Open the file "BepInEx\LogOutput.log" and you will find a long list of dialogue texts and voice file names there.
This way is more time consuming than using the SybarisArcEditor, as you need to wait for the animation and have to go through all combination of the choices in order to get a complete set of data.
Finally the Event Loader provide a way to display the voice file name that just played. Turn on the "Log Load Audio Info" in the Configuration Manager.
This method is useful for capturing the moaning voice files in memory mode.
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