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HM:StH Doubletalk Testing

Apr 7th, 2021 (edited)
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  1. Harvest Moon: Save the Homeland
  2. Doubletalk testing
  3. [Updated 8 Apr 2021]
  4.  
  5. VILLAGER LOCATION 1 WALKING 1 WALKING 2 LOCATION 2 SAME MAP?
  6. Bob
  7. Dia V (in) (+4) -- -- V (out) (+1) N
  8. Dia -- -- -- V (out (+5)
  9. Gina R's (out) (+4) +2 -- R's (in) (+0) N
  10. Gina R's (out) (+4) -- -- R's (in) (+0) N
  11. Gina -- +2 -- R's (in) (+5) N
  12. Gwen C (in) (+4) -- -- C (out) (+2) N
  13. Katie Lake (+4) +2 -- Cafe (+1) N
  14. Katie Lake (+4) -- -- Cafe (+1) N
  15. Katie -- +2 -- Cafe (+5) N
  16. Louis -- -- -- Lake (+5) N
  17. Louis R's (out) (+4) -- -- Lake (+0) N
  18. Lyla Garden (+4) +2 -- Shop (+0) N
  19. Lyla Garden (+4) -- -- Shop (+0) N
  20. Lyla -- +2 -- Shop (+4) N
  21.  
  22.  
  23. NOTES
  24. - When Katie gets +1 inside the cafe, she is playing her "1st interaction" text, so it's as if the game subtracted from her standard +5 interaction.
  25. - When Gina gets +0 inside Ronald's, she plays neither the "1st interaction" nor the "just gifted" text, but rather a kind of "second convo" text ("Please excuse me."). Lyla also gives this kind of message ("I hope to see you around.").
  26. - The situations are otherwise identical, so there's a discrepancy here. One possibility is that inside Ronald's shop is considered the same map as outside. This seems wrong though, because she does get a different boost in the two locations. In a way, it's like her location is updating, but also isn't.
  27. - There appear to be 6 "classes" of conversation textbox:
  28. > Introductory: Plays on the first interaction. Two versions (gift and non-gift).
  29. > Convo first: Plays when a convo is the first interaction of the day.
  30. > Convo second: Plays when the first convo of the day follows a gift.
  31. > Walking: Plays when a villager is walking between two locations (likely two versions, one for farewell)
  32. > Farewell: Plays on the second convo of the day or later (at the same location?).
  33. > Event-related: Plays in relation to a given event path, usually after a certain cutscene has triggered. (Probably) plays only once, on the first convo after the cutscene in question, and has priority over the other types (except when walking).
  34. - There are technically two versions of the "farewell" text, one for stationary locations and one for walking.
  35. - Each of these separate categories seem to have multiple versions for different weather and different times of day.
  36. - The Dia and Katie examples above are parallel cases. What needs to be determined is why they are eligible for the second boost (even though it is reduced from +5 to +1)
  37. > The day could be split into multiple segments. This could vary by villager or be universal. If true, it could be because Dia and Katie's cases have a morning talk and an afternoon talk, whereas Gina's two interactions take place both in the morning.
  38. > In this case, it is possible Gina could be talked again later, even if she already displayed her farewell text inside Ronald's.
  39. > It seems like there would be at least morning, afternoon, evening segments, but there could be something like "early morning" and "night" as well.
  40. - Walking and stationary convos seem to always be considered separately, and one does not affect the other, either by preventing or reducing a boost.
  41. - Gifts only affect a convo at the same location, and have no effect on walking convos (except maybe after 2 or more).
  42. - The current map seems to affect things as well. Even if the "segment of day" has changed, villagers may have to appear in a different map (including inside or outside a building) in order to be fully eligible for a second boost.
  43. - The amount by which a boost is nerfed seems to be related to how much the previous boost was.
  44. - An alternate Gina test showed:
  45. > +5 inside Ronald's
  46. > +2 walking from Ronald's at 10am
  47. > +0 walking past Tool/Flower just after noon (farewell text)
  48. > +0 walking past Brownie Farm just at ~1-2pm (farewell text)
  49. > EITHER: +1 walking up to Villa property OR +1 standing outside Villa (stationary); both played same text
  50. > This is strange because it shows some overlap between the two categories
  51. > Does this mean the Villa is a separate map, but the lower part of town is loaded together?
  52. - Louis also deviates from the Katie/Dia cases. Could it be that the game actually does categorize boosts by "working" vs. "leisure", and you are limited to one of each in some way?
  53. - "Segment of the day" may not matter. Joe can be talked at his work location just before 4pm, then talked again at his lake location (Friday) at 6pm, and he gives +1 (+5). Alternatively, these interactions straddle the afternoon/evening divide.
  54. - Probably day segments: 6-8:59am: Early morning; 9-11:59am: Morning; 12-4:59pm: Afternoon; 5-??pm: Evening.
  55.  
  56. PROPOSED RULES
  57. - Villagers have two kinds of location: working and leisure.
  58. - Work convo boosts are always +4; leisure convo boosts are +4, +5, or +6
  59. - The player is allowed one of each type of boost per day. The first boost gets its full value, but for the second boost is reduced by the value of the previous boost (but it cannot become negative).
  60. > For example, if +5 leisure boost follows a +4 work boost, the leisure boost becomes +1 instead (5 - 4 = 1); a +6 leisure boost following a +4 work boost would become +2 (6 - 4 = 2).
  61. > This means that an initial leisure boost completely nullifies any subsequent work boost. For example, a +4 work boost following a +5 leisure boost would be reduced by 5, yielding +0 (4 - 5 = -1, but as a negative boost is not allowed, it is instead just 0).
  62. - If a villager is gifted at the same location as a subsequent convo, that convo is capped at +4 regardless of its default value (known as the "gift first" effect). This means that gifting first at the second convo location will result in a +0 boost (gift-first effect caps at +4, then the previous boost is subtracted, resulting in +0).
  63. - Walking boosts (+2) are allowed separately of the two above stationary boosts
  64.  
  65. PROBLEMS
  66. - Multiple walking boosts?
  67. - Gina playing same text as she walks onto the Villa property, as when she is stationary outside the Villa at the end of the day on Wed/Sat(+1 for either after earlier boosts)
  68. > This could be a work boost? Since her earlier boost was a leisure boost, presumably
  69.  
  70.  
  71. VILLAGER LOCATIONS
  72. - Bob
  73. - Dia
  74. > Villa (bedroom)
  75. > Villa (hearth)
  76. > Villa (outside)
  77. - Gina
  78. > Villa (outside)
  79. > Villa (hearth)
  80. > Villa (kitchen)
  81. > Ronald's (outside)
  82. > Ronald's (inside)
  83. - Gwen
  84. - Katie
  85. - Lyla
  86.  
  87.  
  88. TESTING EVERY LOCATION COMBINATION
  89. - BOB
  90.  
  91. - DIA
  92. > Villa (bedroom): +4; Villa (outside) +1
  93.  
  94. - GINA
  95.  
  96. - GWEN
  97.  
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