You can define, what NPC say in speech bubble above head.
Speech bubbles are defined in stamdard game resource
Strings/SpeechBubbles. Also like in Dialogues you can define speech bubbles via i18n with key format
The same rules and conditions are applied for i18n bubbles as is for the i18n dialogues.
Companion can speak ambient bubble above their head when you together enters a location.
# Standard companion ambient bubble key format in `Strings/SpeechBubbles` ambient_<Location>_<NPC> # Companion ambient bubble key format in i18n file bubble.ambient_<Location>_<NPC>
# Standard resource `Strings/SpeechBubbles` ambient_Mine_Abigail ambient_Town_Maru # i18n file bubble.ambient_Mine_Abigail bubble.ambient_Town_Maru
NPC in bubble can mention a player name. In dialogue text use
@ for player name. Bubbles is not supporting SDV dialogue format, because speech bubbles is not a dialogues.
ambient_Mine_Abigail: "Taking me to mines, @?" # Abigail says: "Taking me to mines, Ellen?" if playername is Ellen
Speech bubbles can't be variated. Only location and npc name is suppported. We can randomize it. See bellow.
# Standard companion fight bubble key format in `Strings/SpeechBubbles` fight_<NPC> # Companion fight bubble key format in i18n file bubble.fight_<NPC>
We can specify fight bubble speechs. This bubbles can be displayed above NPC's head randomly. For NPCs with warrior profession is higher chance to display it instead of other NPCs.
# Standard resource `Strings/SpeechBubbles` fight_Abigail fight_Elliott fight_Maru~0 fight_Maru~1 # i18n file bubble.fight_Abigail bubble.fight_Elliott bubble.fight_Maru
You can randomize a bubble in the same way as Dialogue. Also random chance bubbles are valid too.
ambient_Mine_Abigail: "Be blessed my sword!", ambient_Mine_Abigail~1: "I love adventure in mines!", ambient_Mine_Abigail~2: "Taking me to mines, @?", ambient_Mine_Abigail~3: "I < it!",