Midnight Stardew



Midnight Conversation Cheat Sheet





Conversations

Conversations are interactions that the player has with characters as they player moves around the world. Conversations are dictionaries that can include many different tags. "Statements" is the only required tag.


Conversation Statements

Statements are a list of what the character says in a conversation. Special commands are always surrounded by square brackets [].

Key Description
Farmer Is replaced by the name of the farmer when the statement is displayed to the player.
Example "Statement": [ "Hi [Farmer], it's good to see you!"]
Image Changes the portrait viewed when the statement is displayed to the player. Can be included any where in the statement. The first six images defined for all characters can use names or numbers.
Examples "Statement": [ "[Image angry]I don't like you!"]
"Statement": [ "[Image 8]Well hello!", "[Image 1]It's good to see you!" ]

Conversation Keys

A conversation key is a unique identifier for a particular conversation that happens between the player and a character. A conversation with a key can only happen once.

Key Description
Introduction What the characters says when they first meet the player.
Example: "Key" = "Introduction"

Conversation Requirements

The conversation requirements define what must be true for a conversation to happen.

Key Type Description
Days List A list of a single day or multiple days of the week that the conversation can happen on.
Examples: "Days" = ["Saturday"] // Can only happen on Saturday.
"Days" = ["Saturday", "Sunday"] // Can happen on Saturday or Sunday
Season Value The season of the year that the conversation can occur during.
Examples: "Season" = "Spring" // Can occur during the spring.
Year Value The year or range of years that the conversation can occur.
Examples: "Year" = "2" // Can occur starting the second year.
"Year" = "1-3" // Can occur during the first, second, or third year.
Hearts Value The number of hearts the player must have with the character for the conversation to happen. Can be a single number meaning greater than or equal to or a range.
Examples: "Hearts" = "5" // player must have 5 or more hearts
"Hearts" = "0-4" // player must have between 0 and 4 hearts, inclusive.
Keys List Set of conversations that must have happened in order for this conversation to happen.
Examples: "Keys" = [ "summerwalk" ]
"Keys" = [ "summerwalk", "fallwalk", "winterwalk" ]
MissingKeys List Set of conversations that must not have happened in order for this conversation to happen.
Examples: "MissingKeys" = [ "summerwalk" ]
"MissingKeys" = [ "summerwalk", "fallwalk", "winterwalk" ]
Location Value The map that the character must be on for the conversation to happen.
See Stardew Valley Wiki for a list of the location names..
Examples: "Location" = "ScienceHouse" // Robin and Demetrius' house.
"Location" = "Mountain" // The outside area that Robin' house
Stats Dictionary The set of custom stats that the character must have for the conversation to happen.
Example:
  • "Stats": {
    • "Rapport": "0-4", // Must have a Rapport stat between 0 and 4
    • "Business": "5" // Must also have a Business stat of 5 or more.
  • }
Weather Value The weather that must be happening for the conversation to occur.
Examples: "Weather" = "Sun" // Sunny weather
"Weather" = "Rain" // Rainy weather
"Weather" = "Wind" // Windy weather
"Weather" = "Storm" // Stormy weather
"Weather" = "Snow" // Snowy weather
"Weather" = "Wedding" // Wedding days have their own weather
"Weather" = "Festival" // Festival days have their own weather
OtherStats Dictionary The set of custom stats that some other character must have for the conversation to happen. The other character must have been defined as a MidnightNpc by creating a character json for them.
Example:
  • "OtherStats": {
    • "Leah": {
      • "Rapport": "0-4", // Leah must have a Rapport stat between 0 and 4
      • "Business": "5" // Leah must also have a Business stat of 5 or more.
    • }
  • }

Conversation Effects

The conversation effects are what happens as a result of the conversation occuring.

Key Type Description
Hearts Value The number of friendship points to increase the players hearts with the character by. There are 250 points per displayed heart.
Example: "Hearts": "250" // Increases the friendship points by 250 or 1 heart
Hearts Dictionary The custom stats and how much to increase them by. There are 1000 points per level of custom stat.
Example:
  • "Stats": {
    • "Rapport": "500", // Increases Rapport by 500 points, half of a level.
    • "Business": "1000" // Increases Business by 1000 points, one full level.
  • }

Conversation Responses

The conversation responses are a set of things the player can say in response to what the character said in the statements. Each response cascades into a new conversation that the character has with the player.

Key Type Description
NA NA NA
Example:

Extended Conversations

Extended conversations are connected conversations that happen over two or more consecutive days of interactions.

Key Type Description
NA NA NA
Example: