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→‎Creating Custom NPCs: Added relevant internal links.
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Adding new NPCs involves editing a number of files:
 
Adding new NPCs involves editing a number of files:
   −
* New file: Characters\Dialogue\<name>
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* New file: [[Modding:Dialogue|Characters\Dialogue\<name>.json]] (See also [[Modding:Event_data]])
* New file: Characters\schedules\<name>
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* New file: [[Modding:Schedule_data|Characters\schedules\<name>.json]] (Note that the "s" in the "schedules" folder is lowercase!)
* New file: Portraits\<name>
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* New file: [[Modding:NPC_data#Portraits|Portraits\<name>.png]]
* New file: Characters\<name>
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* New file: [[Modding:NPC_data#Overworld_sprites|Characters\<name>.png]]
* Add entries Data\EngagementDialogue for NPCs that are marriable
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* Add entries [[Modding:Dialogue#Engagement_dialogue|Data\EngagementDialogue]] for NPCs that are marriable
* Add entry to Data\NPCDispositions
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* Add entry to [[Modding:NPC_data#Basic_info|Data\NPCDispositions]]
* Add entry to Data\NPCGiftTastes
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* Add entry to [[Modding:Gift_taste_data|Data\NPCGiftTastes]]
* Add entries to Characters\Dialogue\rainy
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* Add entries to [[Modding:Dialogue#Rain_dialogue|Characters\Dialogue\rainy]]
* Add entries to Data\animationDescriptions (if you want custom animations in their schedule)
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* Add entries to [[Modding:Schedule_data#Schedule_points|Data\animationDescriptions]] (if you want custom animations in their schedule)
    
All of the above can be done with an AssetRequested event or Content Patcher. If you did all of this correctly, the game will spawn the NPC in for you. (If you didn't, it swallows the error)
 
All of the above can be done with an AssetRequested event or Content Patcher. If you did all of this correctly, the game will spawn the NPC in for you. (If you didn't, it swallows the error)
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