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===Custom farm animals===
 
===Custom farm animals===
You can now create and customize [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset.
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: ''Main article: [[Modding:Animal data]].''
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This consists of a string → model lookup, where...
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You can now create and edit [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset. This changes to a data model, adds built-in support for custom animals, and allows far more customizability per animal (like its size, growth, produce, appearance and sounds, etc).
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the farm animal type.
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* The value is a model with the fields listed below.
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====Main info====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>DisplayName</samp>
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| A [[Modding:Tokenizable strings|tokenizable string]] for the animal type's display name.
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|-
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| <samp>House</samp>
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| The [[#Custom buildings|building ID]] for the main building type that houses this animal. The animal will also be placeable in buildings whose <samp>ValidOccupantTypes</samp> field contains this value.
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|-
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| <samp>Gender</samp>
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| ''(Optional)'' The possible genders for the animal type. Currently this only affects the text shown after purchasing the animal, like "''Great! I'll send little &lt;name&gt; to [his/her] new home right away''". Default <samp>Female</samp>.
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The possible values are:
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{| class="wikitable"
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|-
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! value
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! effect
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|-
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| <samp>Male</samp><br /><samp>Female</samp>
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| Farm animals of this type are always male or always female.
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|-
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| <samp>MaleOrFemale</samp>
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| The gender of each animal is randomized based on its internal unique ID.
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|}
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|}
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====Animal shop====
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These fields affect how this farm animal type is shown in [[Marnie's Ranch|Marnie's animal shop]]. Animals are automatically listed if they have a valid <samp>PurchasePrice</samp> value.
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>PurchasePrice</samp>
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| ''(Optional if not purchaseable)'' Half the cost to purchase the animal (the actual price is double this value), or a negative value to disable purchasing this animal type. Default -1.
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|-
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| <samp>ShopTexture</samp>
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| ''(Optional if not purchaseable)'' The asset name for the icon texture to show in shops. Defaults to <samp>LooseSprites/Cursors</samp> or <samp>LooseSprites/Cursors2</samp> based on the animal's position within the loaded data (but using the default isn't recommended if it's purchaseable).
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|-
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| <samp>ShopSourceRect</samp>
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| ''(Optional if not purchaseable)'' The pixel area within the <samp>ShopTexture</samp> to draw, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This should be 32 pixels wide and 16 high. Ignored if <samp>ShopTexture</samp> isn't set.
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|-
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| <samp>RequiredBuilding</samp>
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| ''(Optional)'' The building that needs to be built on the farm for this animal to be available to purchase. Buildings that are upgraded from this building are valid too. Default none.
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|-
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| <samp>UnlockCondition</samp>
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| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the farm animal is available in the shop menu. Default always unlocked.
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|-
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| <samp>ShopDisplayName</samp>
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| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field.
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|-
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| <samp>ShopDescription</samp>
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| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none.
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|-
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| <samp>ShopMissingBuildingDescription</samp>
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| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] which overrides <samp>ShopDescription</samp> if the <samp>RequiredBuilding</samp> isn't built. Defaults to none.
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|-
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| <samp>AlternatePurchaseTypes</samp>
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| ''(Optional)'' The possible variants for this farm animal (e.g. chickens can be Brown Chicken, Blue Chicken, or White Chicken). This consists of a list of models with these fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>AnimalIDs</samp>
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| A list of animal IDs to spawn instead of the main <samp>ID</samp> field. If multiple are listed, one is chosen at random on purchase.
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|-
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| <samp>Condition</samp>
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| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this variant entry is available. Default always enabled.
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|}
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If multiple are listed, the first available variant is returned. Default none.
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|}
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====Hatching====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>EggItemIds</samp>
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| ''(Optional)'' A list of the [[#Custom items|object IDs]] that can be placed in the [[incubator]] or [[Ostrich Incubator|ostrich incubator]] to hatch this animal. If the animal's <samp>House</samp> field doesn't match the current building, the entry will be ignored. Default none.
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|-
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| <samp>IncubationTime</samp>
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| ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes.
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|-
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| <samp>IncubatorParentSheetOffset</samp>
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| ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1.
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The vanilla values are:
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{| class="wikitable"
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|-
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! offset
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! [[incubator]]
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! [[Ostrich Incubator|ostrich incubator]]
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|-
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| 0
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| empty incubator
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| empty incubator
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|-
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| 1
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| small white egg
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| large brown egg
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|-
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| 2
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| small brown egg
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| ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite)
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|}
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|-
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| <samp>BirthText</samp>
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| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>".
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|}
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====Growth====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>DaysToMature</samp>
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| ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1.
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|-
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| <samp>CanGetPregnant</samp>
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| ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false.
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|}
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====Produce====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</samp>
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| ''(Optional)'' The items produced by the animal when it's an adult. The <samp>DeluxeProduceItemIds</samp> field only applies if the <samp>Deluxe*</samp> fields match. Both default to none.
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This consists of a list of models with these fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>ItemId</samp>
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| The [[#Custom items|''unqualified'' object ID]] of the item to produce.
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|-
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| <samp>Condition</samp>
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| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true.
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|-
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| <samp>MinimumFriendship</samp>
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| ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0.
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|}
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If multiple items can be produced, one is chosen at random (with deluxe items taking priority if applicable).
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|-
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| <samp>DaysToProduce</samp>
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| ''(Optional)'' The number of days between item productions. For example, setting <samp>1</samp> will produce an item every other day. Default 1.
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|-
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| <samp>ProduceOnMature</samp>
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| ''(Optional)'' Whether an item is produced on the day the animal becomes an adult. Default false.
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|-
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| <samp>FriendshipForFasterProduce</samp>
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| ''(Optional)'' The minimum friendship points needed to reduce the <samp>DaysToProduce</samp> by one. Defaults to no reduction based on friendship.
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|-
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| <samp>DeluxeProduceMinimumFriendship</samp>
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| ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200.
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|-
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| <samp>DeluxeProduceCareDivisor</samp><br /><samp>DeluxeProduceLuckMultiplier</samp>
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| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] which change the probability of producing the <samp>DeluxeProduceItemId</samp>, based on this formula:
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<pre>
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if happiness > 200:
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  happiness_modifier = happiness * 1.5
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else if happiness > 100:
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  happiness_modifier = 0
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else
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  happiness_modifier = happiness - 100
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((friendship + happiness_modifier) / DeluxeProduceCareDivisor) + (daily_luck * DeluxeProduceLuckMultiplier)
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</pre>
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Specifically:
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* <samp>DeluxeProduceCareDivisor</samp> reduces the bonus from friendship and happiness, so a lower value ''increases'' the probability of producing the deluxe item. Default 1200.
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* <samp>DeluxeProduceLuckMultiplier</samp> increases the effect of [[Luck|daily luck]]. Default 0.
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For example, given a friendship of 102 and happiness of 150, the probability with the default field values will be <code>((102 + 0) / 1200) + (daily_luck * 0) = (102 / 1200) = 0.085</code> or 8.5%.
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See [[Animals#Produce]] for more info on the calculation.
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|-
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| <samp>HarvestType</samp>
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| ''(Optional)'' How produced items are collected from the animal. The valid values are:
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{| class="wikitable"
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|-
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! value
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! effect
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|-
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| <samp>DropOvernight</samp>
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| The item is placed on the ground in the animal's home building overnight.
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|-
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| <samp>HarvestWithTool</samp>
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| The item is collected from the animal directly based on the <samp>HarvestTool</samp> field.
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|-
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| <samp>DigUp</samp>
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| The farm animal will dig it up randomly throughout the day. This applies the same logic as [[Pig#Produce|pigs finding truffles]], but for the current item to produce via <samp>ProduceItemIds</samp> and <samp>DeluxeProduceItemIds</samp>.
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|}
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Default <samp>DropOvernight</samp>.
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|-
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| <samp>HarvestTool</samp>
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| ''(Optional)'' The [[#Custom items|tool ID]] with which produced items can be collected from the animal, if the <samp>HarvestType</samp> is set to <samp>HarvestWithTool</samp>. The values recognized by the vanilla tools are <samp>Milk Pail</samp> and <samp>Shears</samp>. Default none.
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|}
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====Audio & sprite====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>Sound</samp>
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| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound produced by the animal (e.g. when pet). Default none.
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|-
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| <samp>BabySound</samp>
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| ''(Optional)'' Overrides <samp>Sound</samp> field when the animal is a baby. Has no effect if <samp>Sound</samp> isn't specified. Default none.
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|-
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| <samp>Texture</samp>
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| ''(Optional)'' The asset name for the animal's spritesheet. Defaults to <samp>Animals/{{t|ID}}</samp> (like <samp>Animals/Goat</samp> for a [[goat]]). This asset must exist even if you use <samp>Skins</samp> below, since the default appearance is automatically an available skin.
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|-
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| <samp>HarvestedTexture</samp>
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| ''(Optional)'' Overrides <samp>Texture</samp> if the animal doesn't currently have an item ready to collect (like the [[sheep]]'s sheared sprite). Default none.
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|-
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| <samp>BabyTexture</samp>
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| ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none.
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|-
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| <samp>UseFlippedRightForLeft</samp>
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| ''(Optional)'' When the animal is facing left, whether to use a flipped version of their right-facing sprite. Default false.
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|-
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| <samp>SpriteWidth</samp><br /><samp>SpriteHeight</samp>
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| ''(Optional)'' The pixel height & width of the animal's sprite (before the in-game pixel zoom). Both default to 16.
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|-
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| <samp>EmoteOffset</samp>
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| ''(Optional)'' A pixel offset to apply to emotes from the farm animal, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default zero.
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|-
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| <samp>SwimOffset</samp>
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| ''(Optional)'' A pixel offset to apply to the farm animal's sprite while it's swimming, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default <samp>"X": 0, "Y": 112</samp>.
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|-
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| <samp>Skins</samp>
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| ''(Optional)'' A list of alternate appearances. If specified, a skin is chosen at random when the animal is purchased or hatched based on the <samp>Weight</samp> field. The default appearance (e.g. using <samp>Texture</samp>) is automatically an available skin with a weight of 1.
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This consists of a list of models with these fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>ID</samp>
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| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin within the current list.
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|-
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| <samp>Weight</samp>
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| ''(Optional)'' A multiplier for the probability to choose this skin when an animal is purchased. For example, <samp>2.0</samp> will double the chance this skin is selected relative to the other skins. Default <samp>1.0</samp>.
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|-
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| <samp>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp>
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| ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value.
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|}
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|-
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| <samp>ShadowWhenBaby</samp><br /><samp>ShadowWhenBabySwims</samp><br /><samp>ShadowWhenAdult</samp><br /><samp>ShadowWhenAdultSwims</samp>
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| ''(Optional)'' The shadow to draw under the farm animal. The <samp>Baby</samp> fields only apply when the farm animal is a baby, and <samp>Adult</samp> fields only applies when it's an adult (e.g. a baby animal won't default to the adult fields). When the farm animal swims, it'll use the <samp>Swims</samp> variant if it's set, else default to the non-swim variant.
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These consist of a model with these fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>Visible</samp>
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| ''(Optional)'' Whether the shadow should be drawn. Default true.
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|-
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| <samp>Offset</samp>
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| ''(Optional)'' A pixel offset applied to the shadow position, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default zero.
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|-
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| <samp>Scale</samp>
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| ''(Optional)'' The scale at which to draw the shadow. Default 2.5 (swimming baby), 3 (baby), 3.5 (swimming adult), or 4 (adult).
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|}
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|}
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====Player profession effects====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>ProfessionForFasterProduce</samp>
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| ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Default none.
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|-
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| <samp>ProfessionForHappinessBoost</samp>
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| ''(Optional)'' The internal ID of a [[Skills|profession]] which makes it easier to befriend this animal. Default none.
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|-
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| <samp>ProfessionForQualityBoost</samp>
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| ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. Default none.
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|}
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====Behavior====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>CanSwim</samp>
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| ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false.
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|-
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| <samp>BabiesFollowAdults</samp>
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| ''(Optional)'' Whether baby animals can follow nearby adults. Default false.
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|-
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| <samp>GrassEatAmount</samp>
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| ''(Optional)'' The amount of grass eaten by this animal each day. Setting it to <samp>0</samp> will disable the farm animal's hunger. Default 2.
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|-
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| <samp>HappinessDrain</samp>
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| ''(Optional)'' An amount which affects the daily reduction in happiness if the animal wasn't pet, or didn't have a heater in winter. Default none.
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|-
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| <samp>SellPrice</samp>
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| ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before it's adjusted for the animal's friendship towards the player. Default 0.
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The actual sell price will be this value multiplied by a number between 0.3 (zero friendship) and 1.3 (max friendship).
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|-
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| <samp>CustomFields</samp>
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| The [[#Custom data fields|custom fields]] for this entry.
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|}
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====Other====
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>ShowInSummitCredits</samp>
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| ''(Optional)'' Whether to show the farm animal in the credit scene on [[The Summit|the summit]] after the player achieves [[perfection]]. Default false.
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|-
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| <samp>StatToIncrementOnProduce</samp>
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| ''(Optional)'' The game stat counters to increment when the animal produces an item. Default none. This consists of a list of models with these fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <samp>StatName</samp>
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| The name of the stat counter field on <samp>Game1.stats</samp>.
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|-
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| <samp>RequiredTags</samp>
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| ''(Optional)'' A comma-delimited list of [[Modding:Items#Context tags|context tags]] required on the main input item. The stat is only incremented if the item has ''all'' of these. You can negate a tag with <samp>!</samp> (like <code>bone_item,!fossil_item</code> for bone items that aren't fossils). Defaults to always enabled.
  −
|}
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|-
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| <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</samp>
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| ''(Optional)'' The animal sprite's [[Modding:Modder Guide/Game Fundamentals#Tiles|tile]] size in the world when the player is clicking to pet them, specified in the form <samp>{{t|width}}, {{t|height}}</samp>. The <samp>UpDownPetHitboxTileSize</samp> applies when the animal is facing up or down, and <samp>LeftRightPetHitboxTileSize</samp> applies when facing left or right. The values can be fractional (''e.g.'' cows have a width of 1.75). Both default to a 1×1 tile.
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|-
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| <samp>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp>
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| ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile.
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|}
      
===Custom pets===
 
===Custom pets===
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