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fixes & cleanup
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To view and edit map properties in Tiled, click ''Map'' on the toolbar and choose ''Map Properties''.
 
To view and edit map properties in Tiled, click ''Map'' on the toolbar and choose ''Map Properties''.
   −
Known map properties<sup>1</sup>:
+
Known map properties¹:
    
{| class="wikitable"
 
{| class="wikitable"
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| Adds a door. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
 
| Adds a door. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
 
|-
 
|-
| <tt>Fall_Objects T</tt><sup>2</sup><br /><tt>Spring_Objects T</tt><sup>2</sup><br /><tt>Summer_Objects T</tt><sup>2</sup><br /><tt>Winter_Objects T</tt><sup>2</sup>
+
| <tt>Fall_Objects T</tt>²<br /><tt>Spring_Objects T</tt>²<br /><tt>Summer_Objects T</tt>²<br /><tt>Winter_Objects T</tt>²
 
| Whether to spawn seasonal objects on spawnable tiles based on the data in <tt>Data\Locations.xnb</tt>.<br />''Example: <tt>Fall_Objects</tt>.''
 
| Whether to spawn seasonal objects on spawnable tiles based on the data in <tt>Data\Locations.xnb</tt>.<br />''Example: <tt>Fall_Objects</tt>.''
 
|-
 
|-
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| Like <tt>DayTiles</tt>, but for moonlight at night.
 
| Like <tt>DayTiles</tt>, but for moonlight at night.
 
|-
 
|-
| <tt>Outdoors T</tt><sup>2</sup>
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| <tt>Outdoors T</tt>²
 
| Sets whether the location is outdoors.<br />''Example: <tt>Outdoors true</tt>.''
 
| Sets whether the location is outdoors.<br />''Example: <tt>Outdoors true</tt>.''
 
|-
 
|-
| <tt>TreatAsOutdoors T</tt><sup>2</sup>
+
| <tt>TreatAsOutdoors T</tt>²
 
| ?
 
| ?
 
|-
 
|-
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| ?
 
| ?
 
|-
 
|-
| <tt>ViewportFollowPlayer T</tt><sup>2</sup>
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| <tt>ViewportFollowPlayer T</tt>²
 
| Forces the viewport to stay centered on the player.<br />''Example: <tt>ViewportFollowPlayer</tt>.''
 
| Forces the viewport to stay centered on the player.<br />''Example: <tt>ViewportFollowPlayer</tt>.''
 
|-
 
|-
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* <tt>Fish</tt>
 
* <tt>Fish</tt>
   −
<small><sup>1</sup> Map properties are handled in <tt>GameLocation::resetForPlayerEntry</tt> and <tt>GameLocation::loadObjects</tt>.</small>   
+
<small>¹ Map properties are handled in <tt>GameLocation::resetForPlayerEntry</tt> and <tt>GameLocation::loadObjects</tt>.</small>   
<small><sup>2</sup> The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
+
<small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
    
===Tile properties===
 
===Tile properties===
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# Select the object layer in the ''Layers'' pane.<br />''There should be one object layer for each tile layer. If the object layer is missing, create one with the same name as the right tile layer.''
 
# Select the object layer in the ''Layers'' pane.<br />''There should be one object layer for each tile layer. If the object layer is missing, create one with the same name as the right tile layer.''
 
# Choose the [[File:Modding - creating an XNB mod - Tiled 'insert rectangle' button.png]] ''insert rectangle'' tool from the toolbar.
 
# Choose the [[File:Modding - creating an XNB mod - Tiled 'insert rectangle' button.png]] ''insert rectangle'' tool from the toolbar.
# Click and drag the rectangle over the tile you want to edit. Make sure it snaps to the tile grid (see [[#Recommended settings]]), and only one tile is selected.
+
# Click and drag the rectangle over the tile you want to edit. Make sure it snaps to the tile grid (see [[#Recommended Tiled settings]]), and only one tile is selected.
 
## See previous for how to edit its properties.
 
## See previous for how to edit its properties.
    
====Known properties====
 
====Known properties====
Known tile properties (excluding specialised properties like <tt>TouchAction WomensLocker</tt>):<sup>1</sup>
+
Known tile properties (excluding specialised properties like <tt>TouchAction WomensLocker</tt>):¹
    
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
| <tt>Back</tt>
 
| <tt>Back</tt>
| <tt>Diggable T</tt><sup>2</sup>
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| <tt>Diggable T</tt>²
 
| Marks the tile as diggable with the hoe and enables planting crops.
 
| Marks the tile as diggable with the hoe and enables planting crops.
 
|-
 
|-
 
| <tt>Back</tt>
 
| <tt>Back</tt>
| <tt>NoFurniture T</tt><sup>2</sup>
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| <tt>NoFurniture T</tt>²
 
| Prevents the player from placing furniture on this tile.
 
| Prevents the player from placing furniture on this tile.
 
|-
 
|-
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|-
 
|-
 
| <tt>Back</tt>
 
| <tt>Back</tt>
| <tt>NPCBarrier T</tt><sup>2</sup>
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| <tt>NPCBarrier T</tt>²
 
| Prevents NPCs from crossing this tile.
 
| Prevents NPCs from crossing this tile.
 
|-
 
|-
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|-
 
|-
 
| <tt>Back</tt>
 
| <tt>Back</tt>
| <tt>Water T</tt><sup>2</sup>
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| <tt>Water T</tt>²
 
| Marks the tile as a water tile for various game logic (e.g. items splash into it, can refill watering can from it, can't walk on it, etc).
 
| Marks the tile as a water tile for various game logic (e.g. items splash into it, can refill watering can from it, can't walk on it, etc).
 
|-
 
|-
 
| <tt>Back</tt>
 
| <tt>Back</tt>
| <tt>WaterSource T</tt><sup>2</sup>
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| <tt>WaterSource T</tt>²
 
| Lets the player refill the watering can from this tile.
 
| Lets the player refill the watering can from this tile.
 
|}
 
|}
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|}
 
|}
   −
<small><sup>1</sup> Tile properties are handled throughout the codebase using <tt>GameLocation::doesTileHaveProperty</tt>. Actions and touch actions are handled by <tt>GameLocation::performAction</tt> and <tt>GameLocation::performTouchAction</tt> respectively. Emote IDs are listed as <tt>Character</tt> constants.</small>
+
<small>¹ Tile properties are handled throughout the codebase using <tt>GameLocation::doesTileHaveProperty</tt>. Actions and touch actions are handled by <tt>GameLocation::performAction</tt> and <tt>GameLocation::performTouchAction</tt> respectively. Emote IDs are listed as <tt>Character</tt> constants.</small><br />
<small><sup>2</sup> The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
+
<small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
    
===Animating tiles===
 
===Animating tiles===
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// add tile
 
// add tile
 
var layer = location.map.GetLayer("Back");
 
var layer = location.map.GetLayer("Back");
layer.Tiles[tileX, tileY] = new StaticTile(layer, "tilesheet name", BlendMode.Alpha, tileID);
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var tilesheet = location.map.GetTilesheet("tilesheet name");
 +
layer.Tiles[tileX, tileY] = new StaticTile(layer, tilesheet, BlendMode.Alpha, tileID);
 
</source>
 
</source>
    
[[Category:Modding]]
 
[[Category:Modding]]
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