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add more tile and map properties from Modding:Migrate to Stardew Valley 1.6 (main author Pathoschild with addition from Tlitookilakin and fix from Atravita)
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! property
 
! property
 
! explanation
 
! explanation
 +
|-
 +
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
 +
| Whether the player can wake up in this location without a bed, similar to the island farmhouse. This is typically used with <samp>PassOutLocations</samp> in [[Modding:Migrate to Stardew Valley 1.6#Custom location contexts|<samp>Data/LocationContexts</samp>]].
 
|-
 
|-
 
| <samp>BackwoodsEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>BackwoodsEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
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| <samp>BusStopEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>BusStopEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| The position the player is warped to when entering the farm from the Bus Stop.
 
| The position the player is warped to when entering the farm from the Bus Stop.
 +
|-
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| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
 +
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
 
|-
 
|-
 
| <samp>EntryLocation {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farmhouse)''
 
| <samp>EntryLocation {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farmhouse)''
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| <samp>NPCWarp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
 
| <samp>NPCWarp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
 
| Equivalent to <samp>Warp</samp>, but only usable by npcs.
 
| Equivalent to <samp>Warp</samp>, but only usable by npcs.
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|-
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| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
 +
| The default position of the pet bowl
 
|-
 
|-
 
| <samp>ShippingBinLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>ShippingBinLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
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| <samp>SpouseAreaLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>SpouseAreaLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| The position of the the 4x4 outdoor spouse area. Corresponds to the upper left corner.[[File:SpouseArea.png|upright=0.5|right|thumb]]
 
| The position of the the 4x4 outdoor spouse area. Corresponds to the upper left corner.[[File:SpouseArea.png|upright=0.5|right|thumb]]
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|-
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| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
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| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
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|-
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| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
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| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
 
|-
 
|-
 
| <samp>Warp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
 
| <samp>Warp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
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| <samp>NoSpawn All</samp><br /><samp>NoSpawn True</samp>
 
| <samp>NoSpawn All</samp><br /><samp>NoSpawn True</samp>
 
| Combines <samp>NoSpawn Grass</samp> and <samp>NoSpawn Tree</samp>.
 
| Combines <samp>NoSpawn Grass</samp> and <samp>NoSpawn Tree</samp>.
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|-
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| <samp>Back</samp>
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| <samp>NoSpawn False</samp>
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| Disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
 
|-
 
|-
 
| <samp>Back</samp>
 
| <samp>Back</samp>
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! property
 
! property
 
! explanation
 
! explanation
|-
  −
| <samp>Back</samp>
  −
| <samp>TouchAction Bus</samp>
  −
| Starts the Bus Ride to the Desert mini-cutscene, works in conjunction with Action BusTicket.
   
|-
 
|-
 
| <samp>Back</samp>
 
| <samp>Back</samp>
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| <samp>Back</samp>
 
| <samp>Back</samp>
 
| <samp>TouchAction DesertBus</samp>
 
| <samp>TouchAction DesertBus</samp>
| Lets you ride the bus back to the Bus Stop..
+
| Lets you ride the bus back to the Bus Stop.
 
|-
 
|-
 
| <samp>Back</samp>
 
| <samp>Back</samp>
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| <samp>TouchAction MagicWarp {{t|string area}} {{t|int x}} {{t|int y}} {{o|string prerequisite}}</samp>
 
| <samp>TouchAction MagicWarp {{t|string area}} {{t|int x}} {{t|int y}} {{o|string prerequisite}}</samp>
 
| Warps the player to the {{t|x}} {{t|y}} tile coordinates in the given {{t|area}} with a magic sound and effects. If the {{o|prerequisite}} field is specified, only occurs if that flag is set via <samp>Game1.player.mailReceived</samp>.
 
| Warps the player to the {{t|x}} {{t|y}} tile coordinates in the given {{t|area}} with a magic sound and effects. If the {{o|prerequisite}} field is specified, only occurs if that flag is set via <samp>Game1.player.mailReceived</samp>.
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|-
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| <samp>Back</samp>
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| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
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| Equivalent to <samp>Action PlayEvent</samp>, but activated on touch. Note that {{o|fallback action}} is an <samp>Action</samp> tile property, ''not'' a <samp>TouchAction</samp> tile property.
 
|-
 
|-
 
| <samp>Back</samp>
 
| <samp>Back</samp>
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| <samp>Action BrokenBeachBridge</samp>
 
| <samp>Action BrokenBeachBridge</samp>
 
| Prompts you to use wood to repair the bridge.
 
| Prompts you to use wood to repair the bridge.
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|-
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| <samp>Buildings</samp>
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| <samp>Action BuildingSilo</samp>
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| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
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|-
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| <samp>Buildings</samp>
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| <samp>Action BuildingToggleAnimalDoor</samp>
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| If a building covers this tile, opens or closes its animal door.
 
|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
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| <samp>Action EvilShrineRight</samp>
 
| <samp>Action EvilShrineRight</samp>
 
| Toggles monster spawning for your farm.
 
| Toggles monster spawning for your farm.
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|-
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| <samp>Buildings</samp>
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| <samp>Action Forge</samp>
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| Opens the [[Forge]] menu.
 
|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
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|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
| <samp>Action kitchen</samp>
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| <samp>Action kitchen</samp><br />''(valid in any location)''
| Shows the cooking menu. This Action can be used anywhere as of update 1.6.
+
| Shows the cooking menu.
 
|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
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| <samp>Action NextMineLevel</samp>
 
| <samp>Action NextMineLevel</samp>
 
| Warps the player to the next mine level (or level 1 if they're not in the mine).
 
| Warps the player to the next mine level (or level 1 if they're not in the mine).
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|-
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| <samp>Buildings</samp>
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| <samp>Action None</samp>
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| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
 
|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
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| <samp>Action NPCMessage {{t|str name}} "{{t|str dialogueKey}}"</samp>
 
| <samp>Action NPCMessage {{t|str name}} "{{t|str dialogueKey}}"</samp>
 
| If the named NPC is within 14 tiles of the player, reads dialogue with the given key from the string files and displays a dialogue box. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action NPCMessage Abigail "Strings\\StringsFromCSFiles:Event.cs.1022"''
 
| If the named NPC is within 14 tiles of the player, reads dialogue with the given key from the string files and displays a dialogue box. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action NPCMessage Abigail "Strings\\StringsFromCSFiles:Event.cs.1022"''
 +
|-
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| <samp>Buildings</samp>
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| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
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| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
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|-
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| <samp>Buildings</samp>
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| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
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| Open the [[Modding:Shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
 +
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
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* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
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* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>Owners</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
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|-
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| <samp>Buildings</samp>
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| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
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| Immediately start an [[Modding:Event data|event]], subject to the conditions:
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* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
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* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
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If the event doesn't start for any reason (including the preceding conditions):
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* If {{o|fallback action}} is specified, it'll be run as an action. This can be any <samp>Action</samp> tile property (without the "Action " prefix), like <code>Action PlayEvent 60367 true true PlayEvent 520702 false false</code> to play a different event.
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* Otherwise the action is silently ignored.
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For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
 
|-
 
|-
 
| <samp>Buildings</samp>
 
| <samp>Buildings</samp>
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