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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. |
| + | |- |
| + | | <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. |
| + | |- |
| + | | <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]] |
| + | |- |
| + | | <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)'' |
| + | | The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]]. |
| + | |- |
| + | | <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)'' |
| + | | 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>. |
| + | |- |
| + | | <samp>Back</samp> |
| + | | <samp>NoSpawn False</samp> |
| + | | 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>. |
| + | |- |
| + | | <samp>Back</samp> |
| + | | <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp> |
| + | | 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. |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action BuildingSilo</samp> |
| + | | 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>. |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action BuildingToggleAnimalDoor</samp> |
| + | | 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. |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action Forge</samp> |
| + | | Opens the [[Forge]] menu. |
| |- | | |- |
| | <samp>Buildings</samp> | | | <samp>Buildings</samp> |
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| |- | | |- |
| | <samp>Buildings</samp> | | | <samp>Buildings</samp> |
− | | <samp>Action kitchen</samp> | + | | <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). |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action None</samp> |
| + | | 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"'' |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp> |
| + | | Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects. |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp> |
| + | | 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>. |
| + | * {{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. |
| + | * {{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. |
| + | |- |
| + | | <samp>Buildings</samp> |
| + | | <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp> |
| + | | Immediately start an [[Modding:Event data|event]], subject to the conditions: |
| + | * {{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. |
| + | * {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true. |
| + | |
| + | If the event doesn't start for any reason (including the preceding conditions): |
| + | * 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. |
| + | * Otherwise the action is silently ignored. |
| + | |
| + | 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> |