Changes

Updated the Feed map property, as it appears to be outdated
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|-
 
|-
 
| <samp>Feed {{t|int x}} {{t|int y}}</samp><br />''(valid in coops and barns)''
 
| <samp>Feed {{t|int x}} {{t|int y}}</samp><br />''(valid in coops and barns)''
| Sets the spawn location of the [[Hay Hopper]] in a coop or barn.<br />''Example: <samp>Feed 3 2</samp>.''
+
| <s>Sets the spawn location of the [[Hay Hopper]] in a coop or barn.<br />''Example: <samp>Feed 3 2</samp>.''</s><br />The Feed map property has been deprecated with 1.6. The FeedHopper is now being defined in Data/Buildings as a IndoorItems entry "(BC)99"
 
|-
 
|-
 
| <samp>ForceAllowTreePlanting T</samp>²<br />''(valid in any location)''
 
| <samp>ForceAllowTreePlanting T</samp>²<br />''(valid in any location)''
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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]]
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|-
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| <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 Door {{t|npcName}} {{o|npcName}}</samp>
 
| <samp>Action Door {{t|npcName}} {{o|npcName}}</samp>
 
| Sets up an interior door that cannot be opened unless the player has two or more hearts of friendship with any of the named NPC(s). Placed on the lower of the two door tiles. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action Door Abigail''
 
| Sets up an interior door that cannot be opened unless the player has two or more hearts of friendship with any of the named NPC(s). Placed on the lower of the two door tiles. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action Door Abigail''
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action DropBox {{t|ID}}</samp>
 +
| A location that allows the player to drop off items when a [[Modding:Special orders|special order]] with the given {{t|ID}} is active.
 
|-
 
|-
 
| <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.
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 +
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.
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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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