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→‎For Content Patcher packs: + changes in today's 1.5.5 build
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| <tt>ForceAllowTreePlanting T</tt>
 
| <tt>ForceAllowTreePlanting T</tt>
 
| Whether to allow planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed.
 
| Whether to allow planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed.
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|-
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| ''any''
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| <tt>IsFarm T</tt>
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| Whether to mark the location as a farm. This only affects generic location/interaction logic which checks the in-code <code>location.IsFarm</code> property; logic hardcoded into the game's <code>Farm</code> class (e.g. farm animals, pets, crows/scarecrows, greenhouse, farm buildings, etc) is still limited to the actual farm.
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|-
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| ''any''
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| <tt>IsGreenhouse T</tt>
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| Whether to mark the location as a greenhouse.
 
|-
 
|-
 
| farm
 
| farm
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| <tt>SpawnMountainFarmOreRect {{t|tile X}} {{t|tile Y}} {{t|tile width}} {{t|tile height}}</tt>
 
| <tt>SpawnMountainFarmOreRect {{t|tile X}} {{t|tile Y}} {{t|tile width}} {{t|tile height}}</tt>
 
| The tile area on the farm map where ores should randomly spawn (like the [[Farm Maps|vanilla hilltop farm]]). Ores will only spawn on tiles which have the <tt>Type Dirt</tt> tile property and are clear for object placement.
 
| The tile area on the farm map where ores should randomly spawn (like the [[Farm Maps|vanilla hilltop farm]]). Ores will only spawn on tiles which have the <tt>Type Dirt</tt> tile property and are clear for object placement.
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|}
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And one new tile property:
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{| class="wikitable"
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|-
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! layer
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! property
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! effect
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|-
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| <tt>Back</tt>
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| <tt>TouchAction MagicWarp {{t|area}} {{t|x}} {{t|y}} {{o|string prerequisite}}</tt>
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| Adds a player-only warp on the tile to the specified location name and position. This is exactly equivalent to <tt>TouchAction MagicWarp</tt>, but without the magic sound/visual effect.
 
|}
 
|}
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| <tt>{{t|dialogue key}}Roommate</tt>
 
| <tt>{{t|dialogue key}}Roommate</tt>
 
| Overrides a dialogue if the NPC is a roommate. For example, if Penny is a roommate and wants to show the <tt>Outdoor_Penny</tt> dialogue, the game will show <tt>Outdoor_PennyRoommate</tt> instead if it exists.
 
| Overrides a dialogue if the NPC is a roommate. For example, if Penny is a roommate and wants to show the <tt>Outdoor_Penny</tt> dialogue, the game will show <tt>Outdoor_PennyRoommate</tt> instead if it exists.
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|-
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| <tt>Characters/Dialogue/*</tt>
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| <tt>*_roommate_*</tt>
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| Equivalent to the <tt>*_inlaw_*</tt> infix in [[Modding:Dialogue#Generic dialogue|generic dialogue]], used if you're a roommate with the NPC. If not defined, the game will check for the <tt>*_inlaw_*</tt> version instead.
 
|-
 
|-
 
| <tt>Data/Festivals/*</tt>
 
| <tt>Data/Festivals/*</tt>
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<li>Added <tt>R</tt> to the [[Modding:Event data#Event preconditions|event preconditions]] which checks whether the local player has a roommate. This can be combined with <tt>O {{t|NPC name}}</tt> to check for a specific roommate, like <tt>R/O Abigail</tt>.</li>
 
<li>Added <tt>R</tt> to the [[Modding:Event data#Event preconditions|event preconditions]] which checks whether the local player has a roommate. This can be combined with <tt>O {{t|NPC name}}</tt> to check for a specific roommate, like <tt>R/O Abigail</tt>.</li>
 
</ul>
 
</ul>
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===Custom scarecrows===
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You can now mark any placeable item as a [[scarecrow]] with two new [[Modding:Context tags|context tags]]:
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{| class="wikitable"
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|-
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! context tag
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! effect
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|-
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| <tt>crow_scare</tt>
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| Sets the item as a placeable scarecrow. If not set, the item is considered a scarecrow if its default name contains the substring <code>arecrow</code> (like before).
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|-
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| <tt>crow_scare_radius_{{t|radius}}</tt>
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| If the item is a scarecrow, sets the radius that it covers. If not set, the scarecrow defaults to 17 if the default name contains the substring <code>Deluxe</code> and 9 otherwise.
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|}
    
===Update impact===
 
===Update impact===
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