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→‎For Content Patcher packs: + custom spouse outside area, improved map seats, more custom spouse room improvements
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===Custom spouse rooms===
 
===Custom spouse rooms===
Adding spouse rooms for custom NPCs is now much easier. You can edit the <tt>Data/SpouseRooms</tt> asset to add the spouse room info in this format: <code>"{{t|NPC name}}": "{{t|map name}}/{{t|map index}}"</code>.
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Adding spouse rooms for custom NPCs is now much easier.  
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<ul>
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<li>You can edit the <tt>Data/SpouseRooms</tt> asset to add the spouse room info in this format: <code>"{{t|NPC name}}": "{{t|map name}}/{{t|map index}}"</code>.
    
{| class="wikitable"
 
{| class="wikitable"
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| <code>{{t|map index}}</code>
 
| <code>{{t|map index}}</code>
 
| The index of the spouse room within the map file, to allow multiple spouse rooms in the same file. Each spouse room is 6 tiles across by 9 tiles down, starting with index 0 in the top-left corner. You can have any number of rows and columns (the index will wrap at the end of the row), as long as they fit an integer number of spouse rooms.
 
| The index of the spouse room within the map file, to allow multiple spouse rooms in the same file. Each spouse room is 6 tiles across by 9 tiles down, starting with index 0 in the top-left corner. You can have any number of rows and columns (the index will wrap at the end of the row), as long as they fit an integer number of spouse rooms.
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|}</li>
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<li>You can mark where the spouse stands in their spouse room by placing the red circle path tile (tile index 7) on [[Modding:Maps#Paths layer|the <tt>Paths</tt> layer]].</li>
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<li>The spouse room maps are now applied using the game's newer map override system, so tile properties and custom tilesheets in the spouse room map are copied over automatically.</li>
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<li>Some of the game's spouse room code (e.g. positions for Sebastian's 14-heart frog terrarium) was updated to potentially allow moving spouse rooms around. However, some things like event positions are still hardcoded and will need to be fixed to fully support this feature.</li>
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</ul>
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===Custom spouse outside areas===
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You can now customize the [[Marriage#Spouse Outside Area|spouse outside area]] for any NPC by editing <tt>Data/SpousePatios</tt>, which has four slash-delimited fields:
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{| class="wikitable"
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|-
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! field
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! effect
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|-
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| <tt>map asset name</tt>
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| The asset name relative to the <tt>Content/Maps</tt> folder which contains the spouse area map. The map must contain one or more 4x4 tile areas, with any number of rows and columns.
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|-
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| <tt>index</tt>
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| The index (starting at zero) within the map for the 4x4 area to use as the outdoor area.
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|-
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| <tt>NPC animation frames</tt>
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| ''(Optional)'' The spouse's animation frames, as a sequence of space-delimited frame indexes in their sprite's spritesheet each lasting 100 milliseconds. If not set, vanilla spouses will use their hardcoded animations and custom spouses won't be animated.
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|-
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| <tt>{{t|NPC offset X}} {{t|NPC offset Y}}</tt>
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| ''(Optional)'' A pixel X and Y offset applied to the NPC's position when they're in their outdoor area.
 
|}
 
|}
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For example, <code>"Abigail": "spousePatios/0/16 16 16 16 17 17 17 17 17 17 18 18 18 18 18 19 19 19 19 19/1 5"</code> sets Abigail's outdoor area to the first one defined in the <tt>Maps/spousePatios</tt> asset, cycles her sprite through spritesheet indexes 16&ndash;19 for 500 milliseconds each, and offsets her 1 pixel to the right and 5 pixels down in the outdoor area.
    
===Custom farmhouse renovations===
 
===Custom farmhouse renovations===
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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.
 
| 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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===Improved map seats===
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When defining map seats via <tt>Data\ChairTiles</tt> (see [[Modding:Migrate to Stardew Valley 1.5#Sitting on non-furniture chairs|docs in the 1.5 migration guide]]), you can now set the type field to <tt>custom {{t|offset_x}} {{t|offset_y}} {{t|extra_height}}</tt> to override the hardcoded offset and height values in code. The three values are measured in tiles (e.g. an X offset value of 0.5 would shift the sitting location by half a tile).
    
===Update impact===
 
===Update impact===
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