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5,766 bytes added ,  01:29, 21 January 2022
Add 1.5.5 map and tile properties
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! property
 
! property
 
! explanation
 
! explanation
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|-
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| <samp>AllowGrassGrowInWinter T</samp>²<br />''(valid in any location)''
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| Allows [[grass]] to spread in winter.
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|-
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| <samp>AllowGrassSurviveInWinter T</samp>²<br />''(valid in any location)''
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| Allows [[grass]] that's alive on the last day of fall to survive through to winter.
 
|-
 
|-
 
| <samp>AmbientLight {{t|byte r}} {{t|byte g}} {{t|byte b}}</samp><br />''(valid in indoor locations and locations that ignore outdoor lighting)''
 
| <samp>AmbientLight {{t|byte r}} {{t|byte g}} {{t|byte b}}</samp><br />''(valid in indoor locations and locations that ignore outdoor lighting)''
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| <samp>CanCaskHere T</samp>²<br />''(valid in any location)''
 
| <samp>CanCaskHere T</samp>²<br />''(valid in any location)''
 
| Allows casks to work in that location.
 
| Allows casks to work in that location.
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|-
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| <samp>ClearEmptyDirtOnNewMonth T</samp>²<br />''(valid in any location)''
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| Destroy most tilled dirt that doesn't contain crops when a new year starts.
 
|-
 
|-
 
| <samp>DayTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</samp><br />''(valid in any location)''
 
| <samp>DayTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</samp><br />''(valid in any location)''
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| <samp>Doors [{{t|int x}} {{t|int y}} {{t|string sheetID}} {{t|int tileID}}]+</samp><br />''(valid in indoor locations)''
 
| <samp>Doors [{{t|int x}} {{t|int y}} {{t|string sheetID}} {{t|int tileID}}]+</samp><br />''(valid in indoor locations)''
 
| Adds functionality to interior doors. Used with <samp>Action Door</samp> tile properties. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
 
| Adds functionality to interior doors. Used with <samp>Action Door</samp> tile properties. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
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|-
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| <samp>EntryLocation {{t|tile X}} {{t|tile Y}}</samp>²<br />''(valid in farm)''
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| Sets the tile on which the player appears when they warp into the farmhouse.
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|-
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| <samp>EnableGrassSpread T</samp>²<br />''(valid in any location)''
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| Gives [[grass]] in the location a chance to spread each day.
 
|-
 
|-
 
| <samp>Fall_Objects T</samp>²<br /><samp>Spring_Objects T</samp>²<br /><samp>Summer_Objects T</samp>²<br /><samp>Winter_Objects T</samp>²
 
| <samp>Fall_Objects T</samp>²<br /><samp>Spring_Objects T</samp>²<br /><samp>Summer_Objects T</samp>²<br /><samp>Winter_Objects T</samp>²
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| <samp>FarmCaveEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>FarmCaveEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| The position the player is warped to when entering the farm from the farm cave.
 
| The position the player is warped to when entering the farm from the farm cave.
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|-
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| <samp>FarmFishLocationOverride {{t|location name}} {{t|chance}}</samp><br />''(valid in farm)''
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| Adds an alternative location name when catching fish, where the {{t|chance}} is a decimal value between 0 (never happens) and 1 (always happens). For example, <samp>FarmFishLocationOverride Mountain 0.5</samp> adds a 50% chance of catching mountain fish instead of the normal fish for that location. The location name is case-sensitive, and matches those shown by the {{nexus mod|679|Debug Mode mod}}.
 
|-
 
|-
 
| <samp>FarmHouseEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>FarmHouseEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| Changes the position of the Farm House. Corresponds to the front door, or the position the player will be warped to when leaving the house.
 
| Changes the position of the Farm House. Corresponds to the front door, or the position the player will be warped to when leaving the house.
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|-
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| <samp>FarmHouseFlooring {{t|flooring id}}</samp><br />''(valid in farm)''
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| Sets the initial farmhouse floor to the given ID when creating a new save. These are mapped to the 4x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting at tile index 336 (where index 0 is mapped to the top-left square).<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
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|-
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| <samp>FarmHouseFurniture [{{t|furniture ID}} {{t|tile X}} {{t|tile Y}} {{t|rotations}}]+</samp><br />''(valid in farm)''
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| Spawns initial furniture in the farmhouse when creating a new save. If you add multiple furniture to the same tile, the first one will be placed on the ground and the last one will be placed on the first one.<br />This is also required to enable the <samp>FarmHouseWallpaper</samp>, <samp>FarmHouseFlooring</samp>, and <samp>FarmHouseStarterSeedsPosition</samp> properties. You can enable it without spawning any furniture with <samp>FarmHouseFurniture -1 0 0 0</samp>.
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|-
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| <samp>FarmHouseStarterSeedsPosition {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farm)''
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| Sets the tile position in the farmhouse where the seed package is placed when creating a new save.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
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|-
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| <samp>FarmHouseWallpaper {{t|wallpaper id}}</samp><br />''(valid in farm)''
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| Sets the initial farmhouse wallpaper to the given ID when creating a new save. These are mapped to the 1x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting from the top-left.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
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|-
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| <samp>FarmOceanCrabPotOverride T</samp>²<br />''(valid in farm)''
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| Causes crab pots on the farm should catch ocean fish.
 
|-
 
|-
 
| <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>.''
 
| Sets the spawn location of the [[Hay Hopper]] in a coop or barn.<br />''Example: <samp>Feed 3 2</samp>.''
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|-
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| <samp>ForceAllowTreePlanting T</samp>²<br />''(valid in any location)''
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| Allows planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed.
 
|-
 
|-
 
| <samp>forceLoadPathLayerLights T</samp>²<br />''(valid in outdoor non-festival locations)''
 
| <samp>forceLoadPathLayerLights T</samp>²<br />''(valid in outdoor non-festival locations)''
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| <samp>indoorWater T</samp>²<br />''(valid in indoor locations)''
 
| <samp>indoorWater T</samp>²<br />''(valid in indoor locations)''
 
| Enables water logic (ie. fishing, etc.) in that location.
 
| Enables water logic (ie. fishing, etc.) in that location.
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|-
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| <samp>IsFarm T</samp>²<br />''(valid in any location)''
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| Marks 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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| <samp>IsGreenhouse T</samp>²<br />''(valid in any location)''
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| Marks the location as a greenhouse.
 
|-
 
|-
 
| <samp>KitchenStandingLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farmhouse)''
 
| <samp>KitchenStandingLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farmhouse)''
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| <samp>skipWeedGrowth T</samp>²<br />''(valid in any location)''
 
| <samp>skipWeedGrowth T</samp>²<br />''(valid in any location)''
 
| Prevents weeds from spawning and spreading in this location.
 
| Prevents weeds from spawning and spreading in this location.
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|-
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| <samp>SpawnBeachFarmForage T</samp>²<br />''(valid in farm)''
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| Randomly spawns beach forage and [[Supply Crate|supply crates]] on the farm (like the [[Farm Maps|vanilla beach farm]]). Forage and crates will only appear on tiles which have the <samp>BeachSpawn T</samp> property on the <samp>Back</samp> layer, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
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|-
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| <samp>SpawnForestFarmForage T</samp>²<br />''(valid in farm)''
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| Randomly spawns forest forage on the farm (like the [[Farm Maps|vanilla forest farm]]). Forage will only spawn on tiles which have the <samp>Type Grass</samp> tile property, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
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|-
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| <samp>SpawnGrassFromPathsOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns grass on every tile with index 22 on the <samp>Paths</samp> layer when a new year starts. See also <samp>SpawnRandomGrassOnNewYear</samp>.
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|-
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| <samp>SpawnDebrisOnNewMonth T</samp><br /><samp>SpawnDebrisOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns weeds, stones, or twigs at random positions when a new month/year starts (subject to their usual spawn rules).
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|-
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| <samp>SpawnMountainFarmOreRect {{t|tile X}} {{t|tile Y}} {{t|tile width}} {{t|tile height}}</samp><br />''(valid in farm)''
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| 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 <samp>Type Dirt</samp> tile property and are clear for object placement.
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|-
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| <samp>SpawnRandomGrassOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <samp>SpawnGrassFromPathsOnNewYear</samp>.
 
|-
 
|-
 
| <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)''
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| <samp>TouchAction Sleep</samp>
 
| <samp>TouchAction Sleep</samp>
 
| Ends the day if the player confirms.
 
| Ends the day if the player confirms.
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|-
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| <samp>Back</samp>
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| <samp>TouchAction Warp {{t|string area}} {{t|int x}} {{t|int y}} {{o|string prerequisite}}</samp>
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| Adds a player-only warp on the tile to the specified location name and position. This is exactly equivalent to <samp>TouchAction MagicWarp</samp>, but without the magic sound/visual effect.
 
|}
 
|}
  
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