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| You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId/ZoomZoom")</code>. | | You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId/ZoomZoom")</code>. |
| + | |
| + | ===Build anywhere=== |
| + | Buildings and animals are no longer hardcoded to the [[farm]] location; you can add the new <code>CanBuildHere: T</code> [[Modding:Maps|map property]] to any location to constructing buildings there. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building). |
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| ===Custom items=== | | ===Custom items=== |
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| ===[[Modding:Maps|Map/tile property]] changes=== | | ===[[Modding:Maps|Map/tile property]] changes=== |
| <ul> | | <ul> |
| + | <li>Added new map properties: |
| + | {| class="wikitable" |
| + | |- |
| + | ! property |
| + | ! explanation |
| + | |- |
| + | | <samp>CanBuild T</samp><br />''(valid in any outdoor location)'' |
| + | | Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]]. |
| + | |}</li> |
| <li>Added new <samp>Action</samp> tile properties: | | <li>Added new <samp>Action</samp> tile properties: |
| {| class="wikitable" | | {| class="wikitable" |
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| * When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>). | | * When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>). |
| * When creating buffs, see [[#buff overhaul|buff overhaul]] for how to create buffs now. | | * When creating buffs, see [[#buff overhaul|buff overhaul]] for how to create buffs now. |
| + | |
| + | ===<samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> obsolete=== |
| + | : ''See also: [[#Build anywhere|build anywhere in what's new]].'' |
| + | |
| + | Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. |
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| ===Player changes=== | | ===Player changes=== |