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→‎Define a custom item: move generic aquarium fish info to Modding:Fish data, integrate new field into item types table, fix inconsistent capitalization
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| 9
 
| 9
 
| <samp>TileSheets/crops</samp>
 
| <samp>TileSheets/crops</samp>
 +
|-
 +
| [[Modding:Fish data|fish (in fish tanks)]]
 +
| <samp>Data/AquariumFish</samp>
 +
| 0
 +
| 6
 +
| <samp>LooseSprites/AquariumFish</samp>
 
|-
 
|-
 
| [[Modding:Items|furniture]]
 
| [[Modding:Items|furniture]]
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Most item data assets work just like <samp>Data/ObjectInformation</samp>. For fruit trees, see [[#Custom fruit trees|custom fruit trees]].
 
Most item data assets work just like <samp>Data/ObjectInformation</samp>. For fruit trees, see [[#Custom fruit trees|custom fruit trees]].
</dd>
  −
  −
<dt>Aquarium fish</dt>
  −
<dd>
  −
Fish in the aquarium are already editable via <samp>Data/AquariumFish</samp>, but Stardew Valley 1.6 adds one new field:
  −
{| class="wikitable"
  −
|-
  −
! index
  −
! field
  −
! purpose
  −
|-
  −
| 0
  −
| sprite index
  −
| The index of the sprite within the above texture, starting at 0 for the top-left sprite.
  −
|-
  −
| 1
  −
| Type
  −
| eel/cephalopod/crawl/ground/fish/front_crawl front crawl is used for crawling fish whose sprites extend past the floor. They are always closest to the glass and sort above other fish to avoid sorting issues.
  −
|-
  −
| 2
  −
| Idle animations
  −
|
  −
|-
  −
| 3
  −
| Dart start animation frames.
  −
| The index of the start of the dart animation
  −
|-
  −
| 4
  −
| Dart hold animation frames.
  −
| The index of the hold of the dart animation
  −
|-
  −
| 5
  −
| Dart end animation frames.
  −
| The index of the end of the dart animation
  −
|-
  −
| 6
  −
| texture name
  −
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, fish use <samp>LooseSprites\AquariumFish</samp> by default.
  −
|}
   
</dd>
 
</dd>
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|-
 
|-
 
| 0
 
| 0
| Class
+
| class
 
| The name of the class in the <code>StardewValley.Tools</code> namespace. The class must have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
 
| The name of the class in the <code>StardewValley.Tools</code> namespace. The class must have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
 
|-
 
|-
 
| 1<br />2
 
| 1<br />2
| Name key<br />Description key
+
| name key<br />description key
 
| The string key to load for the tool's in-game display name and description, in the form {{t|asset name}}:{{t|key}} (''e.g.,'', <code>Strings\StringsFromCSFiles:Axe.cs.1</code>). In JSON, use <samp>\\</samp> for any asset path slashes.
 
| The string key to load for the tool's in-game display name and description, in the form {{t|asset name}}:{{t|key}} (''e.g.,'', <code>Strings\StringsFromCSFiles:Axe.cs.1</code>). In JSON, use <samp>\\</samp> for any asset path slashes.
 
|-
 
|-
 
| 3
 
| 3
| Parent sheet index
+
| parent sheet index
 
| The index of the tool's sprite in its spritesheet. Tool upgrades are handled by adding an offset to this index (''e.g.,'', basic axe = ''index'', copper axe = ''index'' + 1, steel axe = ''index'' + 2, etc).
 
| The index of the tool's sprite in its spritesheet. Tool upgrades are handled by adding an offset to this index (''e.g.,'', basic axe = ''index'', copper axe = ''index'' + 1, steel axe = ''index'' + 2, etc).
 
|-
 
|-
 
| 4
 
| 4
| Texture
+
| texture
 
| ''(Optional)'' The asset name for the item's spritesheet.
 
| ''(Optional)'' The asset name for the item's spritesheet.
 
|}
 
|}
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