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→‎What's new for everything else: + buff data in build 24041
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====Other changes====
 
====Other changes====
 
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
 
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
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===Custom buffs===
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: ''See also: [[#Buff overhaul|buff overhaul]].''
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You can now define custom buffs by editing the new <samp>Data/Buffs</samp> asset. You can then use the buff from other places like <samp>Data/Object</samp>'s <samp>Buff</samp> field.
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This consists of a string → model lookup, where...
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* The key is a [[Modding:Modder Guide/Game Fundamentals#Unique string IDs|unique string ID]] for the buff.
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* The value is a model with the fields listed below.
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{| class="wikitable"
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|-
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! field
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! purpose
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|-
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| <samp>DisplayName</samp>
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| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
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|-
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| <samp>Description</samp>
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| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
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|-
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| <samp>IsDebuff</samp>
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| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
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|-
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| <samp>GlowColor</samp>
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| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
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|-
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| <samp>Duration</samp>
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| The duration in milliseconds for which the buff should be active. This can be the exact value <samp>-999888</samp> for a buff that should last for the rest of the day.
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|-
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| <samp>MaxDuration</samp>
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| ''(Optional)'' The maximum buff duration in milliseconds. If specified and larger than <samp>Duration</samp>, a random value between <samp>Duration</samp> and <samp>MaxDuration</samp> will be selected for each buff. Default none.
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|-
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| <samp>IconTexture</samp>
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| The asset name for the texture containing the buff's sprite.
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|-
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| <samp>IconSpriteIndex</samp>
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| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
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|-
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| <samp>Effects</samp>
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| ''(Optional)'' The buff attributes to apply. Default none.
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This consists of a model with any combination of these fields:
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{| class="wikitable"
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|-
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! field
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! purpose
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|-
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| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
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| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
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|-
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| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
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| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
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|}
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|-
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| <samp>CustomFields</samp>
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| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
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|}
    
===Custom data fields===
 
===Custom data fields===
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