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12 bytes added ,  19:52, 27 March 2019
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| <tt>Maps/Farm</tt><br /><tt>Maps/Farm_Combat</tt><br /><tt>Maps/Farm_Fishing</tt><br /><tt>Maps/Farm_Foraging</tt><br /><tt>Maps/Farm_Mining</tt>
 
| <tt>Maps/Farm</tt><br /><tt>Maps/Farm_Combat</tt><br /><tt>Maps/Farm_Fishing</tt><br /><tt>Maps/Farm_Foraging</tt><br /><tt>Maps/Farm_Mining</tt>
| The farm's <tt>Paths</tt> layer must have at least one tile with index 22 (grass spawn). This is used to initialise the grass code when the save is loaded, even if no grass is spawned.<ref>The grass sound is set in <tt>Grass::loadSprite</tt>, which is called from <tt>GameLocation::loadObjects</tt> if the <tt>Paths</tt> layer has tile index 22. (The game spawns a grass for each such tile, and later removes them.)</ref>
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* The farm's <tt>Paths</tt> layer must have at least one tile with index 22 (grass spawn). This is used to initialise the grass code when the save is loaded, even if no grass is spawned.<ref>The grass sound is set in <tt>Grass::loadSprite</tt>, which is called from <tt>GameLocation::loadObjects</tt> if the <tt>Paths</tt> layer has tile index 22. (The game spawns a grass for each such tile, and later removes them.)</ref>
 
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| <tt>Maps/FarmHouse</tt>
 
| <tt>Maps/FarmHouse</tt>
| The two bed tiles where the player can walk must have two properties: <tt>Bed T</tt> (used to decide if the player is in bed) and <tt>TouchAction Sleep</tt>. It is impossible to delete or change the wallpapers and floors, else the game crashes.
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* The two bed tiles where the player can walk must have two properties: <tt>Bed T</tt> (used to decide if the player is in bed) and <tt>TouchAction Sleep</tt>.
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* Deleting or changing the wallpapers and floors will cause a game crashe.
 
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| <tt>Maps/SpouseRooms</tt>
 
| <tt>Maps/SpouseRooms</tt>
| If you add or resize any tilesheet, you must also edit <tt>Maps/FarmHouse1_marriage</tt> and <tt>Maps/FarmHouse2_marriage</tt> to have the same changes (even if you don't make any other changes to the farmhouse). This is needed because the tilesheet references and sizes are stored as part of the map file.
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* If you add or resize any tilesheet, you must also edit <tt>Maps/FarmHouse1_marriage</tt> and <tt>Maps/FarmHouse2_marriage</tt> to have the same changes (even if you don't make any other changes to the farmhouse). This is needed because the tilesheet references and sizes are stored as part of the map file.
 
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Tiled does not handle "save as" correctly and messes up the path of the tilesheets properties. Current alternatve is to copy paste beforehand any maps you want to edit.
 
Tiled does not handle "save as" correctly and messes up the path of the tilesheets properties. Current alternatve is to copy paste beforehand any maps you want to edit.
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