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| | <tt>BrookSounds [{{t|int x}} {{t|int y}} {{t|int type}}]</tt><br />''(valid in outdoor locations)'' | | | <tt>BrookSounds [{{t|int x}} {{t|int y}} {{t|int type}}]</tt><br />''(valid in outdoor locations)'' |
| | Adds sound sources. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|type}} is the ambient sound ID. The {{t|type}} of sound can be one of... | | | Adds sound sources. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|type}} is the ambient sound ID. The {{t|type}} of sound can be one of... |
− | * 0 (babblingBrook); | + | * <tt>0</tt> (babblingBrook); |
− | * 1 (cracklingFire); | + | * <tt>1</tt> (cracklingFire); |
− | * 2 (engine); | + | * <tt>2</tt> (engine); |
− | * 3 (cricket). | + | * <tt>3</tt> (cricket). |
| |- | | |- |
| | <tt>DayTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</tt><br />''(valid in any location)'' | | | <tt>DayTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</tt><br />''(valid in any location)'' |
| | Sets tiles to appear between 6AM to 7PM. Anytime before 7pm, this finds the tile at position ({{t|x}}, {{t|y}}) on the map layer matching {{t|layerName}}, changes its tilesheet index to the specified {{t|tilesheetIndex}}, and adds a glow to simulate daylight. The glow will only be added if the location is indoors and the {{t|tilesheetIndex}} is 256, 288, 405, 469, or 1224. The parameters can be repeated to affect multiple tiles.<br />''Example: <tt>DayTiles Front 3 1 256 Front 3 2 288</tt>.'' | | | Sets tiles to appear between 6AM to 7PM. Anytime before 7pm, this finds the tile at position ({{t|x}}, {{t|y}}) on the map layer matching {{t|layerName}}, changes its tilesheet index to the specified {{t|tilesheetIndex}}, and adds a glow to simulate daylight. The glow will only be added if the location is indoors and the {{t|tilesheetIndex}} is 256, 288, 405, 469, or 1224. The parameters can be repeated to affect multiple tiles.<br />''Example: <tt>DayTiles Front 3 1 256 Front 3 2 288</tt>.'' |
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− | | <tt>Doors {{t|int x}} {{t|int y}} {{t|string sheetID}} {{t|int tileID}}</tt><br />''(valid in any location)'' | + | | <tt>Doors [{{t|int x}} {{t|int y}} {{t|string sheetID}} {{t|int tileID}}]+</tt><br />''(valid in indoor locations)'' |
− | | Adds a door. 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 <tt>Action Door</tt> 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. |
| |- | | |- |
| | <tt>Fall_Objects T</tt>²<br /><tt>Spring_Objects T</tt>²<br /><tt>Summer_Objects T</tt>²<br /><tt>Winter_Objects T</tt>² | | | <tt>Fall_Objects T</tt>²<br /><tt>Spring_Objects T</tt>²<br /><tt>Summer_Objects T</tt>²<br /><tt>Winter_Objects T</tt>² |
| | Whether to spawn seasonal objects on spawnable tiles based on the data in <tt>Data\Locations.xnb</tt>.<br />''Example: <tt>Fall_Objects</tt>.'' | | | Whether to spawn seasonal objects on spawnable tiles based on the data in <tt>Data\Locations.xnb</tt>.<br />''Example: <tt>Fall_Objects</tt>.'' |
| + | |- |
| + | | <tt>forceLoadPathLayerLights T</tt>²<br />''(valid in outdoor non-festival locations)'' |
| + | | Forces lights to be loaded from the <tt>Paths</tt> layer on maps where they would not normally be.<br />''Example: <tt>forceLoadPathLayerLights true</tt>.'' |
| |- | | |- |
| | <tt>Light [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt><br />''(valid in any location)'' | | | <tt>Light [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt><br />''(valid in any location)'' |
| | Adds light sources. The {{t|type}} field is the kind of light source (e.g. 4 for twin candles), and {{t|x}} {{t|y}} are the tile coordinates.The {{t|type}} of light source can be one of... | | | Adds light sources. The {{t|type}} field is the kind of light source (e.g. 4 for twin candles), and {{t|x}} {{t|y}} are the tile coordinates.The {{t|type}} of light source can be one of... |
− | * 1 (lantern); | + | * <tt>1</tt> (lantern); |
− | * 2 (window); | + | * <tt>2</tt> (window); |
− | * 4 (sconce); | + | * <tt>4</tt> (sconce); |
− | * 5 (cauldron); | + | * <tt>5</tt> (cauldron); |
− | * 6 (indoor window); | + | * <tt>6</tt> (indoor window); |
− | * 7 (projector). | + | * <tt>7</tt> (projector). |
| Any other value will crash the game.<br />''Example: <tt>Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5</tt> (Adventurer's Guild).'' | | Any other value will crash the game.<br />''Example: <tt>Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5</tt> (Adventurer's Guild).'' |
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| | <tt>NightTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</tt><br />''(valid in any location)'' | | | <tt>NightTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</tt><br />''(valid in any location)'' |
− | | Changes the tile after 7pm. Outside, it works along <tt>DayTiles</tt>: set a DayTiles tile for the map to load between 6am to 7pm, then a NightTiles to load between 7pm to the end of the day. It is mostly used for lamps in the game. | + | | Changes the tile after 7pm. Outside, it works along <tt>DayTiles</tt>: set a <tt>DayTiles</tt> tile for the map to load between 6am to 7pm, then a <tt>NightTiles</tt> to load between 7pm to the end of the day. It is mostly used for lamps in the game. |
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| | <tt>Outdoors T</tt>²<br />''(valid in any location)'' | | | <tt>Outdoors T</tt>²<br />''(valid in any location)'' |
| | Sets whether the location is outdoors.<br />''Example: <tt>Outdoors true</tt>.'' | | | Sets whether the location is outdoors.<br />''Example: <tt>Outdoors true</tt>.'' |
| |- | | |- |
− | | <tt>TreatAsOutdoors T</tt>²<br />''(valid in any location)'' | + | | <tt>ProduceArea {{t|int x}} {{t|int y}} {{t|int width}} {{t|int height}}</tt><br />''(valid in coops and barns)'' |
− | | The location is treated as outdoors for the purposes of spawning debris and similar mechanics. | + | | Sets the area where animals can spawn within a coop or barn.<br />''Example: <tt>ProduceArea 6 4 8 7</tt>.'' |
| + | |- |
| + | | <tt>ScreenshotRegion {{t|int left}} {{t|int top}} {{t|int right}} {{t|int bottom}}</tt><br />''(valid in any location)'' |
| + | | Constrains the portion of the map rendered when screenshots are taken.<br />''Example: <tt>ScreenshotRegion 0 27 69 61</tt>.'' |
| + | |- |
| + | | <tt>Stumps [{{t|int x}} {{t|int y}} {{t|unused}}]+</tt><br />''(valid in Secret Woods)'' |
| + | | Adds stumps to the Secret Woods map daily. The third field for each stump appears to be unused.<br />''Example: <tt>Stumps 24 6 3 29 7 3 26 10 3 46 6 3 34 26 3 41 26 3</tt>.'' |
| + | |- |
| + | | <tt>TreatAsOutdoors T</tt>²<br />''(valid in indoor locations)'' |
| + | | The location is treated as outdoors for the purposes of spawning anything other than lights from the <tt>Paths</tt> layer and yielding [[Coal]] from breaking rocks. |
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| | <tt>Trees [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt> | | | <tt>Trees [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt> |
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| | <tt>UniquePortrait [{{t|str name}}]+</tt><br />''(valid in any location)'' | | | <tt>UniquePortrait [{{t|str name}}]+</tt><br />''(valid in any location)'' |
− | | ? | + | | Switches the portraits for the named NPCs to the unique variants for the location. An NPC <tt>Jane</tt> in location <tt>Room</tt> will switch to portrait <tt>Portraits/Jane_Room</tt>.<br/>''Example: <tt>UniquePortrait Maru</tt>.'' |
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| | <tt>UniqueSprite [{{t|str name}}]+</tt><br />''(valid in any location)'' | | | <tt>UniqueSprite [{{t|str name}}]+</tt><br />''(valid in any location)'' |
− | | ? | + | | Switches the spritesheets for the named NPCs to the unique variants for the location. An NPC <tt>Jane</tt> in location <tt>Room</tt> will switch to spritesheet <tt>Characters/Jane_Room</tt>.<br/>''Example: <tt>UniqueSprite Maru</tt>.'' |
| |- | | |- |
| | <tt>ViewportFollowPlayer T</tt>²<br />''(valid in any location)'' | | | <tt>ViewportFollowPlayer T</tt>²<br />''(valid in any location)'' |
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| The following properties are used but apparently have no effect: <tt>Arch</tt>, <tt>Debris</tt>, and <tt>Fish</tt>. | | The following properties are used but apparently have no effect: <tt>Arch</tt>, <tt>Debris</tt>, and <tt>Fish</tt>. |
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− | <small>¹ Map properties are handled in <tt>GameLocation::resetForPlayerEntry</tt> and <tt>GameLocation::loadObjects</tt>.</small><br /> | + | <small>¹ Map properties are primary handled in various methods of the <tt>GameLocation</tt> class, particularly <tt>resetLocalState</tt>.</small><br /> |
| <small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small> | | <small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small> |
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