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Add new fields to boots data, Add new entry example to boots
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==Boots==
 
==Boots==
Boots are items that can be equipped in the player's [[footwear]] slot.
  −
  −
They have their data in <samp>Data/Boots</samp>, their in-game sprites in <samp>Maps/springobjects</samp> (item sprite) and <samp>Characters/Farmer/shoeColors</samp> (shoe color), and their code in <samp>StardewValley.Objects.Boots</samp>.
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===Data format===
 
===Data format===
The boots data in <samp>Data/Boots</samp> consists of an integer→string dictionary with entries like this:
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You can create/edit [[Footwear|boots]] by editing the <samp>Data/Boots</samp> asset. This consists of a string → string dictionary, where...
 
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* The key is the unqualified [[Modding:Common_data_field_types#Item_ID|item ID]].
<syntaxhighlight lang="json">
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* The value is a slash-delimited string with the fields listed below.
  "511": "Dark Boots/Made from thick black leather./250/4/2/7"
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</syntaxhighlight>
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For each entry in the data asset, the key is the item's <samp>ParentSheetIndex</samp> and the value is a slash-delimited string with these fields:
      
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
| 0
 
| 0
| name
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| Name
 
| The internal item name (and display name in English).
 
| The internal item name (and display name in English).
 
|-
 
|-
 
| 1
 
| 1
| description
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| Description
 
| The translated item description shown in-game.
 
| The translated item description shown in-game.
 
|-
 
|-
 
| 2
 
| 2
| price
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| Price
 
| '''Unused.''' The actual price is calculated as <samp>(''added defence'' × 100) + (''added immunity'' × 100)</samp>.
 
| '''Unused.''' The actual price is calculated as <samp>(''added defence'' × 100) + (''added immunity'' × 100)</samp>.
 
|-
 
|-
 
| 3
 
| 3
| added defense
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| Added Defense
 
| A [[defense]] bonus applied to the player while equipped.
 
| A [[defense]] bonus applied to the player while equipped.
 
|-
 
|-
 
| 4
 
| 4
| added immunity
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| Added Immunity
 
| An [[immunity]] bonus applied to the player while equipped.
 
| An [[immunity]] bonus applied to the player while equipped.
 
|-
 
|-
 
| 5
 
| 5
| color index
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| Color Index
| The index of the boot color in the <samp>Characters/Farmer/shoeColors</samp> spritesheet.
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| The boots color index within the Color Texture, where 0 is the top-left set, if present, otherwise the <samp>Characters/Farmer/shoeColors</samp> spritesheet.
 
|-
 
|-
 
| 6
 
| 6
| display name
+
| Display Name
 
| The translated item name shown in-game (for non-English assets only).
 
| The translated item name shown in-game (for non-English assets only).
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|-
 +
| 7
 +
| Color Texture
 +
| The asset name for the texture containing the boots color sprite.
 +
|-
 +
| 8
 +
| Sprite Index
 +
| The boots sprite index within the Texture, where 0 is the top-left set.
 +
|-
 +
| 9
 +
| Texture
 +
| The asset name for the texture containing the boots sprite.
 
|}
 
|}
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 +
The boots data in <samp>Data/Boots</samp> consists of a string → string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "511": "Dark Boots/Made from thick black leather./250/4/2/7"
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</syntaxhighlight>
 +
 +
A custom entry might look something like this:
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 +
<syntaxhighlight lang="json">
 +
{
 +
  "Format": "2.2.0",
 +
  "Changes": [
 +
    {
 +
      "LogName": "Load boots texture",
 +
      "Action": "Load",
 +
      "Target": "{{ModId}}/Boots, {{ModId}}/BootsColor",
 +
      "FromFile": "assets/{{TargetWithoutPath}}.png"
 +
    },
 +
    {
 +
      "LogName": "Add boots to boots data",
 +
      "Action": "EditData",
 +
      "Target": "Data/Boots",
 +
      "Entries": {
 +
        "{{ModId}}_OPBoots": "Overpowered Boots/These boots are totally broken!/1000000/100/100/8/Overpowered Boots/{{ModId}}\\BootsColor/0/{{ModId}}\\Boots"
 +
      }
 +
    }
 +
  ]
 +
}
 +
</syntaxhighlight>
    
==Pants==
 
==Pants==
11

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