Changes

Jump to navigation Jump to search
→‎Schedule points: Document special behavior of "bed" schedule location point.
Line 96: Line 96:  
| <samp>spring_{{t|day of week}}</samp>
 
| <samp>spring_{{t|day of week}}</samp>
 
| Applies (in any season) on the given day of week.<br /><small>Example: <samp>spring_Mon</samp></small>
 
| Applies (in any season) on the given day of week.<br /><small>Example: <samp>spring_Mon</samp></small>
|-
  −
| <samp>{{t|season}}_{{t|day of week}}_{{t|hearts}}</samp>
  −
| Applies in the given season, if ''any'' player has at least that many [[friendship|hearts]] with the NPC. If multiple schedules apply, the one with the highest heart number is used.<br /><small>Example: <samp>spring_Mon_6</samp></small>
   
|-
 
|-
 
| <samp>spring</samp>
 
| <samp>spring</samp>
Line 151: Line 148:  
|-
 
|-
 
| <samp>location</samp>
 
| <samp>location</samp>
| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p>
+
| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the previous map, or if it's the first, it defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p><p>'''Note also:''' if the location is <code>bed</code>, the game will ignore the remaining parameters from this schedule point and attempt to load a "home" destination (map and coordinates): the warp out of <code>BusStop</code> back to the <code>Farm</code> for married NPCs, or for unmarried ones, the last schedule entry from the <code>default</code> or <code>spring</code> schedule (or the NPC's default location, if neither schedule can be loaded or parsed correctly). The NPC's [[Modding:NPC_data#Sleep_animation|sleeping animation]] (<code>&lt;lowercase name&gt;_sleep</code>) from <code>Data/animationDescriptions</code> will be set to play on arrival if it is defined.</p>
 
|-
 
|-
 
| <samp>tileX</samp><br /><samp>tileY</samp>
 
| <samp>tileX</samp><br /><samp>tileY</samp>
16

edits

Navigation menu