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→‎Schedule points: Document special behavior of "bed" schedule location point.
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| <samp>location</samp>
 
| <samp>location</samp>
| <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>
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| <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>
 
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| <samp>tileX</samp><br /><samp>tileY</samp>
 
| <samp>tileX</samp><br /><samp>tileY</samp>
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