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update links to item spawn fields
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
    
Notes:
 
Notes:
 
<ul>
 
<ul>
<li>If <samp>ItemId</samp> or <samp>RandomItemId</samp> is set to an [[#Item queries|item query]] which returns multiple items, one item will be selected at random.</li>
+
<li>If <samp>ItemId</samp> or <samp>RandomItemId</samp> is set to an [[Modding:Item queries|item query]] which returns multiple items, one item will be selected at random.</li>
 
<li>The <samp>ItemId</samp> and <samp>RandomItemId</samp> can optionally contain special tokens, which will be replaced before the item ID is parsed. For example, you can use <code>FLAVORED_ITEM Wine DROP_IN_ID</code> to create a wine for whatever item was placed in the machine.
 
<li>The <samp>ItemId</samp> and <samp>RandomItemId</samp> can optionally contain special tokens, which will be replaced before the item ID is parsed. For example, you can use <code>FLAVORED_ITEM Wine DROP_IN_ID</code> to create a wine for whatever item was placed in the machine.
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|}
 
|}
 
|}
 
|}
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
    
Notes:
 
Notes:
* If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
* If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
 
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
 
|-
 
|-
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Chance</samp>
 
| <samp>Chance</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Season</samp>
 
| <samp>Season</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Season</samp>
 
| <samp>Season</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Season</samp>
 
| <samp>Season</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Season</samp>
 
| <samp>Season</samp>
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===Other item changes===
 
===Other item changes===
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
+
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[Modding:Item queries#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
 
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
 
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
 
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
 
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>IgnoreBaseChance</samp>
 
| <samp>IgnoreBaseChance</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Chance</samp>
 
| <samp>Chance</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|}
 
|}
 
|}
 
|}
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Chance</samp>
 
| <samp>Chance</samp>
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|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
 
| <samp>Rarity</samp>
 
| <samp>Rarity</samp>
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| ''Syntax:'' <samp>iq {{t|query}}</samp>
 
| ''Syntax:'' <samp>iq {{t|query}}</samp>
   −
Open a shop menu with all the items matching an [[#Item queries|item query]] (all items free). For example:
+
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
 
* <samp>debug iq ALL_ITEMS</samp> shows all items;
 
* <samp>debug iq ALL_ITEMS</samp> shows all items;
 
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
 
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
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|-
 
|-
 
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
 
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[#Item queries|item query]]).
+
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[Modding:Item queries|item query]]).
 
|-
 
|-
 
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
 
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
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