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| <samp>addConversationTopic {{t|ID}} {{o|length}}</samp>
 
| <samp>addConversationTopic {{t|ID}} {{o|length}}</samp>
| Starts a [[Modding:Dialogue#Conversation topics|conversation topic]] with the given ID and day length (or 4 days if no length given).
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| Starts a [[Modding:Dialogue#Conversation topics|conversation topic]] with the given ID and day length (or 4 days if no length given). Setting length as 0 will have the topic last only for the current day.
 
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| <samp>addCookingRecipe {{t|recipe}}</samp>
 
| <samp>addCookingRecipe {{t|recipe}}</samp>
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| <samp>emote {{t|actor}} {{t|emote ID}}</samp>
 
| <samp>emote {{t|actor}} {{t|emote ID}}</samp>
| Make the given NPC name perform an emote, which is a little icon shown above the NPC's head. Emotes are stored in <samp>Content\TileSheets\emotes.xnb</samp> (see [https://www.reddit.com/r/StardewValley/comments/5s5m9g/help_annoyed_squiggle/ddd33qg/ list of emotes]).
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| Make the given NPC name perform an emote, which is a little icon shown above the NPC's head. Emotes are stored in <samp>Content\TileSheets\emotes.xnb</samp>; see [[#Emotes|list of emotes]].
 
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| <samp>end</samp>
 
| <samp>end</samp>
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| <samp>ignoreEventTileOffset</samp>
 
| <samp>ignoreEventTileOffset</samp>
| Tile positions in farm events are offset to match the farmhouse position. If an event shouldn't be based on the farmhouse position, add an ignoreEventTileOffset command to disable the offset for that event.
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| Tile positions in farm events are offset to match the farmhouse position. If an event shouldn't be based on the farmhouse position, add an ignoreEventTileOffset command to disable the offset for that event. This must be the 4th command (after the 3 initial setup ones) to take effect.
 
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| <samp>itemAboveHead {{o|type}}</samp>
 
| <samp>itemAboveHead {{o|type}}</samp>
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| <samp>move {{t|actor}} {{t|x}} {{t|y}} {{t|facing}} {{t|continue}}</samp>
 
| <samp>move {{t|actor}} {{t|x}} {{t|y}} {{t|facing}} {{t|continue}}</samp>
| Make a named NPC move by the given tile offset from their current position (along one axis ''only''), and face the given [[#Directions|direction]] when they're done. To move along multiple axes, you must specify multiple <samp>move</samp> commands. By default the event pauses while a move command is occurring, but if {{t|continue}} is set to ''true'' the movement is asynchronous and will run simultaneously with other event commands.
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| Make a named NPC move by the given tile offset from their current position (along one axis ''only''), and face the given [[#Directions|direction]] when they're done. To move along multiple axes, you must specify multiple <samp>move</samp> commands. By default the event pauses while a move command is occurring, but if {{t|continue}} is set to ''true'' the movement is asynchronous and will run simultaneously with other event commands. You can also move multiple people at a time in a single event command with move - an example of <samp>/move Abigail 1 0 1 Sam 0 1 1 Sebastian 2 0 1/</samp> will have Abigail, Sam, and Sebastian all move at the same time in their respective directions.
    
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| Shake the named NPC for the given number of milliseconds.
 
| Shake the named NPC for the given number of milliseconds.
 
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| <samp>showFrame farmer flip</samp>
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| <samp>showFrame farmer {{t|frame}} {{t|flip}}</samp>
| Flip the farmer's current sprite along the Y axis. TODO: Behavior with farmer looks strange?
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| Flip the farmer's current sprite along the Y axis. Farmer looks strange if not facing the correct direction prior to 1.6. Flip is a true/false value.
 
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| <samp>showFrame {{t|actor}} {{t|frame ID}}</samp>
 
| <samp>showFrame {{t|actor}} {{t|frame ID}}</samp>
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===Dialogue format===
 
===Dialogue format===
 
See [[Modding:Dialogue#Format]].
 
See [[Modding:Dialogue#Format]].
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 +
==Common values==
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===Emotes===
 +
An ''emote'' is an animated icon bubble shown above an NPC's head to indicate a mood or reaction. Emote icons are stored in the <samp>TileSheets\emotes</samp> asset.
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{| class="wikitable"
 +
|-
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! ID
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! <samp>Character</samp> constant
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|-
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| 4
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| <samp>emptyCanEmote</samp>
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|-
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| 8
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| <samp>questionMarkEmote</samp>
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|-
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| 12
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| <samp>angryEmote</samp>
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|-
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| 16
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| <samp>exclamationEmote</samp>
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|-
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| 20
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| <samp>heartEmote</samp>
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|-
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| 24
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| <samp>sleepEmote</samp>
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|-
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| 28
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| <samp>sadEmote</samp>
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|-
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| 32
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| <samp>happyEmote</samp>
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|-
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| 36
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| <samp>xEmote</samp>
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|-
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| 40
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| <samp>pauseEmote</samp>
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|-
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| 44
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| ''unused''
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|-
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| 48
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| ''unused''
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|-
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| 52
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| <samp>videoGameEmote</samp>
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|-
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| 56
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| <samp>musicNoteEmote</samp>
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|-
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| 60
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| <samp>blushEmote</samp>
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|}
    
==See also==
 
==See also==
3

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