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| |} | | |} |
| | | |
− | For legacy reasons, the asset name in [[Modding:Content Patcher|Content Patcher content packs]] does not include the language code. That will change in the upcoming Content Patcher 2.0.0.
| + | Note that in [[Modding:Content Patcher|Content Patcher packs]], the asset name ''doesn't'' include the language code. For example, the Content Patcher asset name in the second row above is <samp>Maps/Desert</samp>. |
| | | |
| ===What does the content API do?=== | | ===What does the content API do?=== |
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| private void OnAssetRequested(object sender, AssetRequestedEventArgs e) | | private void OnAssetRequested(object sender, AssetRequestedEventArgs e) |
| { | | { |
− | if (e.NameWithoutLocale.IsEquivalentTo("Data/ObjectInformation")) | + | if (e.NameWithoutLocale.IsEquivalentTo("Data/Objects")) |
| { | | { |
| e.Edit(asset => | | e.Edit(asset => |
| { | | { |
− | var data = asset.AsDictionary<int, string>().Data; | + | var data = asset.AsDictionary<string, ObjectData>().Data; |
| | | |
− | foreach ((int itemID, string itemData) in data) | + | foreach ((string itemID, ObjectData itemData) in data) |
| { | | { |
− | string[] fields = itemData.Split('/'); | + | itemData.Price *= 2; |
− | fields[1] = (int.Parse(fields[1]) * 2).ToString();
| |
− | data[itemID] = string.Join('/', fields);
| |
| } | | } |
| }); | | }); |
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| | ''(optional)'' How the image should be patched. The possible values... | | | ''(optional)'' How the image should be patched. The possible values... |
| * <samp>PatchMode.Replace</samp> (default): erase the original content within the area before pasting in the new content; | | * <samp>PatchMode.Replace</samp> (default): erase the original content within the area before pasting in the new content; |
− | * <samp>PatchMode.Overlay</samp>: draw the new content over the original content, so the original content shows through any ''fully'' transparent pixels. | + | * <samp>PatchMode.Overlay</samp>: draw the new content over the original content, so the original content shows through transparent or semi-transparent pixels. |
| |} | | |} |
| | | |
| :; ExtendImage | | :; ExtendImage |
− | :: Extend the image if needed to fit the given size. Note that '''this is an expensive operation''', creates a new texture instance, and extending a spritesheet horizontally may cause game errors or bugs. For example: | + | :: Extend the image if needed to fit the given size. Note that '''resizing the image is an expensive operation''', creates a new texture instance, and extending a spritesheet horizontally may cause game errors or bugs. For example: |
| :: <syntaxhighlight lang="C#"> | | :: <syntaxhighlight lang="C#"> |
| | | |