Changes

→‎Mail: optional param on seenmail
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Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <samp>Money</samp> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
 
Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <samp>Money</samp> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
 +
 +
===Actions and queries===
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = action
 +
  |params  = {{t|S:action}}
 +
  |desc    = Run a [[Modding:Trigger actions|trigger action string]].
 +
  |example = <code>action AddMoney 500</code> will add 500 g to the current player.
 +
}}
 +
{{/cmd
 +
  |command = gamequery,gq
 +
  |params  = {{t|S:query}}
 +
  |desc    = Check whether the given [[Modding:Game state queries|game state query]] matches in the current context.
 +
  |example = <pre>
 +
gq !SEASON Spring, WEATHER Here Sun
 +
> Result: true.
 +
</pre>
 +
}}
 +
{{/cmd
 +
  |command = itemquery,iq
 +
  |params  = {{t|S:query}}
 +
  |desc    = Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free).
 +
  |example = <samp>debug iq ALL_ITEMS</samp> shows all items;<samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;<samp>debug iq (O)128</samp> shows a pufferfish (object 128);<samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
 +
}}
 +
{{/cmd
 +
  |command = search
 +
  |params  = {{o|S:term}}
 +
  |desc    = List all debug commands that match the given search term (or all debug commands if the search term is omitted).
 +
  |example = <pre>debug search backpack
 +
> Found 2 debug commands matching search term 'backpack':
 +
    - Backpack
 +
    - FillBackpack (fbp, fill, fillbp)</pre>
 +
}}
 +
{{/cmd
 +
  |command = tokens
 +
  |params  = {{t|S:tokenizedString}}
 +
  |desc    = Parses a [[Modding:Tokenizable strings|tokenizable string]] and prints its output.
 +
  |example = <pre>
 +
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
 +
> Result: "Lon Lon Farm"
 +
</pre>
 +
}}
 +
|}
    
===Items and inventory===
 
===Items and inventory===
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! &nbsp;
 
! &nbsp;
 
|-
 
|-
{{/cmd
  −
  |command = bigitem,big,bi,b
  −
  |params  = {{t|I:itemID}}
  −
  |desc    = Adds the specified craftable to your inventory. See [[Modding:Items|big craftables data]] for a list of base game IDs.
  −
  |example = <code>debug bigitem 12</code> would give you a [[keg]].
  −
}}
   
{{/cmd
 
{{/cmd
 
   |command = createdebris,mainmenu
 
   |command = createdebris,mainmenu
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   |example = <code>debug createdebris 24</code> would spawn a [[parsnip]].
 
   |example = <code>debug createdebris 24</code> would spawn a [[parsnip]].
 
   <!-- As odd as it seems, the above alias is correct. There may have been a different "mainmenu" command at one time, but currently it is equivalent to createdebris. -->
 
   <!-- As odd as it seems, the above alias is correct. There may have been a different "mainmenu" command at one time, but currently it is equivalent to createdebris. -->
}}
  −
{{/cmd
  −
  | command = everythingshop
  −
  | desc    = Opens a shop menu containing a furniture [[catalogue]], all objects, all craftables, and all weapons. All items are free.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |command = itemnamed,in
 
   |command = itemnamed,in
 
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
 
   |params  = {{t|S:itemName}},{{o|I:amount}},{{o|I:quality}}
   |desc    = Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, but all spaces should be removed from the name (see examples below). If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
+
   |desc    = Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, and arguments with spaces should be quoted. If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.)
   |example = <code>debug itemnamed miner'streat</code> would give you [[Miner's Treat]].;<code>debug in strangedoll 3</code> would give you 3 of each of the Strange Doll [[artifacts]].
+
   |example = <code>debug itemnamed "miner's treat"</code> would give you [[Miner's Treat]].;<code>debug in "strange doll" 3</code> would give you 3 of each of the Strange Doll [[artifacts]].
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |desc    = Outputs the parent sheet index (''i.e.,'' ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output.
 
   |desc    = Outputs the parent sheet index (''i.e.,'' ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output.
 
   |example = <code>debug lookup diamond</code> would output ''diamond 72''.; <code>debug lu strange doll</code> would output ''strange 126'' and ''strange 127''.
 
   |example = <code>debug lookup diamond</code> would output ''diamond 72''.; <code>debug lu strange doll</code> would output ''strange 126'' and ''strange 127''.
 +
}}
 +
{{/cmd
 +
  |command = qualifiedid
 +
  |desc    = Print the held item's display name and [[#Custom items|qualified item ID]].
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = sl
+
   |command = sl,shiftToolbarLeft
 
   |desc    = Shifts inventory rows down, looping previous bottom row to top; similar to using Control-Tab with default keyboard controls. Will work with larger-than-normal inventories.
 
   |desc    = Shifts inventory rows down, looping previous bottom row to top; similar to using Control-Tab with default keyboard controls. Will work with larger-than-normal inventories.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = sr
+
   |command = sr,shiftToolbarRight
 
   |desc    = Shifts inventory rows up, looping previous top row to bottom; similar to using Tab with default keyboard controls. Will work with larger-than-normal inventories.
 
   |desc    = Shifts inventory rows up, looping previous top row to bottom; similar to using Tab with default keyboard controls. Will work with larger-than-normal inventories.
 
}}
 
}}
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|-
 
|-
 
{{/cmd
 
{{/cmd
  |command = boots
+
   |command = dye
  |params  = {{t|I:itemID}}
+
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
  |desc    = Adds the specified pair of [[Footwear|boots]] to your inventory. See <samp>Data/Boots</samp> for a list of base game IDs.
  −
  |example = <code>debug boots 504</code> would give you [[Sneakers]].
  −
}}
  −
{{/cmd
  −
  |command = clothes
  −
  |params  = {{t|I:itemID}}
  −
  |desc    = Adds the specified [[Tailoring|clothing]] item to your inventory. See <samp>Data/ClothingInformation</samp> for a list of base game IDs.
  −
  |example = <code>debug clothes 1008</code> would give you a "Good Grief" Shirt.; <code>debug clothes 11</code> would give you a Simple Dress.
  −
}}
  −
{{/cmd
  −
   |command = dye
  −
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
   
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <samp>shirt</samp> or <samp>pants</samp> and valid colors are <samp>black</samp>, <samp>blue</samp>, <samp>green</samp>, <samp>red</samp>, <samp>white</samp>, and <samp>yellow</samp>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
 
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <samp>shirt</samp> or <samp>pants</samp> and valid colors are <samp>black</samp>, <samp>blue</samp>, <samp>green</samp>, <samp>red</samp>, <samp>white</samp>, and <samp>yellow</samp>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
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   |desc    = Gives and automatically equips the specified [[Hats|hat]] to your farmer; any currently equipped hat will be destroyed.  See [[Modding:Items|hat data]] for a list of base game IDs.
 
   |desc    = Gives and automatically equips the specified [[Hats|hat]] to your farmer; any currently equipped hat will be destroyed.  See [[Modding:Items|hat data]] for a list of base game IDs.
 
   |example = <code>debug hat 3</code> would give you a [[Sombrero]] and automatically equip it.
 
   |example = <code>debug hat 3</code> would give you a [[Sombrero]] and automatically equip it.
}}
  −
{{/cmd
  −
  |command = ring
  −
  |params  = {{t|I:itemID}}
  −
  |desc    = Adds the specified [[Rings|ring]] to your inventory. See [[Modding:Items|object data]] for a list of base game IDs.
  −
  |example = <code>debug ring 527</code> would give you an [[Iridium Band]].
   
}}
 
}}
 
{{/cmd
 
{{/cmd
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! &nbsp;
 
! &nbsp;
 
|-
 
|-
{{/cmd
  −
  |command = ax
  −
  |desc    = Adds a basic [[Axes|Axe]] to your inventory.
  −
}}
   
{{/cmd
 
{{/cmd
 
   |command = forge
 
   |command = forge
 
   |desc    = Shows the [[Forge]] menu.
 
   |desc    = Shows the [[Forge]] menu.
}}
  −
{{/cmd
  −
  |command = hoe
  −
  |desc    = Adds a basic [[Hoes|Hoe]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = mp
  −
  |desc    = Adds a [[Milk Pail]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = pan
  −
  |desc    = Adds a [[Pans|Copper Pan]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = pickaxe,pickax,pick
  −
  |desc    = Adds a basic [[Pickaxes|Pickaxe]] to your inventory.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |params  = {{o|I:type}}
 
   |params  = {{o|I:type}}
 
   |desc    = Adds a [[Tools#Fishing Poles|Fishing Pole]] of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod).
 
   |desc    = Adds a [[Tools#Fishing Poles|Fishing Pole]] of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod).
}}
  −
{{/cmd
  −
  |command = shears,scissors
  −
  |desc    = Adds [[Shears]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = slingshot
  −
  |desc    = Adds a [[Slingshot]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = tool
  −
  |params  = {{t|S:name}},{{t|I:level}}
  −
  |desc    = Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are <samp>Ax</samp>, <samp>Hoe</samp>, <samp>Pickaxe</samp>, and <samp>Can</samp>. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium).
  −
  |example = <code>debug tool Pick 0</code> would set your pickaxe to base quality.; <code>debug tool Can 4</code> would set your watering can to iridium quality.; <code>debug tool ax 3</code> would set your '''''pickaxe''''' to gold quality, because of the case-sensitive substring match.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |desc    = Changes the upgrade level of your inventory [[Trash Cans|Trash Can]]. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). The can sprite may not fully update until the inventory is closed and reopened.
 
   |desc    = Changes the upgrade level of your inventory [[Trash Cans|Trash Can]]. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). The can sprite may not fully update until the inventory is closed and reopened.
 
}}
 
}}
{{/cmd
+
|}
  |command = wand
+
 
  |desc    = Adds a [[Return Scepter]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = wateringcan,can
  −
  |desc    = Adds a basic [[Watering Cans|Watering Can]] to your inventory.
  −
}}
  −
{{/cmd
  −
  |command = weapon
  −
  |params  = {{t|I:weaponID}}
  −
  |desc    = Adds the specified weapon to your inventory. See [[Modding:Items|weapon data]] for a list of base game IDs.
  −
  |example = <code>debug weapon 12</code> would give you a [[Wooden Blade]].
  −
}}
  −
|}
  −
 
   
====Wallet items====
 
====Wallet items====
 
{| class="wikitable"
 
{| class="wikitable"
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{{/cmd
 
{{/cmd
 
   |command = skullgear
 
   |command = skullgear
   |desc    = Sets your current backpack size to 32 slots, equips a Savage Ring and Iridium Band, equips Space Boots, and clears inventory except for an Iridium Pickaxe, a Galaxy Sword, a stack of 20 Spicy Eels, and a stack of 20 Mega Bombs. Also sets your maximum health to 75 and gives you the Fighter profession. Any previously equipped boots and rings and all previous inventory items are lost.
+
   |desc    = Sets your current backpack size to 36 slots, equips a Savage Ring and Iridium Band, equips Space Boots, and clears inventory except for an Iridium Pickaxe, a Galaxy Sword, a stack of 20 Spicy Eels, and a stack of 20 Mega Bombs. Also sets your maximum health to 75 and gives you the Fighter profession. Any previously equipped boots and rings and all previous inventory items are lost.
 
}}
 
}}
 
|}
 
|}
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   |command = warptoplayer,wtp
 
   |command = warptoplayer,wtp
 
   |params  = {{t|S:playerName}}
 
   |params  = {{t|S:playerName}}
   |desc    = Warps you to the specified player, wherever they are. The match is case-insensitive and any spaces should be removed from the name.
+
   |desc    = Warps you to the specified player, wherever they are. The match is case-insensitive and names with spaces should be surrounded by double quotes.
 
}}
 
}}
 
|}
 
|}
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   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
 
   |desc    = Sets the <samp>FishCaught</samp> stat to the specified amount.
 
   |desc    = Sets the <samp>FishCaught</samp> stat to the specified amount.
}}
  −
{{/cmd
  −
  |command = changestat
  −
  |params  = {{t|S:statID}},{{t|I:value}}
  −
  |desc    = Sets the specified stat to the specified value. These are different than the stats used in [[#getstat|getstat]]/[[#setstat|setstat]] (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: <samp>trashCansChecked</samp>.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |command = killmonsterstat,kms
 
   |command = killmonsterstat,kms
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <samp>Data/Monsters</samp> but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
+
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <samp>Data/Monsters</samp> and names with spaces should be in double quotes; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
   |example = <code>debug kms Dust0Spirit 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
+
   |example = <code>debug kms "Dust Spirit" 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = craftingrecipe
+
   |command = craftingrecipe,addCraftingRecipe
 
   |params  = {{t|S:recipeName}}
 
   |params  = {{t|S:recipeName}}
 
   |desc    = Teaches you the specified crafting recipe. Names are case-sensitive and may contain spaces.
 
   |desc    = Teaches you the specified crafting recipe. Names are case-sensitive and may contain spaces.
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}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = sn
+
   |command = sn,secretNote
 
   |params  = {{o|I:noteID}}
 
   |params  = {{o|I:noteID}}
 
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <samp>Data/SecretNotes</samp> for a list of IDs.
 
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <samp>Data/SecretNotes</samp> for a list of IDs.
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{{/cmd
 
{{/cmd
 
   |command = seenmail
 
   |command = seenmail
   |params  = {{t|S:mailID}}
+
   |params  = {{t|S:mailID}},{{o|B:addOrRemove}}
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
+
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game. You can remove a mail received (instead of adding it) by setting the second argument to false, like <samp>seenMail <code><id></code> false</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |command = killall
 
   |command = killall
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Removes all NPCs except for the specified character. Name is an exact match, and they are only spared from removal if they are in the current location.
+
   |desc    = Removes all NPCs except for the specified character. Name is an exact match, and they are only spared from removal if they are in the current location. Will also remove NPCs inside constructed buildings.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = killnpc
 
   |command = killnpc
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Removes specified NPC from the game, checking all game locations. Name is an exact match.
+
   |desc    = Removes specified NPC from the game, checking all game locations (including constructed buildings). Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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|-
 
|-
 
{{/cmd
 
{{/cmd
   |command = db
+
   |command = db,speakTo
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
 
   |desc    = Shows a dialogue box with the current dialogue for the specified NPC. Name is a fuzzy match and will default to Pierre if not supplied. This does count as having spoken to that NPC today, and if they don't have any more dialogue right now, the message ''Stack empty'' will be output to the console.
 
   |desc    = Shows a dialogue box with the current dialogue for the specified NPC. Name is a fuzzy match and will default to Pierre if not supplied. This does count as having spoken to that NPC today, and if they don't have any more dialogue right now, the message ''Stack empty'' will be output to the console.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = dialogue
+
   |command = dialogue,addDialogue
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
+
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match, and NPC names containing spaces should be quoted (e.g. <code>debug dialogue "Some NPC" Some dialgoue text$h</code>. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
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{{/cmd
 
{{/cmd
 
   |command = question
 
   |command = question
   |params  = {{t|I:questionID}}
+
   |params  = {{t|I:questionID}},{{o|B:answerOrForget}}
   |desc    = Marks the specified dialogue question as answered.
+
   |desc    = Marks the specified dialogue question as answered. You can forget a selected answer (instead of adding it) by setting the second argument to false, like <samp>question <code><id></code> false</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = sb
 
   |command = sb
   |params  = {{t|S:npcName}}
+
   |params  = {{t|S:npcName}},showTextAboveHead
 
   |desc    = Shows a speech bubble saying ''"Hello! This is a test"'' above the specified NPC's head. Name is a fuzzy match.
 
   |desc    = Shows a speech bubble saying ''"Hello! This is a test"'' above the specified NPC's head. Name is a fuzzy match.
 
}}
 
}}
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   |command = speech
 
   |command = speech
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
+
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match and names with spaces should be in double quotes. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
Line 1,309: Line 1,280:  
   |params  = {{t|S:npcName}},{{o|F:velocity}}
 
   |params  = {{t|S:npcName}},{{o|F:velocity}}
 
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <samp>farmer</samp>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
 
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <samp>farmer</samp>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
}}
  −
{{/cmd
  −
  |command = pathspousetome,pstm
  −
  |desc    = Causes your spouse (NPC only) to start walking towards you if they are already on the current map or warp directly to you otherwise.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,333: Line 1,300:  
   |command = whereis,where
 
   |command = whereis,where
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Outputs the location and coordinates of the specified character to the SMAPI console. Name is a fuzzy match.
+
   |desc    = Outputs the location and coordinates of the specified character to the SMAPI console. Name is a fuzzy match, so the command will return all matching NPCs.
 
}}
 
}}
 
|}
 
|}
Line 1,375: Line 1,342:  
{{/cmd
 
{{/cmd
 
   |command = growanimals
 
   |command = growanimals
   |desc    = Sets all animals who live in the current building to day 1 of adulthood. Must be done in a building such as a Barn or Coop. May cause each of them to eat hay.
+
   |desc    = Sets all animals who live in the current location to day 1 of adulthood, unless they are already adults. May cause each of them to eat hay.  
}}
  −
{{/cmd
  −
  |command = growanimalsfarm
  −
  |desc    = Sets all animals who live in the current location to day 1 of adulthood. Must be done on the Farm; this would apply to animals that no longer have homes due to building destruction such as after using [[#removebuildings|removebuildings]].
   
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,453: Line 1,416:  
|-
 
|-
 
{{/cmd
 
{{/cmd
   |command = ee
+
   |command = endevent
   |desc    = Ends (and restarts) the current event.
+
   |desc    = Immediately end the current event or festival, applying the event's skip logic (if any). The event is marked seen, but you can rewatch it using the <samp>eventById</samp> command if needed.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,473: Line 1,436:  
{{/cmd
 
{{/cmd
 
   |command = eventseen, seenevent
 
   |command = eventseen, seenevent
   |params  = {{t|I:eventID}}
+
   |params  = {{t|I:eventID}},{{o|B:seeOrForget}}
   |desc    = Marks specifid event as seen by your farmer. Useful for enabling access to event-dependent areas or events.
+
   |desc    = Marks specifid event as seen by your farmer. Useful for enabling access to event-dependent areas or events. You can forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent <code><id></code> false</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,501: Line 1,464:  
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = leaveevent,endevent
+
   |command = runtestevent,rte
   |desc    = Ends (and restarts) the current event.<br />'''Warning: also clears all records of events seen, dialogue questions answered, and mail received (including hidden mail flags.)'''
+
   |desc    = Runs an event from the file <code>test_event.txt</code> in the root game folder. The first line of the file should specify the location where the event takes place, and the rest of the file should be the same as a normal event script except that line breaks will be treated as <code>/</code> delimiters.<br />'''Note: this file must use CRLF (Windows-style) line breaks, or it will fail to parse.''' If you are on Mac or Linux, make sure you convert when saving (any text editor should be able to do this).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = runtestevent,rte
+
   |command = setFarmEvent,sfe
   |desc    = Runs an event from the file <code>test_event.txt</code> in the root game folder. The first line of the file should specify the location where the event takes place, and the rest of the file should be the same as a normal event script except that line breaks will be treated as <code>/</code> delimiters.<br />'''Note: this file must use CRLF (Windows-style) line breaks, or it will fail to parse.''' If you are on Mac or Linux, make sure you convert when saving (any text editor should be able to do this).
+
  |params  = {{t|S:eventID}}
 +
   |desc    = Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
 +
* <samp>dogs</samp>;
 +
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
 +
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
 +
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
 +
* [[Random Events#Stone Owl|<samp>owl</samp>]];
 +
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
 +
* [[Random Events#The Witch|<samp>witch</samp>]].
 +
 
 +
Note that even if the farm event runs, it may exit without doing anything (e.g. rare events like <samp>ufo</samp> have extra condition checks when the start).
 
}}
 
}}
 
|}
 
|}
Line 1,533: Line 1,506:  
   |params  = {{t|I:fishID}}
 
   |params  = {{t|I:fishID}}
 
   |desc    = Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional "hits" may trigger during the game, and none of the fishing pole animations will play. See [[Modding:Items|object data]] for a list of valid IDs; non-fish objects can be used and caught.
 
   |desc    = Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional "hits" may trigger during the game, and none of the fishing pole animations will play. See [[Modding:Items|object data]] for a list of valid IDs; non-fish objects can be used and caught.
}}
  −
{{/cmd
  −
  |command = oldminegame
  −
  |desc    = Starts the pre-1.4 version of Junimo Kart.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,559: Line 1,528:  
<li><samp>target</samp> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
 
<li><samp>target</samp> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
 
</ul>
 
</ul>
 +
}}
 +
{{/cmd
 +
  |command = movieSchedule
 +
  |params  = {{o|I:year}}
 +
  |desc    = Lists the movies that will play in the given year (default this year), with the dates they'll play.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,566: Line 1,540:  
|}
 
|}
   −
===Locations===
+
===Shops===
====Terrain, trees, and crops====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,575: Line 1,548:  
|-
 
|-
 
{{/cmd
 
{{/cmd
   |command = clearfarm
+
  |command = exportShops
   |desc    = Removes nearly everything from the Farm map such as grass, trees, debris, paths, and placed objects (including working machines and filled chests.)
+
  |desc    = Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
 +
}}
 +
{{/cmd
 +
  |command = shop
 +
  |params  = {{t|shopID}},{{o|ownerName}}
 +
  |desc    = Open a [[Modding:Shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|ownerName}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
 +
}}
 +
|}
 +
 
 +
===Locations===
 +
====Terrain, trees, and crops====
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = artifactSpots
 +
  |desc    = Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
 +
}}
 +
{{/cmd
 +
   |command = clearfarm
 +
   |desc    = Removes nearly everything from the Farm map such as grass, trees, debris, paths, and placed objects (including working machines and filled chests.)
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,589: Line 1,585:  
{{/cmd
 
{{/cmd
 
   |command = grass
 
   |command = grass
   |desc    = Spawns long grass on all available tiles on the farm.
+
   |desc    = Spawns long grass on all available tiles in the current location.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,614: Line 1,610:  
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = r
+
   |command = r,resetForPlayerEntry
 
   |desc    = Resets current location which essentially simulates the player leaving and reentering. Most noticeable effect is the restarting of music tracks.
 
   |desc    = Resets current location which essentially simulates the player leaving and reentering. Most noticeable effect is the restarting of music tracks.
 
}}
 
}}
Line 1,626: Line 1,622:  
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = removelargetf
+
   |command = removelargetf,removeLargeTerrainFeature
 
   |desc    = Removes all large terrain features (such as bushes) from the current location.
 
   |desc    = Removes all large terrain features (such as bushes) from the current location.
 
}}
 
}}
Line 1,640: Line 1,636:  
{{/cmd
 
{{/cmd
 
   |command = spreaddirt
 
   |command = spreaddirt
   |desc    = Tills all unoccupied diggable tiles on the farm.
+
   |desc    = Tills all unoccupied diggable tiles in the current location.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = spreadseeds
 
   |command = spreadseeds
 
   |params  = {{t|I:seedID}}
 
   |params  = {{t|I:seedID}}
   |desc    = Plants specified seed in all tilled dirt on the farm. The argument is the [[Modding:Items|object ID]] for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse.<br />'''Warning: this will replace any currently-planted crops (including fully-grown ones) with the new seeds.'''
+
   |desc    = Plants specified seed in all tilled dirt in the current location. The argument is the [[Modding:Items|object ID]] for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse.<br />'''Warning: this will replace any currently-planted crops (including fully-grown ones) with the new seeds.'''
 
   |example = <code>debug spreadseeds 472</code> would plant [[Parsnip|parsnips]] on all hoed dirt tiles.
 
   |example = <code>debug spreadseeds 472</code> would plant [[Parsnip|parsnips]] on all hoed dirt tiles.
 
}}
 
}}
Line 1,672: Line 1,668:  
{{/cmd
 
{{/cmd
 
   |command = clearfurniture
 
   |command = clearfurniture
   |desc    = Removes all furniture from the current location. Must be in a farmhouse/cabin. Use [[#removefurniture|removefurniture]] instead for other locations such as sheds.
+
   |desc    = Removes all furniture from the current location. Can be used in a farmhouse/cabin, or outside the farmhouse as well.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,716: Line 1,712:  
! &nbsp;
 
! &nbsp;
 
|-
 
|-
{{/cmd
  −
  |command = bpm
  −
  |desc    = Shows the building painting menu for the building immediately North of the player, or for the farmhouse if no such building is found.
  −
}}
   
{{/cmd
 
{{/cmd
 
   |command = build
 
   |command = build
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
   |desc    = Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with "<samp>9</samp>". If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
+
   |desc    = Builds the specified building at the given coordinates. Names are exact. If the name includes spaces, quote them (e.g. <samp>"Junimo Hut"</samp>). If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
   |example = <code>debug build Stone9Cabin</code> would build a new Stone Cabin next to the player.
+
   |example = <code>debug build "Stone Cabin"</code> would build a new Stone Cabin next to the player.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,730: Line 1,722:  
   |params  = {{t|I:X}},{{t|I:Y}}
 
   |params  = {{t|I:X}},{{t|I:Y}}
 
   |desc    = Builds a new basic Coop at the specified coordinates.
 
   |desc    = Builds a new basic Coop at the specified coordinates.
 +
}}
 +
{{/cmd
 +
  |command = forcebuild
 +
  |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
 +
  |desc    = Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
 +
  |example = <code>debug build "Stone Cabin"</code> would build a new Stone Cabin next to the player.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = movebuilding
 
   |command = movebuilding
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
   |desc    = Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <samp>tileX</samp> and <samp>tileY</samp> in the debug info (needs <samp>ShowDataMiningFields</samp> enabled.)
+
   |desc    = Moves building in the current location from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <samp>tileX</samp> and <samp>tileY</samp> in the debug info (needs <samp>ShowDataMiningFields</samp> enabled.)
 +
}}
 +
{{/cmd
 +
  |command = paintBuilding,bpm
 +
  |desc    = Gets the building the player is standing in front of and opens a paint menu for that building if it can be painted. If the player is not standing in front of a building, defaults to the main farmhouse.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = removebuildings
 
   |command = removebuildings
 
   |desc    = Destroys all farm buildings. Animals within any of the buildings will also be removed, but animals which are outside will not be.
 
   |desc    = Destroys all farm buildings. Animals within any of the buildings will also be removed, but animals which are outside will not be.
 +
}}
 +
{{/cmd
 +
  |command = skinbuilding,bsm
 +
  |desc    = If the player is standing right under a building, open a menu to change the building appearance.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,775: Line 1,781:  
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = upgradehouse
+
  |command = thishouseupgrade,thishouse,thu
 +
  |params  = {{t|I:upgradeLevel}}
 +
  |desc    = Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
 +
}}
 +
{{/cmd
 +
   |command = upgradehouse
 
   |desc    = Increases the upgrade level of your farmhouse/cabin to the next level (max 3). Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
 
   |desc    = Increases the upgrade level of your farmhouse/cabin to the next level (max 3). Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
 
}}
 
}}
Line 1,918: Line 1,929:  
{{/cmd
 
{{/cmd
 
   |command = movie
 
   |command = movie
   |params  = {{o|S:npcNameOrMovieID}},{{o|S:movieID}}
+
   |params  = {{o|S:movieID}},{{o|S:inviteNpcName}}
   |desc    = Starts a movie; this command is a bit complex with its parameter handling so be sure to check the examples. Note that this command can create a group with up to 3 guests instead of just the single guest allowed in normal play. Valid movie IDs are listed after the parameter explanation.
+
   |desc    = Starts a movie. The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie defaults to today's movie. Note that this command can create a group with up to 3 guests instead of just the single guest allowed in normal play. Valid movie IDs are listed below.
<ul><li>If both parameters are given, it will start the specified movie (second parameter) with the specified NPC (fuzzy match on first parameter) as a guest.</li>
  −
<li>If just one parameter is given, it is interpreted as the movie ID and the NPC guest(s) will be chosen randomly.</li>
  −
<li>If no parameters are given, the movie will default to <samp>fall_movie_1</samp> (''It Howls in the Rain'') and the NPC guest(s) will be chosen randomly.</li></ul>
   
<table class="wikitable"><tr><td><samp>spring_movie_0</samp> - ''The Brave Little Sapling''</td><td><samp>spring_movie_1</samp> - ''Natural Wonders''</td></tr>
 
<table class="wikitable"><tr><td><samp>spring_movie_0</samp> - ''The Brave Little Sapling''</td><td><samp>spring_movie_1</samp> - ''Natural Wonders''</td></tr>
 
<tr><td><samp>summer_movie_0</samp> - ''Journey of the Prairie King''</td><td><samp>summer_movie_1</samp> - ''Wumbus''</td></tr>
 
<tr><td><samp>summer_movie_0</samp> - ''Journey of the Prairie King''</td><td><samp>summer_movie_1</samp> - ''Wumbus''</td></tr>
Line 1,928: Line 1,936:  
<tr><td><samp>winter_movie_0</samp> - ''Miracle at Coldstar Ranch''</td><td><samp>winter_movie_1</samp> - ''The Zuzu City Express''</td></tr></table>
 
<tr><td><samp>winter_movie_0</samp> - ''Miracle at Coldstar Ranch''</td><td><samp>winter_movie_1</samp> - ''The Zuzu City Express''</td></tr></table>
 
'''Warning: This command also increases the save's <samp>uniqueID</samp> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
 
'''Warning: This command also increases the save's <samp>uniqueID</samp> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie Abi summer_movie_0</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
+
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie summer_movie_0 Abi</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = pgb
+
   |command = pgb,printGemBirds
 
   |desc    = Prints the [[Ginger Island#Gem Birds|Gem Bird Puzzle]] solution to the console.  
 
   |desc    = Prints the [[Ginger Island#Gem Birds|Gem Bird Puzzle]] solution to the console.  
 
}}
 
}}
Line 2,037: Line 2,045:  
   |command = conventionmode
 
   |command = conventionmode
 
   |desc    = Toggles convention mode on and off. When on, disables the resolution and window mode options as well as both "Exit to Title" and "Exit to Desktop" buttons.
 
   |desc    = Toggles convention mode on and off. When on, disables the resolution and window mode options as well as both "Exit to Title" and "Exit to Desktop" buttons.
 +
}}
 +
{{/cmd
 +
  |command = filterLoadMenu
 +
  |params  = {{t|searchText}}
 +
  |desc    = Filter the current list of saves to those whose player name or farm name contains the given text.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,077: Line 2,090:  
   |command = showplurals
 
   |command = showplurals
 
   |desc    = Prints (to the console) the plural forms of all items listed in <samp>Data/ObjectInformation</samp> and <samp>Data/BigCraftablesInformation</samp>.
 
   |desc    = Prints (to the console) the plural forms of all items listed in <samp>Data/ObjectInformation</samp> and <samp>Data/BigCraftablesInformation</samp>.
 +
}}
 +
{{/cmd
 +
  |command = toggleCheats
 +
  |desc    = Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,085: Line 2,102:  
   |command = version
 
   |command = version
 
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <samp>1.3.7286.33936</samp>
 
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <samp>1.3.7286.33936</samp>
 +
}}
 +
{{/cmd
 +
  |command = worldMapLines
 +
  |desc    = Toggles the [[Modding:World map#Debug view|world map's debug view]].
 
}}
 
}}
 
|}
 
|}
Line 2,124: Line 2,145:  
{{/cmd
 
{{/cmd
 
   |command = logbandwidth
 
   |command = logbandwidth
   |desc    = Toggles bandwidth logging on and off. Can be used on either host or client.
+
   |desc    = Toggles bandwidth logging on and off. Can be used on either host or client.
}}
+
}}
{{/cmd
+
{{/cmd
   |command = netclear
+
  |command = logFile
   |desc    = Clears network message log.
+
  |desc    = Begin writing debug messages to a log file at <samp>%appdata%/StardewValley/ErrorLogs/game-latest.txt</samp> to simplify troubleshooting. You can also enter <samp>/logtext</samp> into the in-game chatbox to enable it. This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
 +
}}
 +
{{/cmd
 +
  |command = logSounds
 +
  |desc    = Log info about each sound effect played to the SMAPI console window.
 +
}}
 +
{{/cmd
 +
   |command = netclear
 +
   |desc    = Clears network message log.
 +
}}
 +
{{/cmd
 +
  |command = netdump
 +
  |desc    = Outputs network message log to a file.
 +
}}
 +
{{/cmd
 +
  |command = netlog
 +
  |desc    = Toggles network message logging on and off.
 +
}}
 +
|}
 +
 
 +
====Player relationships====
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
! &nbsp;
 +
|-
 +
{{/cmd
 +
  |command = dateplayer
 +
  |desc    = Checks all other farmers and sets the first one found as dating the player.
 +
}}
 +
{{/cmd
 +
  |command = engageplayer
 +
  |desc    = Checks all other farmers and sets the first one found as engaged to the player with a wedding date of the next game day.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = netdump
+
   |command = testwedding
   |desc    = Outputs network message log to a file.
+
   |desc    = Immediately play the [[Marriage#The Wedding|wedding]] event. This requires the player to be married first - to test specific NPCs, <samp>debug marry</samp> the NPC followed by this command.
}}
  −
{{/cmd
  −
  |command = netlog
  −
  |desc    = Toggles network message logging on and off.
  −
}}
  −
|}
  −
 
  −
====Player relationships====
  −
{| class="wikitable"
  −
|-
  −
! command
  −
! description
  −
! &nbsp;
  −
|-
  −
{{/cmd
  −
  |command = dateplayer
  −
  |desc    = Checks all other farmers and sets the first one found as dating the player.
  −
}}
  −
{{/cmd
  −
  |command = engageplayer
  −
  |desc    = Checks all other farmers and sets the first one found as engaged to the player with a wedding date of the next game day.
   
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,213: Line 2,246:  
   |command = frameoffset, fo
 
   |command = frameoffset, fo
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with <samp>s</samp> to flip the direction. Details unknown; reference <samp>FarmerRenderer.featureXOffsetPerFrame()</samp> and <samp>FarmerRenderer.featureYOffsetPerFrame()</samp>.
+
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be made negative to flip the direction. Details unknown; reference <samp>FarmerRenderer.featureXOffsetPerFrame()</samp> and <samp>FarmerRenderer.featureYOffsetPerFrame()</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,262: Line 2,295:  
{{/cmd
 
{{/cmd
 
   |command = panmode, pm
 
   |command = panmode, pm
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <samp>debug panmode</samp> or <samp>debug exit</samp> will turn panmode off.
+
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <samp>debug panmode</samp> or <samp>debug exit</samp> will turn panmode off. You can also clear with <sampe>debug panMode clear</samp> or set a time with <samp>debug panMode {time}</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
   |command = tls
+
   |command = tls,toggleLightingScale
 
   |desc    = Toggles between scaled and unscaled lighting.
 
   |desc    = Toggles between scaled and unscaled lighting.
 
}}
 
}}
Line 2,302: Line 2,335:  
{{/cmd
 
{{/cmd
 
   |command = playsound, ps
 
   |command = playsound, ps
   |params  = {{t|s:cueID}}
+
   |params  = {{t|s:cueID}},{{t|I:pitch}}
   |desc    = Playes the specified sound effect. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Sound Bank IDs tab) for a list of valid cue IDs.
+
   |desc    = Playes the specified sound effect. The pitch argument is optional and can take values from 1 (low pitch) to 2400 (high pitch) inclusively. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Sound Bank IDs tab) for a list of valid cue IDs.
 
   |example = <code>debug ps purchase</code> would make the coin clink sound heard when buying and selling items.  
 
   |example = <code>debug ps purchase</code> would make the coin clink sound heard when buying and selling items.  
 
}}
 
}}
138

edits