Changes

→‎What's new for NPCs: + schedule changes
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<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
 
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
 
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===Schedule changes===
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* Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.
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* Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.
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* Schedules are now fault-tolerant:
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** Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
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** Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
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* For C# mods, removed the <samp>dayOfMonth</samp> parameter in <samp>NPC.getSchedule()</samp>. This was misleading since it used <samp>Game1.dayOfMonth</samp> in all but one line regardless.
    
==What's new for everything else==
 
==What's new for everything else==
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