Changes

545 bytes added ,  01:23, 10 March 2022
→‎Map properties: split into subsections, fix typo
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===Map properties===
 
===Map properties===
 
Known map properties:¹
 
Known map properties:¹
{| class="wikitable"
+
 
 +
; Plants, forage, & item spawning
 +
: {| class="wikitable"
 
|-
 
|-
 
! property
 
! property
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| Allows [[grass]] that's alive on the last day of fall to survive through to winter.
 
| Allows [[grass]] that's alive on the last day of fall to survive through to winter.
 
|-
 
|-
| <samp>AmbientLight {{t|byte r}} {{t|byte g}} {{t|byte b}}</samp><br />''(valid in indoor locations and locations that ignore outdoor lighting)''
+
| <samp>EnableGrassSpread T</samp>²<br />''(valid in any location)''
| Sets the [[wikipedia:RGB color model|RGB colour]] that is subtracted from white (255,255,255) in order to create the ambient light.<br />''Example: <samp>AmbientLight 95 95 95</samp> for a normal indoor daytime lighting.''
+
| Gives [[grass]] in the location a chance to spread each day.
 +
|-
 +
| <samp>Fall_Objects T</samp>²<br /><samp>Spring_Objects T</samp>²<br /><samp>Summer_Objects T</samp>²<br /><samp>Winter_Objects T</samp>²
 +
| Whether to spawn seasonal objects on spawnable tiles based on the data in <samp>Data\Locations.xnb</samp>.<br />''Example: <samp>Fall_Objects</samp>.''
 +
|-
 +
| <samp>Feed {{t|int x}} {{t|int y}}</samp><br />''(valid in coops and barns)''
 +
| Sets the spawn location of the [[Hay Hopper]] in a coop or barn.<br />''Example: <samp>Feed 3 2</samp>.''
 +
|-
 +
| <samp>ForceAllowTreePlanting T</samp>²<br />''(valid in any location)''
 +
| Allows planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed.
 +
|-
 +
| <samp>ForceSpawnForageables T</samp>²<br />''(valid in indoor locations)''
 +
| Enables forage items spawning in that location.
 +
|-
 +
| <samp>skipWeedGrowth T</samp>²<br />''(valid in any location)''
 +
| Prevents weeds from spawning and spreading in this location.
 +
|-
 +
| <samp>SpawnBeachFarmForage T</samp>²<br />''(valid in farm)''
 +
| Randomly spawns beach forage and [[Supply Crate|supply crates]] on the farm (like the [[Farm Maps|vanilla beach farm]]). Forage and crates will only appear on tiles which have the <samp>BeachSpawn T</samp> property on the <samp>Back</samp> layer, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
 +
|-
 +
| <samp>SpawnForestFarmForage T</samp>²<br />''(valid in farm)''
 +
| Randomly spawns forest forage on the farm (like the [[Farm Maps|vanilla forest farm]]). Forage will only spawn on tiles which have the <samp>Type Grass</samp> tile property, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
 +
|-
 +
| <samp>SpawnGrassFromPathsOnNewYear T</samp>²<br />''(valid in any location)''
 +
| Spawns grass on every tile with index 22 on the <samp>Paths</samp> layer when a new year starts. See also <samp>SpawnRandomGrassOnNewYear</samp>.
 +
|-
 +
| <samp>SpawnDebrisOnNewMonth T</samp><br /><samp>SpawnDebrisOnNewYear T</samp>²<br />''(valid in any location)''
 +
| Spawns weeds, stones, or twigs at random positions when a new month/year starts (subject to their usual spawn rules).
 +
|-
 +
| <samp>SpawnMountainFarmOreRect {{t|tile X}} {{t|tile Y}} {{t|tile width}} {{t|tile height}}</samp><br />''(valid in farm)''
 +
| The tile area on the farm map where ores should randomly spawn (like the [[Farm Maps|vanilla hilltop farm]]). Ores will only spawn on tiles which have the <samp>Type Dirt</samp> tile property and are clear for object placement.
 +
|-
 +
| <samp>SpawnRandomGrassOnNewYear T</samp>²<br />''(valid in any location)''
 +
| Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <samp>SpawnGrassFromPathsOnNewYear</samp>.
 +
|-
 +
| <samp>Stumps [{{t|int x}} {{t|int y}} {{t|unused}}]+</samp><br />''(valid in [[Secret Woods]])''
 +
| Adds stumps to the Secret Woods map daily. The third field for each stump appears to be unused.<br />''Example: <samp>Stumps 24 6 3 29 7 3 26 10 3 46 6 3 34 26 3 41 26 3</samp>.''
 +
|-
 +
| <samp>Trees [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
 +
| Adds trees to the map. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|type}} is the tree type (0: oak, 1: maple, 2: pine, 5: palm, 6: mushroom tree, 7: mahogany).<br />''Example: <samp>Trees 17 18 2 20 31 2</samp>.''
 +
|}
 +
 
 +
; Warps & map positions
 +
: {| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 
|-
 
|-
 
| <samp>BackwoodsEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| <samp>BackwoodsEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 
| The position the player is warped to when entering the farm from the Backwoods.
 
| The position the player is warped to when entering the farm from the Backwoods.
 +
|-
 +
| <samp>BusStopEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position the player is warped to when entering the farm from the Bus Stop.
 +
|-
 +
| <samp>EntryLocation {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farmhouse)''
 +
| Sets the tile on which the player appears when they warp into the farmhouse.
 +
|-
 +
| <samp>FarmCaveEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position the player is warped to when entering the farm from the farm cave.
 +
|-
 +
| <samp>FarmHouseEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| Changes the position of the Farm House. Corresponds to the front door, or the position the player will be warped to when leaving the house.
 +
|-
 +
| <samp>ForestEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position the player is warped to when entering the farm from the Cindersap Forest.
 +
|-
 +
| <samp>GrandpaShrineLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position of grandpa's shrine. Corresponds to the upper left corner.
 +
|-
 +
| <samp>GreenhouseLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The default position of the greenhouse. Corresponds to the upper left corner of the greenhouse's foundation.
 +
|-
 +
| <samp>KitchenStandingLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farmhouse)''
 +
| The position the player's spouse will stand when using the kitchen.
 +
|-
 +
| <samp>MailboxLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position of the player's mailbox. Corresponds to the upper left corner.
 +
|-
 +
| <samp>NPCWarp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
 +
| Equivalent to <samp>Warp</samp>, but only usable by npcs.
 +
|-
 +
| <samp>ShippingBinLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position of the default shipping bin. Corresponds to the upper left corner.
 +
|-
 +
| <samp>SpouseAreaLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position of the the outdoor spouse area. Corresponds to the upper left corner.
 +
|-
 +
| <samp>Warp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
 +
| Sets the tiles which warp the player to another map (''e.g.,'' doors). The {{t|fromX}} {{t|fromY}} fields are the tile coordinates that initiate the warp, and {{t|toArea}} {{t|toX}} {{t|toY}} are the name of the in-game location to warp to and the tile coordinates within it.<br />''Example: 6 20 Mountain 76 9.''
 +
|-
 +
| <samp>WarpTotemEntry[{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
 +
| The position the player is warped to when teleporting to the farm via Warp Totem or Return Scepter.
 +
|}
 +
 +
; Audio
 +
: {| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 
|-
 
|-
 
| <samp>BrookSounds [{{t|int x}} {{t|int y}} {{t|int type}}]</samp><br />''(valid in outdoor locations)''
 
| <samp>BrookSounds [{{t|int x}} {{t|int y}} {{t|int type}}]</samp><br />''(valid in outdoor locations)''
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* <samp>3</samp> (cricket).
 
* <samp>3</samp> (cricket).
 
|-
 
|-
| <samp>BusStopEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
+
| <samp>Music {{t|string name}}</samp><br />''(valid in any location)''
| The position the player is warped to when entering the farm from the Bus Stop.
+
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files.<br />''Example: <samp>Music MarlonsTheme</samp>.''
 +
|-
 +
| <samp>Music {{t|int start}} {{t|int end}} {{t|string name}}</samp><br />''(valid in any location)''
 +
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files, music will only play if the time is between {{t|int start}} (inclusive) and {{t|int end}} (exclusive).<br />''Example: <samp>Music 800 1200 MarlonsTheme</samp>.''
 +
|}
 +
 
 +
; Lighting
 +
: {| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 +
|-
 +
| <samp>AmbientLight {{t|byte r}} {{t|byte g}} {{t|byte b}}</samp><br />''(valid in indoor locations and locations that ignore outdoor lighting)''
 +
| Sets the [[wikipedia:RGB color model|RGB colour]] that is subtracted from white (255,255,255) in order to create the ambient light.<br />''Example: <samp>AmbientLight 95 95 95</samp> for a normal indoor daytime lighting.''
 +
|-
 +
| <samp>forceLoadPathLayerLights T</samp>²<br />''(valid in outdoor non-festival locations)''
 +
| Whether to load lights from the <samp>Paths</samp> layer on maps where they would not normally be.<br />''Example: <samp>forceLoadPathLayerLights true</samp>.''
 +
|-
 +
| <samp>IgnoreLightingTiles T</samp>²<br />''(valid in indoor locations)''
 +
| Whether to ignore lights on the <samp>Front</samp> and <samp>Buildings</samp> layers.<br />''Example: <samp>IgnoreLightingTiles true</samp>.''
 +
|-
 +
| <samp>Light [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
 +
| Adds light sources. The {{t|type}} field is the kind of light source (''e.g.,'' 4 for twin candles), and {{t|x}} {{t|y}} are the tile coordinates.The {{t|type}} of light source can be one of...
 +
* <samp>1</samp> (lantern);
 +
* <samp>2</samp> (window);
 +
* <samp>4</samp> (sconce);
 +
* <samp>5</samp> (cauldron);
 +
* <samp>6</samp> (indoor window);
 +
* <samp>7</samp> (projector).
 +
* <samp>8</samp> (fish tank).
 +
Any other value will crash the game.<br />''Example: <samp>Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5</samp> (Adventurer's Guild).''
 +
|-
 +
| <samp>WindowLight [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
 +
| Adds light sources that are only lit during the day when it is not raining (like the light coming through a window). See <samp>Light</samp> for details.
 +
|}
 +
 
 +
; Map & tile changes
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>CanCaskHere T</samp>²<br />''(valid in any location)''
+
! property
| Allows casks to work in that location.
+
! explanation
 
|-
 
|-
 
| <samp>ClearEmptyDirtOnNewMonth T</samp>²<br />''(valid in any location)''
 
| <samp>ClearEmptyDirtOnNewMonth T</samp>²<br />''(valid in any location)''
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| Adds functionality to interior doors. Used with <samp>Action Door</samp> tile properties. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
 
| Adds functionality to interior doors. Used with <samp>Action Door</samp> tile properties. The {{t|x}} {{t|y}} fields are the tile coordinates, {{t|sheetID}} is the name of the sheet containing the door sprite, and {{t|tileID}} is the tile index in the spritesheet.
 
|-
 
|-
| <samp>EntryLocation {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farmhouse)''
+
| <samp>NightTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</samp><br />''(valid in any location)''
| Sets the tile on which the player appears when they warp into the farmhouse.
+
| Changes the tile after 7pm. Outside, it works along <samp>DayTiles</samp>: set a <samp>DayTiles</samp> tile for the map to load between 6am to 7pm, then a <samp>NightTiles</samp> to load between 7pm to the end of the day. It is mostly used for lamps in the game.
 +
|}
 +
 
 +
; Fishing
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>EnableGrassSpread T</samp>²<br />''(valid in any location)''
+
! property
| Gives [[grass]] in the location a chance to spread each day.
+
! explanation
|-
  −
| <samp>Fall_Objects T</samp>²<br /><samp>Spring_Objects T</samp>²<br /><samp>Summer_Objects T</samp>²<br /><samp>Winter_Objects T</samp>²
  −
| Whether to spawn seasonal objects on spawnable tiles based on the data in <samp>Data\Locations.xnb</samp>.<br />''Example: <samp>Fall_Objects</samp>.''
  −
|-
  −
| <samp>FarmCaveEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The position the player is warped to when entering the farm from the farm cave.
   
|-
 
|-
 
| <samp>FarmFishLocationOverride {{t|location name}} {{t|chance}}</samp><br />''(valid in farm)''
 
| <samp>FarmFishLocationOverride {{t|location name}} {{t|chance}}</samp><br />''(valid in farm)''
 
| Adds an alternative location name when catching fish, where the {{t|chance}} is a decimal value between 0 (never happens) and 1 (always happens). For example, <samp>FarmFishLocationOverride Mountain 0.5</samp> adds a 50% chance of catching mountain fish instead of the normal fish for that location. The location name is case-sensitive, and matches those shown by the {{nexus mod|679|Debug Mode mod}}.
 
| Adds an alternative location name when catching fish, where the {{t|chance}} is a decimal value between 0 (never happens) and 1 (always happens). For example, <samp>FarmFishLocationOverride Mountain 0.5</samp> adds a 50% chance of catching mountain fish instead of the normal fish for that location. The location name is case-sensitive, and matches those shown by the {{nexus mod|679|Debug Mode mod}}.
 
|-
 
|-
| <samp>FarmHouseEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
+
| <samp>FarmOceanCrabPotOverride T</samp>²<br />''(valid in farm)''
| Changes the position of the Farm House. Corresponds to the front door, or the position the player will be warped to when leaving the house.
+
| Causes crab pots on the farm should catch ocean fish.
 +
|}
 +
 
 +
; Farmhouse interior
 +
: {| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 
|-
 
|-
 
| <samp>FarmHouseFlooring {{t|flooring id}}</samp><br />''(valid in farm)''
 
| <samp>FarmHouseFlooring {{t|flooring id}}</samp><br />''(valid in farm)''
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| <samp>FarmHouseWallpaper {{t|wallpaper id}}</samp><br />''(valid in farm)''
 
| <samp>FarmHouseWallpaper {{t|wallpaper id}}</samp><br />''(valid in farm)''
 
| Sets the initial farmhouse wallpaper to the given ID when creating a new save. These are mapped to the 1x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting from the top-left.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
 
| Sets the initial farmhouse wallpaper to the given ID when creating a new save. These are mapped to the 1x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting from the top-left.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
 +
|}
 +
 +
; Other location metadata
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>FarmOceanCrabPotOverride T</samp>²<br />''(valid in farm)''
+
! property
| Causes crab pots on the farm should catch ocean fish.
+
! explanation
 
|-
 
|-
| <samp>Feed {{t|int x}} {{t|int y}}</samp><br />''(valid in coops and barns)''
+
| <samp>CanCaskHere T</samp>²<br />''(valid in any location)''
| Sets the spawn location of the [[Hay Hopper]] in a coop or barn.<br />''Example: <samp>Feed 3 2</samp>.''
+
| Allows casks to work in that location.
|-
  −
| <samp>ForceAllowTreePlanting T</samp>²<br />''(valid in any location)''
  −
| Allows planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed.
  −
|-
  −
| <samp>forceLoadPathLayerLights T</samp>²<br />''(valid in outdoor non-festival locations)''
  −
| Whether to load lights from the <samp>Paths</samp> layer on maps where they would not normally be.<br />''Example: <samp>forceLoadPathLayerLights true</samp>.''
  −
|-
  −
| <samp>ForceSpawnForageables T</samp>²<br />''(valid in indoor locations)''
  −
| Enables forage items spawning in that location.
  −
|-
  −
| <samp>ForestEntry [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The position the player is warped to when entering the farm from the Cindersap Forest.
  −
|-
  −
| <samp>GrandpaShrineLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The position of grandpa's shrine. Corresponds to the upper left corner.
  −
|-
  −
| <samp>GreenhouseLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The default position of the greenhouse. Corresponds to the upper left corner of the greenhouse's foundation.
  −
|-
  −
| <samp>IgnoreLightingTiles T</samp>²<br />''(valid in indoor locations)''
  −
| Whether to ignore lights on the <samp>Front</samp> and <samp>Buildings</samp> layers.<br />''Example: <samp>IgnoreLightingTiles true</samp>.''
   
|-
 
|-
 
| <samp>indoorWater T</samp>²<br />''(valid in indoor locations)''
 
| <samp>indoorWater T</samp>²<br />''(valid in indoor locations)''
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| <samp>IsGreenhouse T</samp>²<br />''(valid in any location)''
 
| <samp>IsGreenhouse T</samp>²<br />''(valid in any location)''
 
| Marks the location as a greenhouse.
 
| Marks the location as a greenhouse.
|-
  −
| <samp>KitchenStandingLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farmhouse)''
  −
| The position the player's spouse will stand when using the kitchen.
  −
|-
  −
| <samp>Light [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
  −
| Adds light sources. The {{t|type}} field is the kind of light source (''e.g.,'' 4 for twin candles), and {{t|x}} {{t|y}} are the tile coordinates.The {{t|type}} of light source can be one of...
  −
* <samp>1</samp> (lantern);
  −
* <samp>2</samp> (window);
  −
* <samp>4</samp> (sconce);
  −
* <samp>5</samp> (cauldron);
  −
* <samp>6</samp> (indoor window);
  −
* <samp>7</samp> (projector).
  −
* <samp>8</samp> (fish tank).
  −
Any other value will crash the game.<br />''Example: <samp>Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5</samp> (Adventurer's Guild).''
   
|-
 
|-
 
| <samp>LocationContext Default</samp><br />''(valid in any location)''
 
| <samp>LocationContext Default</samp><br />''(valid in any location)''
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| <samp>LocationContext Island</samp><br />''(valid in any location)''
 
| <samp>LocationContext Island</samp><br />''(valid in any location)''
 
| Sets the map to be part of Ginger Island for game logic purposes, like weather.
 
| Sets the map to be part of Ginger Island for game logic purposes, like weather.
|-
  −
| <samp>MailboxLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The position of the player's mailbox. Corresponds to the upper left corner.
  −
|-
  −
| <samp>Music {{t|string name}}</samp><br />''(valid in any location)''
  −
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files.<br />''Example: <samp>Music MarlonsTheme</samp>.''
  −
|-
  −
| <samp>Music {{t|int start}} {{t|int end}} {{t|string name}}</samp><br />''(valid in any location)''
  −
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files, music will only play if the time is between {{t|int start}} (inclusive) and {{t|int end}} (exclusive).<br />''Example: <samp>Music 800 1200 MarlonsTheme</samp>.''
  −
|-
  −
| <samp>NightTiles [{{t|string layerName}} {{t|int x}} {{t|int y}} {{t|int tilesheetIndex}}]+</samp><br />''(valid in any location)''
  −
| Changes the tile after 7pm. Outside, it works along <samp>DayTiles</samp>: set a <samp>DayTiles</samp> tile for the map to load between 6am to 7pm, then a <samp>NightTiles</samp> to load between 7pm to the end of the day. It is mostly used for lamps in the game.
  −
|-
  −
| <samp>NPCWarp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
  −
| Equivalent to <samp>Warp</samp>, but only usable by npcs.
   
|-
 
|-
 
| <samp>Outdoors T</samp>²<br />''(valid in any location)''
 
| <samp>Outdoors T</samp>²<br />''(valid in any location)''
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| <samp>SeasonOverride [{{t|string season}}]</samp><br />''(valid in any location)''
 
| <samp>SeasonOverride [{{t|string season}}]</samp><br />''(valid in any location)''
 
| Assumes a specific season for most game checks. (If a crop is in season, which tilesheet to use, etc.)
 
| Assumes a specific season for most game checks. (If a crop is in season, which tilesheet to use, etc.)
|-
  −
| <samp>ShippingBinLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
  −
| The position of the default shipping bin. Corresponds to the upper left corner.
  −
|-
  −
| <samp>skipWeedGrowth T</samp>²<br />''(valid in any location)''
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| Prevents weeds from spawning and spreading in this location.
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|-
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| <samp>SpawnBeachFarmForage T</samp>²<br />''(valid in farm)''
  −
| Randomly spawns beach forage and [[Supply Crate|supply crates]] on the farm (like the [[Farm Maps|vanilla beach farm]]). Forage and crates will only appear on tiles which have the <samp>BeachSpawn T</samp> property on the <samp>Back</samp> layer, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
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|-
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| <samp>SpawnForestFarmForage T</samp>²<br />''(valid in farm)''
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| Randomly spawns forest forage on the farm (like the [[Farm Maps|vanilla forest farm]]). Forage will only spawn on tiles which have the <samp>Type Grass</samp> tile property, are clear for placement, and don't have a tile on the <samp>AlwaysFront</samp> layer.
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|-
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| <samp>SpawnGrassFromPathsOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns grass on every tile with index 22 on the <samp>Paths</samp> layer when a new year starts. See also <samp>SpawnRandomGrassOnNewYear</samp>.
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|-
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| <samp>SpawnDebrisOnNewMonth T</samp><br /><samp>SpawnDebrisOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns weeds, stones, or twigs at random positions when a new month/year starts (subject to their usual spawn rules).
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|-
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| <samp>SpawnMountainFarmOreRect {{t|tile X}} {{t|tile Y}} {{t|tile width}} {{t|tile height}}</samp><br />''(valid in farm)''
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| The tile area on the farm map where ores should randomly spawn (like the [[Farm Maps|vanilla hilltop farm]]). Ores will only spawn on tiles which have the <samp>Type Dirt</samp> tile property and are clear for object placement.
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|-
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| <samp>SpawnRandomGrassOnNewYear T</samp>²<br />''(valid in any location)''
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| Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <samp>SpawnGrassFromPathsOnNewYear</samp>.
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|-
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| <samp>SpouseAreaLocation [{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
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| The position of the the outdoor spouse area. Corresponds to the upper left corner.
  −
|-
  −
| <samp>Stumps [{{t|int x}} {{t|int y}} {{t|unused}}]+</samp><br />''(valid in [[Secret Woods]])''
  −
| Adds stumps to the Secret Woods map daily. The third field for each stump appears to be unused.<br />''Example: <samp>Stumps 24 6 3 29 7 3 26 10 3 46 6 3 34 26 3 41 26 3</samp>.''
   
|-
 
|-
 
| <samp>TreatAsOutdoors T</samp>²<br />''(valid in indoor locations)''
 
| <samp>TreatAsOutdoors T</samp>²<br />''(valid in indoor locations)''
 
| The location is treated as outdoors for the purposes of spawning anything other than lights from the <samp>Paths</samp> layer and yielding [[Coal]] from breaking rocks.<br />''Example: <samp>TreatAsOutdoors true</samp>.''
 
| The location is treated as outdoors for the purposes of spawning anything other than lights from the <samp>Paths</samp> layer and yielding [[Coal]] from breaking rocks.<br />''Example: <samp>TreatAsOutdoors true</samp>.''
|-
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| <samp>Trees [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
  −
| Adds trees to the map. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|type}} is the tree type (0: oak, 1: maple, 2: pine, 5: palm, 6: mushroom tree, 7: mahogany).<br />''Example: <samp>Trees 17 18 2 20 31 2</samp>.''
   
|-
 
|-
 
| <samp>UniquePortrait [{{t|str name}}]+</samp><br />''(valid in any location)''
 
| <samp>UniquePortrait [{{t|str name}}]+</samp><br />''(valid in any location)''
Line 482: Line 542:  
| <samp>ViewportFollowPlayer T</samp>²<br />''(valid in any location)''
 
| <samp>ViewportFollowPlayer T</samp>²<br />''(valid in any location)''
 
| Forces the viewport to stay centered on the player.<br />''Example: <samp>ViewportFollowPlayer</samp>.''
 
| Forces the viewport to stay centered on the player.<br />''Example: <samp>ViewportFollowPlayer</samp>.''
|-
  −
| <samp>Warp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</samp><br />''(valid in any location)''
  −
| Sets the tiles which warp the player to another map (''e.g.,'' doors). The {{t|fromX}} {{t|fromY}} fields are the tile coordinates that initiate the warp, and {{t|toArea}} {{t|toX}} {{t|toY}} are the name of the in-game location to warp to and the tile coordinates within it.<br />''Example: 6 20 Mountain 76 9.''
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|-
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| <samp>WarpTotemEntry[{{t|int x}} {{t|int y}}]</samp><br />''(valid in farm)''
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| The position the player is warped to when teleporting to the farm via Warp Totem or Return Scepter.
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|-
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| <samp>WindowLight [{{t|int x}} {{t|int y}} {{t|int type}}]+</samp><br />''(valid in any location)''
  −
| Adds light sources that are only lit during the day when it is not raining (like the light coming through a window). See <samp>Light</samp> for details.
   
|}
 
|}
    
The following properties are used but apparently have no effect: <samp>Arch</samp>, <samp>Debris</samp>, <samp>Spouse</samp>, and <samp>Fish</samp>.
 
The following properties are used but apparently have no effect: <samp>Arch</samp>, <samp>Debris</samp>, <samp>Spouse</samp>, and <samp>Fish</samp>.
   −
<small>¹ Map properties are primary handled in various methods of the <samp>GameLocation</samp> class, particularly <samp>resetLocalState</samp>.</small><br />
+
<small>¹ Map properties are primarily handled in various methods of the <samp>GameLocation</samp> class, particularly <samp>resetLocalState</samp>.</small><br />
 
<small>² The <samp>T</samp> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
 
<small>² The <samp>T</samp> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
  
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