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| * Add entries to Data\animationDescriptions (if you want custom animations in their schedule) | | * Add entries to Data\animationDescriptions (if you want custom animations in their schedule) |
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− | All of the above can be done with IAssetLoaders/IAssetEditors or Content Patcher. Finally, spawn the NPC with a SMAPI mod: | + | All of the above can be done with IAssetLoaders/IAssetEditors or Content Patcher. Finally, spawn the NPC with a SMAPI mod. The different constructors are: |
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| <source lang='c#'> | | <source lang='c#'> |
− | NPC npc = new NPC(AnimatedSprite sprite, Vector2 position, int facingDir, string name); | + | public NPC(AnimatedSprite sprite, Vector2 position, int facingDir, string name); |
− | </source>
| + | public NPC(AnimatedSprite sprite, Vector2 position, string defaultMap, int facingDir, string name, Dictionary<int, int[]> schedule, Texture2D portrait, bool eventActor); |
− | | + | public NPC(AnimatedSprite sprite, Vector2 position, string defaultMap, int facingDirection, string name, bool datable, Dictionary<int, int[]> schedule, Texture2D portrait); |
− | or
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− | | |
− | <source lang='c#'>
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− | NPC npc = new NPC(AnimatedSprite sprite, Vector2 position, string defaultMap, int facingDir, string name, Dictionary<int, int[]> schedule, Texture2D portrait, bool eventActor); | |
− | </source>
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− | | |
− | or
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− | | |
− | <source lang='c#'>
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− | NPC npc = NPC(AnimatedSprite sprite, Vector2 position, string defaultMap, int facingDirection, string name, bool datable, Dictionary<int, int[]> schedule, Texture2D portrait); | |
| </source> | | </source> |
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