Difference between revisions of "Modding:Editing XNB files"

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This page explains how to create a mod which replaces game files in order to change game data, images, and maps.
 
This page explains how to create a mod which replaces game files in order to change game data, images, and maps.
 
 
  
 
==Intro==
 
==Intro==
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An XNB mod replaces some of the game's XNB data files, which lets you change images (like portraits, NPCs, or buildings), data (like crop information or dialogue), or maps (including map behaviour like warps and minigames). XNB mods can also add entirely new content (like new NPCs).
 
An XNB mod replaces some of the game's XNB data files, which lets you change images (like portraits, NPCs, or buildings), data (like crop information or dialogue), or maps (including map behaviour like warps and minigames). XNB mods can also add entirely new content (like new NPCs).
  
===XNB mods versus SMAPI mods===
+
===XNB vs SMAPI mods===
SMAPI is a modding API that lets you change the game using code. SMAPI mods are more powerful, easier to install and remove, and allow multiple mods to change the same content. On the other hand, SMAPI requires you to write code and some things (like changing images) are easier with XNB mods.
+
SMAPI is a modding API that lets you change the game using code. SMAPI mods are more powerful, easier to install and remove, and allow multiple mods to change the same content. On the other hand, SMAPI requires you to write code which some modders aren't comfortable with. If you have programming experience, [[Modding:Creating a SMAPI mod|creating a SMAPI mod]] is recommended instead if feasible.
 
 
If you have programming experience, [[Modding:Creating a SMAPI mod|creating a SMAPI mod]] is recommended instead if feasible.
 
  
For more details, see [[Modding:Index#Using mods|using mods]] for an introduction.
+
See [[Modding:Player FAQs]] for more info about the two kinds of mod.
  
 
===Where can I get help?===
 
===Where can I get help?===
The Stardew Valley modding community is very welcoming. Feel free [https://discord.gg/kH55QXP come chat on Discord] or [http://community.playstarbound.com/forums/mods.215/ post in the forums].
+
The Stardew Valley modding community is very welcoming. Feel free [https://discord.gg/stardewvalley come chat on Discord] or [http://community.playstarbound.com/forums/mods.215/ post in the forums].
  
 
==Getting started==
 
==Getting started==
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::* '''[https://www.mediafire.com/?b86xecd27yti6f6 XNB Extract 0.2.2]''' to unpack and pack the game's XNB files. <small>(See [http://community.playstarbound.com/threads/beginners-guide-to-xnb-node-and-graphics-editing.110976/ forum post].)</small>
 
::* '''[https://www.mediafire.com/?b86xecd27yti6f6 XNB Extract 0.2.2]''' to unpack and pack the game's XNB files. <small>(See [http://community.playstarbound.com/threads/beginners-guide-to-xnb-node-and-graphics-editing.110976/ forum post].)</small>
 
::* '''[http://www.getpaint.net/download.html Paint.NET]''' to edit image files (or use your favourite image editor).
 
::* '''[http://www.getpaint.net/download.html Paint.NET]''' to edit image files (or use your favourite image editor).
::* '''[https://thorbjorn.itch.io/tiled/devlog/5540/small-snapshot-update Tiled snapshot 2017.07.17] <!--[http://www.mapeditor.org/ Tiled 1.0.2 or later]-->''' to edit maps. ('''Note:''' once installed, go to ''Edit > Preferences > Plugins'' and enable the <tt>tbin.dll</tt> plugin.)
 
  
 
:; on Linux/Mac
 
:; on Linux/Mac
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::* '''[https://www.dropbox.com/s/oj5tch8np74nk4d/XNBExtract0.2.2.zip?dl=0 XNB Extract 0.2.2 for Linux/Mac]''' to unpack and pack the game's XNB files.
 
::* '''[https://www.dropbox.com/s/oj5tch8np74nk4d/XNBExtract0.2.2.zip?dl=0 XNB Extract 0.2.2 for Linux/Mac]''' to unpack and pack the game's XNB files.
 
::* '''[https://www.gimp.org/downloads/ GIMP]''' to edit image files (or use your favourite image editor).
 
::* '''[https://www.gimp.org/downloads/ GIMP]''' to edit image files (or use your favourite image editor).
::* '''[https://thorbjorn.itch.io/tiled/devlog/5540/small-snapshot-update Tiled snapshot 2017.07.17]''' to edit maps.
 
  
 
You should also back up your game's <tt>Content</tt> folder, so you can recover the original files if you make a mistake.
 
You should also back up your game's <tt>Content</tt> folder, so you can recover the original files if you make a mistake.
Line 66: Line 60:
 
## Move the repacked <tt>.xnb</tt> file back to the original location.
 
## Move the repacked <tt>.xnb</tt> file back to the original location.
  
==Editing a spritesheet==
+
==Making changes==
===Basic concepts===
+
===Spritesheets, tilesheets, or portraits===
A spritesheet is just an image file that contains many smaller images in a regular grid pattern:
+
[[File:Modding - creating an XNB mod - example tilesheet.png|thumb|An example tilesheet, which consists of a grid of tiles like this: [[File:Modding - creating an XNB mod - example tile 1.png]]]]
 
+
Definitions:
[[File:Modding - creating an XNB mod - example tilesheet.png]]
+
* A '''spritesheet''' is a PNG file containing small images in a regular grid pattern. Each square in the spritesheet's grid pattern is called a '''sprite'''. For example, each in-game item has a sprite in <tt>Content\Maps\spring_objects.xnb</tt>.
 
+
* A '''tilesheet''' is a synonym for spritesheet when used for map tiles. In a tilesheet, each square is called a ''tile'' and is 16×16 pixels.
Each square in the spritesheet's grid pattern is called a ''sprite'', and is typically 16×16 pixels. For example, here's a single sprite from the above spritesheet:
+
* A '''portrait''' is a sprite from the <tt>Content\Characters\*.xnb</tt> spritesheets.
 
 
[[File:Modding - creating an XNB mod - example tile 1.png]]
 
 
 
Note that sprites might be drawn next to each other to create the illusion of a larger object:
 
 
 
[[File:Modding - creating an XNB mod - example tile 2.png]]
 
  
===Making changes===
 
 
Spritesheets are easy to edit:
 
Spritesheets are easy to edit:
 
 
# [[#unpacking|Unpack the file]] you want to change.
 
# [[#unpacking|Unpack the file]] you want to change.
# Open the unpacked <tt>.png</tt> file in Paint.NET (or your preferred image editor).
+
# Open the unpacked <tt>.png</tt> file in an image editor (see [[#Getting started]]).
 
# Make changes directly to the image.
 
# Make changes directly to the image.
 
# [[#unpacking|Repack the file]] and copy it back to the original location.
 
# [[#unpacking|Repack the file]] and copy it back to the original location.
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That's it! You can launch the game to see your changes.
 
That's it! You can launch the game to see your changes.
  
==Editing a map==
+
===Maps===
===Basic concepts===
+
See [[Modding:Maps]].
<ul>
 
<li>A '''map''' is the layout of the terrain (like water, cliffs, and land), terrain features (like bushes), buildings, paths, and triggers for a particular area. When you reach the edge of an area or enter a building, and the screen fades to black during the transition, you're moving between maps.</li>
 
 
 
<li>Each map consists of several '''layers''' stacked one in front of the other. Objects in a layer closer to the front will hide objects in layers behind them. From back to front, the standard layers are...
 
 
 
{| class="wikitable"
 
|-
 
! layer name
 
! typical contents
 
|-
 
| Back
 
| Terrain, water, and basic features (like permanent paths).
 
|-
 
| Buildings
 
| Placeholders for buildings (like the farmhouse).
 
|-
 
| Paths
 
| Flooring, paths, grass, and debris (like stones, weeds, and stumps) which can be removed by the player.
 
|-
 
| Front
 
| Objects that are drawn on top of things behind them, like most trees.
 
|-
 
| AlwaysFront
 
| Objects that are always drawn on top of other layers. This is typically used for foreground effects like foliage cover.
 
|}</li>
 
 
 
<li>Each layer consists of many '''tiles''', which are 16×16 pixel squares placed in a grid to form the visible map. Each tile can have properties (e.g. passable / blocked), special logic (e.g. an action to perform when the player steps on them), and a picture to show. The picture is represented by a sprite index (or tile index), which is its position in an associated spritesheet (see next).</li>
 
 
 
<li>Each map has one or more [spritesheets](#editing-a-spritesheet) (also known as tilesheets when talking about mods), which contains the available tiles that are put together to form the visible map.</li>
 
</ul>
 
 
 
===Recommended Tiled settings===
 
The following settings in Tiled are strongly recommended:
 
 
 
{| class="wikitable"
 
|-
 
! setting
 
! value
 
! reason
 
|-
 
| ''View > Snap to Grid''
 
| ✓ enabled
 
| This is required to convert objects back into the game's format.
 
|-
 
| ''Highlight Current Layer''
 
| ✓ enabled
 
| This makes it more clear which tile you're editing.
 
|}
 
 
 
===Making changes===
 
Here's how to edit a Stardew Valley map:
 
 
 
# [[#unpacking|Unpack the file]] you want to change.
 
# Open the unpacked <tt>.tbin</tt> file in Tiled.
 
# Make the desired changes (see the [http://doc.mapeditor.org/ Tiled documentation] and next sections) and save.
 
# [[#unpacking|Repack the file]] and copy it back to the original location.
 
 
 
The [http://doc.mapeditor.org/ Tiled documentation] might help with questions about using it.
 
 
 
===Tile coordinates===
 
Each tile has an (x, y) coordinate which represents its position on the map, where (0, 0) is the top-left tile. The ''x'' value increases towards the right, and ''y'' increases downwards. For example:
 
 
 
[[File:Modding - creating an XNB mod - tile coordinates.png]]
 
 
 
===Using custom sprites===
 
You can add custom sprites (images) to a map:
 
 
 
# Create your spritesheet. This should be a PNG image with images divided into 16x16 tiles (see [[#Basic concepts]] for examples).
 
# Open the map in Tiled.
 
# Add the custom spritesheet:
 
## In the ''Tilesets'' pane, click the [[File:Modding - creating an XNB mod - Tiled 'new tilesheet' button.png]] button.
 
## Give it a descriptive name (like 'cute bugs') and choose the image source.
 
## Keep the default settings and click ''OK''.
 
# Add custom sprites to the map:
 
## In the ''Layers'' pane, click the layer you want to edit.
 
## In the ''Tilesets'' pane, click the tab for your custom spritesheet.
 
## In the ''Tilesets'' pane, click one tile to select it. To choose multiple, click and drag the cursor.
 
## Move the cursor to the map, and you'll see an overlay with the tiles you selected.
 
## Click the map to place those tiles on the selected layer.
 
 
 
===Map properties===
 
Each map can have multiple map properties, which define attributes and behaviour associated with the map like lighting, music, warp points, etc. Each property has a name (which defines the type of property) and value (which configures the property).
 
 
 
To view and edit map properties in Tiled, click ''Map'' on the toolbar and choose ''Map Properties''.
 
 
 
Known map properties¹:
 
 
 
{| class="wikitable"
 
|-
 
! property
 
! explanation
 
|-
 
| <tt>AmbientLight {{t|int r}} {{t|int g}} {{t|int b}}</tt>
 
| Sets the [[wikipedia:RGB color model|RGB colour]] of the ambient light.<br />''Example: <tt>AmbientLight 95 95 95</tt> for a normal indoor daytime lighting.''
 
|-
 
| <tt>BrookSounds [{{t|int x}} {{t|int y}} {{t|int sound}}]</tt>
 
| Adds sound sources. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|sound}} is the ambient sound ID.
 
|-
 
| <tt>DayTiles [{{t|string layer}} {{t|int x}} {{t|int y}} {{t|int type}}]+</tt>
 
| Sets which tiles should glow during the day to simulate sunlight streaming through windows. The {{t|layer}} field is the map layer name, {{t|x}} {{t|y}} are the tile coordinates, and {{t|type}} specifies the glow type (e.g. 256 and 288 for an upper and lower window).<br />''Example: <tt>DayTiles Front 3 1 256 Front 3 2 288</tt>.''
 
|-
 
| <tt>Doors {{t|int x}} {{t|int y}} {{t|string sheetID}} {{t|int tileID}}</tt>
 
| Adds a door. 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.
 
|-
 
| <tt>Fall_Objects T</tt>²<br /><tt>Spring_Objects T</tt>²<br /><tt>Summer_Objects T</tt>²<br /><tt>Winter_Objects T</tt>²
 
| Whether to spawn seasonal objects on spawnable tiles based on the data in <tt>Data\Locations.xnb</tt>.<br />''Example: <tt>Fall_Objects</tt>.''
 
|-
 
| <tt>Light [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt>
 
| 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.<br />''Example: <tt>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</tt> (Adventurer's Guild).''
 
|-
 
| <tt>Music {{t|string name}}</tt>
 
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files.<br />''Example: <tt>Music MarlonsTheme</tt>.''
 
|-
 
| <tt>NightTiles [{{t|string layer}} {{t|int x}} {{t|int y}} {{t|int type}}]+</tt>
 
| Like <tt>DayTiles</tt>, but for moonlight at night.
 
|-
 
| <tt>Outdoors T</tt>²
 
| Sets whether the location is outdoors.<br />''Example: <tt>Outdoors true</tt>.''
 
|-
 
| <tt>TreatAsOutdoors T</tt>²
 
| ?
 
|-
 
| <tt>Trees [{{t|int x}} {{t|int y}} {{t|int type}}]+</tt>
 
| Adds trees to the map. The {{t|x}} {{t|y}} fields are the tile coordinates, and {{t|type}} is the tree type (1: oak, 2: maple, 3: pine, 6: palm, 7: mushroom tree).<br />''Example: <tt>Trees 17 18 2 20 31 2</tt>.''
 
|-
 
| <tt>UniquePortrait [{{t|str name}}]+</tt>
 
| ?
 
|-
 
| <tt>UniqueSprite [{{t|str name}}]+</tt>
 
| ?
 
|-
 
| <tt>ViewportFollowPlayer T</tt>²
 
| Forces the viewport to stay centered on the player.<br />''Example: <tt>ViewportFollowPlayer</tt>.''
 
|-
 
| <tt>Warp [{{t|int fromX}} {{t|int fromY}} {{t|string toArea}} {{t|int toX}} {{t|int toY}}]+</tt>
 
| 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.''
 
|}
 
 
 
The following properties are used but apparently have no effect:
 
 
 
* <tt>Arch</tt>
 
* <tt>Debris</tt>
 
* <tt>Fish</tt>
 
 
 
<small>¹ Map properties are handled in <tt>GameLocation::resetForPlayerEntry</tt> and <tt>GameLocation::loadObjects</tt>.</small> 
 
<small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
 
 
 
===Tile properties===
 
You can set tile properties to perform actions when the player steps on the tile or interacts with it. Each property has a name (which defines the type of property) and value (which configures the property).
 
 
 
In Tiled these are represented by two types: ''object properties'' only apply to the selected tile, while ''tile properties'' apply to every instance of that tile. In general you'll always set ''object properties'', so we'll only cover those.
 
 
 
====View & edit properties====
 
To view object properties in Tiled:
 
 
 
# Select the object layer in the ''Layers'' pane.
 
# Choose the [[File:Modding - creating an XNB mod - Tiled 'select object' button.png]] ''select object'' tool in the toolbar.
 
# Click the object whose properties you want to view. Objects are represented with a gray selection box on the map:<br />[[File:Modding - creating an XNB mod - map object.png]]
 
# The object properties will be shown in the ''Properties'' pane.<br />[[File:Modding - creating an XNB mod - Tiled tile properties pane.png]]
 
 
 
To edit properties for an existing object:
 
* Change a value: click the value field and enter the new value.
 
* Change a name: select the property and click the [[File:Modding - creating an XNB mod - Tiled 'edit' button.png]] icon.
 
* Add a property: click the [[File:Modding - creating an XNB mod - Tiled 'add' button.png]] icon, enter the property name, make sure the selected type is "string", and click OK.
 
 
 
To add a new object:
 
 
 
# Select the object layer in the ''Layers'' pane.<br />''There should be one object layer for each tile layer. If the object layer is missing, create one with the same name as the right tile layer.''
 
# Choose the [[File:Modding - creating an XNB mod - Tiled 'insert rectangle' button.png]] ''insert rectangle'' tool from the toolbar.
 
# Click and drag the rectangle over the tile you want to edit. Make sure it snaps to the tile grid (see [[#Recommended Tiled settings]]), and only one tile is selected.
 
## See previous for how to edit its properties.
 
 
 
====Known properties====
 
Known tile properties (excluding specialised properties like <tt>TouchAction WomensLocker</tt>):¹
 
 
 
{| class="wikitable"
 
|-
 
! layer
 
! property
 
! explanation
 
|-
 
| <tt>Back</tt>
 
| <tt>Diggable T</tt>²
 
| Marks the tile as diggable with the hoe and enables planting crops.
 
|-
 
| <tt>Back</tt>
 
| <tt>NoFurniture T</tt>²
 
| Prevents the player from placing furniture on this tile.
 
|-
 
| <tt>Back</tt>
 
| <tt>NoSpawn All</tt><br /><tt>NoSpawn True</tt>
 
| Combines <tt>NoSpawn Grass</tt> and <tt>NoSpawn Tree</tt>.
 
|-
 
| <tt>Back</tt>
 
| <tt>NoSpawn Grass</tt>
 
| Prevents debris (e.g. weeds or stones) from spawning on this tile.
 
|-
 
| <tt>Back</tt>
 
| <tt>NoSpawn Tree</tt>
 
| Prevents trees from spawning on this tile. Prevents the player from planting trees on this tile, except on the farm. If a tree is already on this tile, prevents it from growing.
 
|-
 
| <tt>Back</tt>
 
| <tt>NPCBarrier T</tt>²
 
| Prevents NPCs from crossing this tile.
 
|-
 
| <tt>Back</tt>
 
| <tt>Type {{t|str type}}</tt>
 
| Sets the tile type for various game logic (e.g. step sounds or planting crops), where {{t|type}} is one of ''Dirt'', ''Stone'', ''Grass'', or ''Wood''.
 
|-
 
| <tt>Back</tt>
 
| <tt>Water T</tt>²
 
| Marks the tile as a water tile for various game logic (e.g. items splash into it, can refill watering can from it, can't walk on it, etc).
 
|-
 
| <tt>Back</tt>
 
| <tt>WaterSource T</tt>²
 
| Lets the player refill the watering can from this tile.
 
|}
 
 
 
The <tt>TouchAction</tt> property makes something happen when the player steps on the tile:
 
 
 
{| class="wikitable"
 
|-
 
! layer
 
! property
 
! explanation
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction ChangeIntoSwimsuit</tt>
 
| Changes the player into their swimsuit and disables running.
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction ChangeOutOfSwimsuit</tt>
 
| Changes the player into their regular clothes and enables running.
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction Door {{t|string npc}}</tt>
 
| If the player doesn't have 2+ friendship hearts with the villager named by the {{t|npc}} field: stops the player, marks the tile as impassible, and displays a door-locked message.
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction Emote {{t|string npc}} {{t|int emoteID}}</tt>
 
| Finds the NPC whose name matches the {{t|npc}} field, and causes them to show the given {{t|emoteID}} above their head (4: empty can, 8: question mark, 12: angry, 16: exclamation, 20: heart, 24: sleep, 28: sad, 32: happy, 36: x, 40: pause, 52: videogame, 56: music note, 60: blush).
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction FacingDirection {{t|string npc}} {{t|int direction}}</tt>
 
| Finds the NPC whose name matches the {{t|npc}} field, and make them face the given direction (0: up, 1: right, 2: down, 3: left).
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction MagicWarp {{t|string area}} {{t|int x}} {{t|int y}} {{o|string prerequisite}}</tt>
 
| Warps the player to the {{t|x}} {{t|y}} tile coordinates in the given {{t|area}} with a magic sound and effects. If the {{o|prerequisite}} field is specified, only occurs if that flag is set via <tt>Game1.player.mailReceived</tt>.
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction PoolEntrance</tt>
 
| Switches the player between swimming and walking mode.
 
|-
 
| <tt>Back</tt>
 
| <tt>TouchAction Sleep</tt>
 
| Ends the day if the player confirms.
 
|}
 
 
 
The <tt>Action</tt> property makes something happen when the player interacts (e.g. clicks) with the tile:
 
 
 
{| class="wikitable"
 
|-
 
! layer
 
! property
 
! explanation
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action AdventureShop</tt>
 
| Shows the Adventurer's Guild shop screen.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Arcade_Prairie</tt>
 
| Shows the ''Journey of the Prairie King'' arcade game.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Arcade_Minecart</tt>
 
| Shows the ''Junimo Kart'' arcade game.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action BuyBackpack</tt>
 
| Shows a menu which lets the player upgrade their backpack if an upgrade is available.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Billboard</tt>
 
| Shows the calendar menu.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action BuyQiCoins</tt>
 
| Shows a dialogue which lets the player buy 100 Casino club coins.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ColaMachine</tt>
 
| Offers to let the player buy a Joja cola.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ClubCards</tt><br /><tt>Action Blackjack</tt>
 
| Shows the casino blackjack minigame.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ClubComputer</tt><br /><tt>Action FarmerFile</tt>
 
| Shows a dialogue with play stats (steps taken, gifts given, dirt hoed, etc).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ClubSeller</tt>
 
| Shows a dialogue which lets the player buy a [[Statue of Endless Fortune]] for one million gold.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ClubShop</tt>
 
| Shows the casino shop menu.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action ClubSlots</tt>
 
| Shows the casino slots minigame.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Dialogue {{t|text}}</tt>
 
| Shows a generic dialogue box with the given text. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action Dialogue Hi there @!''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action DivorceBook</tt>
 
| Shows divorce options for the player's current marriage status (as if they clicked the [[Marriage#Divorce|divorce book]]).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action JojaShop</tt>
 
| Shows the Joja shopping screen.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Jukebox</tt>
 
| Shows the jukebox menu to choose the ambient music.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action kitchen</tt>
 
| Shows the cooking menu.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Letter {{t|string text}}</tt>
 
| Shows the letter menu on-screen with the given text, with the syntax used by <tt>Data\mail.xnb</tt>.<br />''Example: <tt>Action Letter Hey there!^I had some extra wood lying around... I thought maybe you could use it. Take care!  ^  -Robin %item object 388 50 %%</tt>''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action LockedDoorWarp [{{t|int toX}} {{t|int toY}} {{t|string toArea}} {{t|int openTime}} {{t|int closeTime}}]</tt>
 
| Creates an activation warp normally used on doors with a time window for when it can be used. Note that you must use 24-hour times, i.e. 2000 for 8pm. <br />''Example: 6 29 SeedShop 900 2100''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Mailbox</tt>
 
| Shows the next letter from the player's mailbox (if any).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Material</tt>
 
| Shows a summary of the player's stockpiled wood and stone.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Message {{t|string messageKey}}</tt>
 
| Loads a message with the given key from the ''Content\Strings\StringsFromMaps.xnb'' file and displays it in a dialogue box.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action MessageOnce {{t|int eventID}} {{t|string message}}</tt>
 
| If the player hasn't seen the event with ID {{t|eventID}}, marks that event seen and displays the given message text in a dialogue box. This does ''not'' parse [[Modding:Dialogue|dialogue format]].
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action MineSign {{t|string message}}</tt>
 
| Shows a mini-dialogue box with the given raw message text. This does ''not'' parse [[Modding:Dialogue|dialogue format]].
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action MinecartTransport</tt>
 
| Shows the minecart destination menu (or a message if not unlocked).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action MineElevator</tt>
 
| Shows the mine elevator menu (to warp to a mine level) if the player has reached mine level 5+, else a mine elevator not working message.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action NextMineLevel</tt>
 
| Warps the player to the next mine level (or level 1 if they're not in the mine).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Notes {{t|int noteID}}</tt>
 
| If the player has found the specified lost book, displays its museum note text and marks it read.<br />''Example: Action Notes 17''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action NPCMessage {{t|str name}} "{{t|str dialogueKey}}"</tt>
 
| If the named NPC is within 14 tiles of the player, reads dialogue with the given key from the string files and displays a dialogue box. See [[Modding:Dialogue|dialogue format]].<br />''Example: Action NPCMessage Abigail "Strings\\StringsFromCSFiles:Event.cs.1022"''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action playSound {{t|str cueName}}</tt>
 
| Play the sound or music with the given name.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action QiCoins</tt>
 
| Shows a dialogue which lets the player buy 10 Casino club coins if they have none, else shows how many they have.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action Warp {{t|int x}} {{t|int y}} {{t|str area}}</tt>
 
| Warps the player to the {{t|x}} {{t|y}} tile coordinate in the {{t|area}} game location.<br />''Example: Action Warp Mountain 76 9''
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action WarpCommunityCenter</tt>
 
| Warps the player to the inside of the Community Center if they have access (else show an "it's locked" message).
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action WarpGreenhouse</tt>
 
| Warps the player to the inside of their greenhouse if they've unlocked it, else shows a message about the greenhouse ruins.
 
|-
 
| <tt>Buildings</tt>
 
| <tt>Action WizardShrine</tt>
 
| Shows the character customisation menu normally available from the Wizard's tower.
 
|}
 
 
 
<small>¹ Tile properties are handled throughout the codebase using <tt>GameLocation::doesTileHaveProperty</tt>. Actions and touch actions are handled by <tt>GameLocation::performAction</tt> and <tt>GameLocation::performTouchAction</tt> respectively. Emote IDs are listed as <tt>Character</tt> constants.</small><br />
 
<small>² The <tt>T</tt> value (short for ''true'') is conventional, but any non-empty value will work too.</small>
 
 
 
===Animating tiles===
 
You can animate tiles to create effects like Gil in his rocking chair:
 
 
 
[[File:Modding - creating an XNB mod - example animation.gif]]
 
 
 
Here's how to do it in Tiled:
 
# Select the tile you want to animate in the ''Tilesets'' pane.
 
# Click ''View > Tile Animation Editor'' in the toolbar to show that pane.
 
# In the ''Tile Animation Editor'' pane, drag tiles from the tilesheet into the box on the left to create a ''frame'' (one image in the sequence).
 
# Double-click the numbers to change how long each frame stays on the screen before the next one (in milliseconds). '''Make sure every frame has the same time; the game can't handle variable frame times.''' For example, here's the animation editor showing one of the tiles of Gil rocking:<br />[[File:Modding - creating an XNB mod - Tiled example animation pane.gif]]
 
## When you're done, close the pane.
 
## The animated tiles in the ''Tilesets'' pane will now have a little symbol in the bottom-right corner:<br />[[File:Modding - creating an XNB mod - Tiled example animation tileset.png]]<br />The animation is now part of that tile. Every instance of that tile on the map will now have the same animation.
 
 
 
===Editing maps from a SMAPI mod===
 
The previous sections describe how to edit a map by editing its file, but you can also edit it programmatically at runtime in a [[Modding:Creating a SMAPI mod|SMAPI mod]]:
 
 
 
<source lang="c#">
 
GameLocation location = Game1.currentLocation;
 
 
 
/*********
 
** Manage map properties
 
*********/
 
// get
 
string value = location.map.Properties.ContainsKey("Music")
 
    ? location.map.Properties["Music"].ToString()
 
    : null;
 
 
 
// set
 
location.map.Properties["Music"] = "MarlonsTheme";
 
 
 
/*********
 
** Manage tile properties
 
*********/
 
// get
 
string value = location.doesTileHaveProperty(tileX, tileY, "Diggable", "Back");
 
 
 
// set
 
location.setTileProperty(tileX, tileY, "Back", "Diggable", "T");
 
 
 
/*********
 
** Edit tiles
 
*********/
 
// remove tile
 
location.removeTile(tileX, tileY, "Back");
 
location.waterTiles[tileX, tilyY] = false;
 
 
 
// add tile
 
var layer = location.map.GetLayer("Back");
 
var tilesheet = location.map.GetTilesheet("tilesheet name");
 
layer.Tiles[tileX, tileY] = new StaticTile(layer, tilesheet, BlendMode.Alpha, tileID);
 
</source>
 
  
 
[[Category:Modding]]
 
[[Category:Modding]]

Revision as of 21:57, 19 October 2017

Index

This page explains how to create a mod which replaces game files in order to change game data, images, and maps.

Intro

How XNB mods work

The game stores data in a compressed format with the .xnb file extension inside its Content folder. For example, Abigail's portrait shown during dialogue is from Content\Portraits\Abigail.xnb. Each .xnb file contains two files: the data file (like an image), and a metadata file (information about the data file). For example, here's what's inside Content\Portraits\Abigail.xnb:

Abigail.xnb
   Abigail.png
   Abigail.yaml

In the above example:

  • Abigail.png contains Abigail's portraits. This is the file you would edit if you wanted to change her portraits in the game:
    Modding - creating an XNB mod - example portraits.png
  • Abigail.yaml contains metadata about Abigail.png (like what type of file it is). You don't need to worry about this file, since you generally won't be changing it.

An XNB mod replaces some of the game's XNB data files, which lets you change images (like portraits, NPCs, or buildings), data (like crop information or dialogue), or maps (including map behaviour like warps and minigames). XNB mods can also add entirely new content (like new NPCs).

XNB vs SMAPI mods

SMAPI is a modding API that lets you change the game using code. SMAPI mods are more powerful, easier to install and remove, and allow multiple mods to change the same content. On the other hand, SMAPI requires you to write code which some modders aren't comfortable with. If you have programming experience, creating a SMAPI mod is recommended instead if feasible.

See Modding:Player FAQs for more info about the two kinds of mod.

Where can I get help?

The Stardew Valley modding community is very welcoming. Feel free come chat on Discord or post in the forums.

Getting started

First-time setup

Before you start, you should install these:

on Windows
on Linux/Mac

You should also back up your game's Content folder, so you can recover the original files if you make a mistake.

Unpack & pack game files

You can't edit an .xnb file itself, you need to edit the file that's inside it. Pulling out that inner file is called unpacking, and putting it back is called packing. Here's how to do it:

  1. Download XNB Extract (see #First-time setup).
  2. Unpack the file for editing:
    1. Find the file you want to edit in the Contents folder.
    2. Copy it into XNB Extract's Packed folder.
    3. Double-click UnpackFiles.bat (Windows) or UnpackFiles.sh (Linux/Mac).
  3. Edit the unpacked file (see below).
  4. Repack the file for the game:
    1. Double-click PackFiles.bat (Windows) or PackFiles.sh (Linux/Mac).
    2. Move the repacked .xnb file back to the original location.

Making changes

Spritesheets, tilesheets, or portraits

An example tilesheet, which consists of a grid of tiles like this: Modding - creating an XNB mod - example tile 1.png

Definitions:

  • A spritesheet is a PNG file containing small images in a regular grid pattern. Each square in the spritesheet's grid pattern is called a sprite. For example, each in-game item has a sprite in Content\Maps\spring_objects.xnb.
  • A tilesheet is a synonym for spritesheet when used for map tiles. In a tilesheet, each square is called a tile and is 16×16 pixels.
  • A portrait is a sprite from the Content\Characters\*.xnb spritesheets.

Spritesheets are easy to edit:

  1. Unpack the file you want to change.
  2. Open the unpacked .png file in an image editor (see #Getting started).
  3. Make changes directly to the image.
  4. Repack the file and copy it back to the original location.

That's it! You can launch the game to see your changes.

Maps

See Modding:Maps.