Changes

220 bytes removed ,  21:00, 26 November 2019
→‎Custom map: update for SMAPI 3.0, fix typo
Line 103: Line 103:  
private void OnSaveLoaded(object sender, SaveLoadedEventArgs args)
 
private void OnSaveLoaded(object sender, SaveLoadedEventArgs args)
 
{
 
{
  // load the map file from your mod folder
  −
  this.Helper.Content.Load<Map>("assets/map.tbin", ContentSource.ModFolder);
  −
   
   // get the internal asset key for the map file
 
   // get the internal asset key for the map file
 
   string mapAssetKey = this.Helper.Content.GetActualAssetKey("assets/map.tbin", ContentSource.ModFolder);
 
   string mapAssetKey = this.Helper.Content.GetActualAssetKey("assets/map.tbin", ContentSource.ModFolder);
   −
   // add the new location
+
   // add the location
 
   GameLocation location = new GameLocation(mapAssetKey, "YourLocationName") { IsOutdoors = false, IsFarm = false };
 
   GameLocation location = new GameLocation(mapAssetKey, "YourLocationName") { IsOutdoors = false, IsFarm = false };
 
   Game1.locations.Add(location);
 
   Game1.locations.Add(location);
Line 116: Line 113:     
: '''Note:'''
 
: '''Note:'''
:# Your map has to be build in a certain pattern; look at the maps in the <tt>Content/Maps</tt> directory for an example on how a map has to be built.
+
:# Your map has to be built in a certain pattern; look at the maps in the <tt>Content/Maps</tt> directory for an example on how a map has to be built.
 
:# After loading your save file, you can use this command to jump to the map: <tt>debug warp YourLocationName X Y</tt>
 
:# After loading your save file, you can use this command to jump to the map: <tt>debug warp YourLocationName X Y</tt>
    
If you're using Tiled:
 
If you're using Tiled:
 
: You can create the map in Tiled, but you need SMAPI to add it to the game.
 
: You can create the map in Tiled, but you need SMAPI to add it to the game.
  −
{{SMAPI upcoming|3.0|You no longer need to load the map file before using its asset key.}}
      
===Custom tilesheet===
 
===Custom tilesheet===
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