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| | <tt>FontApplyYOffset</tt> | | | <tt>FontApplyYOffset</tt> |
| | ''(optional)'' Whether to shift the font up by four pixels (multiplied by the <tt>FontPixelZoom</tt>), to better align languages with larger characters like Chinese and Japanese. | | | ''(optional)'' Whether to shift the font up by four pixels (multiplied by the <tt>FontPixelZoom</tt>), to better align languages with larger characters like Chinese and Japanese. |
| + | |- |
| + | | <tt>NumberComma</tt> |
| + | | ''(optional)'' The string to use as the thousands separator (e.g. <code>","</code> for <code>5,000,000</code>). Defaults to a comma. |
| |- | | |- |
| | <tt>SmallFontLineSpacing</tt> | | | <tt>SmallFontLineSpacing</tt> |
| | ''(optional)'' The line spacing value used by <tt>smallFont</tt>. Defaults to 26. | | | ''(optional)'' The line spacing value used by <tt>smallFont</tt>. Defaults to 26. |
| + | |- |
| + | | <tt>UseGenderedCharacterTranslations</tt> |
| + | | ''(optional)'' Whether the social tab and gift log will use gender-specific translations (like the vanilla Portuguese language). Defaults to false. |
| |} | | |} |
| | | |
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| ! map property | | ! map property |
| ! usage | | ! usage |
| + | |- |
| + | | ''any'' |
| + | | <tt>AllowGrassGrowInWinter T</tt> |
| + | | Allows [[grass]] to spread in winter. |
| + | |- |
| + | | ''any'' |
| + | | <tt>AllowGrassSurviveWinter T</tt> |
| + | | Allows [[grass]] that's alive on the last day of fall to survive through to winter. |
| + | |- |
| + | | ''any'' |
| + | | <tt>ClearEmptyDirtOnNewMonth T</tt> |
| + | | Destroy most tilled dirt that doesn't contain crops when a new year starts. |
| + | |- |
| + | | ''any'' |
| + | | <tt>EnableGrassSpread T</tt> |
| + | | Gives [[grass]] in the location a chance to spread each day. |
| |- | | |- |
| | ''any'' | | | ''any'' |
| | <tt>ForceAllowTreePlanting T</tt> | | | <tt>ForceAllowTreePlanting T</tt> |
− | | Whether to allow planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed. | + | | Allows planting trees (both wild and fruit) in this location, even if it normally wouldn't be allowed. |
| |- | | |- |
| | ''any'' | | | ''any'' |
| | <tt>IsFarm T</tt> | | | <tt>IsFarm T</tt> |
− | | Whether to mark the location as a farm. This only affects generic location/interaction logic which checks the in-code <code>location.IsFarm</code> property; logic hardcoded into the game's <code>Farm</code> class (e.g. farm animals, pets, crows/scarecrows, greenhouse, farm buildings, etc) is still limited to the actual farm. | + | | Marks the location as a farm. This only affects generic location/interaction logic which checks the in-code <code>location.IsFarm</code> property; logic hardcoded into the game's <code>Farm</code> class (e.g. farm animals, pets, crows/scarecrows, greenhouse, farm buildings, etc) is still limited to the actual farm. |
| |- | | |- |
| | ''any'' | | | ''any'' |
| | <tt>IsGreenhouse T</tt> | | | <tt>IsGreenhouse T</tt> |
− | | Whether to mark the location as a greenhouse. | + | | Marks the location as a greenhouse. |
| + | |- |
| + | | ''any'' |
| + | | <tt>SpawnGrassFromPathsOnNewYear T</tt> |
| + | | Spawns grass on every tile with index 22 on the <tt>Paths</tt> layer when a new year starts. See also <tt>SpawnRandomGrassOnNewYear</tt>. |
| + | |- |
| + | | ''any'' |
| + | | <tt>SpawnDebrisOnNewMonth T</tt><br /><tt>SpawnDebrisOnNewYear T</tt> |
| + | | Spawns weeds, stones, or twigs at random positions when a new month/year starts (subject to their usual spawn rules). |
| + | |- |
| + | | ''any'' |
| + | | <tt>SpawnRandomGrassOnNewYear T</tt> |
| + | | Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <tt>SpawnGrassFromPathsOnNewYear</tt>. |
| |- | | |- |
| | farm | | | farm |
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| | farm | | | farm |
| | <tt>FarmOceanCrabPotOverride T</tt> | | | <tt>FarmOceanCrabPotOverride T</tt> |
− | | Whether crab pots on the farm should catch ocean fish. | + | | Causes crab pots on the farm should catch ocean fish. |
| |- | | |- |
| | farm | | | farm |
| | <tt>SpawnBeachFarmForage T</tt> | | | <tt>SpawnBeachFarmForage T</tt> |
− | | Whether to randomly spawn 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 <tt>BeachSpawn T</tt> property on the <tt>Back</tt> layer, are clear for placement, and don't have a tile on the <tt>AlwaysFront</tt> layer. | + | | 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 <tt>BeachSpawn T</tt> property on the <tt>Back</tt> layer, are clear for placement, and don't have a tile on the <tt>AlwaysFront</tt> layer. |
| |- | | |- |
| | farm | | | farm |
| | <tt>SpawnForestFarmForage T</tt> | | | <tt>SpawnForestFarmForage T</tt> |
− | | Whether to randomly spawn forest forage on the farm (like the [[Farm Maps|vanilla forest farm]]). Forage will only spawn on tiles which have the <tt>Type Grass</tt> tile property, are clear for placement, and don't have a tile on the <tt>AlwaysFront</tt> layer. | + | | Randomly spawns forest forage on the farm (like the [[Farm Maps|vanilla forest farm]]). Forage will only spawn on tiles which have the <tt>Type Grass</tt> tile property, are clear for placement, and don't have a tile on the <tt>AlwaysFront</tt> layer. |
| |- | | |- |
| | farm | | | farm |