Changes

→‎Portraits: remove broken hotlinked image (images should be uploaded to the wiki with an open license instead)
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The dialogue portraits are stored in <samp>Portraits/NpcName</samp>. Each frame is exactly 64x64 per portrait. The first six represent specific emotions (see [[Modding:Dialogue#Portrait commands]]), followed by any number of custom portraits. The first portrait is used when the dialogue doesn't specify one.
 
The dialogue portraits are stored in <samp>Portraits/NpcName</samp>. Each frame is exactly 64x64 per portrait. The first six represent specific emotions (see [[Modding:Dialogue#Portrait commands]]), followed by any number of custom portraits. The first portrait is used when the dialogue doesn't specify one.
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Here's an [https://cdn.discordapp.com/attachments/156109690059751424/729820558966915122/unknown.png example portrait guide], courtesy of TheLimeyDragon#1993 on Discord.
      
===Schedule===
 
===Schedule===
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===Sleep animation===
 
===Sleep animation===
When the NPC goes to bed, they'll play the looping sleep animation set via <samp>{{t|name}}_sleep</samp> in <samp>Data/animationDescriptions</samp>, if it exists. For example, this content pack adds a sleep animation for an NPC named 'Pufferbob':
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When the NPC goes to bed, they'll play the looping sleep animation set via <samp>{{t|lowercase NPC name}}_sleep</samp> in <samp>Data/animationDescriptions</samp>, if it exists. For example, this content pack adds a sleep animation for an NPC named 'Pufferbob':
 
{{#tag:syntaxhighlight|
 
{{#tag:syntaxhighlight|
 
{
 
{
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             "Target": "Data/animationDescriptions",
 
             "Target": "Data/animationDescriptions",
 
             "Entries": {
 
             "Entries": {
                 "Pufferbob_sleep": "50/50/50"
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                 "pufferbob_sleep": "50/50/50" // note: make name lowercase
 
             }
 
             }
 
         }
 
         }
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