Difference between revisions of "Modding:NPC data"

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{{stub}} [[Category:Modding]]
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[[Modding:Index|Index]]
Creating Custom NPCs
 
  
Creation of NPCs is a small undertaking, as it requires editing and installing various files of the game.  Fortunately, creating NPCs does not require any coding experience and can be done via XNB modding (not recommended) and Content Patcher (very recommended).
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This page provides an overview of what's needed to create a custom NPC. This is an advanced guide for mod developers.
I. Files
 
When creating a NPC, remember that the following files must be made or edited:
 
⦁ NPCDispositions.xnb: You need to add in the information of your character here.  This will determine their coded name, their birthday, relations to other characters, dispositions, if datable or not.
 
⦁ NPCGiftTastes.xnb: In order to gain friendship, you need to edit this file in order for the game to know what Items your NPC loves/likes/is neutral/dislikes/hates.  See https://stardewvalleywiki.com/Modding:Gift_taste_data for information
 
⦁ Spritesheet: This is a file you must make on your own.  The character sprite sheet will contain the movement and animation frames in rows of 4.  The sprites are 16x32 each and cannot exceed that framesize.  Certain frames MUST be reserved for certain actions. (such as Frame 33 must be the kissing sprite for marriageable NPCs.)
 
⦁ Portraits: This is the character's face sprites for dialogue.  Each frame is 64x64 pixels and are grouped in rows of 2.  In order to have a good universal feel you need to order the first 6 frames as follows: Neutral face, Happy face, Sad Face, Blush, Angry Face, and Unique Face.  This represents the universal codes for the game to recognize ($h, $s, $a, $l, $u). As of now you can place up to 12 portraits on one sheet ($11).
 
⦁ Schedule: This tells the game where the NPC starts and moves to depending on time.  You will need to add strings to a separate Schedules  file found in the Strings folder to allow custom dialogue.
 
⦁ Dialogue: This is a file you design usually formated by the name of the NPC (ex: Abigail).  It contains the dialogue for day to day speech when you interact with them.  For details see: https://stardewvalleywiki.com/Modding:Dialogue
 
⦁ Marriage Dialogue: Marriage dialogue is needed only if your NPC can be married to the farmer.  It is usually formatted as MarriageDialogue<Name> (Ex: MarriageDialogueHaley). This contains specific dialogue for the NPC while married and has special dialogue conditions for being married.  There is also a generic Marriage Dialogue you can edit for generic responses.
 
⦁ Event Presence: This is done by simple event creation. See: https://stardewvalleywiki.com/Modding:Event_data
 
⦁ Festival Presence: Todo Define how to do this.
 
II. NPC Disposition
 
This file contains some values used by the game that defines the character. 
 
Abigail1: "teen2/rude3/outgoing4/neutral5/female6/datable7/Sebastian8/Town9/fall 1310/Caroline 'mom' Pierre 'dad'11/SeedShop 1 912/Abigail13"
 
1. Coded name: This is what events use to identify your NPC
 
2. Age: This determines if the NPC is a child, teen(18),adult. As for what it changes, it is not yet known.(TODO: Get better understanding of this value)
 
3. Disposition: Mostly determines some generic lines that occasionally comes up.  The known values are polite, rude, neutral.
 
4. Specific Disposition: Determines more Generic dialogue, not much else is known. Known values are outgoing, shy, neutral
 
5. Optimisim: Shows the persons outlook on life.. not sure if it affects generic dialogue.  Known values are positive, negative, neutral.
 
6. Gender: This determines if the NPC is male or female.  There is more to it than the gender as it determines if you adopt a baby or become pregnant.  This also determines where on the spritesheet your reserved frames must go.
 
7. Datablility: Only two values are available datable, non-datable.  This will tell the game whether to lable them as single and activate the ability to give them a bouquet at 8 hearts and marry them at 10 hearts.
 
8. Friends or love interests: Usually determines who the NPC is close to.  Not required but you have to put the space there (//).
 
9. Villager: Determines if they are a part of Pelican Town or not.  All villagers are labled with the Town value while Krobus, Dwarf, and Wizard are labled with Other.
 
10. Birthday: This determines the NPC's Birthday.
 
11. Relations: This value determines parents and siblings.
 
12. Sleep zone: Determines where the NPC starts and ends every day.
 
13. Name String: This does not have to match the Code name.  This will be the name that appears in text when speaking to the NPC.
 
  
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'''Before reading this page''', see [[Modding:Editing XNB files]] for the basic concepts.
  
III. Gift Tastes
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==Files to edit==
This file contains the gift tastes of an NPC.
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To create a new NPC, you need to edit a number of different files. However, you don't need any programming experience and it can be done with {{nexus mod|1915|Content Patcher}} (with some caveats).
    Haley: "Oh my god, this is my favorite thing!!/221 421 610 88/1*gasp*...for me? Thank you!/18 60 62 64 70 88 222 223 232 233 234 402 418/2Ugh...that's such a stupid gift./-5 -6 -75 -79 -81 80 -27/3Gross!/-4 2 16 330 74/4Thank you. I love presents.// "
 
Each bit of dialogue is followed by item codes for various gifts.  The order of taste is Love, Like, Neutral, Dislike, Hate. You do not have to make dialogue for every part as there is Generic Dialogue that works with it.  It is recommended to put Love, like, dislike and hate dialogue to keep the NPC original.
 
Item codes can be found here: https://stardewvalleywiki.com/Modding:Object_data
 
  
IV. Sprites and Portraits
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===Basic info===
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The <tt>Data\NPCDispositions</tt> asset contains basic information for your character, including their name, birthday, relations to other characters, personality, and whether they can be dated.
  
Sprites and portraits can be done in any kind of drawing program.  The requirements for each are easy to remember: 16x32 per sprite and 64x64 per portrait.  There are only a few rules to remember:
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The file has one row per NPC like this:
Movement Frames: These will be used on the first 16 slots of your spritesheet (4 frames per direction)
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<source lang="yaml">
Kiss Frame: Frame 33 is the kiss frame for Females, Frame 35 is for males
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  Abigail: "teen/rude/outgoing/neutral/female/datable/Sebastian/Town/fall 13/Caroline 'mom' Pierre 'dad'/SeedShop 1 9/Abigail"
Flower Dance: If your NPC is to participate you need to reserve 40 - 47 for Females and 44 - 47 for males.
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</source>
Marriage: If you can marry your NPC, males need Frames 48- 50 to be reserved and 36 - 38 for Females.
 
Portrait Order: The first image is your neutral face, which is used with no emotion codes.  The second portrait should always be Happy ($h or $1).  Below the first Portrait should be Sad ($s or $2), Next to that is Unique ($3 or $u), Below Sad should be Blush ($l or $4), Next to that is anger ($a or $5).  After that you may put your portraits in any order.
 
  
V. Schedule
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The key (before the colon) is the internal name which uniquely identifies that NPC. This name isn't shown to the player, but will be used when referencing the NPC in other files. The value contains the following fields:
See: https://stardewvalleywiki.com/Modding:Schedule_data
 
VI. Dialogue and Marriage Dialogue
 
See: https://stardewvalleywiki.com/Modding:Dialogue
 
VII. Event Presence
 
Just add them in as  you would any NPC.  See: https://stardewvalleywiki.com/Modding:Event_data
 
  
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{| class="wikitable"
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|-
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! index
 +
! field
 +
! example
 +
! purpose
 +
|-
 +
| 0
 +
| age
 +
| <tt>teen</tt>
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| Whether the NPC is a <tt>child</tt>, <tt>teen</tt>, or <tt>adult</tt>. <span color="red">TODO</span>: what does this affect?
 +
|-
 +
| 1
 +
| manners
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| <tt>rude</tt>
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| Whether the NPC is <tt>polite</tt>, <tt>rude</tt>, or <tt>neutral</tt>. This affects some generic dialogue lines.
 +
|-
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| 2
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| social anxiety
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| <tt>outgoing</tt>
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| Whether the NPC is <tt>outgoing</tt>, <tt>shy</tt>, or <tt>neutral</tt>. This affects some generic dialogue lines.
 +
|-
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| 3
 +
| optimism
 +
| <tt>neutral</tt>
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| Whether the NPC is <tt>positive</tt>, <tt>negative</tt>, or <tt>neutral</tt>. <span color="red">TODO</span>: what does this affect?
 +
|-
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| 4
 +
| gender
 +
| <tt>female</tt>
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| Whether the NPC is <tt>male</tt> or <tt>female</tt>. This affects dialogue, whether children in marriage are obtained through adoption or pregnancy, and the reserved frames' positions on the spritesheet.
 +
|-
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| 5
 +
| datable
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| <tt>datable</tt>
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| Whether the NPC is <tt>datable</tt> or <tt>non-datable</tt>. This toggles the romance features (e.g. 'single' label in the social menu, bouquet gifting, and marriage).
 +
|-
 +
| 6
 +
| love interest
 +
| <tt>Sebastian</tt>
 +
| ''unused''
 +
|-
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| 7
 +
| home region
 +
| <tt>Town</tt>
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| Whether the NPC lives in the <tt>Desert</tt>, <tt>Town</tt>, or <tt>Other</tt>. This is used when improving friendship points for all NPCs in a given region, which is currently only used for the [[Luau]] friendship boost (which only affects NPCs in the <tt>Town</tt> region).
 +
|-
 +
| 8
 +
| birthday
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| <tt>fall 13</tt>
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| The season and day for the NPC's birthday.
 +
|-
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| 9
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| relationships
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| <tt>Caroline 'mom' Pierre 'dad'</tt>
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| ''unused''
 +
|-
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| 10
 +
| default map & position
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| <tt>SeedShop 1 9</tt>
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| The location name and [[Modding:Modder Guide/Game Fundamentals#Tiles|tile position]] where the NPC starts and ends each day.
 +
|-
 +
| 11
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| display name
 +
| <tt>Abigail</tt>
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| The NPC name shown to the player.
 +
|}
  
VIII. Adding your NPC via Content Patcher
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===Gift tastes===
For simplicity, we will call our example NPC Dobson.
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The <tt>Data\NPCGiftTastes</tt> asset contains their gift preferences (e.g. which gifts they love or hate), and their responses when they receive one. See [[Modding:Gift taste data]] for more info.
Your mod should be made in a folder Which we can name [CP]Dobson, you do not have to name it as such but it will help identify your mod in a sea of mod folders.
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You must have the following files in your mod folder:
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The file has one row per NPC like this:
content.json - the mod file itself.
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<source lang="yaml">
manifest.json - so SMAPI and Content Patch can identify your mod.
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  Abigail: "I seriously love this! You're the best, @!/66 128 220 226 276 611/Hey, how'd you know I was hungry? This looks delicious!//What am I supposed to do with this?/-5 -75 -79 16 245 246/What were you thinking? This is awful!/330/You brought me a present? Thanks.// " #!String
DialogueDobson.json - This will be Dobson's Dialogue file.
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</source>
MarriageDialogueDobson.json - This is if you wish to marry Dobson
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DobsonSprite.png - This is Dobson's sprite frames
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The line can be broken down into 5 pairs of dialogue + item IDs in this order: Love, Like, Neutral, Dislike, Hate. If a dialogue field is empty, the game will use a generic dialogue text. See [[Modding:Object data]] for the item IDs.
DobsonPortrait.png - This contains Dobson's portraits
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DobsonSchedule.json - This contains where Dobson goes every day
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===Overworld sprites===
All the files except content.json and manifest.json can also be placed in a folder to keep your mod space clean. (such as you can make an assets folder for it to sit in)
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The overworld sprites are stored in <tt>Characters/NpcName</tt>, including movement and animation frames. Each frame is exactly 16x32 pixels, and some positions are reserved for certain actions:
1. Load all the data
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* the first sixteen frames are generic movement (four frames per direction);
{
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* frames 33 (female) and 35 (male) must be the kissing sprite if they're marriageable;
"LogName": "Dobson Spitesheet",
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* frames 40&ndash;47 (female) and 44&ndash;47 (male) must be the Flower Dance dance, if they participate;
"Action": "Load",
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* frames 36&ndash;38 (female) 48&ndash;50 (male) are reserved for marriageable NPCs (<span color="red">TODO</span>: for what?).
"Target": "Characters/Dobson",
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"FromFile": "DobsonSprite.png",
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===Portraits===
},
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The dialogue portraits are stored in <tt>Portraits/NpcName</tt>. 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. Each NPC can have up to 12 portraits.
A logname isn't required but you can use Patch Summary to see if it loads or not.
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The target, Characters/Dobson it is referring to the folder target of Content/Characters/Dobson.xnb, which doesn't exist but will be placed there.
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===Schedule===
The "FromFile" must have the extention on it or it won't recognize your file.. if you placed all the assets in a separate folder then use something like "assets/DobsonSprite.png",.
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Their schedule file tells the game where the NPC starts and moves based on on the time. You need to add strings to a separate schedules file found in the Strings folder to allow custom dialogue. See [[Modding:Schedule data]] for more info.
{
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"LogName": "Dobson Portrait",
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===Dialogue and events===
"Action": "Load",
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The NPC dialogue and events are stored in several files; see [[Modding:Dialogue]] and [[Modding:Event data]] for more info.
"Target": "Characters/Portraits/Dobson",
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"FromFile": "DobsonPortrait.png",
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===Festivals===
},
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<span color="red">TODO</span>: fill in this section.
This loads the Portraits into the game.
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{
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==Adding your NPC==
"LogName": "Dobson Dialogue",
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Here's how you'd create an example NPC we'll name Dobson:
"Action": "Load",
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"Target": "Characters/Dialogue/Dobson",
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<ol>
"FromFile": "DialogueDobson.json",
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<li>[https://github.com/Pathoschild/StardewMods/tree/develop/ContentPatcher#create-a-content-pack Create an empty Content Patcher content pack]. By convention, we'll name the folder <tt>[CP] Dobson</tt>.</li>
},
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<li>Create the following files:
This will load Dobson's Dialogue into the game.
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* <tt>assets/dialogue.json</tt> containing the dialogue.
{
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* <tt>assets/marriageDialogue.json</tt> containing the marriage dialogue (if applicable).
"LogName": "Dobson Marriage Dialogue",
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* <tt>assets/sprites.png</tt> containing their overworld sprites.
"Action": "Load",
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* <tt>assets/portraits.png</tt> containing their portraits.
"Target": "Characters/Dialogue/MarriageDialogueDobson",
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* <tt>assets/dialogue.json</tt> containing their schedule data.
"FromFile": "MarriageDialogueDobson.json",
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</li>
},
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<li>Edit the <tt>content.json</tt> to load the files:
This will load Dobson's marriage dialogue into the game.  Remember that this is not needed if you are not making your NPC marriageable.
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<source lang="json">
{
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{
"LogName": "DobsonSchedule",
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  "LogName": "Sprites",  
"Action": "Load",
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  "Action": "Load",
"Target": "Characters/schedules/Dobson",
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  "Target": "Characters/Dobson",
"FromFile": "DobsonSchedule.json",
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  "FromFile": "assets/sprites.png",
},
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},
This will load your NPC's Schedule into the game.
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{
That does it with your custom files.. now you need to Edit some existing files:
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  "LogName": "Portraits",
{
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  "Action": "Load",
"LogName": "Add Dobson",
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  "Target": "Characters/Portraits/Dobson",
"Action": "Edit Data",
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  "FromFile": "assets/portraits.png"
"Target": "Data/NPCDispositions",
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},
"Entries": {
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{
"Dobson": "adult/rude/neutral/positive/male/datable//Town/summer 7//BusStop 19 4/Dobson",
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  "LogName": "Marriage Dialogue",
},
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  "Action": "Load",
 +
  "Target": "Characters/Dialogue/MarriageDialogueDobson",
 +
  "FromFile": "assets/marriageDialogue.json",
 
},
 
},
This will change NPCDispositions and add your NPC in.
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{
{
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  "LogName": "Schedule",
"LogName": "Dobson Gifts",
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  "Action": "Load",
"Action": "EditData",  
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  "Target": "Characters/schedules/Dobson",
"Target": "Data/NPCGiftTastes",
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  "FromFile": "assets/schedule.json",
"Entries": {
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},
"Demetrius: "You're giving this to me? This is amazing!/207 232 233 400/Thank you! This is a very interesting specimen./-5 -79 422/...What is this?/80 330/This is disgusting./2/That was very thoughtful of you./-4/ ",
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{
},
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  "LogName": "NPC Dispositions",
},
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  "Action": "EditData",
This adds in the NPC's Gift Tastes.  This will complete your character and will appear in a new game wondering around according to their schedule.  
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  "Target": "Data/NPCDispositions",
If you wish to make Heart events for the NPC please see: https://stardewvalleywiki.com/Modding:Event_data
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  "Entries": {
 +
      "Dobson": "adult/rude/neutral/positive/male/datable//Town/summer 7//BusStop 19 4/Dobson"
 +
},
 +
{
 +
  "LogName": "Gift tastes",
 +
  "Action": "EditData",
 +
  "Target": "Data/NPCGiftTastes",
 +
  "Entries": {
 +
      "Demetrius": "You're giving this to me? This is amazing!/207 232 233 400/Thank you! This is a very interesting specimen./-5 -79 422/...What is this?/80 330/This is disgusting./2/That was very thoughtful of you./-4/ ",
 +
  },
 +
},
 +
</source>
 +
</li>
 +
</ol>
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That's it! If you load your game, the NPC should appear. If you want to create events, don't forget to add that file too.
 +
 
 +
[[Category:Modding]]

Revision as of 21:27, 25 November 2018

Index

This page provides an overview of what's needed to create a custom NPC. This is an advanced guide for mod developers.

Before reading this page, see Modding:Editing XNB files for the basic concepts.

Files to edit

To create a new NPC, you need to edit a number of different files. However, you don't need any programming experience and it can be done with Content Patcher (with some caveats).

Basic info

The Data\NPCDispositions asset contains basic information for your character, including their name, birthday, relations to other characters, personality, and whether they can be dated.

The file has one row per NPC like this:

   Abigail: "teen/rude/outgoing/neutral/female/datable/Sebastian/Town/fall 13/Caroline 'mom' Pierre 'dad'/SeedShop 1 9/Abigail"

The key (before the colon) is the internal name which uniquely identifies that NPC. This name isn't shown to the player, but will be used when referencing the NPC in other files. The value contains the following fields:

index field example purpose
0 age teen Whether the NPC is a child, teen, or adult. TODO: what does this affect?
1 manners rude Whether the NPC is polite, rude, or neutral. This affects some generic dialogue lines.
2 social anxiety outgoing Whether the NPC is outgoing, shy, or neutral. This affects some generic dialogue lines.
3 optimism neutral Whether the NPC is positive, negative, or neutral. TODO: what does this affect?
4 gender female Whether the NPC is male or female. This affects dialogue, whether children in marriage are obtained through adoption or pregnancy, and the reserved frames' positions on the spritesheet.
5 datable datable Whether the NPC is datable or non-datable. This toggles the romance features (e.g. 'single' label in the social menu, bouquet gifting, and marriage).
6 love interest Sebastian unused
7 home region Town Whether the NPC lives in the Desert, Town, or Other. This is used when improving friendship points for all NPCs in a given region, which is currently only used for the Luau friendship boost (which only affects NPCs in the Town region).
8 birthday fall 13 The season and day for the NPC's birthday.
9 relationships Caroline 'mom' Pierre 'dad' unused
10 default map & position SeedShop 1 9 The location name and tile position where the NPC starts and ends each day.
11 display name Abigail The NPC name shown to the player.

Gift tastes

The Data\NPCGiftTastes asset contains their gift preferences (e.g. which gifts they love or hate), and their responses when they receive one. See Modding:Gift taste data for more info.

The file has one row per NPC like this:

   Abigail: "I seriously love this! You're the best, @!/66 128 220 226 276 611/Hey, how'd you know I was hungry? This looks delicious!//What am I supposed to do with this?/-5 -75 -79 16 245 246/What were you thinking? This is awful!/330/You brought me a present? Thanks.// " #!String

The line can be broken down into 5 pairs of dialogue + item IDs in this order: Love, Like, Neutral, Dislike, Hate. If a dialogue field is empty, the game will use a generic dialogue text. See Modding:Object data for the item IDs.

Overworld sprites

The overworld sprites are stored in Characters/NpcName, including movement and animation frames. Each frame is exactly 16x32 pixels, and some positions are reserved for certain actions:

  • the first sixteen frames are generic movement (four frames per direction);
  • frames 33 (female) and 35 (male) must be the kissing sprite if they're marriageable;
  • frames 40–47 (female) and 44–47 (male) must be the Flower Dance dance, if they participate;
  • frames 36–38 (female) 48–50 (male) are reserved for marriageable NPCs (TODO: for what?).

Portraits

The dialogue portraits are stored in Portraits/NpcName. 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. Each NPC can have up to 12 portraits.

Schedule

Their schedule file tells the game where the NPC starts and moves based on on the time. You need to add strings to a separate schedules file found in the Strings folder to allow custom dialogue. See Modding:Schedule data for more info.

Dialogue and events

The NPC dialogue and events are stored in several files; see Modding:Dialogue and Modding:Event data for more info.

Festivals

TODO: fill in this section.

Adding your NPC

Here's how you'd create an example NPC we'll name Dobson:

  1. Create an empty Content Patcher content pack. By convention, we'll name the folder [CP] Dobson.
  2. Create the following files:
    • assets/dialogue.json containing the dialogue.
    • assets/marriageDialogue.json containing the marriage dialogue (if applicable).
    • assets/sprites.png containing their overworld sprites.
    • assets/portraits.png containing their portraits.
    • assets/dialogue.json containing their schedule data.
  3. Edit the content.json to load the files:
    {
       "LogName": "Sprites", 
       "Action": "Load",
       "Target": "Characters/Dobson",
       "FromFile": "assets/sprites.png",
    },
    {
       "LogName": "Portraits",
       "Action": "Load",
       "Target": "Characters/Portraits/Dobson",
       "FromFile": "assets/portraits.png"
    },
    {
       "LogName": "Marriage Dialogue",
       "Action": "Load",
       "Target": "Characters/Dialogue/MarriageDialogueDobson",
       "FromFile": "assets/marriageDialogue.json",
    },
    {
       "LogName": "Schedule",
       "Action": "Load",
       "Target": "Characters/schedules/Dobson",
       "FromFile": "assets/schedule.json",
    },
    {
       "LogName": "NPC Dispositions",
       "Action": "EditData",
       "Target": "Data/NPCDispositions",
       "Entries": {
          "Dobson": "adult/rude/neutral/positive/male/datable//Town/summer 7//BusStop 19 4/Dobson"
    },
    {
       "LogName": "Gift tastes",
       "Action": "EditData",
       "Target": "Data/NPCGiftTastes",
       "Entries": {
          "Demetrius": "You're giving this to me? This is amazing!/207 232 233 400/Thank you! This is a very interesting specimen./-5 -79 422/...What is this?/80 330/This is disgusting./2/That was very thoughtful of you./-4/ ",
       },
    },
    

That's it! If you load your game, the NPC should appear. If you want to create events, don't forget to add that file too.