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Modding:Schedule data

818 bytes added, 18:44, 25 April 2019
Format
<source lang="yaml">
<time> <map> <coord x y> <position> <animation> <Strings>
</source>
* {{o|position}} The direction the NPC actor shall face once reaching the target location.
* {{o|animation}} (optional): is the animation the NPC actor will execute at reaching the target location.
* {{o|Strings}} (optional): This is managed from strings/schedule/<NPC Name>. A specific format must be followed!
At {{t|time}} the NPC begins to travel to the target location. Once there, {{o|animation}} is executed until the next schedule event begins. There is possibly no limit to how many schedule events one schedule entry may contain.
Strings format: \"Strings\\schedule\\NPC:schedule.000\" Where NPC is the chosen NPC file you are accessing in Strings/schedule. 'schedule' depends on the schedule itself. If you are using "spring" then you must put spring.000, ect. Depending on how many times you have the schedule manage dialogue. (If you have three "spring" scheduled dialogues.. each must be spring.000, spring.001, and spring.002).
Full Example Coding: {{o|1030 SeedShop 20 5 1 \"Strings\\schedules\\Abigail:Sun.000\"}}
This means in Abigail's {{t|Sun}} schedule, she will go to her mother's room at 1030 and access {{o|Sun.000}} which reads {{t|"Sun.000": "We're hiding in here so we don't have to talk to anyone.",}}
[[Category:Modding]]
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