![]() For example, pufferfish has value id_o_128 (object #128).Īdded automatically based on the item name. The is one of B (boots), BBL (big craftable recipe), BL (object recipe), BO (big craftable), C (clothing), F (furniture), H (hat), O (object), R (ring), W (melee weapon), else blank. For example, fish_favor_weather_sunny.Īdded automatically as an alternative ID. For example, fish_motion_floater.īased on field 7 ('weather'). ![]() For example, fish_difficulty_hard.īased on field 4 ('location'). those whose type is not trap):īased on field 1 ('chance to dart'), where is one of easy (0–33), medium (34–66), hard (67–100), or extremely_hard (101 ). ![]() ![]() For example, fish_trap_location_ocean.įor fishing rod fish ( i.e. those with type trap):īased on field 2 ('darting randomness'). See the 'context tag' column in the item category list for possible values.Īdded automatically for a fish item based on its metadata in Data/Fish.įor crab pot fish ( i.e. Mods can add custom context tags, which aren't listed here.Īdded automatically for all items: context tagĪdded automatically based on the item category. Here's an incomplete list of context tags added or used in the base game. The game generates some tags based on the game data (like the item quality), and others are defined in the Data/ObjectContextTags data asset (which consists of a string→string dictionary, where the key is the item's internal name or the alternative ID matching the id_ _ tag, and the value is a comma-delimited list of tags to add). These can produce various effects in-game, or may be informational only. With the Console Code mod installed, you can run this command in the SMAPI console to see a list of objects by category:Ĭs return string.Join(`\n`, (key => new StardewValley.Object(key, 1)).GroupBy(item => item.Category, item => item.Name).OrderByDescending(p => p.Key).Select(p => $``)) Ī context tag is an arbitrary data label attached to items. In code, you can get an item's category value from item.Category, and its translated name from item.getCategoryName(). Instead you should create a content pack for Json Assets, which coordinates dynamic item ID assignment so multiple custom item mods can work together.Įach item also has a category (represented by a negative integer). With SMAPI installed, you can run the list_items console command in-game to view/search items and their IDs.Įvery item must be assigned a unique ParentSheetIndex within its type, and that index must fit within the item type's spritesheet.Īdding custom items to the data assets and spritesheets directly is not recommended, since it's very easy to conflict with other mods or cause game errors. See the sections below for details on each item type. The ParentSheetIndex is also used to identify the item itself since spritesheet indexes aren't unique ( e.g., there's both a hat #10 and object #10), code needs to check the type too like item is Weapon weapon
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