Alterações

964 bytes adicionados ,  18h43min de 4 de novembro de 2021
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Substituição de texto - "tt>" por "samp>"
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==Fonte==
 
==Fonte==
Events are stored in <tt>'''Content\Data\Events\*.xnb'''</tt> (one file per location), which can be [[Modding:Editing XNB files#Getting started|unpacked using XNB Extract]].
+
Events are stored in <samp>'''Content\Data\Events\*.xnb'''</samp> (one file per location), which can be [[Modding:Editing XNB files#Getting started|unpacked using XNB Extract]].
    
Here's the raw data for saloon events as of {{version|1.3.27}} for reference (excluding XNB headers):
 
Here's the raw data for saloon events as of {{version|1.3.27}} for reference (excluding XNB headers):
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==Pré-condições do evento==
 
==Pré-condições do evento==
Cada evento possui uma chave que inclui um ID de evento e todas as condições prévias. As pré-condições do evento incluem qualquer número dos seguintes argumentos (separado por <tt>/</tt>). Por exemplo, as pré-condições do evento de corações do Clint no Saloon são <code>97/f Clint 750/t 1900 2300/d Tue Wed Thu Fri Sat Sun</code>, which (per the tables below) significa ''evento #97, requer 3 corações com Clint, entre 7pm e 11pm na segunda-feira''.
+
Cada evento possui uma chave que inclui um ID de evento e todas as condições prévias. As pré-condições do evento incluem qualquer número dos seguintes argumentos (separado por <samp>/</samp>). Por exemplo, as pré-condições do evento de corações do Clint no Saloon são <code>97/f Clint 750/t 1900 2300/d Tue Wed Thu Fri Sat Sun</code>, which (per the tables below) significa ''evento #97, requer 3 corações com Clint, entre 7pm e 11pm na segunda-feira''.
    
Notas:
 
Notas:
 
* 'Nome do NPC' significa seu nome interno em inglês, não o nome de exibição traduzível.
 
* 'Nome do NPC' significa seu nome interno em inglês, não o nome de exibição traduzível.
* Most text is case-sensitive (e.g. <tt>Mon</tt> is not the same as <tt>mon</tt>).
+
* Most text is case-sensitive (e.g. <samp>Mon</samp> is not the same as <samp>mon</samp>).
* The game's logic for these codes is in <tt>GameLocation::checkEventPrecondition</tt>.
+
* The game's logic for these codes is in <samp>GameLocation::checkEventPrecondition</samp>.
    
===Contexto===
 
===Contexto===
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! precondition
 
! precondition
 
|-
 
|-
| <tt>A {{t|dialogue ID}}</tt>
+
| <samp>A {{t|dialogue ID}}</samp>
| The special dialogue event with the given ID is ''not'' in progress. This can be a custom event ID, but these are the in-game IDs: <tt>cc_Begin</tt>, <tt>cc_Boulder</tt>, <tt>cc_Bridge</tt>, <tt>cc_Bus</tt>, <tt>cc_Complete</tt>, <tt>cc_Greenhouse</tt>, <tt>cc_Minecart</tt>, <tt>dumped_Girls</tt>, <tt>dumped_Guys</tt>, <tt>Introduction</tt>, <tt>joja_Begin</tt>, <tt>pamHouseUpgrade</tt>, <tt>pamHouseUpgradeAnonymous</tt>, <tt>secondChance_Girls</tt>, <tt>secondChance_Guys</tt>, <tt>willyCrabs</tt>.
+
| The special dialogue event with the given ID is ''not'' in progress. This can be a custom event ID, but these are the in-game IDs: <samp>cc_Begin</samp>, <samp>cc_Boulder</samp>, <samp>cc_Bridge</samp>, <samp>cc_Bus</samp>, <samp>cc_Complete</samp>, <samp>cc_Greenhouse</samp>, <samp>cc_Minecart</samp>, <samp>dumped_Girls</samp>, <samp>dumped_Guys</samp>, <samp>Introduction</samp>, <samp>joja_Begin</samp>, <samp>pamHouseUpgrade</samp>, <samp>pamHouseUpgradeAnonymous</samp>, <samp>secondChance_Girls</samp>, <samp>secondChance_Guys</samp>, <samp>willyCrabs</samp>.
 
|-
 
|-
| <tt>F</tt>
+
| <samp>F</samp>
 
| Today is ''not'' a festival day.
 
| Today is ''not'' a festival day.
 
|-
 
|-
| <tt>d {{t|day of week}}</tt>
+
| <samp>d {{t|day of week}}</samp>
 
| Today is ''not'' one of the specified days (may specify multiple days). Valid values: Mon, Tue, Wed, Thu, Fri, Sat, Sun.
 
| Today is ''not'' one of the specified days (may specify multiple days). Valid values: Mon, Tue, Wed, Thu, Fri, Sat, Sun.
 
|-
 
|-
| <tt>r {{t|number}}</tt>
+
| <samp>r {{t|number}}</samp>
 
| A random probability check, where {{t|number}} is the probability between 0 and 1 (e.g. 0.2 for 20% chance).
 
| A random probability check, where {{t|number}} is the probability between 0 and 1 (e.g. 0.2 for 20% chance).
 
|-
 
|-
| <tt>v {{t|name}}</tt>
+
| <samp>v {{t|name}}</samp>
 
| The specified NPC is not invisible (regardless of whether they're on-screen).
 
| The specified NPC is not invisible (regardless of whether they're on-screen).
 
|-
 
|-
| <tt>w {{t|weather}}</tt>
+
| <samp>w {{t|weather}}</samp>
 
| Current weather matches {{t|weather}}. Valid values: rainy, sunny.
 
| Current weather matches {{t|weather}}. Valid values: rainy, sunny.
 
|-
 
|-
| <tt>y {{t|year}}</tt>
+
| <samp>y {{t|year}}</samp>
 
| If {{t|year}} is 1, must be in the first year. Otherwise, year must be at least this value.
 
| If {{t|year}} is 1, must be in the first year. Otherwise, year must be at least this value.
 
|-
 
|-
| <tt>z {{t|season}}</tt>
+
| <samp>z {{t|season}}</samp>
 
| Current season is ''not'' {{t|season}}.
 
| Current season is ''not'' {{t|season}}.
 
|}
 
|}
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! precondition
 
! precondition
 
|-
 
|-
| <tt>D {{t|name}}</tt>
+
| <samp>D {{t|name}}</samp>
 
| Current player is dating the given NPC name.
 
| Current player is dating the given NPC name.
 
|-
 
|-
| <tt>J</tt>
+
| <samp>J</samp>
 
| Current player has finished the [[Joja Warehouse]].
 
| Current player has finished the [[Joja Warehouse]].
 
|-
 
|-
| <tt>M {{t|number}}</tt>
+
| <samp>M {{t|number}}</samp>
 
| Current player has at least this much money.
 
| Current player has at least this much money.
 
|-
 
|-
| <tt>S {{t|secret note ID}}</tt>
+
| <samp>S {{t|secret note ID}}</samp>
 
| Current player has seen the [[Secret Notes|Secret Note]] with the given ID.
 
| Current player has seen the [[Secret Notes|Secret Note]] with the given ID.
 
|-
 
|-
| <tt>a {{t|x}} {{t|y}}</tt>
+
| <samp>a {{t|x}} {{t|y}}</samp>
 
| Current player is on that tile position.
 
| Current player is on that tile position.
 
|-
 
|-
| <tt>b {{t|number}}</tt>
+
| <samp>b {{t|number}}</samp>
 
| Current player has reached the bottom floor of the [[Mines]] at least that many times.
 
| Current player has reached the bottom floor of the [[Mines]] at least that many times.
 
|-
 
|-
| <tt>c {{t|number}}</tt>
+
| <samp>c {{t|number}}</samp>
 
| Current player has at least that many free inventory slots.
 
| Current player has at least that many free inventory slots.
 
|-
 
|-
| <tt>e {{t|event ID}}</tt>
+
| <samp>e {{t|event ID}}</samp>
 
| Current player has seen the specified event (may contain multiple event IDs).
 
| Current player has seen the specified event (may contain multiple event IDs).
 
|-
 
|-
| <tt>f {{t|name}} {{t|number}}</tt>
+
| <samp>f {{t|name}} {{t|number}}</samp>
 
| Current player has at least {{t|number}} [[friendship|friendship points]] with the {{t|name}} NPC. Can specify multiple name and number pairs, in which case the player must meet all of them.
 
| Current player has at least {{t|number}} [[friendship|friendship points]] with the {{t|name}} NPC. Can specify multiple name and number pairs, in which case the player must meet all of them.
 
|-
 
|-
| <tt>g {{t|gender}}</tt>
+
| <samp>g {{t|gender}}</samp>
| Current player is the specified gender (<tt>male</tt> or <tt>female</tt>).
+
| Current player is the specified gender (<samp>male</samp> or <samp>female</samp>).
 
|-
 
|-
| <tt>h {{t|pet}}</tt>
+
| <samp>h {{t|pet}}</samp>
 
| Current player does not already have a pet, and their preference matches {{t|pet}} ("cat" or "dog").
 
| Current player does not already have a pet, and their preference matches {{t|pet}} ("cat" or "dog").
 
|-
 
|-
| <tt>i {{t|item ID}}</tt>
+
| <samp>i {{t|item ID}}</samp>
 
| Current player has specified item in their inventory.
 
| Current player has specified item in their inventory.
 
|-
 
|-
| <tt>j {{t|number}}</tt>
+
| <samp>j {{t|number}}</samp>
 
| Current player has played ''more'' than {{t|number}} days.
 
| Current player has played ''more'' than {{t|number}} days.
 
|-
 
|-
| <tt>k {{t|event ID}}</tt>
+
| <samp>k {{t|event ID}}</samp>
 
| Current player has ''not'' seen that event (may contain multiple event IDs).
 
| Current player has ''not'' seen that event (may contain multiple event IDs).
 
|-
 
|-
| <tt>l {{t|letter ID}}</tt>
+
| <samp>l {{t|letter ID}}</samp>
 
| Current player has '''not''' received that mail letter or non-mail flag.
 
| Current player has '''not''' received that mail letter or non-mail flag.
 
|-
 
|-
| <tt>m {{t|number}}</tt>
+
| <samp>m {{t|number}}</samp>
 
| Current player has earned at least this much money (regardless of how much they currently have).
 
| Current player has earned at least this much money (regardless of how much they currently have).
 
|-
 
|-
| <tt>n {{t|letter ID}}</tt>
+
| <samp>n {{t|letter ID}}</samp>
 
| Current player has received that mail letter or non-mail flag.
 
| Current player has received that mail letter or non-mail flag.
 
|-
 
|-
| <tt>o {{t|name}}</tt>
+
| <samp>o {{t|name}}</samp>
 
| Current player is ''not'' married to that NPC.
 
| Current player is ''not'' married to that NPC.
 
|-
 
|-
| <tt>p {{t|name}}</tt>
+
| <samp>p {{t|name}}</samp>
 
| Specified NPC is in the current player's location.
 
| Specified NPC is in the current player's location.
 
|-
 
|-
| <tt>q {{t|dialogue ID}}</tt>
+
| <samp>q {{t|dialogue ID}}</samp>
 
| Current player has chosen the given answer in a dialogue. May contain multiple dialogue IDs, in which case they must all have been selected.
 
| Current player has chosen the given answer in a dialogue. May contain multiple dialogue IDs, in which case they must all have been selected.
 
|-
 
|-
| <tt>s {{t|item ID}} {{t|number}}</tt>
+
| <samp>s {{t|item ID}} {{t|number}}</samp>
 
| Current player has shipped at least {{t|number}} of the specified item. Can specify multiple item and number pairs, in which case all of them must be met.
 
| Current player has shipped at least {{t|number}} of the specified item. Can specify multiple item and number pairs, in which case all of them must be met.
 
|-
 
|-
| <tt>t {{t|min time}} {{t|max time}}</tt>
+
| <samp>t {{t|min time}} {{t|max time}}</samp>
 
| Current time is between between the specified times.
 
| Current time is between between the specified times.
 
|-
 
|-
| <tt>u {{t|day of month}}</tt>
+
| <samp>u {{t|day of month}}</samp>
 
| Current day of month is one of the specified values (may contain multiple days).
 
| Current day of month is one of the specified values (may contain multiple days).
 
|-
 
|-
| <tt>x {{t|event ID}} {{t|letter ID}}</tt>
+
| <samp>x {{t|event ID}} {{t|letter ID}}</samp>
 
| For the current player: mark the specified ID as seen, add the specified letter to tomorrow's mail, then return false (so the event doesn't trigger).
 
| For the current player: mark the specified ID as seen, add the specified letter to tomorrow's mail, then return false (so the event doesn't trigger).
 
|}
 
|}
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! precondition
 
! precondition
 
|-
 
|-
| <tt>C</tt>
+
| <samp>C</samp>
 
| Host player has not finished the [[community center]], or has not seen the grand reopening yet.
 
| Host player has not finished the [[community center]], or has not seen the grand reopening yet.
 
|-
 
|-
| <tt>H</tt>
+
| <samp>H</samp>
 
| Current player is the host player.
 
| Current player is the host player.
 
|-
 
|-
| <tt>Hl {{t|letter ID}}</tt>
+
| <samp>Hl {{t|letter ID}}</samp>
 
| Host player has '''not''' received that mail letter or non-mail flag.
 
| Host player has '''not''' received that mail letter or non-mail flag.
 
|-
 
|-
| <tt>Hn {{t|letter ID}}</tt>
+
| <samp>Hn {{t|letter ID}}</samp>
 
| Host player has received that mail letter or non-mail flag.
 
| Host player has received that mail letter or non-mail flag.
 
|-
 
|-
| <tt>*l {{t|letter ID}}</tt>
+
| <samp>*l {{t|letter ID}}</samp>
 
| Host player ''and'' current player have '''not''' received that mail letter or non-mail flag.
 
| Host player ''and'' current player have '''not''' received that mail letter or non-mail flag.
 
|-
 
|-
| <tt>*n {{t|letter ID}}</tt>
+
| <samp>*n {{t|letter ID}}</samp>
 
| Host player ''and'' current player have received that mail letter or non-mail flag.
 
| Host player ''and'' current player have received that mail letter or non-mail flag.
 
|}
 
|}
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==Event scripts==
 
==Event scripts==
 
===Formato Básico===
 
===Formato Básico===
Todo evento tem um valor  This specifies what happens in the event — everything from lighting and music to NPC movement and dialogue. The script consists of multiple commands separated by <tt>/</tt> characters.
+
Todo evento tem um valor  This specifies what happens in the event — everything from lighting and music to NPC movement and dialogue. The script consists of multiple commands separated by <samp>/</samp> characters.
    
Todo script deve começar com três comandos nessa ordem exata:
 
Todo script deve começar com três comandos nessa ordem exata:
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|-
 
|-
 
| 0
 
| 0
| <tt>{{t|music ID}}</tt>
+
| <samp>{{t|music ID}}</samp>
| The background music or ambient background track to play. Can be changed later using <tt>playMusic <newmusic></tt>, or stopped entirely using <tt>stopMusic</tt>. This can also be <tt>none</tt> (which stops any existing music and uses the default ambient background noise for the location), or <tt>continue</tt> (which keeps playing the current background song).
+
| The background music or ambient background track to play. Can be changed later using <samp>playMusic <newmusic></samp>, or stopped entirely using <samp>stopMusic</samp>. This can also be <samp>none</samp> (which stops any existing music and uses the default ambient background noise for the location), or <samp>continue</samp> (which keeps playing the current background song).
 
|-
 
|-
 
| 1
 
| 1
| <tt>{{t|x}} {{t|y}}</tt>
+
| <samp>{{t|x}} {{t|y}}</samp>
 
| The tile coordinates the camera should center on at the start of the event.
 
| The tile coordinates the camera should center on at the start of the event.
 
|-
 
|-
 
| 2
 
| 2
| <tt>{{t|npc ID}} {{t|x}} {{t|y}} {{t|direction}}</tt>
+
| <samp>{{t|npc ID}} {{t|x}} {{t|y}} {{t|direction}}</samp>
| Initialises an NPC's starting tile position and [[#Directions|direction]]. The NPC ID can be <tt>farmer</tt> or an NPC name like <tt>Abigail</tt>.
+
| Initialises an NPC's starting tile position and [[#Directions|direction]]. The NPC ID can be <samp>farmer</samp> or an NPC name like <samp>Abigail</samp>.
 
|}
 
|}
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! description
 
! description
 
|-
 
|-
| <tt>addBigProp {{t|x}} {{t|y}} {{t|object ID}}</tt>
+
| <samp>addBigProp {{t|x}} {{t|y}} {{t|object ID}}</samp>
| Adds an object at the specified tile from the <tt>TileSheets\Craftables.png</tt> sprite sheet.
+
| Adds an object at the specified tile from the <samp>TileSheets\Craftables.png</samp> sprite sheet.
 
|-
 
|-
| <tt>addConversationTopic {{t|ID}}</tt>
+
| <samp>addConversationTopic {{t|ID}}</samp>
 
| Starts an active dialogue event with the given ID and a length of 4 days.
 
| Starts an active dialogue event with the given ID and a length of 4 days.
 
|-
 
|-
| <tt>addCookingRecipe {{t|recipe}}</tt>
+
| <samp>addCookingRecipe {{t|recipe}}</samp>
 
| Adds the specified cooking recipe to the player.
 
| Adds the specified cooking recipe to the player.
 
|-
 
|-
| <tt>addCraftingRecipe {{t|recipe}}</tt>
+
| <samp>addCraftingRecipe {{t|recipe}}</samp>
 
| Adds the specified crafting recipe to the player.
 
| Adds the specified crafting recipe to the player.
 
|-
 
|-
| <tt>addFloorProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</tt>
+
| <samp>addFloorProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</samp>
 
| Add a non-solid prop from the current festival texture. Default solid width/height is 1. Default display height is solid height.
 
| Add a non-solid prop from the current festival texture. Default solid width/height is 1. Default display height is solid height.
 
|-
 
|-
| <tt>addLantern {{t|row in texture}} {{t|x}} {{t|y}} {{t|light radius}}</tt>
+
| <samp>addLantern {{t|row in texture}} {{t|x}} {{t|y}} {{t|light radius}}</samp>
| Adds a glowing temporary sprite at the specified tile from the <tt>Maps\springobjects.png</tt> sprite sheet. A light radius of <tt>0</tt> just places the sprite.
+
| Adds a glowing temporary sprite at the specified tile from the <samp>Maps\springobjects.png</samp> sprite sheet. A light radius of <samp>0</samp> just places the sprite.
 
|-
 
|-
| <tt>addMailReceived {{t|letter ID}}</tt>
+
| <samp>addMailReceived {{t|letter ID}}</samp>
 
| Set a letter as received.
 
| Set a letter as received.
 
|-
 
|-
| <tt>addObject {{t|x}} {{t|y}} {{t|row in texture}} {{o|layer}} </tt>
+
| <samp>addObject {{t|x}} {{t|y}} {{t|row in texture}} {{o|layer}} </samp>
| Adds a temporary sprite at the specified tile from the <tt>Maps\springobjects.png</tt> sprite sheet.
+
| Adds a temporary sprite at the specified tile from the <samp>Maps\springobjects.png</samp> sprite sheet.
 
|-
 
|-
| <tt>addProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</tt>
+
| <samp>addProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</samp>
 
| Add a solid prop from the current festival texture. Default solid width/height is 1. Default display height is solid height.
 
| Add a solid prop from the current festival texture. Default solid width/height is 1. Default display height is solid height.
 
|-
 
|-
| <tt>addQuest {{t|quest ID}}</tt>
+
| <samp>addQuest {{t|quest ID}}</samp>
 
| Add the specified quest to the quest log.
 
| Add the specified quest to the quest log.
 
|-
 
|-
| <tt>addTemporaryActor {{t|character}} {{t|sprite width}} {{t|sprite height}} {{t|tile x}} {{t|tile y}} {{t|facing}} {{o|breather}} {{o|Character|Animal|Monster}} {{o|animal name}}</tt>
+
| <samp>addTemporaryActor {{t|character}} {{t|sprite width}} {{t|sprite height}} {{t|tile x}} {{t|tile y}} {{t|facing}} {{o|breather}} {{o|Character|Animal|Monster}} {{o|animal name}}</samp>
 
| Add a temporary actor. 'breather' is boolean. The category determines where the texture will be loaded from, default is Character. Animal name only applies to animal.
 
| Add a temporary actor. 'breather' is boolean. The category determines where the texture will be loaded from, default is Character. Animal name only applies to animal.
 
|-
 
|-
| <tt>addToTable {{t|x}} {{t|y}} {{t|object ID}}</tt>
+
| <samp>addToTable {{t|x}} {{t|y}} {{t|object ID}}</samp>
 
| Places on object on the furniture at a position. If the location is FarmHouse, then it will always be placed on the initial table.
 
| Places on object on the furniture at a position. If the location is FarmHouse, then it will always be placed on the initial table.
 
|-
 
|-
| <tt>addTool {{t|Sword|Wand}}</tt>
+
| <samp>addTool {{t|Sword|Wand}}</samp>
 
| Adds either a Battered Sword or Return Scepter to the player's inventory. The ''Battered Sword'' is unobtainable in vanilla and is incomplete and not implemented.
 
| Adds either a Battered Sword or Return Scepter to the player's inventory. The ''Battered Sword'' is unobtainable in vanilla and is incomplete and not implemented.
 
|-
 
|-
| <tt>advancedMove {{t|npc}} {{t|loop}} {{t|x y}}...</tt>
+
| <samp>advancedMove {{t|npc}} {{t|loop}} {{t|x y}}...</samp>
| Set multiple movements for an NPC.  You can set True to have NPC walk the path continuously. Example: <tt>/advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/</tt>
+
| Set multiple movements for an NPC.  You can set True to have NPC walk the path continuously. Example: <samp>/advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/</samp>
 
|-
 
|-
| <tt>ambientLight {{t|r}} {{t|g}} {{t|b}}</tt>
+
| <samp>ambientLight {{t|r}} {{t|g}} {{t|b}}</samp>
| Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by ''removing'' colors from the existing light ambience, so <tt>ambientLight 1 80 80</tt> would reduce green and blue and leave the light with a reddish hue.
+
| Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by ''removing'' colors from the existing light ambience, so <samp>ambientLight 1 80 80</samp> would reduce green and blue and leave the light with a reddish hue.
 
|-
 
|-
| <tt>animalNaming</tt>
+
| <samp>animalNaming</samp>
 
| Show the animal naming menu if no other menu is open. Uses the current location as Coop. Appears to only work for 'hatched' animals.
 
| Show the animal naming menu if no other menu is open. Uses the current location as Coop. Appears to only work for 'hatched' animals.
 
|-
 
|-
| <tt>animate {{t|actor}} {{t|flip}} {{t|loop}} {{t|frame duration}} {{t|frames...}}</tt>
+
| <samp>animate {{t|actor}} {{t|flip}} {{t|loop}} {{t|frame duration}} {{t|frames...}}</samp>
| Animate a named actor, using one or more {{t|frames}} from their sprite sheet, for {{t|frame duration}} milliseconds per frame. {{t|flip}} indicates whether to flip the sprites along the Y axis; {{t|loop}} indicates whether to repeat the animation until <tt>stopAnimation</tt> is used.
+
| Animate a named actor, using one or more {{t|frames}} from their sprite sheet, for {{t|frame duration}} milliseconds per frame. {{t|flip}} indicates whether to flip the sprites along the Y axis; {{t|loop}} indicates whether to repeat the animation until <samp>stopAnimation</samp> is used.
 
|-
 
|-
| <tt>attachCharacterToTempSprite {{t|actor}}</tt>
+
| <samp>attachCharacterToTempSprite {{t|actor}}</samp>
 
| Attach an actor to the most recent temporary sprite.
 
| Attach an actor to the most recent temporary sprite.
 
|-
 
|-
| <tt>awardFestivalPrize</tt>
+
| <samp>awardFestivalPrize</samp>
 
| Awards the festival prize to the winner for the easter egg hunt and ice fishing contest.
 
| Awards the festival prize to the winner for the easter egg hunt and ice fishing contest.
 
|-
 
|-
| <tt>awardFestivalPrize {{t|item type}}</tt>
+
| <samp>awardFestivalPrize {{t|item type}}</samp>
 
| Awards the specified item to the player. Possible item types are "pan", "sculpture", "rod", "sword", "hero", "joja", and "slimeegg".
 
| Awards the specified item to the player. Possible item types are "pan", "sculpture", "rod", "sword", "hero", "joja", and "slimeegg".
 
|-
 
|-
| <tt>broadcastEvent</tt>
+
| <samp>broadcastEvent</samp>
 
| TODO: Explain broadcastEvent.
 
| TODO: Explain broadcastEvent.
 
|-
 
|-
| <tt>catQuestion</tt>
+
| <samp>catQuestion</samp>
 
| Trigger question about adopting your pet.
 
| Trigger question about adopting your pet.
 
|-
 
|-
| <tt>cave</tt>
+
| <samp>cave</samp>
 
| Trigger the question for the farm cave type. This will work again later, however changing from bats to mushrooms will not remove the mushroom spawning objects.
 
| Trigger the question for the farm cave type. This will work again later, however changing from bats to mushrooms will not remove the mushroom spawning objects.
 
|-
 
|-
| <tt>changeLocation {{t|location}}</tt>
+
| <samp>changeLocation {{t|location}}</samp>
 
| Change to another location and run the remaining event script there.
 
| Change to another location and run the remaining event script there.
 
|-
 
|-
| <tt>changeMapTile {{t|layer}} {{t|x}} {{t|y}} {{t|tile index}}</tt>
+
| <samp>changeMapTile {{t|layer}} {{t|x}} {{t|y}} {{t|tile index}}</samp>
 
| Change the specified tile to a particular value.
 
| Change the specified tile to a particular value.
 
|-
 
|-
| <tt>changePortrait {{t|npc}} {{t|portrait}}</tt>
+
| <samp>changePortrait {{t|npc}} {{t|portrait}}</samp>
 
| Change the NPC's portrait to be from "Portraits/{{t|actor}}_<sprite&gt".
 
| Change the NPC's portrait to be from "Portraits/{{t|actor}}_<sprite&gt".
 
|-
 
|-
| <tt>changeSprite {{t|actor}} {{t|sprite}}</tt>
+
| <samp>changeSprite {{t|actor}} {{t|sprite}}</samp>
 
| Change the actor's sprite to be from "Characters/{{t|actor}}_{{t|sprite}}".
 
| Change the actor's sprite to be from "Characters/{{t|actor}}_{{t|sprite}}".
 
|-
 
|-
| <tt>changeToTemporaryMap {{t|map}} {{o|pan}}</tt>
+
| <samp>changeToTemporaryMap {{t|map}} {{o|pan}}</samp>
| Change the location to a temporary one loaded from the map file specified by {{t|map}}. The {{o|pan}} argument indicates the tile coordinates to pan to (defaults to <tt>0, 0</tt>).
+
| Change the location to a temporary one loaded from the map file specified by {{t|map}}. The {{o|pan}} argument indicates the tile coordinates to pan to (defaults to <samp>0, 0</samp>).
 
|-
 
|-
| <tt>changeYSourceRectOffset {{t|npc}} {{t|offset}}</tt>
+
| <samp>changeYSourceRectOffset {{t|npc}} {{t|offset}}</samp>
| Changes the NPC's vertical texture offset. Example: <tt>changeYSourceRectOffset Abigail 96</tt> will offset her sprite sheet, showing her looking left instead of down. This persists for the rest of the event. This is only used in Emily's ''Clothing Therapy'' event to display the various outfits properly.
+
| Changes the NPC's vertical texture offset. Example: <samp>changeYSourceRectOffset Abigail 96</samp> will offset her sprite sheet, showing her looking left instead of down. This persists for the rest of the event. This is only used in Emily's ''Clothing Therapy'' event to display the various outfits properly.
 
|-
 
|-
| <tt>characterSelect</tt>
+
| <samp>characterSelect</samp>
 
| Seemingly unused. Sets Game1.gameMode to 5 and Game1.menuChoice = 0.
 
| Seemingly unused. Sets Game1.gameMode to 5 and Game1.menuChoice = 0.
 
|-
 
|-
| <tt>cutscene {{t|cutscene}}</tt>
+
| <samp>cutscene {{t|cutscene}}</samp>
 
| Activate a cutscene. See cutscene list. (TODO: Pull list from my event editor)
 
| Activate a cutscene. See cutscene list. (TODO: Pull list from my event editor)
 
|-
 
|-
| <tt>doAction {{t|x}} {{t|y}}</tt>
+
| <samp>doAction {{t|x}} {{t|y}}</samp>
| Acts as if the player had clicked the specified x/y coordinate and triggers any relevant action. It is commonly used to open doors from inside events, but it can be used for other purposes. If you use it on an NPC you will talk to them, and if the player is holding an item they will give that item as a gift. <tt>doAction</tt> activates objects in the main game world (their actual location outside of the event), so activating NPCs like this is very tricky, and their reaction varies depending on what the player is holding.
+
| Acts as if the player had clicked the specified x/y coordinate and triggers any relevant action. It is commonly used to open doors from inside events, but it can be used for other purposes. If you use it on an NPC you will talk to them, and if the player is holding an item they will give that item as a gift. <samp>doAction</samp> activates objects in the main game world (their actual location outside of the event), so activating NPCs like this is very tricky, and their reaction varies depending on what the player is holding.
 
|-
 
|-
| <tt>dump {{t|group}}</tt>
+
| <samp>dump {{t|group}}</samp>
| Starts the special "cold shoulder" and "second chance" dialogue events for the given group (women if group is <tt>girls</tt> and men if it is anything else.) The cold shoulder event has an id of <tt>dumped_Girls</tt> or <tt>dumped_Guys</tt> and lasts 7 days; the second chance event has an id of <tt>secondChance_Girls</tt> or <tt>secondChance_Guys</tt> and lasts 14 days. During open beta testing of version 1.3 there was a second parameter which determined the amount of hearts lost, but support for that parameter was removed before release.
+
| Starts the special "cold shoulder" and "second chance" dialogue events for the given group (women if group is <samp>girls</samp> and men if it is anything else.) The cold shoulder event has an id of <samp>dumped_Girls</samp> or <samp>dumped_Guys</samp> and lasts 7 days; the second chance event has an id of <samp>secondChance_Girls</samp> or <samp>secondChance_Guys</samp> and lasts 14 days. During open beta testing of version 1.3 there was a second parameter which determined the amount of hearts lost, but support for that parameter was removed before release.
 
|-
 
|-
| <tt>elliotbooktalk</tt>
+
| <samp>elliotbooktalk</samp>
 
| Elliot book talk.
 
| Elliot book talk.
 
|-
 
|-
| <tt>emote {{t|actor}} {{t|emote ID}}</tt>
+
| <samp>emote {{t|actor}} {{t|emote ID}}</samp>
| Make the given NPC name perform an emote, which is a little icon shown above the NPC's head. Emotes are stored in <tt>Content\TileSheets\emotes.xnb</tt> (see [https://www.reddit.com/r/StardewValley/comments/5s5m9g/help_annoyed_squiggle/ddd33qg/ list of emotes]).
+
| Make the given NPC name perform an emote, which is a little icon shown above the NPC's head. Emotes are stored in <samp>Content\TileSheets\emotes.xnb</samp> (see [https://www.reddit.com/r/StardewValley/comments/5s5m9g/help_annoyed_squiggle/ddd33qg/ list of emotes]).
 
|-
 
|-
| <tt>end</tt>
+
| <samp>end</samp>
| Ends the current event by fading out, then resumes the game world and places the player on the square where they entered the zone. All <tt>end</tt> parameters do this by default ''unless otherwise stated''.
+
| Ends the current event by fading out, then resumes the game world and places the player on the square where they entered the zone. All <samp>end</samp> parameters do this by default ''unless otherwise stated''.
 
|-
 
|-
| <tt>end bed</tt>
+
| <samp>end bed</samp>
| Same as <tt>end</tt>, but warps the player to the x/y coordinate of their most recent bed. This does not warp them to the farmhouse, only to the x/y coordinate of the bed regardless of map.
+
| Same as <samp>end</samp>, but warps the player to the x/y coordinate of their most recent bed. This does not warp them to the farmhouse, only to the x/y coordinate of the bed regardless of map.
 
|-
 
|-
| <tt>end beginGame</tt>
+
| <samp>end beginGame</samp>
| ''Used only during the introduction sequence in the bus stop event.'' It sets the game mode to <tt>playingGameMode</tt>, warps the player to the farmhouse (9, 9), ends the current event, and starts a new day.
+
| ''Used only during the introduction sequence in the bus stop event.'' It sets the game mode to <samp>playingGameMode</samp>, warps the player to the farmhouse (9, 9), ends the current event, and starts a new day.
 
|-
 
|-
| <tt>end credits</tt>
+
| <samp>end credits</samp>
| ''Not used in any normal events.'' Clears debris weather, changes the music to wedding music, sets game mode to <tt>creditsMode</tt> and ends the current event.
+
| ''Not used in any normal events.'' Clears debris weather, changes the music to wedding music, sets game mode to <samp>creditsMode</samp> and ends the current event.
 
|-
 
|-
| <tt>end dialogue {{t|NPC}} {{t|"Text for next chat"}}</tt>
+
| <samp>end dialogue {{t|NPC}} {{t|"Text for next chat"}}</samp>
| Same as <tt>end</tt>, and additionally clears the existing NPC dialogue for the day and replaces it with the line(s) specified at the end of the command. Example usage: ''end dialogue Abigail "It was fun talking to you today.$h"''
+
| Same as <samp>end</samp>, and additionally clears the existing NPC dialogue for the day and replaces it with the line(s) specified at the end of the command. Example usage: ''end dialogue Abigail "It was fun talking to you today.$h"''
 
|-
 
|-
| <tt>end dialogueWarpOut {{t|NPC}} {{t|"Text for next chat"}}</tt>
+
| <samp>end dialogueWarpOut {{t|NPC}} {{t|"Text for next chat"}}</samp>
| See <tt>end dialogue</tt> and <tt>end warpOut</tt>.
+
| See <samp>end dialogue</samp> and <samp>end warpOut</samp>.
 
|-
 
|-
| <tt>end invisible {{t|NPC}}</tt>
+
| <samp>end invisible {{t|NPC}}</samp>
| Same as <tt>end</tt>, and additionally turns the specified NPC invisible (cannot be interacted with until the next day).
+
| Same as <samp>end</samp>, and additionally turns the specified NPC invisible (cannot be interacted with until the next day).
 
|-
 
|-
| <tt>end invisibleWarpOut {{t|NPC}}</tt>
+
| <samp>end invisibleWarpOut {{t|NPC}}</samp>
| See <tt>end invisible</tt> and <tt>end warpOut</tt>.
+
| See <samp>end invisible</samp> and <samp>end warpOut</samp>.
 
|-
 
|-
| <tt>end newDay</tt>
+
| <samp>end newDay</samp>
 
| Ends both the event and the day (warping player to their bed, saving the game, selling everything in the shipping box, etc).
 
| Ends both the event and the day (warping player to their bed, saving the game, selling everything in the shipping box, etc).
 
|-
 
|-
| <tt>end position {{t|x}} {{t|y}}</tt>
+
| <samp>end position {{t|x}} {{t|y}}</samp>
| Same as <tt>end</tt>, and additionally warps the player to the map coordinates specified in ''x y''.
+
| Same as <samp>end</samp>, and additionally warps the player to the map coordinates specified in ''x y''.
 
|-
 
|-
| <tt>end warpOut</tt>
+
| <samp>end warpOut</samp>
| Same as <tt>end</tt>, and additionally finds the first warp out of the current location (second warp if male and in the bathhouse), and warps the player to its endpoint.
+
| Same as <samp>end</samp>, and additionally finds the first warp out of the current location (second warp if male and in the bathhouse), and warps the player to its endpoint.
 
|-
 
|-
| <tt>end wedding</tt>
+
| <samp>end wedding</samp>
 
| ''Used only in the hardcoded wedding event.'' Changes the character's clothes back to normal, sets Lewis' post-event chat to ''"That was a beautiful ceremony. Congratulations!$h"'', and warps the player to their farm.
 
| ''Used only in the hardcoded wedding event.'' Changes the character's clothes back to normal, sets Lewis' post-event chat to ''"That was a beautiful ceremony. Congratulations!$h"'', and warps the player to their farm.
 
|-
 
|-
| <tt>extendSourceRect {{t|actor}} reset</tt>
+
| <samp>extendSourceRect {{t|actor}} reset</samp>
 
| Resets the actors sprite.
 
| Resets the actors sprite.
 
|-
 
|-
| <tt>extendSourceRect {{t|actor}} {{t|horizontal}} {{t|vertical}} {{o|ignoreUpdates}}</tt>
+
| <samp>extendSourceRect {{t|actor}} {{t|horizontal}} {{t|vertical}} {{o|ignoreUpdates}}</samp>
 
| TODO: Explain Character.extendSourceRect
 
| TODO: Explain Character.extendSourceRect
 
|-
 
|-
| <tt>eyes {{t|eyes}} {{t|blink}}</tt>
+
| <samp>eyes {{t|eyes}} {{t|blink}}</samp>
 
| Change the player's eyes.
 
| Change the player's eyes.
 
|-
 
|-
| <tt>faceDirection {{t|actor}} {{t|direction}} {{o|continue}}</tt>
+
| <samp>faceDirection {{t|actor}} {{t|direction}} {{o|continue}}</samp>
 
| Make a named NPC face a [[#Directions|direction]]. If no parameter is supplied for [continue], the game will pause.
 
| Make a named NPC face a [[#Directions|direction]]. If no parameter is supplied for [continue], the game will pause.
 
|-
 
|-
| <tt>fade {{o|fadeOut}}</tt>
+
| <samp>fade {{o|fadeOut}}</samp>
 
| If 'fadeOut' is not specified, it will fade in. (?)
 
| If 'fadeOut' is not specified, it will fade in. (?)
 
|-
 
|-
| <tt>farmerAnimation {{t|anim}}</tt>
+
| <samp>farmerAnimation {{t|anim}}</samp>
| Briefly sets the farmer's sprite to {{t|anim}} for a variable (depending on sprite) interval. Only used once in vanilla events. Using <tt>showFrame farmer <sprite></tt> twice (to set a new frame and back) is more powerful as it lets you control the interval using <tt>pause n</tt>.
+
| Briefly sets the farmer's sprite to {{t|anim}} for a variable (depending on sprite) interval. Only used once in vanilla events. Using <samp>showFrame farmer <sprite></samp> twice (to set a new frame and back) is more powerful as it lets you control the interval using <samp>pause n</samp>.
 
|-
 
|-
| <tt>farmerEat {{t|object ID}}</tt>
+
| <samp>farmerEat {{t|object ID}}</samp>
 
| Make the player eat an object
 
| Make the player eat an object
 
|-
 
|-
| <tt>fork {{t|event ID}} {{o|req}}</tt>
+
| <samp>fork {{t|event ID}} {{o|req}}</samp>
| End the current command script and starts a different script with the given ID, but only if the {{o|req}} condition is met. The {{o|req}} condition can be a mail ID or dialogue answer ID; if not specified, it checks if the <tt>specialEventVariable1</tt> variable was set (e.g. by a <tt>question</tt> command). The new script should have the same format as a normal event script, but without the mandatory three start fields.
+
| End the current command script and starts a different script with the given ID, but only if the {{o|req}} condition is met. The {{o|req}} condition can be a mail ID or dialogue answer ID; if not specified, it checks if the <samp>specialEventVariable1</samp> variable was set (e.g. by a <samp>question</samp> command). The new script should have the same format as a normal event script, but without the mandatory three start fields.
 
|-
 
|-
| <tt>friendship {{t|npc}} {{t|amount}}</tt>
+
| <samp>friendship {{t|npc}} {{t|amount}}</samp>
 
| Add the given number of friendship points with the named NPC. (There are 250 points per heart.)
 
| Add the given number of friendship points with the named NPC. (There are 250 points per heart.)
 
|-
 
|-
| <tt>globalFade {{o|speed}}</tt>
+
| <samp>globalFade {{o|speed}}</samp>
| Fade to black at a particular speed (default 0.007). If no speed is specified, the event will continue immediately; otherwise, it will continue after the fade is finished. The fade effect disappears when this command is done; to avoid that, use the <tt>viewport</tt> command to move the camera off-screen.
+
| Fade to black at a particular speed (default 0.007). If no speed is specified, the event will continue immediately; otherwise, it will continue after the fade is finished. The fade effect disappears when this command is done; to avoid that, use the <samp>viewport</samp> command to move the camera off-screen.
 
|-
 
|-
| <tt>globalFadeToClear {{o|speed}}</tt>
+
| <samp>globalFadeToClear {{o|speed}}</samp>
 
| Fade to clear (unfade?) at a particular speed (default 0.007). If no speed is specified, the event will continue immediately; otherwise, it will continue after the fade is finished.
 
| Fade to clear (unfade?) at a particular speed (default 0.007). If no speed is specified, the event will continue immediately; otherwise, it will continue after the fade is finished.
 
|-
 
|-
| <tt>glow {{t|r}} {{t|g}} {{t|b}} {{t|hold}}</tt>
+
| <samp>glow {{t|r}} {{t|g}} {{t|b}} {{t|hold}}</samp>
| Make the screen glow once, fading into and out of the {{t|r}} {{t|g}} {{t|b}} values over the course of a second. If {{t|hold}} is <tt>true</tt> it will fade to and hold that color until <tt>stopGlowing</tt> is used.
+
| Make the screen glow once, fading into and out of the {{t|r}} {{t|g}} {{t|b}} values over the course of a second. If {{t|hold}} is <samp>true</samp> it will fade to and hold that color until <samp>stopGlowing</samp> is used.
 
|-
 
|-
| <tt>grandpaCandles</tt>
+
| <samp>grandpaCandles</samp>
 
| Do grandpa candles
 
| Do grandpa candles
 
|-
 
|-
| <tt>grandpaEvaluation</tt>
+
| <samp>grandpaEvaluation</samp>
 
| Do grandpa evaluation
 
| Do grandpa evaluation
 
|-
 
|-
| <tt>grandpaEvaluation2</tt>
+
| <samp>grandpaEvaluation2</samp>
 
| Do grandpa evaluation (manually resummoned)
 
| Do grandpa evaluation (manually resummoned)
 
|-
 
|-
| <tt>halt</tt>
+
| <samp>halt</samp>
 
| Make everyone stop.
 
| Make everyone stop.
 
|-
 
|-
| <tt>hospitaldeath</tt>
+
| <samp>hospitaldeath</samp>
 
|  
 
|  
 
|-
 
|-
| <tt>itemAboveHead {{o|type}}</tt>
+
| <samp>itemAboveHead {{o|type}}</samp>
 
| Show an item above the player's head. The {{o|type}} can be "pan", "hero", "sculpture", "joja", "slimeEgg", "rod", "sword", or "ore". If no item is specified, then they will 'hold' nothing?
 
| Show an item above the player's head. The {{o|type}} can be "pan", "hero", "sculpture", "joja", "slimeEgg", "rod", "sword", or "ore". If no item is specified, then they will 'hold' nothing?
 
|-
 
|-
| <tt>jump {{t|actor}} {{o|intensity}}</tt>
+
| <samp>jump {{t|actor}} {{o|intensity}}</samp>
| Make a the named NPC jump. The default <tt>intensity</tt> is 8.
+
| Make a the named NPC jump. The default <samp>intensity</samp> is 8.
 
|-
 
|-
| <tt>loadActors {{t|layer}}</tt>
+
| <samp>loadActors {{t|layer}}</samp>
 
| Load the actors from a layer in the map file.
 
| Load the actors from a layer in the map file.
 
|-
 
|-
| <tt>mail {{t|letter ID}}</tt>
+
| <samp>mail {{t|letter ID}}</samp>
| Queue a letter to be received tomorrow (see <tt>Content\Data\mail.xnb</tt> for available mail).
+
| Queue a letter to be received tomorrow (see <samp>Content\Data\mail.xnb</samp> for available mail).
 
|-
 
|-
| <tt>message "{{t|text}}"</tt>
+
| <samp>message "{{t|text}}"</samp>
 
| Show a dialogue box (no speaker). See [[#Dialogue format|dialogue format]] for the {{t|text}} format.
 
| Show a dialogue box (no speaker). See [[#Dialogue format|dialogue format]] for the {{t|text}} format.
 
|-
 
|-
| <tt>minedeath</tt>
+
| <samp>minedeath</samp>
 
| TODO.
 
| TODO.
 
|-
 
|-
| <tt>move {{t|actor}} {{t|x}} {{t|y}} {{t|facing}} {{t|continue}}</tt>
+
| <samp>move {{t|actor}} {{t|x}} {{t|y}} {{t|facing}} {{t|continue}}</samp>
| Make a named NPC move by the given tile offset from their current position (along one axis ''only''), and face the given [[#Directions|direction]] when they're done. To move along multiple axes, you must specify multiple <tt>move</tt> commands. By default the event pauses while a move command is occurring, but if {{t|continue}} is set to ''true'' the movement is asynchronous and will run simultaneously with other event commands.
+
| Make a named NPC move by the given tile offset from their current position (along one axis ''only''), and face the given [[#Directions|direction]] when they're done. To move along multiple axes, you must specify multiple <samp>move</samp> commands. By default the event pauses while a move command is occurring, but if {{t|continue}} is set to ''true'' the movement is asynchronous and will run simultaneously with other event commands.
 
|-
 
|-
| <tt>pause {{t|duration}}</tt>
+
| <samp>pause {{t|duration}}</samp>
 
| Pause the game for the given number of milliseconds.
 
| Pause the game for the given number of milliseconds.
 
|-
 
|-
| <tt>playMusic {{t|track}}</tt>
+
| <samp>playMusic {{t|track}}</samp>
 
| Play the specified music track ID. If the track is 'samBand', the track played will change depend on certain dialogue answers (76-79).
 
| Play the specified music track ID. If the track is 'samBand', the track played will change depend on certain dialogue answers (76-79).
 
|-
 
|-
| <tt>playSound {{t|sound}}</tt>
+
| <samp>playSound {{t|sound}}</samp>
 
| Play a given sound ID from the game's sound bank.
 
| Play a given sound ID from the game's sound bank.
 
|-
 
|-
| <tt>playerControl</tt>
+
| <samp>playerControl</samp>
 
| Give the player control back.
 
| Give the player control back.
 
|-
 
|-
| <tt>positionOffset {{t|actor}} {{t|x}} {{t|y}}</tt>
+
| <samp>positionOffset {{t|actor}} {{t|x}} {{t|y}}</samp>
 
| Offset the position of the named NPC by the given number of pixels. This happens instantly, with no walking animation.
 
| Offset the position of the named NPC by the given number of pixels. This happens instantly, with no walking animation.
 
|-
 
|-
| <tt>proceedPosition {{t|actor}}</tt>
+
| <samp>proceedPosition {{t|actor}}</samp>
 
| TODO: Explain
 
| TODO: Explain
 
|-
 
|-
| <tt>question null "{{t|question}}#{{t|answer1}}#{{t|answer2}}"</tt>
+
| <samp>question null "{{t|question}}#{{t|answer1}}#{{t|answer2}}"</samp>
 
| Show a dialogue box with some answers and an optional question. When the player chooses an answer, the event script continues with no other effect.
 
| Show a dialogue box with some answers and an optional question. When the player chooses an answer, the event script continues with no other effect.
 
|-
 
|-
| <tt>question fork{{t|answer index}} "{{t|question}}#{{t|answer 0}}#{{t|answer 1}}#..."</tt>
+
| <samp>question fork{{t|answer index}} "{{t|question}}#{{t|answer 0}}#{{t|answer 1}}#..."</samp>
| Show a dialogue with some answers and an optional question. When the player chooses the answer matching the <tt>fork{{t|answer index}}</tt> (like <tt>fork0</tt> for the first answer), the <tt>specialEventVariable1</tt> variable is set. Usually followed by a <tt>fork</tt> command.
+
| Show a dialogue with some answers and an optional question. When the player chooses the answer matching the <samp>fork{{t|answer index}}</samp> (like <samp>fork0</samp> for the first answer), the <samp>specialEventVariable1</samp> variable is set. Usually followed by a <samp>fork</samp> command.
 
|-
 
|-
| <tt>removeItem {{t|object ID}}</tt>
+
| <samp>removeItem {{t|object ID}}</samp>
 
| Remove the first of an object from a player's inventory.
 
| Remove the first of an object from a player's inventory.
 
|-
 
|-
| <tt>removeObject {{t|x}} {{t|y}}</tt>
+
| <samp>removeObject {{t|x}} {{t|y}}</samp>
 
| Remove the prop at a position.
 
| Remove the prop at a position.
 
|-
 
|-
| <tt>removeQuest {{t|quest ID}}</tt>
+
| <samp>removeQuest {{t|quest ID}}</samp>
 
| Remove the specified quest from the quest log.
 
| Remove the specified quest from the quest log.
 
|-
 
|-
| <tt>removeSprite {{t|x}} {{t|y}}</tt>
+
| <samp>removeSprite {{t|x}} {{t|y}}</samp>
 
| Remove the temporary sprite at a position.
 
| Remove the temporary sprite at a position.
 
|-
 
|-
| <tt>removeTemporarySprites</tt>
+
| <samp>removeTemporarySprites</samp>
 
| Remove all temporary sprites.
 
| Remove all temporary sprites.
 
|-
 
|-
| <tt>removeTile {{t|x}} {{t|y}} {{t|layer}}</tt>
+
| <samp>removeTile {{t|x}} {{t|y}} {{t|layer}}</samp>
 
| Remove a tile from the specified layer.
 
| Remove a tile from the specified layer.
 
|-
 
|-
| <tt>resetVariable</tt>
+
| <samp>resetVariable</samp>
 
| Set the first event variable to false.
 
| Set the first event variable to false.
 
|-
 
|-
| <tt>rustyKey</tt>
+
| <samp>rustyKey</samp>
 
| Gives the player the rusty key. (Sewer key)
 
| Gives the player the rusty key. (Sewer key)
 
|-
 
|-
| <tt>screenFlash {{t|alpha}}</tt>
+
| <samp>screenFlash {{t|alpha}}</samp>
| Flashes the screen white for an instant. An alpha value from <tt>0</tt> to <tt>1</tt> adjusts the brightness, and values from <tt>1</tt> and out flashes pure white for <tt>x</tt> seconds.
+
| Flashes the screen white for an instant. An alpha value from <samp>0</samp> to <samp>1</samp> adjusts the brightness, and values from <samp>1</samp> and out flashes pure white for <samp>x</samp> seconds.
 
|-
 
|-
| <tt>setRunning</tt>
+
| <samp>setRunning</samp>
 
| Set the player as running.
 
| Set the player as running.
 
|-
 
|-
| <tt>shake {{t|actor}} {{t|duration}}</tt>
+
| <samp>shake {{t|actor}} {{t|duration}}</samp>
 
| Shake the named NPC for the given number of milliseconds.
 
| Shake the named NPC for the given number of milliseconds.
 
|-
 
|-
| <tt>showFrame farmer flip</tt>
+
| <samp>showFrame farmer flip</samp>
 
| Flip the farmer's current sprite along the Y axis. TODO: Behavior with farmer looks strange?
 
| Flip the farmer's current sprite along the Y axis. TODO: Behavior with farmer looks strange?
 
|-
 
|-
| <tt>showFrame {{t|actor}} {{t|frame ID}}</tt>
+
| <samp>showFrame {{t|actor}} {{t|frame ID}}</samp>
| Set the named NPC's current frame in their <tt>Content\Characters\*.xnb</tt> spritesheet. Note that setting the farmer's sprite only changes ''parts'' of the sprite (some times arms, some times arms and legs and torso but not the head, etc). To rotate the whole sprite, use ''faceDirection farmer {{t|0/1/2/3}}'' first before modifying the sprite with ''showFrame''.
+
| Set the named NPC's current frame in their <samp>Content\Characters\*.xnb</samp> spritesheet. Note that setting the farmer's sprite only changes ''parts'' of the sprite (some times arms, some times arms and legs and torso but not the head, etc). To rotate the whole sprite, use ''faceDirection farmer {{t|0/1/2/3}}'' first before modifying the sprite with ''showFrame''.
 
|-
 
|-
| <tt>showRivalFrame {{t|frame}}</tt>
+
| <samp>showRivalFrame {{t|frame}}</samp>
 
| Set the 'rival' actor's sprite to a specific frame.
 
| Set the 'rival' actor's sprite to a specific frame.
 
|-
 
|-
| <tt>skippable</tt>
+
| <samp>skippable</samp>
 
| Allow skipping this event.
 
| Allow skipping this event.
 
|-
 
|-
| <tt>speak {{t|character}} "{{t|text}}"</tt>
+
| <samp>speak {{t|character}} "{{t|text}}"</samp>
 
| Show dialogue text from a named NPC; see [[#Dialogue format|dialogue format]].
 
| Show dialogue text from a named NPC; see [[#Dialogue format|dialogue format]].
 
|-
 
|-
| <tt>specificTemporarySprite {{t|sprite}} {{o|other params}}</tt>
+
| <samp>specificTemporarySprite {{t|sprite}} {{o|other params}}</samp>
 
| Shows the given temporary sprite. Parameters change depending on the sprite.
 
| Shows the given temporary sprite. Parameters change depending on the sprite.
 
|-
 
|-
| <tt>speed farmer {{t|modifier}}</tt>
+
| <samp>speed farmer {{t|modifier}}</samp>
 
| Add a speed modifier to the farmer. TODO: for the next action only?
 
| Add a speed modifier to the farmer. TODO: for the next action only?
 
|-
 
|-
| <tt>speed {{t|actor}} {{t|speed}}</tt>
+
| <samp>speed {{t|actor}} {{t|speed}}</samp>
 
| Sets the named NPC's speed (default speed is 3). Not applicable to the farmer. TODO: for the next action only?
 
| Sets the named NPC's speed (default speed is 3). Not applicable to the farmer. TODO: for the next action only?
 
|-
 
|-
| <tt>splitSpeak {{t|actor}} "{{t|text}}"</tt>
+
| <samp>splitSpeak {{t|actor}} "{{t|text}}"</samp>
 
| Dialogue, but chosen based on previous answer. ('~' is the separator used.)
 
| Dialogue, but chosen based on previous answer. ('~' is the separator used.)
 
|-
 
|-
| <tt>startJittering</tt>
+
| <samp>startJittering</samp>
 
| Make the player start jittering.
 
| Make the player start jittering.
 
|-
 
|-
| <tt>stopAdvancedMoves</tt>
+
| <samp>stopAdvancedMoves</samp>
 
| Stop movement from advancedMove.
 
| Stop movement from advancedMove.
 
|-
 
|-
| <tt>stopAnimation farmer</tt>
+
| <samp>stopAnimation farmer</samp>
 
| Stop the farmer's current animation.
 
| Stop the farmer's current animation.
 
|-
 
|-
| <tt>stopAnimation {{t|actor}} {{t|end frame}}</tt>
+
| <samp>stopAnimation {{t|actor}} {{t|end frame}}</samp>
 
| Stop the named NPC's current animation. Not applicable to the farmer.
 
| Stop the named NPC's current animation. Not applicable to the farmer.
 
|-
 
|-
| <tt>stopGlowing</tt>
+
| <samp>stopGlowing</samp>
 
| Make the screen stop glowing.
 
| Make the screen stop glowing.
 
|-
 
|-
| <tt>stopJittering</tt>
+
| <samp>stopJittering</samp>
 
| Make the player stop jittering.
 
| Make the player stop jittering.
 
|-
 
|-
| <tt>stopMusic</tt>
+
| <samp>stopMusic</samp>
 
| Stop any currently playing music.
 
| Stop any currently playing music.
 
|-
 
|-
| <tt>stopRunning</tt>
+
| <samp>stopRunning</samp>
 
| Make the farmer stop running.
 
| Make the farmer stop running.
 
|-
 
|-
| <tt>stopSwimming {{t|actor}}</tt>
+
| <samp>stopSwimming {{t|actor}}</samp>
 
| Make an actor stop swimming.
 
| Make an actor stop swimming.
 
|-
 
|-
| <tt>swimming {{t|actor}}</tt>
+
| <samp>swimming {{t|actor}}</samp>
 
| Make an actor start swimming.
 
| Make an actor start swimming.
 
|-
 
|-
| <tt>switchEvent {{t|event ID}}</tt>
+
| <samp>switchEvent {{t|event ID}}</samp>
 
| Changes the current event (ie. event commands) to another event in the same location.
 
| Changes the current event (ie. event commands) to another event in the same location.
 
|-
 
|-
| <tt>taxvote</tt>
+
| <samp>taxvote</samp>
 
| Trigger voting for or against a 3% shipping tax. (No effect on game?)
 
| Trigger voting for or against a 3% shipping tax. (No effect on game?)
 
|-
 
|-
| <tt>temporarySprite {{t|x}} {{t|y}} {{t|row in texture}} {{t|animation length}} {{t|animation interval}} {{t|flipped}} {{t|loop count}}</tt>
+
| <samp>temporarySprite {{t|x}} {{t|y}} {{t|row in texture}} {{t|animation length}} {{t|animation interval}} {{t|flipped}} {{t|loop count}}</samp>
 
| Create a temporary sprite with the given parameters.
 
| Create a temporary sprite with the given parameters.
 
|-
 
|-
| <tt>textAboveHead {{t|actor}} "{{t|text}}"</tt>
+
| <samp>textAboveHead {{t|actor}} "{{t|text}}"</samp>
 
| Show a small text bubble over the named NPC's head with the given text; see [[#Dialogue format|dialogue format]].
 
| Show a small text bubble over the named NPC's head with the given text; see [[#Dialogue format|dialogue format]].
 
|-
 
|-
| <tt>tutorialMenu</tt>
+
| <samp>tutorialMenu</samp>
 
| Show the tutorial menu if no other menu is open.
 
| Show the tutorial menu if no other menu is open.
 
|-
 
|-
| <tt>updateMinigame {{t|event data}}</tt>
+
| <samp>updateMinigame {{t|event data}}</samp>
 
| Send an event to the current minigame.
 
| Send an event to the current minigame.
 
|-
 
|-
| <tt>viewport move {{t|x}} {{t|y}} {{t|duration}}</tt>
+
| <samp>viewport move {{t|x}} {{t|y}} {{t|duration}}</samp>
 
| Pan the the camera in the direction (and with the velocity) defined by ''x/y'' for the given duration in milliseconds. Example: ''"viewport move 2 -1 5000"'' moves the camera 2 pixels right and 1 pixel up for 5 seconds.
 
| Pan the the camera in the direction (and with the velocity) defined by ''x/y'' for the given duration in milliseconds. Example: ''"viewport move 2 -1 5000"'' moves the camera 2 pixels right and 1 pixel up for 5 seconds.
 
|-
 
|-
| <tt>viewport {{t|x}} {{t|y}} [true [unfreeze]&#124;clamp [true&#124;unfreeze]]</tt>
+
| <samp>viewport {{t|x}} {{t|y}} [true [unfreeze]&#124;clamp [true&#124;unfreeze]]</samp>
 
| Instantly reposition the camera to center on the given X, Y tile position. TODO: explain other parameters.
 
| Instantly reposition the camera to center on the given X, Y tile position. TODO: explain other parameters.
 
|-
 
|-
| <tt>waitForKey {{t|key}} {{t|message on finish}}</tt>
+
| <samp>waitForKey {{t|key}} {{t|message on finish}}</samp>
 
| TODO: Explain
 
| TODO: Explain
 
|-
 
|-
| <tt>waitForOtherPlayers</tt>
+
| <samp>waitForOtherPlayers</samp>
 
| Wait for other players (vanilla MP).
 
| Wait for other players (vanilla MP).
 
|-
 
|-
| <tt>warp {{t|actor}} {{t|x}} {{t|y}}</tt>
+
| <samp>warp {{t|actor}} {{t|x}} {{t|y}}</samp>
 
| Warp the named NPC to a position to the given X, Y tile coordinate. This can be used to warp characters off-screen.
 
| Warp the named NPC to a position to the given X, Y tile coordinate. This can be used to warp characters off-screen.
 
|-
 
|-
| <tt>weddingSprite {{t|frame}}</tt>
+
| <samp>weddingSprite {{t|frame}}</samp>
 
| Sets the actor known as 'WeddingOutfits' to a particular frame.
 
| Sets the actor known as 'WeddingOutfits' to a particular frame.
 
|}
 
|}
Linha 571: Linha 571:  
! description
 
! description
 
|-
 
|-
| <tt>grabObject {{t|object ID}}</tt>
+
| <samp>grabObject {{t|object ID}}</samp>
 
| '''Broken.''' Triggers a generic animation. The item ID is ignored and the item isn't added.
 
| '''Broken.''' Triggers a generic animation. The item ID is ignored and the item isn't added.
 
|-
 
|-
| <tt>end busIntro</tt>
+
| <samp>end busIntro</samp>
 
| Supposed to start the bus intro scene, presumably the one that was cut before release.
 
| Supposed to start the bus intro scene, presumably the one that was cut before release.
 
|}
 
|}
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