Cambios

Línea 140: Línea 140:  
: <samp>{{t|tiempo}} {{o|ubicación}} {{t|baldosaX}} {{t|baldosaY}} {{o|direcciondeOrientacion}} {{o|animación}} {{o|dialogo}}</samp>
 
: <samp>{{t|tiempo}} {{o|ubicación}} {{t|baldosaX}} {{t|baldosaY}} {{o|direcciondeOrientacion}} {{o|animación}} {{o|dialogo}}</samp>
   −
If the <samp>location</samp> field is omitted, the rest of the fields are parsed as normal. The other optional fields must be in sequential order (''e.g.,'' you can skip <samp>animation</samp> and <samp>dialogue</samp>, but you can't skip <samp>facingDirection</samp> and then specify <samp>animation</samp> and <samp>dialogue</samp>). The exception is <samp>dialogue</samp>. The <samp>dialogue</samp> can be specified without the <samp>animation</samp>.
+
Si el campo <samp>ubicación</samp> es omitido, el resto de campos se interpretan normalmente. Los otros campos opcionales deben estar en orden secuencial (''e.j.,'' puedes saltar <samp>animación</samp> y <samp>diálogo</samp>, pero no puedes saltar <samp>direcciónDeOrientación</samp> y luego especificar <samp>animación</samp> seguido de <samp>diálogo</samp>). La única excepción es <samp>diálogo</samp>. El <samp>diálogo</samp> puede ser especificado sin una <samp>animación</samp>.
    
{| class="wikitable"
 
{| class="wikitable"
Línea 147: Línea 147:  
! descripción
 
! descripción
 
|-
 
|-
| <samp>time</samp>
+
| <samp>tiempo</samp>
| The time at which the schedule event begins, in military time (24 hour format, no colon). The time may be preceded with the single character '<samp>a</samp>' to indicate that the event should end (that is, the NPC should arrive at the destination) at the given time. In this case, the game will calculate when the event needs to begin. However, the event will never begin before the time specified for the previous event.
+
| La hora a la que comienza este punto, en horario militar (24 horas, sin coma). La hora puede llevar una '<samp>a</samp>' antes para indicar que el evento debería terminar (o sea, que el PNJ ya debería estar allí) a esa hora. En este caso, el juego calculará cuándo tiene que empezar. Sin embargo, el evento no puede comenzar a la misma hora que el anterior (ni antes).
   −
In the unmodified game, this is only used to synchronise Emily's and Sandy's schedules on Fall 15.
+
En el juego vainilla, sólo se usa para sincronizar el horario de Emily y Sandy en Otoño 15.
 
|-
 
|-
| <samp>location</samp>
+
| <samp>ubicación</samp>
 
| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p>
 
| <p>''(optional)'' The location name the NPC should walk towards. If omitted, defaults to the [[Bus Stop|bus stop]] (if married to a player) or their default location.</p><p>'''Note:''' the game has special logic for unlockable locations. If this is JojaMart/Railroad and it's not available yet, the game gets the replacement destination from the first entry in the <samp>{{t|location}}_Replacement</samp> schedule if available; otherwise it switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>. If this is CommunityCenter and it's not available yet, the game switches to the <samp>default</samp> schedule if available, else <samp>spring</samp>.</p>
 
|-
 
|-
| <samp>tileX</samp><br /><samp>tileY</samp>
+
| <samp>baldosaX</samp><br /><samp>baldosaY</samp>
| The X and Y [[Modding:Guía del Modder/Fundamentos del juego#Baldosas|tile coordinates]] the NPC should walk towards.
+
| Las [[Modding:Guía del Modder/Fundamentos del juego#Baldosas|coordenadas]] X e Y hacia las que el PNJ debe caminar.
 
|-
 
|-
| <samp>facingDirection</samp>
+
| <samp>direcciónDeOrientación</samp>
| ''(optional)'' The direction to face after reaching the destination. The possible values are 0 (up), 1 (right), 2 (down), and 3 (left). Defaults to down.
+
| ''(opcional)'' La dirección que mirar luego de llegar a la destinación. Puede ser 0 (arriba), 1 (derecha), 2 (abajo), o 3 (izquierda). Por defecto, es abajo.
 
|-
 
|-
| <samp>animation</samp>
+
| <samp>animación</samp>
| ''(optional)'' The animation to play when the NPC reaches the destination. This must be a key that appears in the <samp>Content/Data/animationDescriptions.xnb</samp> file. Each key entry has three parts: pre animation/looping animation/post animation. The numbers on them refer to the [[Modding:NPC data#Overworld sprites|overworld sprite frame]]. The pre animation will play after arriving at the schedule point. Then the looping animation will loop until the end of schedule time. Finally, the post animation will play before moving on to the next schedule point. Note that each frame is around 120ms so duplicates of frame is used to get desired looking animation. <br /><br />There are a few special animations. <samp>sleep</samp> anywhere in an animation name causes the NPC to go to sleep (which, among other things, prevents players from gifting or talking to the NPC while the animation is active.) The specific animation <samp>NPCName_sleep</samp> (with the NPCName fully lowercased) automatically used by spouses when they turn in for the night, and by NPCs coming home from Ginger Island. <samp>square_X_Y_facing</samp> causes NPCs to make random movements in a rectangle of at most X by Y (it can be less), centered at the schedule point. They will occasionally pause and face the <samp>facing</samp> direction. <samp>change_beach</samp> and <samp>change_normal</samp> cause NPCs to change into and out of their beach outfits, and is used by Ginger Island resort schedules.
+
| ''(opcional)'' The animation to play when the NPC reaches the destination. This must be a key that appears in the <samp>Content/Data/animationDescriptions.xnb</samp> file. Each key entry has three parts: pre animation/looping animation/post animation. The numbers on them refer to the [[Modding:NPC data#Overworld sprites|overworld sprite frame]]. The pre animation will play after arriving at the schedule point. Then the looping animation will loop until the end of schedule time. Finally, the post animation will play before moving on to the next schedule point. Note that each frame is around 120ms so duplicates of frame is used to get desired looking animation. <br /><br />There are a few special animations. <samp>sleep</samp> anywhere in an animation name causes the NPC to go to sleep (which, among other things, prevents players from gifting or talking to the NPC while the animation is active.) The specific animation <samp>NPCName_sleep</samp> (with the NPCName fully lowercased) automatically used by spouses when they turn in for the night, and by NPCs coming home from Ginger Island. <samp>square_X_Y_facing</samp> causes NPCs to make random movements in a rectangle of at most X by Y (it can be less), centered at the schedule point. They will occasionally pause and face the <samp>facing</samp> direction. <samp>change_beach</samp> and <samp>change_normal</samp> cause NPCs to change into and out of their beach outfits, and is used by Ginger Island resort schedules.
 
|-
 
|-
| <samp>dialogue</samp>
+
| <samp>diálogo</samp>
| <p>''(optional)'' The dialogue the NPC should use when they reach their destination. This must be an [[Modding:Modder Guide/APIs/Content|asset name]] and entry key in this exact format (including quotes): <samp>"assetName:key"</samp>. Any slashes in the asset name should be double backslashes (<samp>\\</samp>). The format of the entry key doesn't matter, it just needs to match one in the file.</p><p>For example, <samp>"Strings\\schedules\\Abigail:Sun.000"</samp> means "open the file at <samp>Strings\schedules\Abigail.xnb</samp> and get the text of the <samp>Sun.000</samp> key".
+
| <p>''(opcional)'' The dialogue the NPC should use when they reach their destination. This must be an [[Modding:Modder Guide/APIs/Content|asset name]] and entry key in this exact format (including quotes): <samp>"assetName:key"</samp>. Any slashes in the asset name should be double backslashes (<samp>\\</samp>). The format of the entry key doesn't matter, it just needs to match one in the file.</p><p>For example, <samp>"Strings\\schedules\\Abigail:Sun.000"</samp> means "open the file at <samp>Strings\schedules\Abigail.xnb</samp> and get the text of the <samp>Sun.000</samp> key".
 
|}
 
|}
   Línea 171: Línea 171:  
<pre>1300 Town 47 87 0 "Strings\\schedules\\Abigail:marriage_Mon.001"</pre>
 
<pre>1300 Town 47 87 0 "Strings\\schedules\\Abigail:marriage_Mon.001"</pre>
   −
At 13:00 (1pm), Abigail will begin walking to tile (47, 87) in the Town location. When she reaches it, she'll face direction 0 (up) and say "''Hey, @. I like to relax here... it's so peaceful.''"
+
A las 13:00 (1pm), Abigail empezará a caminar a la baldosa (47, 87) en la ubicación Town (el pueblo). Cuando llegue, mirará a la dirección 0 (arriba) y dirá "''Ey, @. Me gusta relajarme aquí... Cuánta tranquilidad.''"
    
==Posibles problemas==
 
==Posibles problemas==
47

ediciones