Modding:Datos de horarios

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Esta página explica cómo funcionan los horarios de PNJs, lo que determina a dónde va un PNJ (y qué hacen al llegar). Esta es una guía avanzada para desarrolladores de mods.

Raw data

La información de horarios es guardada en Content/Characters/schedules/*.xnb (uno para cada personaje), los que pueden ser descomprimidos para editar. Como ejemplo, esta es la información de Abigail (de la versión 1.5.1):

Data 
{
  "rain": "900 SeedShop 9 5 0/1100 SeedShop 13 20 0/1300 SeedShop 39 5 0/1500 SeedShop 7 9 2/1900 SeedShop 6 4 0/2200 SeedShop 1 9 3 abigail_sleep",
  "rain2": "900 SeedShop 34 5 0/1100 SeedShop 9 17 3/1400 Saloon 42 17 2 abigail_sit_down/2000 SeedShop 1 9 3 abigail_sleep",
  "winter_15": "900 SeedShop 39 5 0/1030 ScienceHouse 5 19 1/1430 Beach 30 34 2 \"Strings\\schedules\\Abigail:winter_15.000\"/2400 SeedShop 1 9 3 abigail_sleep",
  "marriage_Mon": "830 SeedShop 6 19 0 \"Strings\\schedules\\Abigail:marriage_Mon.000\"/1300 Town 47 87 0 \"Strings\\schedules\\Abigail:marriage_Mon.001\"/1700 Saloon 33 18 0 \"Strings\\schedules\\Abigail:marriage_Mon.002\"/2030 BusStop -1 23 3",
  "marriage_Fri": "800 SeedShop 36 9 0 \"Strings\\schedules\\Abigail:marriage_Fri.000\"/1100 Mountain 49 31 2 abigail_flute/1500 Saloon 42 17 2 abigail_sit_down \"Strings\\schedules\\Abigail:marriage_Fri.001\"/2030 BusStop -1 23 3",
  "fall_Mon": "900 SeedShop 10 5 0/1100 Beach 13 39 2/1800 SeedShop 1 9 3 abigail_sleep",
  "6": "900 SeedShop 39 5 0/1030 SeedShop 2 20 3/1500 Mountain 46 23 2 abigail_flute/2000 SeedShop 1 9 3 abigail_sleep",
  "16": "GOTO 6",
  "spring_4": "900 SeedShop 11 5 0 \"Strings\\schedules\\Abigail:spring_4.000\"/1230 Hospital 13 14 0 \"Strings\\schedules\\Abigail:spring_4.001\"/1330 Hospital 4 6 1 \"Strings\\schedules\\Abigail:spring_4.002\"/1600 SeedShop 10 5 0/2000 SeedShop 1 9 3 abigail_sleep",
  "Sun": "900 SeedShop 4 5 0/1030 SeedShop 20 5 1 \"Strings\\schedules\\Abigail:Sun.000\"/1300 Forest 14 40 2/2000 SeedShop 1 9 3 abigail_sleep",
  "11_6": "GOTO spring",
  "25_6": "GOTO spring",
  "11": "NOT friendship Sebastian 6/1000 SebastianRoom 5 4 2 abigail_sit_down/1700 SeedShop 1 9 3 abigail_sleep",
  "25": "NOT friendship Sebastian 6/GOTO 11",
  "Wed": "1000 ArchaeologyHouse 11 9 0/1800 Town 47 87 0/2200 SeedShop 1 9 3 abigail_sleep",
  "Fri": "900 SeedShop 34 5 0/1100 SeedShop 9 17 3/1500 Saloon 42 17 2 abigail_sit_down/2100 SeedShop 1 9 3 abigail_sleep",
  "fall": "900 SeedShop 39 5 0/1030 SeedShop 2 20 3/1300 BusStop 22 5 2/1700 SeedShop 3 6 0 abigail_videogames/1930 SeedShop 1 9 3 abigail_sleep",
  "winter": "900 SeedShop 39 5 0/1030 ScienceHouse 5 19 1/1430 SeedShop 3 6 0 abigail_videogames/1930 SeedShop 1 9 3 abigail_sleep",
  "summer": "900 SeedShop 39 5 0/1030 Railroad 30 45 0/1400 Mountain 49 31 1/1740 SeedShop 3 6 0 abigail_videogames/1930 SeedShop 1 9 3 abigail_sleep",
  "spring": "900 SeedShop 39 5 0/1030 SeedShop 2 20 3/1300 Town 73 54 2/1630 SeedShop 3 6 0 abigail_videogames/1930 SeedShop 1 9 3 abigail_sleep"
}

Clave/nombre de horario

Cada horario tiene un nombre, para decidir cuándo se aplica. Debe seguir el siguiente formato (no es dinámico). Si múltiples horarios coinciden, el juego usará el primero de estos.

Notas:

  • La mayoría de texto diferencia las mayúsculas (e.j., Mon no es lo mismo que mon).
  • El juego decide cómo elegir horarios usando NPC::getSchedule.

Horarios de matrimonio

Éstos se aplican si un PNJ se casa con un/a jugador/a. Los PNJs casados no usan otras claves. Si las claves no coinciden, el personaje no tendrá un horario ese día.

síntax summary
marriage_<temporada>_<día del mes> Se aplica en el día dado.
Ejemplo: marriage_spring_26
marriageJob Usado por Harvey (y Maru) los Martes/Jueves, y por Penny los Martes/Miércoles/Viernes.
marriage_<día de la semana> Se aplica ese día si no está lloviendo.
Ejemplo: marriage_Mon
Robin building.png
Todavía tengo mucho trabajo por hacer
— Robin

Traducción incompleta

Este artículo o sección no ha sido completamente traducido al español. Le invitamos a ayudar en su construcción editándolo
Ultima Edición por Mistyspring en 2023-01-26 21:50:00.


Horarios normales

Estos horarios aplican para cualquier PNJ (que no se case contigo). Si ninguna clave coincide, no tendrán un horario ese día.

syntax summary
<temporada>_<día del mes> Se aplica el día dado.
Ejemplo: spring_15
<día del mes>_<hearts> Se aplica en ese día del mes si cualquier jugador tiene esa cantidad de amistad con el PNJ. Si múltiples coinciden, se usa la que tenga la mayor cantidad de corazones.
Ejemplo: 11_6
<día del mes> Se aplica en ese día del mes.
Ejemplo: 16
bus Sólo para Pam, se aplica si se repara el bus.
rain2 50% de aplicarse los días de lluvia.
rain Se aplica en días de lluvia.
<temporada>_<día de la semana>_<hearts> Se aplica en esa temporada y día de la semana, si cualquier jugador tiene esa cantidad de amistad con el PNJ. Si múltiples coinciden, se usa la que tenga la mayor cantidad de corazones.
Ejemplo: spring_Mon_6
<temporada>_<día de la semana> Se aplica en esa temporada y día de la semana.
Ejemplo: spring_Mon
<día de la semana> Se aplica ese día de la semana.
Ejemplo: Mon
<temporada> Se aplica en esa temporada.
Ejemplo: spring
spring_<día de la semana> Se aplica (en cualquier temporada) en ese día de la semana.
Ejemplo: spring_Mon
<temporada>_<día de la semana>_<corazones> Se aplica en esa temporada, si cualquier jugador tiene esa cantidad de amistad con el PNJ. Si múltiples coinciden, se usa la que tenga la mayor cantidad de corazones.
Ejemplo: spring_Mon_6
spring Siempre se usa. También es el horario por defecto en algunos casos. NO ELIMINAR- CAUSARÁ PROBLEMAS EN EL JUEGO.
default También usada por defecto. No hay problema si ésta no existe, se usará spring en vez.

Schedule script

Each schedule entry value has an arbitrary number of slash-delimited schedule commands matching one of the formats below.

Initial commands

A script may have one initial command as the first field in the script, before the first / character. The GOTO command can also appear in the next two fields after MAIL, or the next field after NOT.

command description
GOTO <key> (Note: this line only applies if GOTO is the first command. If it's not, see GOTO below.)
End the current script and load the schedule with the given key instead. The key does not need to be one of the standard keys and can be any arbitrary string. If the key is "season", the current season name is used instead. If the schedule doesn't exist or can't be parsed, the spring schedule will be used instead.
Example: GOTO spring
NOT friendship <npc name> <hearts> End the current script if any player does have at least that many hearts with any of the named NPCs (can list multiple). If the script is ended, the spring schedule is used instead.
Example: NOT friendship Sebastian 6 Abigail 3 (script ends if any player has 6+ hearts with Sebastian and/or 3+ hearts with Abigail).
NOT Command ignored if the next word is not friendship.
MAIL <letter ID> Runs the next command if the player did not receive the given letter ID or world state ID (see HasFlag in the Content Patcher documentation); else continues from the command after that.
Example: MAIL ccVault/GOTO spring/GOTO summer (runs GOTO summer if the bus is repaired, or GOTO spring if it isn't; not limited to GOTO commands).
GOTO <key> (Note: this line only applies if GOTO is after NOT or MAIL. If it's not, see GOTO above.)
End the current script and load the schedule with the given key instead. If the key is "season", the current season name is used instead. If the key is "NO_SCHEDULE", the NPC has no schedule for the day. If the schedule doesn't exist or can't be parsed, the game crashes (or shows an error if playing with SMAPI).
Example: GOTO NO_SCHEDULE

Schedule points

The rest of the schedule script consists of slash-delimited entries, each containing space-separated fields which specify a start time, destination, and what to do when the NPC reaches it:

<time> [location] <tileX> <tileY> [facingDirection] [animation] [dialogue]

If the location 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 animation and dialogue, but you can't skip facingDirection and then specify animation and dialogue). The exception is dialogue. The dialogue can be specified without the animation.

field description
time 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 'a' 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.

In the unmodified game, this is only used to synchronise Emily's and Sandy's schedules on Fall 15.

location

(optional) The location name the NPC should walk towards. If omitted, defaults to the bus stop (if married to a player) or their default location.

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 <location>_Replacement schedule if available; otherwise it switches to the default schedule if available, else spring. If this is CommunityCenter and it's not available yet, the game switches to the default schedule if available, else spring.

tileX
tileY
The X and Y tile coordinates the NPC should walk towards.
facingDirection (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.
animation (optional) The animation to play when the NPC reaches the destination. This must be a key that appears in the Content/Data/animationDescriptions.xnb file. Each key entry has three parts: pre animation/looping animation/post animation. The numbers on them refer to the 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.

There are a few special animations. sleep 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 NPCName_sleep (with the NPCName fully lowercased) automatically used by spouses when they turn in for the night, and by NPCs coming home from Ginger Island. square_X_Y_facing 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 facing direction. change_beach and change_normal cause NPCs to change into and out of their beach outfits, and is used by Ginger Island resort schedules.
dialogue

(optional) The dialogue the NPC should use when they reach their destination. This must be an asset name and entry key in this exact format (including quotes): "assetName:key". Any slashes in the asset name should be double backslashes (\\). The format of the entry key doesn't matter, it just needs to match one in the file.

For example, "Strings\\schedules\\Abigail:Sun.000" means "open the file at Strings\schedules\Abigail.xnb and get the text of the Sun.000 key".

For example, consider this schedule entry in Abigail's schedule:

1300 Town 47 87 0 "Strings\\schedules\\Abigail:marriage_Mon.001"

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."

Posibles problemas

  • Usar la hora 600 (inicio del día) puede no funcionar. Intenta usar 610 si quieres que algo pase en la mañana, y si el PNJ no se mueve después de las 600.