Hellloooo! i have an great suggestion here. Simple, but could be very useful.
Could you implement a sprite rotation function? That way you could make a sprite, even the farmer, lie down, You just don't have enough pixel space to do it normally, and the farmer hair wouldn,t we look right if you did anyway (hardcoded pangles)
Just a post-calculation operation. Sprite would still be 16x32
Question! Would it be possible to add a functipon which force an outfit on the farmer? Like: AddClothes: ''tuxedo'', ''Red pants'' Argument 1 would be the short, 2nd the pants, 3 the hat, 4th the boots. We'd use the clothing name as ref. It would be useful I think, to create some cutscenes.Like, if the farmer go to the beach, you put him in a swimsuit. Or a scene just after his wedding , his tuxedo. What do you think?
Id? Dosen't coding now use the object name when it refer to something? I think that's the case for machine mods, that was the way we could go past the dreaded Json shuffles.
The game still uses IDs. The difference now is that those IDs are arbitrary strings instead of being directly tied to an index in the object spritesheet.
Love it! Resorted to creating a mod to work with the clothes, cause I hate having to take off pieces one at a time and put on the new clothes one at a time, but I also really like using the in-game clothes instead of Fashion Sense. I still need my mod, but this can be used in cutscenes, so I'm pretty stoked what people are gonna make with this. Thank you!
I was making a MEGA long cutscene ( 30 min, no joke, maybe one the the biggest ever) and I needed some custom poses for my farmer with a hardpainted tuxedo suit on him. Problem, the real clothes were in the way, I had to hack a way to make them invisible, but it kept glicthing, then I had to do map load to make them visible again.
You just solved the problem!!! Downloading that RIGHT NOW!
Any way you could make something similar for farmer poses?Like, You could create command to lose a custom spritesheet of pose, then revert it to normal after? Hmm? Maybe? Edit; OMG! There is a time skip function too! Needed that as well!!! Could there be an stamina drain function too? I was trying to cheat it by eating toxic food, but there was the hardcoded eating sound that was ruining it. YES!!!
I was thinking about stamina, I'll take a look at it. I didn't understand a bit about the farmer's poses. I didn't have much contact with them, the standard ones are enough for me. If you could describe in more detail with examples what you need, I could try to do it. Also, if you have other interesting ideas for the teams, I can try to implement them.
Okay, ideas.....a ton actually. I'm gonna be a bit technical, and there will be a wall of text, my apologies.
- Give farmer speech bubbles! the farmer can't have speech bubbles, actually. Only workaround I found for this is using an invisible actor who has speech bubble and place it under the farmer. Works, sure, but needlessly complicated. - The farmer name! You can place the farmer name in the text boxes with @, but not in speech bubbles, just gives an arrow symbol. Maybe you could solve that?
- NPC Sprite and farmer sprite transparency! Pretty self-explanatory. I don't think there a way for that. That should be doable, no?I did try a workaround by creating a duplicate sprite with an alpha level in the file. And overlayed it ABOVE the farmer ( to make it look inbetween). But because of the layering issue ( mentioned below) I have to create a significant, yet precise offset to it.Otherwise both will look below him
- Layering control. When decided which sprites is shown on top of which, SDV decided which is on top based on the grid, but if they are together, on the same Y line, it bases itself on the sprite offset.
Allow me to explain, you want two sprite to make a passionate kiss. They are both on the same Y line, they get closer, , but when you offst them to kiss, you want the girl sprite to be above the guy, even though you want them to visually look on the same level, it require a LOT of minutia in offsetting to make sure it dosen't break and flip the layering.
It's a bit hard to explain, but this is a problem compounded by framer sprite ( which I'll go into detail later, famer sprite are a pain to work with).
Another way this problem can go would be with displaying images. The is a way to show temporary actor to show picture or image, like cutscnes and all, but unless they are on a pure black background, you run the risk of some furniture or object overlaying ABOVE the picture.
Same goes for beds. Normally, the farmer goes UNDER the covers, But if you want him above,l ayering causes problem ( only the polyamory mod has a workaround, but it assume a manual control by the player for the cutscne). If there was therefore a way for layering to make sure : sprite A goes above sprite B until told otherwise. or Actor Z is above everything ( like, layer 10000000000000). Does that make sense?
- Custom farmer poses file. As I mentioned before. farmer poses are....tricky. Their hardcodedness make everything difficult, as they don;t work like NPC sprites. You CAN edit them, but you can't add new ones. and you have to make sure the new poses is perfectly matched with the original hair position and orientation, because THAT is also hardcoded. (Some of them even have hardcoded sound effect linked to them. To me forever to understand why I kept hearing a food munching noise during the cutscene.)
As such, if you want new poses ( i do) ( imagine a farmer kneeling and proposing, for instance), you have to redraw your farmer the way you want using a poses that more or less match what you want. Not only you quickly run out ( trust me, you really do) , but it's a MASSIVE pain to take account the offset between poses. ( like, you want to go from pose A to pose B, but because you were forced to use slots of existing poses with specific hair placement, there a 10 pixel displacement between the two, which mean you have to add an offset of 10 pixel each time you switch to the animation doesn't break, and thats just for one pose, it end up being VERY annoying, the testing time skyrocket).
And of course, another main issue is the fact you're editing regular poses, which mean after the cutscene you are stuck with thoses. And farmer poses ( maybe they fixed it in the latest update, not sure, but it WAS a known problem) CANNOT be reloaded mid game.Much less Mid-cutscene. Try dancing tango through jojamart cause you no longer have regular walking animation! Or kneeling when you try to fish!
So, if you could load a custom farmer pose sheet.Just for the occasion, that wuld be great.
I know there IS a mod call custom farmer spritesheet, which does something similar, but it has one BIG weakness, it's a common file.
It dosen't do this for a per mod.SO unless ALL modder agrees on which slots are for who, it won't work. If you could implement such a feature, but have the details in a specific json file to do it, each mod could load it's OWN farmer spritesheet independently, and have limitless farmer poses.
-Dual coordinate math work system. Now, this one might be tricky.Probaby undoable.But As long as I'm here, might as well suggest. My cutscene happen in the farmhouse. But i cannot assume the layout of the furniture, or which custom farmhouse mod player are using.
if I want the cutscne to happen at a specific point in the house, I the player the option to say WHERE that point is located( A, B). And then I tell my code warp farmer to A+1,B-1 ( for instance), and NPC1 to A-1, B-2 Problem is, I can't. All i can do is make a truckload of math, saying Z=A+1, M=b-1, U=A-1,L=B-2 in the header at the beggining of my file. Warp farmer to Z,M, Warp NPC2 to U,L Add that for every single point in the cutscene they warp ( also including the invisible farmer too for speech bubbles).
Just being able to use math in the actual cutscene instead of the header would save so much trouble.
I have a lot of others things i would suggest actualy, but i'd have to check my code again to see what would be needed.( not home rn). I'll come back tommorow.Perhaps with more practical details that will make more sense.
At any rate, sorry about the wall of text. And i realize i rambled a lot. Ask me precision about what is fuzzy.Perhaps i could send you exemples directly if there is a discord or a place i could contact you team?
Either way, your mod is already a MASSIVE help.
TLDR: - Speech bubbles for farmer,transparency factor, force layer control, custom farmer poses spritesheet loading, math operation in the cutscene.
16 comments
[SMAPI] --------------------------------------------------
[SMAPI] 无法将这些mod添加到您的游戏中。
[SMAPI] - BetterEventsCore 1.0.0-29569-1-0-0-1732094443 \ BetterEvents \ BetterEventsCore,因为分析其清单失败:
Newtonsoft。json。jsonReaderException: 无法解析C:\ Program Files中的JSON文件 (x86)\ Steam \ steamapps \ common \ Stardew Valley \ Mods \ BetterEventsCore 1.0.0-29569-1-0-0-1732094443 \ BetterEvents \ BetterEventsCore \ 清单。json。这似乎不是有效的JSON。在文本中找到卷曲的引号; 请注意,JSON中只允许使用直引号。
技术细节: 无效的属性标识符字符: “。路径 “版本”,第5行,位置1。
在StardewModdingAPI。工具包。序列化。jsonHelper。readJsonFileIfExists [TModel](String fullPath,TModel & result) 位于/home/pathoschild/git/SMAPI/src/SMAPI中。工具包/序列化/JsonHelper。cs: 第86行
在StardewModdingAPI。工具包。框架。模式扫描。modScanner。/home/pathoschild/git/SMAPI中的ReadFolder(DirectoryInfo root、DirectoryInfo searchFolder、Boolean useCaseInsensitiveFilePaths)。工具包/框架/ModScanning/ModScanner。cs: 线路161
i have an great suggestion here. Simple, but could be very useful.
Could you implement a sprite rotation function?
That way you could make a sprite, even the farmer, lie down, You just don't have enough pixel space to do it normally, and the farmer hair wouldn,t we look right if you did anyway (hardcoded pangles)
Just a post-calculation operation. Sprite would still be 16x32
Whaddya say?
Would it be possible to add a functipon which force an outfit on the farmer?
Like: AddClothes: ''tuxedo'', ''Red pants''
Argument 1 would be the short, 2nd the pants, 3 the hat, 4th the boots.
We'd use the clothing name as ref.
It would be useful I think, to create some cutscenes.Like, if the farmer go to the beach, you put him in a swimsuit.
Or a scene just after his wedding , his tuxedo.
What do you think?
Dosen't coding now use the object name when it refer to something?
I think that's the case for machine mods, that was the way we could go past the dreaded Json shuffles.
Can't work with the outfit name?
The difference now is that those IDs are arbitrary strings instead of being directly tied to an index in the object spritesheet.
YES
YES!THANK YOU SO MUUUCH!
I was making a MEGA long cutscene ( 30 min, no joke, maybe one the the biggest ever) and I needed some custom poses for my farmer with a hardpainted tuxedo suit on him. Problem, the real clothes were in the way, I had to hack a way to make them invisible, but it kept glicthing, then I had to do map load to make them visible again.
You just solved the problem!!!
Downloading that RIGHT NOW!
Any way you could make something similar for farmer poses?Like, You could create command to lose a custom spritesheet of pose, then revert it to normal after? Hmm? Maybe?
Edit; OMG! There is a time skip function too! Needed that as well!!!
Could there be an stamina drain function too? I was trying to cheat it by eating toxic food, but there was the hardcoded eating sound that was ruining it.
YES!!!
I didn't understand a bit about the farmer's poses. I didn't have much contact with them, the standard ones are enough for me. If you could describe in more detail with examples what you need, I could try to do it.
Also, if you have other interesting ideas for the teams, I can try to implement them.
I'm gonna be a bit technical, and there will be a wall of text, my apologies.
- Give farmer speech bubbles!
the farmer can't have speech bubbles, actually. Only workaround I found for this is using an invisible actor who has speech bubble and place it under the farmer. Works, sure, but needlessly complicated.
- The farmer name!
You can place the farmer name in the text boxes with @, but not in speech bubbles, just gives an arrow symbol. Maybe you could solve that?
- NPC Sprite and farmer sprite transparency!
Pretty self-explanatory. I don't think there a way for that. That should be doable, no?I did try a workaround by creating a duplicate sprite with an alpha level in the file. And overlayed it ABOVE the farmer ( to make it look inbetween). But because of the layering issue ( mentioned below) I have to create a significant, yet precise offset to it.Otherwise both will look below him
- Layering control. When decided which sprites is shown on top of which, SDV decided which is on top based on the grid, but if they are together, on the same Y line, it bases itself on the sprite offset.
Allow me to explain, you want two sprite to make a passionate kiss. They are both on the same Y line, they get closer, , but when you offst them to kiss, you want the girl sprite to be above the guy, even though you want them to visually look on the same level, it require a LOT of minutia in offsetting to make sure it dosen't break and flip the layering.
It's a bit hard to explain, but this is a problem compounded by framer sprite ( which I'll go into detail later, famer sprite are a pain to work with).
Another way this problem can go would be with displaying images. The is a way to show temporary actor to show picture or image, like cutscnes and all, but unless they are on a pure black background, you run the risk of some furniture or object overlaying ABOVE the picture.
Same goes for beds. Normally, the farmer goes UNDER the covers, But if you want him above,l ayering causes problem ( only the polyamory mod has a workaround, but it assume a manual control by the player for the cutscne).
If there was therefore a way for layering to make sure : sprite A goes above sprite B until told otherwise. or Actor Z is above everything ( like, layer 10000000000000).
Does that make sense?
- Custom farmer poses file. As I mentioned before. farmer poses are....tricky. Their hardcodedness make everything difficult, as they don;t work like NPC sprites. You CAN edit them, but you can't add new ones. and you have to make sure the new poses is perfectly matched with the original hair position and orientation, because THAT is also hardcoded. (Some of them even have hardcoded sound effect linked to them. To me forever to understand why I kept hearing a food munching noise during the cutscene.)
As such, if you want new poses ( i do) ( imagine a farmer kneeling and proposing, for instance), you have to redraw your farmer the way you want using a poses that more or less match what you want. Not only you quickly run out ( trust me, you really do) , but it's a MASSIVE pain to take account the offset between poses. ( like, you want to go from pose A to pose B, but because you were forced to use slots of existing poses with specific hair placement, there a 10 pixel displacement between the two, which mean you have to add an offset of 10 pixel each time you switch to the animation doesn't break, and thats just for one pose, it end up being VERY annoying, the testing time skyrocket).
And of course, another main issue is the fact you're editing regular poses, which mean after the cutscene you are stuck with thoses.
And farmer poses ( maybe they fixed it in the latest update, not sure, but it WAS a known problem) CANNOT be reloaded mid game.Much less Mid-cutscene.
Try dancing tango through jojamart cause you no longer have regular walking animation! Or kneeling when you try to fish!
So, if you could load a custom farmer pose sheet.Just for the occasion, that wuld be great.
I know there IS a mod call custom farmer spritesheet, which does something similar, but it has one BIG weakness, it's a common file.
It dosen't do this for a per mod.SO unless ALL modder agrees on which slots are for who, it won't work. If you could implement such a feature, but have the details in a specific json file to do it, each mod could load it's OWN farmer spritesheet independently, and have limitless farmer poses.
-Dual coordinate math work system.
Now, this one might be tricky.Probaby undoable.But As long as I'm here, might as well suggest.
My cutscene happen in the farmhouse. But i cannot assume the layout of the furniture, or which custom farmhouse mod player are using.
if I want the cutscne to happen at a specific point in the house, I the player the option to say WHERE that point is located( A, B). And then I tell my code warp farmer to A+1,B-1 ( for instance), and NPC1 to A-1, B-2
Problem is, I can't.
All i can do is make a truckload of math, saying Z=A+1, M=b-1, U=A-1,L=B-2 in the header at the beggining of my file.
Warp farmer to Z,M, Warp NPC2 to U,L
Add that for every single point in the cutscene they warp ( also including the invisible farmer too for speech bubbles).
Just being able to use math in the actual cutscene instead of the header would save so much trouble.
I have a lot of others things i would suggest actualy, but i'd have to check my code again to see what would be needed.( not home rn). I'll come back tommorow.Perhaps with more practical details that will make more sense.
At any rate, sorry about the wall of text. And i realize i rambled a lot. Ask me precision about what is fuzzy.Perhaps i could send you exemples directly if there is a discord or a place i could contact you team?
Either way, your mod is already a MASSIVE help.
TLDR:
- Speech bubbles for farmer,transparency factor, force layer control, custom farmer poses spritesheet loading, math operation in the cutscene.
But is it possible to remove, I mean, maybe, some villagers', you know
if you need nude girls use Nude Girls
wonder what mods are comin up for this??
can't wait :3