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←[[模组:目录|目录]] {{翻译}} This page explains how to create and edit in-game [[Animals|farm animals]]. ==Data format== You can add or edit farm animals by editing the <samp>Data/FarmAnimals</samp> [[Modding:Editing XNB files|asset]]. This consists of a string → model lookup, where... * The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the farm animal type. * The value is a model with the fields listed below. ===Main info=== {| class="wikitable" |- ! field ! effect |- | <samp>DisplayName</samp> | A [[Modding:Tokenizable strings|tokenizable string]] for the animal type's display name. |- | <samp>House</samp> | The [[Modding:Migrate to Stardew Valley 1.6#Custom buildings|building ID]] for the main building type that houses this animal. The animal will also be placeable in buildings whose <samp>ValidOccupantTypes</samp> field contains this value. |- | <samp>Gender</samp> | ''(Optional)'' The possible genders for the animal type. Currently this only affects the text shown after purchasing the animal, like "''Great! I'll send little <name> to [his/her] new home right away''". Default <samp>Female</samp>. The possible values are: {| class="wikitable" |- ! value ! effect |- | <samp>Male</samp><br /><samp>Female</samp> | Farm animals of this type are always male or always female. |- | <samp>MaleOrFemale</samp> | The gender of each animal is randomized based on its internal unique ID. |} |} ===Animal shop=== These fields affect how this farm animal type is shown in [[Marnie's Ranch|Marnie's animal shop]]. Animals are automatically listed if they have a valid <samp>PurchasePrice</samp> value. {| class="wikitable" |- ! field ! effect |- | <samp>PurchasePrice</samp> | ''(Optional if not purchaseable)'' Half the cost to purchase the animal (the actual price is double this value), or a negative value to disable purchasing this animal type. Default -1. |- | <samp>ShopTexture</samp> | ''(Optional if not purchaseable)'' The asset name for the icon texture to show in shops. Defaults to <samp>LooseSprites/Cursors</samp> or <samp>LooseSprites/Cursors2</samp> based on the animal's position within the loaded data (but using the default isn't recommended if it's purchaseable). |- | <samp>ShopSourceRect</samp> | ''(Optional if not purchaseable)'' The pixel area within the <samp>ShopTexture</samp> to draw, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This should be 32 pixels wide and 16 high. Ignored if <samp>ShopTexture</samp> isn't set. |- | <samp>RequiredBuilding</samp> | ''(Optional)'' The building that needs to be built on the farm for this animal to be available to purchase. Buildings that are upgraded from this building are valid too. Default none. |- | <samp>UnlockCondition</samp> | ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the farm animal is available in the shop menu. Default always unlocked. |- | <samp>ShopDisplayName</samp> | ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field. |- | <samp>ShopDescription</samp> | ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none. |- | <samp>ShopMissingBuildingDescription</samp> | ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] which overrides <samp>ShopDescription</samp> if the <samp>RequiredBuilding</samp> isn't built. Defaults to none. |- | <samp>AlternatePurchaseTypes</samp> | ''(Optional)'' The possible variants for this farm animal (e.g. chickens can be Brown Chicken, Blue Chicken, or White Chicken). This consists of a list of models with these fields: {| class="wikitable" |- ! field ! effect |- | <samp>ID</samp> | The [[Modding:Common data field types#Unique string ID|unique string ID]] for is purchase type within the current list. |- | <samp>AnimalIDs</samp> | A list of animal IDs to spawn instead of the main <samp>ID</samp> field. If multiple are listed, one is chosen at random on purchase. |- | <samp>Condition</samp> | ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this variant entry is available. Default always enabled. |} If multiple are listed, the first available variant is returned. Default none. |} ===Hatching=== {| class="wikitable" |- ! field ! effect |- | <samp>EggItemIds</samp> | ''(Optional)'' A list of the [[Modding:Items|object IDs]] that can be placed in the [[incubator]] or [[Ostrich Incubator|ostrich incubator]] to hatch this animal. If the animal's <samp>House</samp> field doesn't match the current building, the entry will be ignored. Default none. |- | <samp>IncubationTime</samp> | ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes. |- | <samp>IncubatorParentSheetOffset</samp> | ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1. The vanilla values are: {| class="wikitable" |- ! offset ! [[incubator]] ! [[Ostrich Incubator|ostrich incubator]] |- | 0 | empty incubator | empty incubator |- | 1 | small white egg | large brown egg |- | 2 | small brown egg | ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite) |} |- | <samp>BirthText</samp> | ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>". |} ===Growth=== {| class="wikitable" |- ! field ! effect |- | <samp>DaysToMature</samp> | ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1. |- | <samp>CanGetPregnant</samp> | ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false. |} ===Produce=== {| class="wikitable" |- ! field ! effect |- | <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</samp> | ''(Optional)'' The items produced by the animal when it's an adult. The <samp>DeluxeProduceItemIds</samp> field only applies if the <samp>Deluxe*</samp> fields match. Both default to none. This consists of a list of models with these fields: {| class="wikitable" |- ! field ! effect |- | <samp>ItemId</samp> | The [[Modding:Items|''unqualified'' object ID]] of the item to produce. |- | <samp>Condition</samp> | ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true. |- | <samp>MinimumFriendship</samp> | ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0. |} If multiple items can be produced, one is chosen at random (with deluxe items taking priority if applicable). |- | <samp>DaysToProduce</samp> | ''(Optional)'' The number of days between item productions. For example, setting <samp>1</samp> will produce an item every day. Default 1. |- | <samp>ProduceOnMature</samp> | ''(Optional)'' Whether an item is produced on the day the animal becomes an adult. Default false. |- | <samp>FriendshipForFasterProduce</samp> | ''(Optional)'' The minimum friendship points needed to reduce the <samp>DaysToProduce</samp> by one. Defaults to no reduction based on friendship. |- | <samp>DeluxeProduceMinimumFriendship</samp> | ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200. |- | <samp>DeluxeProduceCareDivisor</samp><br /><samp>DeluxeProduceLuckMultiplier</samp> | ''(Optional)'' [[Modding:Common data field types#Quantity modifiers|Quantity modifiers]] which change the probability of producing the <samp>DeluxeProduceItemId</samp>, based on this formula: <pre> if happiness > 200: happiness_modifier = happiness * 1.5 else if happiness > 100: happiness_modifier = 0 else happiness_modifier = happiness - 100 ((friendship + happiness_modifier) / DeluxeProduceCareDivisor) + (daily_luck * DeluxeProduceLuckMultiplier) </pre> Specifically: * <samp>DeluxeProduceCareDivisor</samp> reduces the bonus from friendship and happiness, so a lower value ''increases'' the probability of producing the deluxe item. Default 1200. * <samp>DeluxeProduceLuckMultiplier</samp> increases the effect of [[Luck|daily luck]]. Default 0. For example, given a friendship of 102 and happiness of 150, the probability with the default field values will be <code>((102 + 0) / 1200) + (daily_luck * 0) = (102 / 1200) = 0.085</code> or 8.5%. See [[Animals#Produce|Animal Produce]] for more info on the calculation. |- | <samp>HarvestType</samp> | ''(Optional)'' How produced items are collected from the animal. The valid values are: {| class="wikitable" |- ! value ! effect |- | <samp>DropOvernight</samp> | The item is placed on the ground in the animal's home building overnight. |- | <samp>HarvestWithTool</samp> | The item is collected from the animal directly based on the <samp>HarvestTool</samp> field. |- | <samp>DigUp</samp> | The farm animal will dig it up randomly throughout the day. This applies the same logic as [[Pig#Produce|pigs finding truffles]], but for the current item to produce via <samp>ProduceItemIds</samp> and <samp>DeluxeProduceItemIds</samp>. |} Default <samp>DropOvernight</samp>. |- | <samp>HarvestTool</samp> | ''(Optional)'' The [[Modding:Items|tool ID]] with which produced items can be collected from the animal, if the <samp>HarvestType</samp> is set to <samp>HarvestWithTool</samp>. The values recognized by the vanilla tools are <samp>Milk Pail</samp> and <samp>Shears</samp>. Default none. |- | <samp>CanEatGoldenCrackers</samp> | ''(Optional)'' Whether players can feed this animal a golden cracker to double its normal output. Default true. |} ===Audio & Sprite=== {| class="wikitable" |- ! field ! effect |- | <samp>Sound</samp> | ''(Optional)'' The [[Modding:Audio|audio cue ID]] for the sound produced by the animal (e.g. when pet). Default none. |- | <samp>BabySound</samp> | ''(Optional)'' Overrides <samp>Sound</samp> field when the animal is a baby. Has no effect if <samp>Sound</samp> isn't specified. Default none. |- | <samp>Texture</samp> | ''(Optional)'' The asset name for the animal's spritesheet. Defaults to <samp>Animals/{{t|ID}}</samp> (like <samp>Animals/Goat</samp> for a [[goat]]). This asset must exist even if you use <samp>Skins</samp> below, since the default appearance is automatically an available skin. See [[#Spritesheet layout|spritesheet layout]]. |- | <samp>HarvestedTexture</samp> | ''(Optional)'' Overrides <samp>Texture</samp> if the animal doesn't currently have an item ready to collect (like the [[sheep]]'s sheared sprite). Default none. |- | <samp>BabyTexture</samp> | ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none. |- | <samp>UseFlippedRightForLeft</samp> | ''(Optional)'' When the animal is facing left, whether to use a flipped version of their right-facing sprite. See [[#Spritesheet layout|spritesheet layout]] for more info. Default false. |- | <samp>SpriteWidth</samp><br /><samp>SpriteHeight</samp> | ''(Optional)'' The pixel height & width of the animal's sprite (before the in-game pixel zoom). Both default to 16. |- | <samp>EmoteOffset</samp> | ''(Optional)'' A pixel offset to apply to emotes from the farm animal, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default zero. |- | <samp>SwimOffset</samp> | ''(Optional)'' A pixel offset to apply to the farm animal's sprite while it's swimming, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default <samp>"X": 0, "Y": 112</samp>. |- | <samp>Skins</samp> | ''(Optional)'' A list of alternate appearances. If specified, a skin is chosen at random when the animal is purchased or hatched based on the <samp>Weight</samp> field. The default appearance (e.g. using <samp>Texture</samp>) is automatically an available skin with a weight of 1. This consists of a list of models with these fields: {| class="wikitable" |- ! field ! effect |- | <samp>ID</samp> | The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin within the current list. |- | <samp>Weight</samp> | ''(Optional)'' A multiplier for the probability to choose this skin when an animal is purchased. For example, <samp>2.0</samp> will double the chance this skin is selected relative to the other skins. Default <samp>1.0</samp>. |- | <samp>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp> | ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value. |} |- | <samp>SleepFrame</samp> | ''(Optional)'' The sprite index in the texture to display when sleeping. Default 12. |- | <samp>UseDoubleUniqueAnimationFrames</samp> | ''(Optional)'' Whether the texture has two frames for the randomized 'unique' animation instead of one. See [[#Spritesheet layout|spritesheet layout]] for more info. Default false. The unique animation sprite indexes are: * If false: 13 (down), 14 (right), 12 (left if <samp>UseFlippedRightForLeft</samp> is false), and 15 (up). * If true: 16 (down), 18 (right), 22 (left), and 20 (up). |- | <samp>ShadowWhenBaby</samp><br /><samp>ShadowWhenBabySwims</samp><br /><samp>ShadowWhenAdult</samp><br /><samp>ShadowWhenAdultSwims</samp> | ''(Optional)'' The shadow to draw under the farm animal. The <samp>Baby</samp> fields only apply when the farm animal is a baby, and <samp>Adult</samp> fields only applies when it's an adult (e.g. a baby animal won't default to the adult fields). When the farm animal swims, it'll use the <samp>Swims</samp> variant if it's set, else default to the non-swim variant. These consist of a model with these fields: {| class="wikitable" |- ! field ! effect |- | <samp>Visible</samp> | ''(Optional)'' Whether the shadow should be drawn. Default true. |- | <samp>Offset</samp> | ''(Optional)'' A pixel offset applied to the shadow position, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default zero. |- | <samp>Scale</samp> | ''(Optional)'' The scale at which to draw the shadow. Default 2.5 (swimming baby), 3 (baby), 3.5 (swimming adult), or 4 (adult). |} |} ===Player profession effects=== {| class="wikitable" |- ! field ! effect |- | <samp>ProfessionForFasterProduce</samp> | ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Default none. |- | <samp>ProfessionForHappinessBoost</samp> | ''(Optional)'' The internal ID of a [[Skills|profession]] which makes it easier to befriend this animal. Default none. |- | <samp>ProfessionForQualityBoost</samp> | ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. Default none. |} ===Behavior=== {| class="wikitable" |- ! field ! effect |- | <samp>CanSwim</samp> | ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false. |- | <samp>BabiesFollowAdults</samp> | ''(Optional)'' Whether baby animals can follow nearby adults. Default false. |- | <samp>GrassEatAmount</samp> | ''(Optional)'' The amount of grass eaten by this animal each day. Setting it to <samp>0</samp> will disable the farm animal's hunger. Default 2. |- | <samp>HappinessDrain</samp> | ''(Optional)'' An amount which affects the daily reduction in happiness if the animal wasn't pet, or didn't have a heater in winter. Default none. |- | <samp>SellPrice</samp> | ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before it's adjusted for the animal's friendship towards the player. Default 0. The actual sell price will be this value multiplied by a number between 0.3 (zero friendship) and 1.3 (max friendship). |- | <samp>CustomFields</samp> | The [[Modding:Migrate to Stardew Valley 1.6#Custom data fields|custom fields]] for this entry. |} ===Other=== {| class="wikitable" |- ! field ! effect |- | <samp>ShowInSummitCredits</samp> | ''(Optional)'' Whether to show the farm animal in the credit scene on [[The Summit|the summit]] after the player achieves [[perfection]]. Default false. |- | <samp>StatToIncrementOnProduce</samp> | ''(Optional)'' The game stat counters to increment when the animal produces an item. Default none. This consists of a list of models with these fields: {| class="wikitable" |- ! field ! effect |- | <samp>ID</samp> | The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list. |- | <samp>StatName</samp> | The name of the stat counter field on <samp>Game1.stats</samp>. |- | <samp>RequiredTags</samp> | ''(Optional)'' A comma-delimited list of [[Modding:Items#Context tags|context tags]] required on the main input item. The stat is only incremented if the item has ''all'' of these. You can negate a tag with <samp>!</samp> (like <code>bone_item,!fossil_item</code> for bone items that aren't fossils). Defaults to always enabled. |} |- | <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</samp> | ''(Optional)'' The animal sprite's [[Modding:Modder Guide/Game Fundamentals#Tiles|tile]] size in the world when the player is clicking to pet them, specified in the form <samp>{{t|width}}, {{t|height}}</samp>. The <samp>UpDownPetHitboxTileSize</samp> applies when the animal is facing up or down, and <samp>LeftRightPetHitboxTileSize</samp> applies when facing left or right. The values can be fractional (''e.g.'' cows have a width of 1.75). Both default to a 1×1 tile. |- | <samp>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp> | ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile. |} ==Spritesheet layout== ===Explanation=== Each farm animal's spritesheet must have exactly 4 columns, and at least 5–7 rows (depending on the data fields). The sprite size depends on the [[#Audio .26 Sprite|<samp>SpriteWidth</samp> and <samp>SpriteHeight</samp>]] fields; for example, the default sprite width of 16 pixels means the spritesheet must be exactly 4 × 16 = 64 pixels wide. The expected rows are: # move down; # move right; # move up; # move left ('''only''' if <samp>UseFlippedRightForLeft</samp> is false); # unique animations 1; # unique animations 2 ('''only''' if <samp>UseDoubleUniqueAnimationFrames</samp> is true); # eat. For example, the default layout (with <samp>UseFlippedRightForLeft</samp> and <samp>UseDoubleUniqueAnimationFrames</samp> both false) is: {| class="wikitable" |- | 0 (move down 1) | 1 (move down 2) | 2 (move down 3) | 3 (move down 4) |- | 4 (move right 1) | 5 (move right 2) | 6 (move right 3) | 7 (move right 4) |- | 8 (move up) | 9 (move up) | 10 (move up) | 11 (move up) |- | 12 (''unused'') | 13 (unique down) | 14 (unique right) | 15 (unique up) |- | 16 (eat 1) | 17 (eat 1) | 18 (eat 1) | 19 (eat 1) |} When both are true, that becomes: {| class="wikitable" |- | 0 (move down 1) | 1 (move down 2) | 2 (move down 3) | 3 (move down 4) |- | 4 (move right 1) | 5 (move right 2) | 6 (move right 3) | 7 (move right 4) |- | 8 (move up) | 9 (move up) | 10 (move up) | 11 (move up) |- | 12 (move left) | 13 (move left) | 14 (move left) | 15 (move left) |- | 16 (unique down 1) | 17 (unique down 2) | 18 (unique right 1) | 19 (unique right 2) |- | 20 (unique up 1) | 21 (unique up 2) | 22 (unique left 1) | 23 (unique left 2) |- | 24 (eat 1) | 25 (eat 1) | 26 (eat 1) | 27 (eat 1) |} ===Pre-1.6 vanilla layouts=== Before Stardew Valley 1.6, there were two main spritesheet layouts depending on whether the animal lived in a [[barn]] or [[coop]]. If you want to match the previous spritesheet layouts (e.g. to update a pre-1.6 custom animal), the options to set are: <syntaxhighlight lang="js"> // for barn animals "UseFlippedRightForLeft": true, "UseDoubleUniqueAnimationFrames": false // for coop animals "UseFlippedRightForLeft": false, "UseDoubleUniqueAnimationFrames": true </syntaxhighlight> [[Category:模组]] [[en:Modding:Animal data]] [[ru:Модификации:Животные]]
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