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jsonassets's Introduction

Json Assets is a Stardew Valley mod which allows custom objects to be added to the game.

This documentation is for modders. If you're a player, see the Nexus page instead.

Contents

Install

  1. Install the latest version of SMAPI.
  2. Install the latest version of JsonAssets.
  3. Install the latest version of SpaceCore.
  4. Unzip any Json Assets content packs into Mods to install them.
  5. Run the game using SMAPI.

Introduction

What is Json Assets?

Json Assets allows you to add custom objects to the game without having to create a SMAPI mod or altering vanilla files. Currently, Json Assets supports the following types of items:

  • Crops
  • Fruit Trees
  • Recipes
  • Craftables (16x16)
  • Big-Craftables (16x32)
  • Hats (20x80)
  • Weapons (16x16)
  • Shirts & Pants
  • Boots (16x16)
  • Tailoring Recipes
  • Fences

Examples of how to set up all types of objects can be found in the PPJA Resource Collection. I also highly recommend looking up preexisting content packs for further examples:

Things to Note Before You Start

  • SkillUnlockName & SkillUnlockLevel are valid but it is not recommended to use them. This adds the recipe to the level up menu, which only can handle a very small number of new recipes before the player cannot click to the next day screen. If you want your recipe to unlock via a skill/level up it is recommended to send the recipe via mail using Mail Framework Mod instead.
  • Example packs are listed above and should be used as a reference. If you're unsure of how something works it is recommended that you check out a preexisting pack. Every feature for JA more or less has an example floating around somewhere.

Companion Mods

Json Assets is a great tool if you want to add one of the above objects, but there are other frameworks out there that pair well with Json Assets:

Basic Features

Overview

There are nine main folders you are likely to see when downloading Json Asset content packs:

  • BigCraftables
  • Crops
  • FruitTrees
  • Objects
  • Hats
  • Weapons
  • Shirts
  • Pants
  • Boots
  • Tailoring
  • Fences

You will also see a manifest.json for SMAPI to read (see content packs on the wiki). Each of these folders contains subfolders that at minimum contains a json and a png.

BigCraftables

Big craftables are objects like scarecrows that are 16x32.

A big craftable subfolder is a folder with these files:

  • a big-craftable.json;
  • a big-craftable.png; Size: 16x32

The big-craftable.json contains these fields:

field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Price How much your item sells for.
Description Description for what this does. Note if it does anything special like provide light.
ProvidesLight On/Off switch for if it provides light or not. Set to true or false.
Recipe Begins the recipe block.
ResultCount How many of the product does the recipe produce. The game does not handle this correctly for BigCraftables, so it should generally be limited to 1.
Ingredients If using a vanilla object, you will have to use the objects ID number. If using a custom object added by Json Assets, you will have to use the name. Ex. "Honeysuckle".
Object & Count Fields that are part of Ingredients. You can add up to five different ingredients to a recipe. Object fields that contain a negative value are the generic ID. Example: Rather than using a specific milk, -6 allows for any milk to be used.
IsDefault (optional) Setting this to true will have the recipe already unlocked. Setting this to false (or excluding this field) will require additional fields specifiying how to obtain the recipe:
CanPurchase Set this to true if IsDefault is set to false or excluded from the json.
PurchaseFrom Who you can purchase the recipe from. Valid entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. If an NPC isn't listed here they can't be used. Pierre is the default vendor.
PurchasePrice How much you can purchase the recipe for.
PurchaseRequirements See Event Preconditions. If you do not want to have any PurchaseRequirements set this to null.
SkillUnlockName (optional) The name of the skill required for unlock.
SkillUnlockLevel (optional) The level, 1 - 9, required to unlock. Level 10 does not currently work for BigCraftables.
ReserveNextIndex (optional) Used for animations with PFM. Set to true or false. Reserves 1 index. Useful for machines that work like the Charcoal Kiln. Cannot be used with ReserveExtraIndexCount.
ReserveExtraIndexCount (optional) Used for animations with PFM. Set to the number of additional frames needed. See Machine Animations for more information. Cannot be used with ReserveNextIndex.
EnableWithMod (optional) Enables the craftable when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the craftable when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Big Craftables do not support gift tastes.

Machine Animations

ReserveExtraIndexCount is used primarily for big-craftable machines. It may also be useful for a SMPAI mod that utilizes chest animation. Unlike CFR, each frame of the machine will need to be it's own image. Starting with big-craftble, big-craftable-2 big-craftable-3 and so on. big-craftable (no numbers) is considered to be 0 in the index. So for our example of the Alembic, there is the starting frame and then 7 additional frames afterwards for the animation.

Here is a preview of the folder contents Imgur

Example:

{
    "Name": "Alembic",
    "Description": "Distills flowers, fruits, herbs, and vegetables into essential oils.",
    "Price": 1,
    "ProvidesLight": false,
    "ReserveExtraIndexCount": 7,
    "Recipe":
    {
        "ResultCount": 1,
        "Ingredients": [
        {
            "Object": 334,
            "Count": 5,
        },
        {
            "Object": 766,
            "Count": 50,
        },
        {
            "Object": 709,
            "Count": 10,
        }, ],
        "CanPurchase": false,
    },
}

If you want an image to constantly animate you will need to use the Content Patcher API.

Expand for more information on PFM useage

When using with PFM in the producersConfig.json this information would translate to:

{
    "ProducerName": "Alembic", 
    "AlternateFrameProducing": false, 
    "AlternateFrameWhenReady": false, 
    "DisableBouncingAnimationWhileWorking": true, // Disables defualt bouncing animation
    "ProducingAnimation": { 
            "RelativeFrameIndex": [1,2,3,4,5,6], //big-craftable-2 through big-craftable-7
            "FrameInterval": 10 
        },
        "ReadyAnimation": 
        {
          "RelativeFrameIndex": [7], // big-craftable-8
      },
  },

This is mentioned because JA & PFM indexs are one off of each other. big-craftable is your idle animation. big-craftable-2 through big-craftable-7 are your ProducingAnimation RelativeFrameIndex. Finally big-craftable-8 is your ReadyAnimation RelativeFrameIndex. You can have less or more than 8 big-craftable just keep in mind to bump each number down one.

Crops

A crop subfolder is a folder with these files:

  • a crop.json;
  • a crop.png; Size: 128x32
  • a seeds.png; Size: 16x16
  • (optional) a giant.png; Size: 48x63 See Giant Crops for more information.
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Price How much your item sells for.
Product Determines what the crop produces. This will correspond to a folder with the same name in Objects (ex. Both folders will be named "Honeysuckle"). (optional) You can produce vanilla items. Instead of a named object you will use the objects ID number and not include a corresponding Objects folder.
SeedName The seed name of the crop. Typically crop name + seeds or starter.
SeedDescription Describe what season you plant these in. Also note if it continues to grow after first harvest and how many days it takes to regrow.
Type Vanilla types are Flower, Fruit, Vegetable, Gem, Fish, Egg, Milk, Cooking, Crafting, Mineral, Meat, Metal, Junk, Syrup, MonsterLoot, ArtisanGoods, AnimalGoods, Greens, and Seeds.
SeedSellPrice How much the seeds sell for.
CropType Available types are Normal, IndoorsOnly, and Paddy. If no CropType is specified (largely affecting pre-SDV1.4 crops) Normal is the default. IndoorsOnly means it can only grow when inside (greenhouse or garden pot). Paddy means it follows the same rules as rice (SDV1.4) and does not need watered if planted around a water source.
Seasons Seasons must be in lowercase and in quotation marks, so if you want to make your crop last all year, you'd put in "spring", "summer", "fall", "winter".
Phases Determines how long each phase lasts. Crops can have 2-5 phases, and the numbers in phases refer to how many days a plant spends in that phase. Seeds do not count as a phase. If your crop has regrowth, the last number in this set corresponds to how many days it takes for the crop to regrow. Ex. [1, 2, 3, 4, 3] This crop takes 10 days to grow and 3 days to regrow.
RegrowthPhase If your plant is a one time harvest set this to -1. If it does, this determines which sprite the regrowth starts at. I typically recommend the sprite right before the harvest. Requires additional sprite at the end of the crop.png
HarvestWithScythe Set to true or false.
TrellisCrop Set to true or false. Determines if you can pass through a crop or not. Flowers cannot grow on trellises and have colors.
Colors Colors use RGBA for color picking, set to null if your plant does not have colors.
Bonus This block determines the chance to get multiple crops.
MinimumPerHarvest Minimum number of crops you will get per harvest. Must be one or greater.
MaximumPerHarvest Maximum number of crops you will get per harvest. Must be one or greater. Recommended not to exceed 10.
MaxIncreasePerFarmLevel How many farming skill experience points you get from harvesting.
ExtraChance Value between 0 and 1.
SeedPurchasePrice How much you can purchase seeds for.
SeedPurchaseFrom Who you can purchase seeds from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Pierre is the default vendor.
SeedPurchaseRequirements See Event Preconditions. If you do not want to have any SeedPurchaseRequirements set this to null.
EnableWithMod (optional) Enables the crop when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the crop when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Facts about Custom Crops:

  • Sprites are 32px tall and there are 2 per row. Vanilla Tilesheets\crops is 256 x 672 px
  • JA starts numbering crops at ID 100, and the first sprites are placed at 0,1600.

Giant Crops

Giant crops work the same way as vanilla giant crops. It is not recommended to make regrowable crops have a giant variant as once they become giant and are harvested they will not replant themselves. This is not a bug and is intended behavior. Mods that include giant regrowable crops should include a disclaimer so users are aware that they may lose their regrowing crops. Below is a sample disclaimer created by SpringsSong:

"Giant Crops were never meant to be regrown, they were meant to be a one-off of the crop when the proper conditions were met. If you use the regrowing crops variant of these giant crops, you will lose your crops when you harvest them. This is intentional, not a bug, and will not be fixed."

Giant crops are 48x63. Custom giant crops need to be placed inside the corresponding Crops folder and named giant.png.

If you're looking to expand the vanilla giant crop offering you'll need to use More Giant Crops.

FruitTrees

A fruit trees subfolder is a folder with these files:

  • a tree.json;
  • a tree.png; Size: 432x80
  • a sapling.png; Size: 16x16
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Price How much your item sells for.
Product Determines what the fruit tree produces. This will correspond to a folder with the same name in Objects (ex. Both folders will be named "Honeysuckle"). (optional) You can produce vanilla items. Instead of a named object you will use the objects ID number and not include a corresponding Objects folder.
SaplingName The name of the sapling, typically product + sapling.
SaplingDescription The description of the sapling, often sticks to vanilla format: Takes 28 days to produce a mature product tree. Bears type in the summer. Only grows if the 8 surrounding "tiles" are empty.
Season Season must be in lowercase and in quotation marks. Fruit trees can support only one season.
SaplingPurchasePrice Determines how much the sapling can be purchased for.
SaplingPurchaseFrom Who you can purchase saplings from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor.Pierre is the default vendor.
SaplingPurchaseRequirements See Event Preconditions. If you do not want to have any SaplingPurchaseRequirements set this to null.
EnableWithMod (optional) Enables the fruit tree when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the fruit tree when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Facts about Custom Trees:

  • Sprites are 80px tall and there is only 1 tree per row. Vanilla Tilesheets\fruitTrees has partial sprites for a 7th tree and is 432 x 560 px
  • JA starts numbering its trees at ID 10, and the first sprites are placed at 0,800.

Objects

Crop and Fruit Tree Objects

Unless your crop or fruit tree is producing a vanilla item, it will need to have a corresponding folder in Objects

An object subfolder for crops & fruit trees is a folder that contains these files:

  • an object.json;
  • an object.png; Size: 16x16
  • (optional) a color.png; Size: 16x16, this will be a grayscale version of the part you want colored. See Mizu's Flowers for an example.
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Price How much your item sells for.
Description Description of the product.
Category This should match the crop.json Type or for fruit trees use one of the following categories: Flower, Fruit, Vegetable, Gem, Fish, Egg, Milk, Cooking, Crafting, Mineral, Meat, Metal, Junk, Syrup, MonsterLoot, ArtisanGoods, Greens, AnimalGoods and Seeds.
CategoryTextOverride (optional) Visually allows you to alter what category the item appears as. Examples include: herb, spice, hybrid.
CategoryColorOverride (optional) Works the same as Colors field using RGBA, but only allows one input. Alters the text color of the category.
Edibility Edibility is for health, energy is calculated by the game. For inedibile items, set to -300.
IsColored (optional) Set this value to true if your product is colored.
Recipe Set to null.
EnableWithMod (optional) Enables the object when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the object when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Recipes

Recipes and craftables (16x16) can be added via Json Assets through the Objects folder.

An object subfolder for a recipe is a folder that contains these files:

  • an object.json;
  • an object.png;
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Price How much your item sells for.
Description Description of the product.
Category Set to either Crafting or Cooking depending on the menu you want it to appear in.
Edibility Edibility is for health, energy is calculated by the game. For inedibile items, set to -300.
EdibleIsDrink Set to true or false.
EdibleBuffs Either set to null or include all required valid fields. It will not work if you only use the needed fields. Set unused fields to 0. Supports negative values. Required valid fields: Farming, Fishing, Mining, Luck, Duration. Optional valid fields: Foraging, MaxStamina, MagnetRadius, Speed, Defense, Attack.
IsColored Set to false.
Recipe Begins the recipe block.
ResultCount How many of the product does the recipe produce.
Ingredients If using a vanilla object, you will have to use the objects ID number. If using a custom object added by Json Assets, you will have to use the name. Ex. "Honeysuckle".
Object & Count Fields that are part of Ingredients. You can add up to five different ingredients to a recipe. Object fields that contain a negative value are the generic ID. Example: Rather than using a specific milk, -6 allows for any milk to be used.
IsDefault (optional) Setting this to true will have the recipe already unlocked. Setting this to false (or excluding this field) will require additional fields specifiying how to obtain the recipe:
CanPurchase Set this to true if IsDefault is set to false or excluded from the json.
PurchaseFrom Who you can purchase the recipe from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Pierre is the default vendor.
PurchasePrice How much you can purchase the recipe for.
PurchaseRequirements See Event Preconditions. If you do not want to have any PurchaseRequirements set this to null.
SkillUnlockName (optional) The name of the skill required for unlock.
SkillUnlockLevel (optional) The level, 1 - 10, required to unlock.
EnableWithMod (optional) Enables the recipe when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the recipe when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Hats

Hats are 20x80 and can be added through a Hats folder. All hats are purchaseable through hat mouse. There is a limit of 87 custom hats.

A hats subfolder for a hat is a folder that contains these files:

  • a hat.json;
  • a hat.png;
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Description Description of the product.
PurchasePrice How much you can purchase the hat for.
ShowHair Set this to true or false depending on if you want the players' hair to be visible or not. Setting this to false is a good idea for masks.
IgnoreHairstyleOffset Set this to true or false. When set to true the hat will ignore any hairstyle offset.
CanPurchase Set this to true or false.
PurchaseFrom Who you can purchase the hat from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Hat Mouse is the default vendor.
EnableWithMod (optional) Enables the hat when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the hat when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Hats do not support gift tastes.

Weapons

Weapons are 16x16 and can be added via Json Assets through the Weapons folder.

A weapon subfolder is a folder that contains these files:

  • a weapon.json;
  • a weapon.png;
field purpose
Name The name you would like your object to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Description Description of the product.
Type Depending on the weapon set this to one of the following: sword, dagger, or club. Slingshot is not valid. If you want to create a projectile weapon you'll need to use PyTK.
MinimumDamage The minimum number of damage points an enemy hit with this weapon will receive.
MaximumDamage The maximum number of damage points an enemy hit with this weapon will receive.
Knockback How far the enemy will be pushed back from the player after being hit with this weapon.
Speed How fast the swing of the weapon is.
Accurary How accurate the weapon is.
Defense When blocking, how much protection it provides.
MineDropVar
MineDropMinimumLevel The first level the weapon can drop when in the mines.
ExtraSwingArea
CritChance The chance the weapon will land a critical hit.
CritMultiplier Damage multiplied by this number is how much damage a critical hit does.
CanPurchase Set this to true or false
PurchaseFrom Who you can purchase the weapon from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Pierre is the default vendor. For weapons, Marlon is recommended.
PurchasePrice How much you can purchase the weapon for.
PurchaseRequirements See Event Preconditions. If you do not want to have any PurchaseRequirements set this to null.
EnableWithMod (optional) Enables the weapon when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the weapon when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Weapons do not support gift taste.

Shirts and Pants

"Shirts and pants simply exist right now without recipes." {spacechase0) As of JA v1.4, shirts & pants added will have to be spawned in using CJB Item Spawner. You can use Shop Tile Framework or TMXLoader to create a custom shop to sell clothing.

Shirts

Shirts are 8x32 and can be added via Json Assets through the Shirts folder.

A shirt subfolder is a folder that contains these files:

  • (optional) a female.png;
  • a male.png;
  • (optional) a male-color.png. Size: 16x16, this will be a grayscale version of the part you want colored. See Mizu's Flowers for an example.
  • (optional) a female-color.png. Size: 16x16, this will be a grayscale version of the part you want colored. See Mizu's Flowers for an example.
  • a shirt.json;

female.png and male.png can be identical sprites.

field purpose
Name The name you would like your shirt to have. This does not need to be identical to the folder but it is recommend to keep names consistant. Shirts have a standard naming format. [PackName-Shirt(Number)] ex. ParadigmNomadClothing-Shirt1
Description Description of the product.
HasFemaleVariant Select true or false.
Price How much the item sells for.
Dyable Can the clothing item be dyed. Set to true or false.
DefaultColor Colors use RGBA for color picking. Remove if not being used. Can only have one color option.
EnableWithMod (optional) Enables the shirt when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the shirt when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Shirts do not support gift tastes. Shirts do not support context tags. Shirts added this way will also not show up in the character creation screen.

Pants

Pants are 192x688 and can be added via Json Assets through the Pants folder.

The left portion of the image (96x672) is for male characters. The right portion of the image (96x672) is for female characters. You will need both filled out even if it is the same for both male and female. Underneath the male portion of the image, there is a 16x16 square in the bottom left corner. This is the preview image of the pants that appears in the players inventory.

A pants subfolder is a folder that contains these files:

  • a pants.json;
  • a pants.png;
field purpose
Name The name you would like your shirt to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Description Description of the product.
Price How much the item sells for.
Dyable Can the clothing item be dyed. Set to true or false.
DefaultColor Colors use RGBA for color picking. Remove if not being used. Can only have one color option. Default color for pants is 255, 235, 203, 255
EnableWithMod (optional) Enables the pants when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the pants when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Pants to do not support gift tastes. Pants do not support context tags. Pants added this way will also not show up in the character creation screen.

Boots

Boots are 16x16 and can be added via Json Assets through the Boots folder.

A boots subfolder is a folder that contains these files:

  • a boots.json;
  • a boots.png;
  • a color.png;

The color.png is a horizonal strip that is 1px high, that contains all the colors used in the boots.png.

field purpose
Name The name you would like your boots to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Description Description of the shoes.
Price How much the item sells for.
Defense How much resistance the boots provide.
Immunity How much immunity the boots provide.
PurchaseFrom (optional) Who you can purchase the weapon from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Marlon is the default vendor.
PurchasePrice (optional) How much you can purchase the boots for.
PurchaseRequirements (optional) See Event Preconditions. If you do not want to have any PurchaseRequirements set this to null.
EnableWithMod (optional) Enables the boots when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the boots when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Boots do not support gift tastes.

Tailoring

Tailoring is the recipe used to craft (tailor) a shirt or pants.

A tailoring subfolder is a folder that contains these files:

  • a recipe.json;
field purpose
FirstItemTags Prefix'd with item_ Specifys the name of the first item to be used.
SecondItemTags Prefix'd with item_ Specifys the name of the second item to be used.
ConsumeSecondItem Removes the SecondItemTags item from the players inventory. Can be set to true or false.
CraftedItems The name of the shirt/pants being produced.
EnableWithMod (optional) Enables the tailoring recipe when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the tailoring recipe when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Tailoring does not support localization. Below is a bit more about item tag names from Mr. Podunkian.

"It's item_itemname where itemname is the item's name in all lowercase, with spaces replaced with _'s and ' (apostrophe) removed. So mermaid's pendant would be item_mermaids_pendant. They have an alternative id, which is id_(o for normal objects)_(id number). Typing in debug listtags into SMAPI [will] print out all of the context tags for that item. You need to use the alt ID for any items that might have name collisions."

Fences

Fences are 48x352 and can be added via Json Assets through the Fences folder.

A fences subfolder is a folder that contains these files;

  • a fence.json;
  • a fence.png;
  • an object.png;

The fence.png is setup the same way as the vanilla fences. The object.png is used to show how it will appear in the crafting menu, hotbar, and the player holding the fence.

field purpose
Name The name you would like your fence to have. This does not need to be identical to the folder but it is recommend to keep names consistant.
Description Description of the fence.
MaxHealth Maximum number of hit points the fence has before it breaks.
RepairMaterial The material used to repair the fence. If using a vanilla object, you will have to use the objects ID number. If using a custom object added by Json Assets, you will have to use the name. Ex. "Honeysuckle".
BreakTool The tool type used to break the fence.
PlacementSound The Sound Bank ID (Name) that is heard when the fence is placed. You can find a list of known Sound Bank ID here. You may have to change the tab to Sound Bank IDs at the bottom.
RepairSound Same as PlacementSound except the sound that is heard when the fence is repaied. Can be a different Sound Bank ID (Name).
Recipe Begins the recipe block.
ResultCount How many of the product does the recipe produce.
Ingredients If using a vanilla object, you will have to use the objects ID number. If using a custom object added by Json Assets, you will have to use the name. Ex. "Honeysuckle".
Object & Count Fields that are part of Ingredients. You can add up to five different ingredients to a recipe. Object fields that contain a negative value are the generic ID. Example: Rather than using a specific milk, -6 allows for any milk to be used.
IsDefault (optional) Setting this to true will have the recipe already unlocked. Setting this to false (or excluding this field) will require additional fields specifiying how to obtain the recipe:
CanPurchase Set this to true if IsDefault is set to false or excluded from the json.
PurchaseFrom Who you can purchase the recipe from. Valid vanilla entries are: Willy, Pierre, Robin, Sandy, Krobus, Clint, Harvey, Marlon, and Dwarf. You can also use a custom NPC as a vendor. Pierre is the default vendor.
PurchasePrice How much you can purchase the recipe for.
PurchaseRequirements See Event Preconditions. If you do not want to have any PurchaseRequirements set this to null.
SkillUnlockName The name of the skill required for unlock.
SkillUnlockLevel The level, 1 - 10, required to unlock.
EnableWithMod (optional) Enables the recipe when a specific mod is installed. Example: "EnableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.
DisableWithMod (optional) Disables the recipe when a specific mod is installed. Example: "DisableWithMod": "ppja.moretrees". Does not support multiple uniqueIDs.

Gift Tastes

You can add gift taste support to any pre-existing content pack by adding the following to the respective .json file. It does not matter where you put it. I tend to place it at the bottom of the .json but it is personal preferance.

If it can be gifted to an NPC it has gift taste support built in. This means hats, big-craftables, weapons, shirts, pants, boots, tailoringn and fences do not have gift taste support. If you exclude an NPC from the gift taste, their reaction will default to Neutral.

 "GiftTastes":
    {
        "Love": [],
        "Like": [],
        "Neutral": [],
        "Dislike": [],
        "Hate": [],
    },

An example of a filled out gift taste can be found here. You can delete unused fields within GiftTastes.

Context Tags

"Context tags are an array in the item "ContextTags", injected into Data\ObjectContextTags". It allows mods like Better Shop Menu to categorize your items better. This is an optional feature and not required for a content pack to work.

Example:

"ContextTags": 
        [
        "season_summer",
        "color_yellow",
        "fruit_tree_item",
        "fruit_item"
        ],

You can include as much or as little information you want to with context tags. Common information in context tags are: season, main color, what produces the item, and what type the item is.

Here is a link to 1.3.36 context tags. An alternative way to check a pre-exisiting items context tags is "Typing in debug listtags into SMAPI [will] print out all of the context tags for that item." (Mr. Podunkian) You aren't limited to those context tags, but it gives you an idea of the vanilla context tags.

Localization

JsonAssets supports name localization without the need for a seperate or different download. These lines can be added to the bottom of their respective json files. Most localization is the same except "Crops have their localization fields prefixed with Seed, fruit trees prefixed with Sapling."

Examples:

For Anything not a crop/sapling:

    "NameLocalization": { "es": "spanish weapon (name)" },
    "DescriptionLocalization": { "es": "spanish weapon (desc)" }

For Crops:

    "SeedNameLocalization": { "es": "spanish seed (name)" },
    "SeedDescriptionLocalization": { "es": "spanish seed (desc)" }

For Saplings:

    "SaplingNameLocalization": { "es": "spanish tree (name)" },
    "SaplingDescriptionLocalization": { "es": "spanish tree (desc)" }

PPJA has put together some translation templates that we strongly encourage users to use as a way to standardize how translations are done.

Content Patcher API

As of Content Patcher 1.12 we can now target assets created by JA. Currently supported categories are:

  • Object;
  • Crop;
  • FruitTree;
  • BigCraftable;
  • Hat;
  • Weapon;

These tokens will now have a ___SpriteTilesheet and ___Sprite(X|Y). "You should always use the __SpriteTilesheet tokens for Target because of the expanded tilesheet stuff.

Example:

        {
            "LogName": "Test JA rectangle tokens",
            "Action": "EditImage",
            "Target": "{{spacechase0.JsonAssets/CropSpriteTilesheet:Honeysuckle}}",
            "FromFile": "Penny_Spring_Indoor.png",
            "FromArea": { "X": "0", "Y": "0", "Width": "16", "Height": "32" },
            "ToArea": { "X": "{{spacechase0.JsonAssets/CropSpriteX:Honeysuckle}}", "Y": "{{spacechase0.JsonAssets/CropSpriteY:Honeysuckle}}", "Width": "16", "Height": "32" },
            "AnimationFrameTime": 4,
            "AnimationFrameCount": 4
        },

Below is some more information on the newly added fields.

field purpose
AnimationFrameTime (optional) Frames per second. For machine animations, 1-3 appears to work the best.
AnimationFrameCount (optional) How many frames the image had.

Tokens in Fields

Content Patcher can use Json Assets as tokens. An example of this would be sending an object through a mail. Note: You cannot send cooking recipes via Content Patcher. You will need to use the Mail Framework Mod to send cooking recipes. Mail Framework Mod is recommended if you're sending multiple types of objects as users will only have to install one additional dependency.

Example:

        {
            "LogName": "Letters - Mizu's Flowers",
            "Action": "EditData",
            "Target": "Data/Mail",
            "Entries":
            {
                    "[{{UNIQUEID}}]": "Dear @,^^ Here's some seeds from the little garden I keep out back. You probably already have some of these but they make a great tea.^^  -Caroline %item object {{spacechase0.JsonAssets/ObjectId:[{{OBJECT NAME}}] [{{QUANTITY}}] %%",
            },
        },

Make sure to list the Json Assets pack as a dependency in your manifest.

Releasing a content pack

See content packs on the wiki for general info. Suggestions:

  1. Add specific install steps in your mod description to help players:
    [size=5]Install[/size]
    [list=1]
    [*][url=https://smapi.io]Install the latest version of SMAPI[/url].
    [*][url=https://www.nexusmods.com/stardewvalley/mods/1720]Install Json Assets[/url].
    [*]Download this mod and unzip it into [font=Courier New]Stardew Valley/Mods[/font].
    [*]Run the game using SMAPI.
    [/list]
    
  2. When editing the Nexus page, add Json Assets under 'Requirements'. Besides reminding players to install it first, it'll also add your content pack to the list on the Json Asset page.

Troubleshooting

There are some common errors with easy solutions. Your error may look slightly different but the general principal is the same. For a more in depth FAQ visit this link. FAQ is a work in progress.

Target Out of Range

   Exception injecting crop sprite for Blue_Mist: System.ArgumentOutOfRangeException: The target area is outside the bounds of the target texture.
   Parameter name: targetArea
   at StardewModdingAPI.Framework.Content.AssetDataForImage.PatchImage(Texture2D source, Nullable`1 sourceArea, Nullable`1 targetArea, PatchMode patchMode) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\Content\AssetDataForImage.cs:line 44
   at JsonAssets.ContentInjector.Edit[T](IAssetData asset) in G:\StardewValley\Mods\JsonAssets\ContentInjector.cs:line 194

Solution: The sprite is too big. Double check what size the image needs to be for that specific type of item and crop your image accordingly.

Exception Injecting Given Key

   Exception injecting cooking recipe for Bulgogi: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at JsonAssets.Mod.ResolveObjectId(Object data) in G:\StardewValley\Mods\JsonAssets\Mod.cs:line 336
   at JsonAssets.Data.ObjectData.Recipe_.GetRecipeString(ObjectData parent) in G:\StardewValley\Mods\JsonAssets\Data\ObjectData.cs:line 60
   at JsonAssets.ContentInjector.Edit[T](IAssetData asset) in G:\StardewValley\Mods\JsonAssets\ContentInjector.cs:line 98

Solution: There is something missing from the recipe. This is caused by not installing a dependency or typing in an item ID/Name wrong. Install the dependencies (often listed on the download page) or open up the .json file and see if you typed something wrong.

Exception Injecting Duplicate Key

   Exception injecting cooking recipe for Bacon: System.ArgumentException: An item with the same key has already been added.
   at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
   at JsonAssets.ContentInjector.Edit[T](IAssetData asset) in G:\StardewValley\Mods\JsonAssets\ContentInjector.cs:line 99Exception i

Solution: There is already an item with that name. This can happen when: using mods that have the same items, having two of the same file in different locations, or accidently naming something with the same name. Double check all folders and rename accordingly.

Sometimes the error will not tell you which item is causing it, only that an item with the same key has already been added. This makes it harder to track down the culprit but it means the same thing. This error may appear for every JA object even if only one is a duplicate name. If it recently started happening, removing the most recently added packs may resolve it and will help you narrow down your search for the offending item/pack. If you're asking for help with this your log will be large, which can reduce the chances of people being able to help because it may not load.

Previous Clothing Items Gone

Solution: If you have previously used clothing added via Content Patcher it will show as a blank object. Clicking on this item will make it disappear but your menu keys may lock up. Clicking X close to the dresser on screen works to close the menu. (Courtesy of minervamaga)

It is recommended you remove any Content Patcher mods that are now being handled by Json Assets before adding in the Json Assets version to avoid this.

See Also

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