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Copy file name to clipboardExpand all lines: datatypes/bee_definition.lua
+2-2Lines changed: 2 additions & 2 deletions
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---@fieldchancenumber the chance this bee can be formed when it's the mutation for a hybrid
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---@fieldrequirementstring the requirement for how this bee can be formed when it's the mutation for a hybrid, shown in the Predictor
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---@fieldbidstring a unique 2 character identifier for this species to use for the beebox / beebank storage. The identifier cannot be a number, i.e. 01 as these are reserved by the base game. This must be unique across all mods, so ask your fellow modders first!
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---@fieldcalmingstring[] [Optional] if this species is grumpy, you can provide a list of flower oids that calm it
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---@fieldtiernumber [Optional] the tier this bee should belond to, if there is room. Should be a number between 1-5, if no room is in the given tier it'll try the next tier up until it defaults to 5
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---@fieldcalmingstring[] @[Optional] if this species is grumpy, you can provide a list of flower oids that calm it
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---@fieldtiernumber @[Optional] the tier this bee should belond to, if there is room. Should be a number between 1-5, if no room is in the given tier it'll try the next tier up until it defaults to 5
Copy file name to clipboardExpand all lines: datatypes/item_definition.lua
+9-9Lines changed: 9 additions & 9 deletions
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---@fieldshop_keyboolean whether this is a "key" item and so cannot be sold
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---@fieldshop_buynumber the amount this item can be bought for if sold by an NPC
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---@fieldshop_sellnumber the amount this item can be sold for at an NPC
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---@fieldmachinesstring[] [Optional] a list of object oids that this item this can be used in
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---@fieldplaceableboolean [Optional] whether this item can be placed down on the ground, will use the object oid specified in "obj" if true
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---@fieldplace_grassboolean [Optional] if placeable, this specifies if the item can only be placed on grass
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---@fieldplace_waterboolean [Optional] if placeable, this specifies if the item can only be placed on shallow water
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---@fieldplace_deepboolean [Optional] if placeable, this specifies if the item can only be placed on deep water
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---@fieldsingularboolean [Optional] if specified, items created with this definition will not be able to stack, like frames - you MUST give it a durability if you set this
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---@fielddurabilityboolean [Optional] if specified, items created with this definition will have a durability, like tools
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---@fieldobjstring [Optional] if placeable, this specifies the object oid that will be created when the item is used
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---@fieldhoneycoreboolean [Optional] if true, this item will be bought + sold for honeycore instead of rubees
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---@fieldmachinesstring[] @[Optional] a list of object oids that this item this can be used in
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---@fieldplaceableboolean @[Optional] whether this item can be placed down on the ground, will use the object oid specified in "obj" if true
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---@fieldplace_grassboolean @[Optional] if placeable, this specifies if the item can only be placed on grass
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---@fieldplace_waterboolean @[Optional] if placeable, this specifies if the item can only be placed on shallow water
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---@fieldplace_deepboolean @[Optional] if placeable, this specifies if the item can only be placed on deep water
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---@fieldsingularboolean @[Optional] if specified, items created with this definition will not be able to stack, like frames - you MUST give it a durability if you set this
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---@fielddurabilityboolean @[Optional] if specified, items created with this definition will have a durability, like tools
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---@fieldobjstring @[Optional] if placeable, this specifies the object oid that will be created when the item is used
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---@fieldhoneycoreboolean @[Optional] if true, this item will be bought + sold for honeycore instead of rubees
Copy file name to clipboardExpand all lines: datatypes/menu_definition.lua
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---@fieldlayoutlayout[] a list of layouts to set the slots for this objects menu
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---@fieldinfoinfo[] a list of information to show when the menu help button is pressed
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---@fieldbuttonsstring[] a list of buttons for this objects menu to have | "'Help'" | "'Target'" | "'Sort'" | "'Move'" | "'Close'"
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---@fieldmachinesstring[] [Optional] a list of object oids that this object this can be used in
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---@fieldtoolsstring[] [Optional] a list of tools that can be used on this object
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---@fieldnatureboolean [Optional] this specifies if the object can only be placed on grass
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---@fieldaquaticboolean [Optional] this specifies if the object can only be placed on shallow water
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---@fielddeepboolean [Optional] this specifies if the object can only be placed on deep water
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---@fieldsingularboolean [Optional] this specifies if the object can stack or can only be singular, like frames or bees
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---@fieldinvisibleboolean [Optional] if true, this object will not be drawn - it's bounding box will still be interactive though!
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---@fieldcenterboolean [Optional] if true, when this object's menu opens it will automatically be put in the center of the screen
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---@fielditem_spritestring [Optional] if you have an object that's overworld sprite is bigger than 16x16, you can use this to specify an alternate sprite to use as the item + slot sprite
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---@fieldmachinesstring[] @[Optional] a list of object oids that this object this can be used in
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---@fieldtoolsstring[] @[Optional] a list of tools that can be used on this object
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---@fieldnatureboolean @[Optional] this specifies if the object can only be placed on grass
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---@fieldaquaticboolean @[Optional] this specifies if the object can only be placed on shallow water
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---@fielddeepboolean @[Optional] this specifies if the object can only be placed on deep water
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---@fieldsingularboolean @[Optional] this specifies if the object can stack or can only be singular, like frames or bees
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---@fieldinvisibleboolean @[Optional] if true, this object will not be drawn - it's bounding box will still be interactive though!
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---@fieldcenterboolean @[Optional] if true, when this object's menu opens it will automatically be put in the center of the screen
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---@fielditem_spritestring @[Optional] if you have an object that's overworld sprite is bigger than 16x16, you can use this to specify an alternate sprite to use as the item + slot sprite
Copy file name to clipboardExpand all lines: datatypes/object_definition.lua
+14-14Lines changed: 14 additions & 14 deletions
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---@fieldshop_keyboolean whether this is a "key" object and so cannot be sold
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---@fieldshop_buynumber the amount this object can be bought for if sold by an NPC
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---@fieldshop_sellnumber the amount this object can be sold for at an NPC
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---@fieldmachinesstring[] [Optional] a list of object oids that this object this can be used in
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---@fieldtoolsstring[] [Optional] a list of tools that can be used on this object
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---@fieldplace_grassboolean [Optional] this specifies if the object can only be placed on grass
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---@fieldplace_waterboolean [Optional] this specifies if the object can only be placed on shallow water
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---@fieldplace_deepboolean [Optional] this specifies if the object can only be placed on deep water
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---@fielddurabilityboolean [Optional] if specified, object created with this definition will have a durability, like tools
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---@fieldsingularboolean [Optional] if specified, objects created with this definition will not be able to stack, like frames
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---@fieldhoneycoreboolean [Optional] if true, this objects will be bought + sold for honeycore instead of rubees
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---@fieldinvisibleboolean [Optional] if true, this object will not be drawn - it's bounding box will still be interactive though!
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---@fieldhas_shadowboolean [Optional] if true, a shadow will be automatically drawn under this object
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---@fieldpickableboolean [Optional] if true, you'll be able to pick up this item with the mouse
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---@fieldvariantsnumber [Optional] for nature objects, like trees, this specifies the amount of variants within the sprite for the object
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---@fieldgrowthstring [Optional] if set, after the object is created a timer will start, after which a new object will be created instead, for example saplings in the game use {{{i}}} to make a tree randomly after 360-560 seconds
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---@fielditem_spritestring [Optional] if you have an object that's overworld sprite is bigger than 16x16, you can use this to specify an alternate sprite to use as the item + slot sprite
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---@fieldmachinesstring[] @[Optional] a list of object oids that this object this can be used in
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---@fieldtoolsstring[] @[Optional] a list of tools that can be used on this object
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---@fieldplace_grassboolean @[Optional] this specifies if the object can only be placed on grass
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---@fieldplace_waterboolean @[Optional] this specifies if the object can only be placed on shallow water
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---@fieldplace_deepboolean @[Optional] this specifies if the object can only be placed on deep water
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---@fielddurabilityboolean @[Optional] if specified, object created with this definition will have a durability, like tools
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---@fieldsingularboolean @[Optional] if specified, objects created with this definition will not be able to stack, like frames
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---@fieldhoneycoreboolean @[Optional] if true, this objects will be bought + sold for honeycore instead of rubees
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---@fieldinvisibleboolean @[Optional] if true, this object will not be drawn - it's bounding box will still be interactive though!
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---@fieldhas_shadowboolean @[Optional] if true, a shadow will be automatically drawn under this object
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---@fieldpickableboolean @[Optional] if true, you'll be able to pick up this item with the mouse
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---@fieldvariantsnumber @[Optional] for nature objects, like trees, this specifies the amount of variants within the sprite for the object
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---@fieldgrowthstring @[Optional] if set, after the object is created a timer will start, after which a new object will be created instead, for example saplings in the game use {{{i}}} to make a tree randomly after 360-560 seconds
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---@fielditem_spritestring @[Optional] if you have an object that's overworld sprite is bigger than 16x16, you can use this to specify an alternate sprite to use as the item + slot sprite
---@fieldcolorstring [Optional] the color key for the text, defaults to "FONT_BOOK"
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---@fieldgifstring [Optional] instead of text you can show a sprite by specifying the oid of the sprite. The sprite should have a width of 148 pixels and a height of either 46, 66, or 86 pixels.
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---@fieldwidthnumber [Optional] if a gif is specified this sets the height of the gif, should be 46, 66, or 86
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---@fieldcolorstring @[Optional] the color key for the text, defaults to "FONT_BOOK"
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---@fieldgifstring @[Optional] instead of text you can show a sprite by specifying the oid of the sprite. The sprite should have a width of 148 pixels and a height of either 46, 66, or 86 pixels.
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---@fieldwidthnumber @[Optional] if a gif is specified this sets the height of the gif, should be 46, 66, or 86
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