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Creating an Accessory Content Pack
A content pack for Fashion Sense (FS) allows mod authors to create accessories with the following benefits:
- Can be larger than 16x32 pixels
- Can be animated
- Can override the player's accessory color
Fashion Sense content packs are compatible with other FS packs, meaning you can have as many Fashion Sense accessories as you'd like!
-
Create a parent folder with the content pack's name.
-
Create and fill in
manifest.json
as a content pack. -
Create a
Accessories
folder, add it under the content pack's main folder. -
Create a sub-folder under
Accessories
with the name of the accessorya. The name of the folder(s) under
Accessories
do not matter. -
Create a
accessory.json
under the created sub-folder, using the required fields found here. -
Create a
accessory.png
under the same sub-folder.a. The image size doesn't matter, so long as it is under 16384x16384 pixels (though smaller files are preferred to reduce memory usage).
A Fashion Sense content pack consists of the following structure:
[FS] Example Pack
├── manifest.json
│
└── Accessories
├── FlowingCape
│ ├── accessory.json
│ └── accessory.png
│
├── FlowingScarf
│ ├── accessory.json
│ └── accessory.png
│
└── Priestess
├── accessory.json
└── accessory.png
If this is your first time creating a content pack, it may be useful to read the Stardew Valley Wiki for creating a content pack.
The first step to making your content pack is to create a top level folder with the name of your content pack. For example: [FS] Example Pack
.
After that, you'll want to create the manifest.json
file under that folder. Detailed instructions can be found on the Stardew Valley Wiki. Additionally, you can check out the example manifest.json as a reference.
For example:
[FS] Example Pack
└── manifest.json
It is important to note that the manifest.json
file must contain the following for it to be a content pack by Fashion Sense:
"ContentPackFor": {
"UniqueID": "PeacefulEnd.FashionSense",
"MinimumVersion": "USE.LATEST.VERSION"
}
Note: Replace "MinimumVersion": "USE.LATEST.VERSION"
with the latest version number of Fashion Sense found here.
You will first need to create a Accessories
folder underneath your main content pack folder.
After creating the Accessories
folder you'll want to create a sub-folder for every accessory you want to add, like so:
.
└── Accessories
├── FlowingCape
│
├── FlowingScarf
│
└── Priestess
You can also have sub-folders under the Accessories
folder for organizing, like so:
.
└── Accessories
├── Cloth
│ ├── FlowingScarf
│ └── FlowingCape
│
└── Headgear
└── Priestess
To add a accessory to your content pack, the framework requires a accessory.json
under each sub-folder of Accessories
.
For example:
.
└── Accessories
├── FlowingCape
│ ├── accessory.json
│ └── accessory.png
│
├── FlowingScarf
│ ├── accessory.json
│ └── accessory.png
│
└── Priestess
├── accessory.json
└── accessory.png
The file accessory.json
determines how the accessory is to be applied and allows the usage of certain conditions for animation.
An overview of the required properties for accessory.json
:
Property | Description | Default | |
---|---|---|---|
Name |
Required | Name of the accessory, which can contain spaces. | N/A |
Format |
Recommended | The format version to use, which should be set to Fashion Sense's current version. | "1.0.0" |
BackAccessory |
Optional 1 | Specifies how the accessory will look while the player is facing backwards. See this page for more details. |
null |
RightAccessory |
Optional 1 | Specifies how the accessory will look while the player is facing right. See this page for more details. |
null |
FrontAccessory |
Optional 1 | Specifies how the accessory will look while the player is facing forward. See this page for more details. |
null |
LeftAccessory |
Optional 1 | Specifies how the accessory will look while the player is facing left. See this page for more details. |
null |
-
a. Note that
AccessoryModel
have their own required properties, as can be seen here.
This is a simple accessory.json
, which adds a static (non-animated) accessory that only applies while the player is facing forward.
{
"Name": "Priestess",
"DisableGrayscale": true,
"DrawBeforeHair": true,
"FrontAccessory": {
"StartingPosition": {
"X": 0,
"Y": 0
},
"HeadPosition": {
"X": 0,
"Y": 8
},
"AccessorySize": {
"Width": 16,
"Length": 32
}
}
The StartingPosition
property is used to determine where the starting point is (top-left most pixel for the AccessoryModel
).
The HeadPosition
property is used to tell the framework where the player's head would be in relation to the accessory. See the Priestess for another example.
Note: It is important to know that each AccessoryModel added (FrontAccessory, BackAccessory, etc.) must have a StartingPosition
, HeadPosition
and AccessorySize
, as the framework uses those properties to display the accessory.
The corresponding accessory.png
The layout requirements for accessory.png
is fairly relaxed, as the framework utilizes StartingPosition
, HeadPosition
and AccessorySize
to determine where the accessory sprites are located.
See the example pack for references on how to create your accessories.
This is an animated accessory.json
, which adds a accessory with an idle animation and only applies while the player is facing forward.
{
"Name": "Priestess",
"FrontAccessory": {
"DisableGrayscale": true,
"DrawBeforeHair": true,
"StartingPosition": {
"X": 0,
"Y": 0
},
"HeadPosition": {
"X": 0,
"Y": 8
},
"AccessorySize": {
"Width": 16,
"Length": 32
},
"UniformAnimation": [
{
"Frame": 0,
"Duration": 150
},
{
"Frame": 1,
"Duration": 150
},
{
"Frame": 2,
"Duration": 150
},
{
"Frame": 3,
"Duration": 300
},
{
"Frame": 4,
"Duration": 150
},
{
"Frame": 5,
"Duration": 150
},
{
"Frame": 6,
"Duration": 150
},
{
"Frame": 7,
"Duration": 150
},
{
"Frame": 8,
"Duration": 150
},
{
"Frame": 9,
"Duration": 300
}
]
}
}
You can see UniformAnimation
was specified with 10 frames. UniformAnimation
only plays if IdleAnimation
and MovementAnimation
are not given.
To play an animation only while the player is moving, you would instead utilize MovementAnimation
. For the opposite effect, you'd utilize IdleAnimation
.
For more details see the animations page.
Conditions
can also be used to determine which frames are played. See the conditions page for more details.
The corresponding accessory.png
The layout requirements for animated accessory.png
is fairly relaxed, as it only requires the following condition(s):
- For AccessoryModel with animation, each frame of the accessory should be placed next to each other horizontally (as seen in the example above).
See the example pack for references on how to create your accessories.
If you're looking for examples, see the examples page.