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customcompanions's Issues

Add ChanceForHalting and other related properties

Used for map-based spawns.

Applies when direction change chance occurs (such as on collision or while moving).
Can also apply to NOTHING idle behaviors, in which it can change directions while standing still.

May not make usable by FLYING type?

Also add MinHaltTime and MaxHaltTime.
Both are optional. Take milliseconds.

Add SIMPLE_PATH idle behavior

Takes a tile position and attempts to path there. Will wait at the destination tile for X milliseconds before walking back to spawn.

Seasonal walk sprites and portraits

It would be really really cool if we had the ability to make seasonal art for our lil critters. Like how some animals change fur colors in winter and stuff.

Add i18n support

Have content pack follow the i18n folder path (i18n -> default.json, ko.json, etc.)

If i18n with a default.json is given and InspectionDialogue is set, the framework will check the language's json file for a key matching to InspectionDialogue. If it fails to match, it will just display the string.

Add Respawn property

Used for map-based spawns after despawning.

Determines if it will respawn on re-entering the map.

May add a RespawnOnTimer property, which will respawn the NPC instead of on location change?

Add multiplayer support

Quoting user issue:

Only the owner could see their companion and when a farmhand equipped the companion ring, it threw an error in my SMAPI console, and the next time they transitionned (sic) from one zone to an other, they got stuck in an infinite loading screen. I haven't tested more than that but I'll try again later with most of my other mods disabled so I can at least send you the error message I got and see if it might be caused by something else.

Breathing overlay doesn't use the companion's color

If the companion has the EnableBreathing property set to true and the companion uses a custom color overlay, then the companion will use the default sprite color as the breathing overlay. This results in a incorrect color appearing over the companion.

System.InvalidOperationException: Collection was modified; enumeration operation may not execute. (Possible conflict with anti-social npcs?

Full Logs here: https://smapi.io/log/f02d0f76d0344b4ead7a4b8dc9447bd3

Mod failed when checking whether it could load asset 'Data\Events\IslandWestCave1', and will be ignored. Error details:
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at System.Collections.Generic.Dictionary`2.KeyCollection.Enumerator.MoveNext()
   at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
   at CustomCompanions.Framework.Assets.AssetManager.CanLoad[T](IAssetInfo asset) in C:\Users\Floogen\Documents\GitHub Repos\CustomCompanions\CustomCompanions\Framework\Managers\AssetManager.cs:line 17
   at StardewModdingAPI.Framework.ContentManagers.GameContentManager.<>c__DisplayClass17_0`1.<ApplyLoader>b__0(ModLinked`1 entry) in C:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\GameContentManager.cs:line 267

I get a similar error from Anti-social NPCs, so it may be a conflict or other problem.

Add FOLLOW idle behavior

Can target player or any NPC (including other companions).

If given NPC, match to name and pick closest.

Have radius limit parameter, which will determine how far it will look before giving up on finding something to follow.

Add portrait option

Will need a dedicated PNG file under the companion folder? Only usable via map-based spawns.

Add config to pick which portrait tile to specify.

Add UpdateWhenPlayerNearby and MinTilesForNearby properties

UpdateWhenPlayerNearby takes a CompanionModel input.

MinTilesForNearby takes an integer for the amount of tiles (radius) from companion's current tile location.

Example usage:

{
  "Name": "Crow",
  "Type": "Flying",
  "EnableFarmerCollision": false,
  "TravelSpeed": 3,
  "MaxIdleDistance": -1,
  "MaxDistanceBeforeTeleport": -1,
  "IdleBehavior": "Wander",

  "MinTilesForNearby": 6,
  "UpdateWhenPlayerNearby": {
    "TravelSpeed": 5,
    "IdleBehavior": "Simple_Path",
    "IdleArguments": [34, 3],
    "DespawnOnTile": [34, 3],

    "UpAnimation": {
      "StartingFrame": 8,
      "NumberOfFrames": 4,
      "Duration": 50
    }
  }
}

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