Finally got around to updating the adjustable lights. The prismatic light uses the same color logic as the spell book to allow for a lot of different variants quite easily. All that would be left for this part is different sprites for the lights.

This commit is contained in:
Joshua Navarro 2017-02-27 23:37:37 -08:00
parent f8aa3b9d52
commit b09f0aedfe
10 changed files with 298 additions and 134 deletions

View File

@ -299,7 +299,7 @@ namespace Revitalize
// objShopList.Add(new Spawner(3, Vector2.Zero, 9));
objShopList.Add(new Light(3, Vector2.Zero, LightColors.Aquamarine));
objShopList.Add(new Light(0, Vector2.Zero, LightColors.Aquamarine));
objShopList.Add(new Quarry(3, Vector2.Zero,9,"copper"));
objShopList.Add(new Quarry(3, Vector2.Zero, 9, "iron"));
objShopList.Add(new Decoration(3, Vector2.Zero));

View File

@ -259,14 +259,14 @@ namespace Revitalize.Menus
if (colorChanged == false)
{
Game1.exitActiveMenu();
StardewModdingAPI.Log.Info("HEY!");
// StardewModdingAPI.Log.Info("HEY!");
return;
}
StardewModdingAPI.Log.AsyncC(this.LightObject.lightColor);
// StardewModdingAPI.Log.AsyncC(this.LightObject.lightColor);
this.lightColorPicker.setColor(LightObject.lightColor);
StardewModdingAPI.Log.AsyncC(this.LightObject.lightColor);
// StardewModdingAPI.Log.AsyncC(this.LightObject.lightColor);
//UTIL FUNCTION TO GET CORRECT COLOR

View File

@ -7,6 +7,7 @@ using StardewValley.Locations;
using StardewValley.Menus;
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
namespace Revitalize.Objects
@ -58,17 +59,26 @@ namespace Revitalize.Objects
this.lightColor = C;
if (TextureSheet == null)
{
TextureSheet = Game1.content.Load<Texture2D>("TileSheets\\furniture");
texturePath = "TileSheets\\furniture";
TextureSheet = Game1.content.Load<Texture2D>(Path.Combine("Revitalize","Lights","AdjustableLights","Graphics","AdjustableLights"));
texturePath = Path.Combine("Revitalize", "Lights", "AdjustableLights", "Graphics", "AdjustableLights");
}
Dictionary<int, string> dictionary = Game1.content.Load<Dictionary<int, string>>("Data\\Furniture");
Dictionary<int, string> dictionary = Game1.content.Load<Dictionary<int, string>>(Path.Combine("Revitalize", "Lights", "AdjustableLights", "Data", "AdjustableLights"));
string[] array = dictionary[which].Split(new char[]
{
'/'
});
this.name = array[0];
this.Decoration_type = this.getTypeNumberFromName(array[1]);
this.description = "Can be placed inside your house.";
try
{
this.description = array[6];
}
catch(Exception err)
{
this.description = "A light thats color can be adjusted.";
}
this.defaultSourceRect = new Rectangle(which * 16 % TextureSheet.Width, which * 16 / TextureSheet.Width * 16, 1, 1);
if (array[2].Equals("-1"))
{
@ -124,6 +134,16 @@ namespace Revitalize.Objects
return false;
}
public override void resetOnPlayerEntry(GameLocation environment)
{
if(Game1.isDarkOut() || Game1.timeOfDay <= 500)
{
this.addLights(thisLocation);
}
base.resetOnPlayerEntry(environment);
}
public override void hoverAction()
{
base.hoverAction();
@ -228,9 +248,8 @@ namespace Revitalize.Objects
return false;
}
public virtual bool RightClicked(Farmer who)
public override bool RightClicked(Farmer who)
{
StardewModdingAPI.Log.AsyncC(lightColor);
Game1.activeClickableMenu = new Revitalize.Menus.LightCustomizer(this);
// Game1.showRedMessage("THIS IS CLICKED!!!");
@ -289,7 +308,7 @@ namespace Revitalize.Objects
{
base.DayUpdate(location);
this.lightGlowAdded = false;
if (!Game1.isDarkOut() || (Game1.newDay && !Game1.isRaining))
if (!Game1.isDarkOut() || (Game1.newDay && !Game1.isRaining) || Game1.timeOfDay<=500)
{
this.removeLights(location);
return;
@ -330,14 +349,10 @@ namespace Revitalize.Objects
// Log.Info("minues remaining" + this.minutesUntilReady);
// Log.Info(this.lightColor);
this.minutesUntilReady = (this.minutesUntilReady - minutes);
if (Game1.isDarkOut())
if (Game1.isDarkOut() || Game1.timeOfDay <= 500)
{
// this.addLights(thisLocation, lightColor);
this.addLights(thisLocation, lightColor);
}
else
{
this.removeLights(environment);
this.addLights(thisLocation);
}
if (minutesUntilReady == 0)
@ -364,109 +379,6 @@ namespace Revitalize.Objects
base.performRemoveAction(tileLocation, environment);
}
public override void rotate()
{
if (this.rotations < 2)
{
return;
}
int num = (this.rotations == 4) ? 1 : 2;
this.currentRotation += num;
this.currentRotation %= 4;
this.flipped = false;
Point point = default(Point);
int num2 = this.Decoration_type;
switch (num2)
{
case 2:
point.Y = 1;
point.X = -1;
break;
case 3:
point.X = -1;
point.Y = 1;
break;
case 4:
break;
case 5:
point.Y = 0;
point.X = -1;
break;
default:
if (num2 == 12)
{
point.X = 0;
point.Y = 0;
}
break;
}
bool flag = this.Decoration_type == 5 || this.Decoration_type == 12 || this.parentSheetIndex == 724 || this.parentSheetIndex == 727;
bool flag2 = this.defaultBoundingBox.Width != this.defaultBoundingBox.Height;
if (flag && this.currentRotation == 2)
{
this.currentRotation = 1;
}
if (flag2)
{
int height = this.boundingBox.Height;
switch (this.currentRotation)
{
case 0:
case 2:
this.boundingBox.Height = this.defaultBoundingBox.Height;
this.boundingBox.Width = this.defaultBoundingBox.Width;
break;
case 1:
case 3:
this.boundingBox.Height = this.boundingBox.Width + point.X * Game1.tileSize;
this.boundingBox.Width = height + point.Y * Game1.tileSize;
break;
}
}
Point point2 = default(Point);
int num3 = this.Decoration_type;
if (num3 == 12)
{
point2.X = 1;
point2.Y = -1;
}
if (flag2)
{
switch (this.currentRotation)
{
case 0:
this.sourceRect = this.defaultSourceRect;
break;
case 1:
this.sourceRect = new Rectangle(this.defaultSourceRect.X + this.defaultSourceRect.Width, this.defaultSourceRect.Y, this.defaultSourceRect.Height - 16 + point.Y * 16 + point2.X * 16, this.defaultSourceRect.Width + 16 + point.X * 16 + point2.Y * 16);
break;
case 2:
this.sourceRect = new Rectangle(this.defaultSourceRect.X + this.defaultSourceRect.Width + this.defaultSourceRect.Height - 16 + point.Y * 16 + point2.X * 16, this.defaultSourceRect.Y, this.defaultSourceRect.Width, this.defaultSourceRect.Height);
break;
case 3:
this.sourceRect = new Rectangle(this.defaultSourceRect.X + this.defaultSourceRect.Width, this.defaultSourceRect.Y, this.defaultSourceRect.Height - 16 + point.Y * 16 + point2.X * 16, this.defaultSourceRect.Width + 16 + point.X * 16 + point2.Y * 16);
this.flipped = true;
break;
}
}
else
{
this.flipped = (this.currentRotation == 3);
if (this.rotations == 2)
{
this.sourceRect = new Rectangle(this.defaultSourceRect.X + ((this.currentRotation == 2) ? 1 : 0) * this.defaultSourceRect.Width, this.defaultSourceRect.Y, this.defaultSourceRect.Width, this.defaultSourceRect.Height);
}
else
{
this.sourceRect = new Rectangle(this.defaultSourceRect.X + ((this.currentRotation == 3) ? 1 : this.currentRotation) * this.defaultSourceRect.Width, this.defaultSourceRect.Y, this.defaultSourceRect.Width, this.defaultSourceRect.Height);
}
}
if (flag && this.currentRotation == 1)
{
this.currentRotation = 2;
}
this.updateDrawPosition();
}
public override bool isGroundFurniture()
{
@ -542,7 +454,7 @@ namespace Revitalize.Objects
}
}
public virtual void updateDrawPosition()
public override void updateDrawPosition()
{
this.drawPosition = new Vector2((float)this.boundingBox.X, (float)(this.boundingBox.Y - (this.sourceRect.Height * Game1.pixelZoom - this.boundingBox.Height)));
}
@ -560,9 +472,6 @@ namespace Revitalize.Objects
public override bool placementAction(GameLocation location, int x, int y, Farmer who = null)
{
if (location is FarmHouse)
{
Point point = new Point(x / Game1.tileSize, y / Game1.tileSize);
@ -946,39 +855,53 @@ namespace Revitalize.Objects
public override void drawWhenHeld(SpriteBatch spriteBatch, Vector2 objectPosition, Farmer f)
{
base.drawWhenHeld(spriteBatch, objectPosition, f);
spriteBatch.Draw(this.TextureSheet, objectPosition, new Microsoft.Xna.Framework.Rectangle?(Game1.currentLocation.getSourceRectForObject(f.ActiveObject.ParentSheetIndex)),Util.invertColor(this.lightColor), 0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, Math.Max(0f, (float)(f.getStandingY() + 2) / 10000f));
if (f.ActiveObject != null && f.ActiveObject.Name.Contains("="))
{
spriteBatch.Draw(Game1.objectSpriteSheet, objectPosition + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize / 2)), new Microsoft.Xna.Framework.Rectangle?(Game1.currentLocation.getSourceRectForObject(f.ActiveObject.ParentSheetIndex)), Color.White, 0f, new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize / 2)), (float)Game1.pixelZoom + Math.Abs(Game1.starCropShimmerPause) / 8f, SpriteEffects.None, Math.Max(0f, (float)(f.getStandingY() + 2) / 10000f));
if (Math.Abs(Game1.starCropShimmerPause) <= 0.05f && Game1.random.NextDouble() < 0.97)
{
return;
}
Game1.starCropShimmerPause += 0.04f;
if (Game1.starCropShimmerPause >= 0.8f)
{
Game1.starCropShimmerPause = -0.8f;
}
}
}
public override void drawInMenu(SpriteBatch spriteBatch, Vector2 location, float scaleSize, float transparency, float layerDepth, bool drawStackNumber)
{
spriteBatch.Draw(TextureSheet, location + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize / 2)), new Rectangle?(this.defaultSourceRect), Color.White * transparency, 0f, new Vector2((float)(this.defaultSourceRect.Width / 2), (float)(this.defaultSourceRect.Height / 2)), 1f * this.getScaleSize() * scaleSize, SpriteEffects.None, layerDepth);
spriteBatch.Draw(TextureSheet, location + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize / 2)), new Rectangle?(this.defaultSourceRect), Util.invertColor(this.lightColor), 0f, new Vector2((float)(this.defaultSourceRect.Width / 2), (float)(this.defaultSourceRect.Height / 2)), 1f * this.getScaleSize() * scaleSize, SpriteEffects.None, layerDepth);
}
public override void draw(SpriteBatch spriteBatch, int x, int y, float alpha = 1f)
{
if (x == -1)
{
spriteBatch.Draw(TextureSheet, Game1.GlobalToLocal(Game1.viewport, this.drawPosition), new Rectangle?(this.sourceRect), Color.White * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, (this.Decoration_type == 12) ? 0f : ((float)(this.boundingBox.Bottom - 8) / 10000f));
spriteBatch.Draw(TextureSheet, Game1.GlobalToLocal(Game1.viewport, this.drawPosition), new Rectangle?(this.sourceRect), Util.invertColor(this.lightColor) * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, (this.Decoration_type == 12) ? 0f : ((float)(this.boundingBox.Bottom - 8) / 10000f));
}
else
{
spriteBatch.Draw(TextureSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), (float)(y * Game1.tileSize - (this.sourceRect.Height * Game1.pixelZoom - this.boundingBox.Height)))), new Rectangle?(this.sourceRect), Color.White * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, (this.Decoration_type == 12) ? 0f : ((float)(this.boundingBox.Bottom - 8) / 10000f));
spriteBatch.Draw(TextureSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(x * Game1.tileSize), (float)(y * Game1.tileSize - (this.sourceRect.Height * Game1.pixelZoom - this.boundingBox.Height)))), new Rectangle?(this.sourceRect), Util.invertColor(this.lightColor) * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, (this.Decoration_type == 12) ? 0f : ((float)(this.boundingBox.Bottom - 8) / 10000f));
}
if (this.heldObject != null)
{
if (this.heldObject is Light)
if (this.heldObject is Spell)
{
(this.heldObject as Light).drawAtNonTileSpot(spriteBatch, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - (this.heldObject as Light).sourceRect.Height * Game1.pixelZoom - Game1.tileSize / 4))), (float)(this.boundingBox.Bottom - 7) / 10000f, alpha);
(this.heldObject as Spell).drawAtNonTileSpot(spriteBatch, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - (this.heldObject as Spell).sourceRect.Height * Game1.pixelZoom - Game1.tileSize / 4))), (float)(this.boundingBox.Bottom - 7) / 10000f, alpha);
return;
}
spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - Game1.tileSize * 4 / 3))) + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize * 5 / 6)), new Rectangle?(Game1.shadowTexture.Bounds), Color.White * alpha, 0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), 4f, SpriteEffects.None, (float)this.boundingBox.Bottom / 10000f);
spriteBatch.Draw(Game1.objectSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - Game1.tileSize * 4 / 3))), new Rectangle?(Game1.currentLocation.getSourceRectForObject(this.heldObject.ParentSheetIndex)), Color.White * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, (float)(this.boundingBox.Bottom + 1) / 10000f);
spriteBatch.Draw(Game1.shadowTexture, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - Game1.tileSize * 4 / 3))) + new Vector2((float)(Game1.tileSize / 2), (float)(Game1.tileSize * 5 / 6)), new Rectangle?(Game1.shadowTexture.Bounds), Util.invertColor(this.lightColor) * alpha, 0f, new Vector2((float)Game1.shadowTexture.Bounds.Center.X, (float)Game1.shadowTexture.Bounds.Center.Y), 4f, SpriteEffects.None, (float)this.boundingBox.Bottom / 10000f);
spriteBatch.Draw(Game1.objectSpriteSheet, Game1.GlobalToLocal(Game1.viewport, new Vector2((float)(this.boundingBox.Center.X - Game1.tileSize / 2), (float)(this.boundingBox.Center.Y - Game1.tileSize * 4 / 3))), new Rectangle?(Game1.currentLocation.getSourceRectForObject(this.heldObject.ParentSheetIndex)), Util.invertColor(this.lightColor) * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, SpriteEffects.None, (float)(this.boundingBox.Bottom + 1) / 10000f);
}
}
public override void drawAtNonTileSpot(SpriteBatch spriteBatch, Vector2 location, float layerDepth, float alpha = 1f)
{
spriteBatch.Draw(TextureSheet, location, new Rectangle?(this.sourceRect), Color.White * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
spriteBatch.Draw(TextureSheet, location, new Rectangle?(this.sourceRect), Util.invertColor(this.lightColor) * alpha, 0f, Vector2.Zero, (float)Game1.pixelZoom, this.flipped ? SpriteEffects.FlipHorizontally : SpriteEffects.None, layerDepth);
}
public override Item getOne()

View File

@ -0,0 +1,220 @@
xnbData:
target: "w"
compressed: true
hiDef: true
readerData:
-
type: "Microsoft.Xna.Framework.Content.DictionaryReader`2[[System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]"
version: 0
-
type: "Microsoft.Xna.Framework.Content.Int32Reader"
version: 0
-
type: "Microsoft.Xna.Framework.Content.StringReader"
version: 0
numSharedResources: 0
content: #!Dictionary<Int32,String>
0: "Prismatic Crystal/chair/1 1/1 1/4/350/A glowing crystal who's light color can be changed." #!String
1: "Pink Turnip Seeds/chair/1 1/1 1/4/120/Seeds for pink turnips./Said to be raised with love." #!String
2: "Blue Charm Seeds/chair/1 1/1 1/4/145" #!String
3: "Walnut Chair/chair/-1/-1/4/350" #!String
6: "Birch Chair/chair/-1/-1/4/350" #!String
9: "Mahogany Chair/chair/-1/-1/4/1000" #!String
12: "Red Diner Chair/chair/-1/-1/4/750" #!String
15: "Blue Diner Chair/chair/-1/-1/4/750" #!String
18: "Country Chair/chair/-1/-1/4/750" #!String
21: "Breakfast Chair/chair/-1/-1/4/750" #!String
24: "Pink Office Chair/chair/-1/-1/4/500" #!String
27: "Purple Office Chair/chair/-1/-1/4/500" #!String
30: "Green Office Stool/chair/-1/-1/4/350" #!String
31: "Orange Office Stool/chair/-1/-1/4/350" #!String
64: "Dark Throne/chair/-1/-1/4/2000" #!String
67: "Dining Chair/chair/-1/-1/4/1200" #!String
70: "Dining Chair/chair/-1/-1/4/1200" #!String
73: "Green Plush Seat/chair/-1/-1/4/750" #!String
76: "Pink Plush Seat/chair/-1/-1/4/750" #!String
79: "Winter Chair/chair/-1/-1/4/750" #!String
82: "Groovy Chair/chair/-1/-1/4/750" #!String
85: "Cute Chair/chair/-1/-1/4/1200" #!String
88: "Stump Seat/chair/-1/-1/4/2000" #!String
91: "Metal Chair/chair/-1/-1/4/800" #!String
94: "Green Stool/chair/-1/-1/4/350" #!String
95: "Blue Stool/chair/-1/-1/4/350" #!String
128: "King Chair/chair/-1/-1/4/3000" #!String
131: "Crystal Chair/chair/-1/-1/4/3000" #!String
192: "Oak Bench/bench/-1/-1/4/750" #!String
197: "Walnut Bench/bench/-1/-1/4/750" #!String
202: "Birch Bench/bench/-1/-1/4/750" #!String
207: "Mahogany Bench/bench/-1/-1/4/2000" #!String
212: "Modern Bench/bench/-1/-1/4/2000" #!String
288: "Blue Armchair/armchair/-1/-1/4/1000" #!String
294: "Red Armchair/armchair/-1/-1/4/1000" #!String
300: "Green Armchair/armchair/-1/-1/4/1000" #!String
306: "Yellow Armchair/armchair/-1/-1/4/1000" #!String
312: "Brown Armchair/armchair/-1/-1/4/1000" #!String
416: "Blue Couch/couch/-1/-1/4/1750" #!String
424: "Red Couch/couch/-1/-1/4/1750" #!String
432: "Green Couch/couch/-1/-1/4/1750" #!String
440: "Yellow Couch/couch/-1/-1/4/1750" #!String
512: "Brown Couch/couch/-1/-1/4/1750" #!String
520: "Dark Couch/couch/-1/-1/4/2500" #!String
528: "Wizard Couch/couch/-1/-1/4/4000" #!String
536: "Woodsy Couch/couch/-1/-1/4/3000" #!String
704: "Oak Dresser/dresser/-1/-1/4/1000" #!String
709: "Walnut Dresser/dresser/-1/-1/4/1000" #!String
714: "Birch Dresser/dresser/-1/-1/4/1000" #!String
719: "Mahogany Dresser/dresser/-1/-1/4/2000" #!String
724: "Coffee Table/table/2 2/2 1/2/1250" #!String
727: "Stone Slab/table/2 2/2 1/2/1000" #!String
800: "Winter Dining Table/long table/-1/-1/2/3500" #!String
807: "Festive Dining Table/long table/-1/-1/2/3500" #!String
814: "Mahogany Dining Table/long table/-1/-1/2/3000" #!String
821: "Modern Dining Table/long table/-1/-1/2/2700" #!String
1120: "Oak Table/table/-1/-1/1/750" #!String
1122: "Walnut Table/table/-1/-1/1/750" #!String
1124: "Birch Table/table/-1/-1/1/750" #!String
1126: "Mahogany Table/table/-1/-1/1/1500" #!String
1128: "Sun Table/table/-1/-1/1/2500" #!String
1130: "Moon Table/table/-1/-1/1/2500" #!String
1132: "Modern Table/table/-1/-1/1/1250" #!String
1134: "Pub Table/table/-1/-1/1/800" #!String
1136: "Luxury Table/table/-1/-1/1/2000" #!String
1138: "Diviner Table/table/-1/-1/1/2250" #!String
1140: "Neolithic Table/table/-1/-1/1/1800" #!String
1142: "Puzzle Table/table/-1/-1/1/1500" #!String
1144: "Winter Table/table/-1/-1/1/1250" #!String
1146: "Candy Table/table/-1/-1/1/1000" #!String
1148: "Luau Table/table/-1/-1/1/1000" #!String
1150: "Dark Table/table/-1/-1/1/2000" #!String
1216: "Oak Tea-Table/table/2 2/-1/1/750" #!String
1218: "Walnut Tea-Table/table/2 2/-1/1/750" #!String
1220: "Birch Tea-Table/table/2 2/-1/1/750" #!String
1222: "Mahogany Tea-Table/table/2 2/-1/1/1500" #!String
1224: "Modern Tea-Table/table/2 2/-1/1/1000" #!String
1226: "Furniture Catalogue/table/2 2/-1/1/200000" #!String
1280: "China Cabinet/other/3 3/3 1/1/6000" #!String
1283: "Artist Bookcase/bookcase/-1/-1/1/1200" #!String
1285: "Luxury Bookcase/bookcase/-1/-1/1/2000" #!String
1287: "Modern Bookcase/bookcase/-1/-1/1/1600" #!String
1289: "Dark Bookcase/bookcase/-1/-1/1/2000" #!String
1291: "Ceramic Pillar/decor/1 3/1 1/1/250" #!String
1292: "Gold Pillar/decor/1 3/1 1/1/450" #!String
1293: "Industrial Pipe/decor/1 3/1 1/1/300" #!String
1294: "Indoor Palm/decor/1 3/1 1/1/600" #!String
1295: "Totem Pole/decor/1 3/1 1/1/750" #!String
1296: "Manicured Pine/decor/1 3/1 1/1/500" #!String
1297: "Topiary Tree/decor/1 3/1 1/1/500" #!String
1298: "Standing Geode/decor/1 2/1 1/1/500" #!String
1299: "Obsidian Vase/decor/1 2/1 1/1/500" #!String
1300: "Singing Stone/decor/1 2/1 1/1/500" #!String
1301: "Sloth Skeleton L/decor/1 2/1 1/1/500" #!String
1302: "Sloth Skeleton M/decor/1 2/1 1/1/500" #!String
1303: "Sloth Skeleton R/decor/1 2/1 1/1/500" #!String
1304: "Skeleton/decor/1 2/1 1/1/500" #!String
1305: "Chicken Statue/decor/1 2/1 1/1/500" #!String
1306: "Leah's Sculpture/decor/1 2/1 1/1/500" #!String
1307: "Dried Sunflowers/decor/1 2/1 1/1/500" #!String
1308: "Catalogue/decor/1 2/1 1/1/30000" #!String
1362: "Small Plant/decor/1 1/1 1/1/250" #!String
1363: "Table Plant/decor/1 1/1 1/1/250" #!String
1364: "Decorative Bowl/decor/1 1/1 1/1/250" #!String
1365: "Futan Bear/decor/1 1/1 1/1/1500" #!String
1366: "Globe/decor/1 1/1 1/1/750" #!String
1367: "Model Ship/decor/1 1/1 1/1/750" #!String
1368: "Small Crystal/decor/1 1/1 1/1/750" #!String
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