Modding:Editing XNB files

From Stardew Valley Wiki
Revision as of 03:01, 4 May 2017 by Pathoschild (talk | contribs) (copy from canimod.com with permission, dual-licensed CC BY-NC-SA for compatibility with wiki. Main author is Pathoschild, with contributions from xNeptune and UlithiumDragon.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
---
layout: default
title: Creating an XNB mod
intro: >
    This page explains how to create a mod which replaces game files in order to change game data,
    images, and maps.
permalink: /for-devs/creating-an-xnb-mod
redirect_from:
    - /guides/creating-an-xnb-mod
---

## Intro

### How XNB mods work
The game stores data in a compressed format with the `.xnb` file extension inside its `Content`
folder. For example, Abigail's portrait shown during dialogue is from `Content\Portraits\Abigail.xnb`.
Each `.xnb` file contains two files: the data file (like an image), and a metadata file (information about the data
file). For example, here's what's inside `Content\Portraits\Abigail.xnb`:

```
Abigail.xnb
   Abigail.png
   Abigail.yaml
```

In the above example:

* `Abigail.png` contains Abigail's portraits. This is the file you would edit if you wanted to
  change her portraits in the game:  
  ![](images/creating-an-xnb-mod/example-portraits.png)
* `Abigail.yaml` contains metadata about `Abigail.png` (like what type of file it is). You don't
  need to worry about this file, since you generally won't be changing it.

An XNB mod replaces some of the game's XNB data files, which lets you change images (like portraits,
NPCs, or buildings), data (like crop information or dialogue), or maps (including map behaviour
like warps and minigames). XNB mods can also add entirely new content (like new NPCs).

### XNB mods versus SMAPI mods
SMAPI is a modding API that lets you change the game using code. SMAPI mods are more powerful,
easier to install and remove, and allow multiple mods to change the same content. On the other hand,
SMAPI requires you to write code and some things (like changing images) are easier with XNB mods.

If you have programming experience, [creating a SMAPI mod](creating-a-smapi-mod) is recommended
instead if feasible.

For more details, see _[using mods](using-mods)_ for an introduction.

### Where can I get help?
The Stardew Valley modding community is very welcoming. Feel free [come chat on Discord](https://discord.gg/kH55QXP)
or [post in the forums](http://community.playstarbound.com/forums/mods.215/).

## Getting started

### First-time setup
1. Before you start, you should install these:
   * **[XNB Extract 0.2.2](https://www.mediafire.com/?b86xecd27yti6f6)**
     is a toolkit for unpacking and packing the game's XNB files. <small>(See [forum post](http://community.playstarbound.com/threads/beginners-guide-to-xnb-node-and-graphics-editing.110976/).)</small>
   * To edit images:
     * **[Paint.NET](http://www.getpaint.net/download.html)** lets you edit image files. (If you
       already have a favourite image editor, feel free to use that instead.)
   * To edit maps:
     * **[tIDE 2.0.8](https://cdn.discordapp.com/attachments/156109690059751424/249890421805678592/tIDESetup208.msi)**
       is a map editor for the game's map format. This version was customised by Kithi to enable
       conversion between the game's `.tbin` files and the `.tmx` files we'll be editing. It fixes
       an issue where exporting to `.tmx` would lose tile data like animations.
     * **[Tiled](http://www.mapeditor.org/)** is the map editor we'll use to edit the game's maps. It
       has some advantages over tIDE like automatic edge-fixing, better performance, fewer bugs
       when editing Stardew Valley maps, and features like copying & pasting between maps.
2. You should back up your game's `Content` folder now, so you can recover the original files if
   you make a mistake.

### Unpack & pack game files
<section id="unpacking"></section>

You can't edit an `.xnb` file itself, you need to edit the file that's inside it. Pulling out that
inner file is called _unpacking_, and putting it back is called _packing_. Here's how to do it:

1. Download XNB Extract (see [first-time setup](#first-time-setup)).
1. Unpack the file for editing:
   1. Find the file you want to edit in the `Contents` folder.
   2. Copy it into XNB Extract's `Packed` folder.
   3. On Windows, double-click `UnpackFiles.bat`.  
      On Linux/Mac, run the command inside `UNPACK FILES.bat`.
2. Edit the unpacked file (see below).
3. Repack the file for the game:
   1. On Windows, double-click `PackFiles.bat`.  
      On Linux/Mac, run the command inside `PackFiles.bat`.
   2. Move the repacked `.xnb` file back to the original location.

## Editing a spritesheet

### Basic concepts
A spritesheet is just an image file that contains many smaller images in a regular grid pattern:

![tile](images/creating-an-xnb-mod/tilesheet.png)

Each square in the spritesheet's grid pattern is called a **sprite**, and is typically 16×16
pixels. For example, here's a single sprite from the above spritesheet:

![tile](images/creating-an-xnb-mod/tile-1.png)

Note that sprites might be drawn next to each other to create the illusion of a larger object:

![tile](images/creating-an-xnb-mod/tile-2.png)

### Making changes
Spritesheets are easy to edit:

1. [Unpack the file](#unpacking) you want to change.
2. Open the unpacked `.png` file in Paint.NET (or your preferred image editor).
3. Make changes directly to the image.
4. [Repack the file](#unpacking) and copy it back to the original location.

That's it! You can launch the game to see your changes.

## Editing a map

### Basic concepts
* A **map** is the layout of the terrain (like water, cliffs, and land), terrain features (like
  bushes), buildings, paths, and triggers for a particular area. When you reach the edge of an area
  or enter a building, and the screen fades to black during the transition, you're moving between
  maps.

* Each map consists of several **layers** stacked one in front of the other. Objects in a layer
  closer to the front will hide objects in layers behind them. From back to front, the standard
  layers are...

  layer name  | typical contents
  :---------- | :---------------
  Back        | Terrain, water, and basic features (like permanent paths).
  Buildings   | Placeholders for buildings (like the farmhouse).
  Paths       | Flooring, paths, grass, and debris (like stones, weeds, and stumps) which can be removed by the player.
  Front       | Objects that are drawn on top of things behind them, like most trees.
  AlwaysFront | Objects that are always drawn on top of other layers. This is typically used for foreground effects like foliage cover.

* Each layer consists of many **tiles**, which are 16×16 pixel squares placed in a grid to form the
  visible map. Each tile can have properties (e.g. passable / blocked), special logic (e.g. an
  action to perform when the player steps on them), and a picture to show. The picture is
  represented by a sprite index (or tile index), which is its position in an associated spritesheet
  (see next).

* Each map has one or more [spritesheets](#editing-a-spritesheet) (also known as tilesheets when
  talking about mods), which contains the available tiles that are put together to form the visible
  map.

### Recommended Tiled settings
The following settings in Tiled are strongly recommended:

setting | value | reason
------- | ----- | ------
_View > Snap to Grid_ | ✓ enabled | This is required to convert objects back into the game's format.
_Highlight Current Layer_ | ✓ enabled | This makes it more clear which tile you're editing.

### Making changes
Here's how to edit a Stardew Valley map:

1. **Get the file for editing:**
   1. [Unpack the file](#unpacking) you want to change.
   3. Open the unpacked `.tbin` file in tIDE.
   4. Resave the file as "Tiled XML Map Files (*.tmx)".
   5. When asked how to store the layer data, choose "CSV".
2. **Make your changes:**
   1. Open the `.tmx` file in Tiled.
   2. Make the desired changes (see the [Tiled documentation](http://doc.mapeditor.org/) and next sections).
   3. Save the file.
3. **Repack the file for the game:**
   1. Open the `.tmx` file in tIDE.
   2. Resave the file as "tIDE Binary Map Files (*.tbin)".
   3. [Repack the file](#unpacking) and copy it back to the original location.

The [Tiled documentation](http://doc.mapeditor.org/) might help with questions about using it.

### Tile coordinates
Each tile has an (x, y) coordinate which represents its position on the map, where (0, 0) is the
top-left tile. The _x_ value increases towards the right, and _y_ increases downwards. For example:

![](images/creating-an-xnb-mod/tile-coordinates.png)

### Using custom sprites
You can add custom sprites (images) to a map:

1. Create your spritesheet. This should be a PNG image with images divided into 16x16 tiles (see _[basic concepts](#basic-concepts)_
   for examples).
2. Open the map in Tiled.
3. Add the custom spritesheet:
   1. In the _Tilesets_ pane, click the ![](images/creating-an-xnb-mod/tiled-buttons-new-tilesheet.png) _new tilesheet_ button.
   2. Give it a descriptive name (like 'cute bugs') and choose the image source.
   3. Keep the default settings and click _OK_.
4. Add custom sprites to the map:
   1. In the _Layers_ pane, click the layer you want to edit.
   1. In the _Tilesets_ pane, click the tab for your custom spritesheet.
   2. In the _Tilesets_ pane, click one tile to select it. To choose multiple, click and drag the
      cursor.
   3. Move the cursor to the map, and you'll see an overlay with the tiles you selected.
   5. Click the map to place those tiles on the selected layer.

### Map properties
Each map can have multiple map properties, which define attributes and behaviour associated with
the map like lighting, music, warp points, etc. Each property has a name (which defines the type of
property) and value (which configures the property).

To view and edit map properties in Tiled, click _Map_ on the toolbar and choose _Map Properties_.

Known map properties<sup>1</sup>:

property | explanation
-------- | -----------
`AmbientLight {int r} {int g} {int b}` | Sets the [RGB colour](https://en.wikipedia.org/wiki/RGB_color_model) of the ambient light.<br />_Example: `AmbientLight 95 95 95` for a normal indoor daytime lighting._
`BrookSounds [{int x} {int y} {int sound}]` | Adds sound sources. The `x y` fields are the tile coordinates, and `sound` is the ambient sound ID.
`DayTiles [{string layer} {int x} {int y} {int type}]+` | Sets which tiles should glow during the day to simulate sunlight streaming through windows. The `layer` field is the map layer name, `x y` are the tile coordinates, and `type` specifies the glow type (e.g. 256 and 288 for an upper and lower window).<br />_Example: `DayTiles Front 3 1 256 Front 3 2 288`._
`Doors {int x} {int y} {string sheetID} {int tileID}` | Adds a door. The `x y` fields are the tile coordinates, `sheetID` is the name of the sheet containing the door sprite, and `tileID` is the tile index in the spritesheet.
`Fall_Objects T`<sup>2</sup><br />`Spring_Objects T`<sup>2</sup><br />`Summer_Objects T`<sup>2</sup><br />`Winter_Objects T`<sup>2</sup> | Whether to spawn seasonal objects on spawnable tiles based on the data in `Data\Locations.xnb`.<br />_Example: `Fall_Objects`._
`Light [{int x} {int y} {int type}]+` | Adds light sources. The `type` field is the kind of light source (e.g. 4 for twin candles), and `x y` are the tile coordinates.<br />_Example: `Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5` (Adventurer's Guild)._
`Music {str name}` | Sets the music that plays when the player enters, where `name` is the cue name in the audio files.<br />_Example: `Music MarlonsTheme`._
`NightTiles [{string layer} {int x} {int y} {int type}]+` | Like `DayTiles` for moonlight at night.
`Outdoors T`<sup>2</sup> | Sets whether the location is outdoors.<br />_Example: Outdoors true_.
`TreatAsOutdoors T`<sup>2</sup> | ?
`Trees [{int x} {int y} {int type}]+` | Adds trees to the map. The `x y` fields are the tile coordinates, and `type` is the tree type (1: oak, 2: maple, 3: pine, 6: palm, 7: mushroom tree).<br />_Example: `Trees 17 18 2 20 31 2`_.
`UniquePortrait [{str name}]+` | ?
`UniqueSprite [{str name}]+` | ?
`ViewportFollowPlayer T`<sup>2</sup> | Forces the viewport to stay centered on the player.<br />Example: `ViewportFollowPlayer`.
`Warp [{int fromX} {int fromY} {string toArea} {int toX} {int toY}]+` | Sets the tiles which warp the player to another map (e.g. doors). The `fromX fromY` fields are the tile coordinates that initiate the warp, and `toArea toX toY` are the name of the in-game location to warp to and the tile coordinates within it.<br />_Example: 6 20 Mountain 76 9_.

The following properties are used but apparently have no effect:

property | explanation
-------- | -----------
`Arch` | ignored?
`Debris` | ignored?
`Fish` | ignored?

<small><sup>1</sup> Map properties are handled in `GameLocation::resetForPlayerEntry` and `GameLocation::loadObjects`.</small>  
<small><sup>2</sup> The `T` value (short for _true_) is conventional, but any non-empty value will work too.</small>

### Tile properties
You can set tile properties to perform actions when the player steps on the tile or interacts with
it. Each property has a name (which defines the type of property) and value (which configures the
property).

In Tiled these are represented by two types: _object properties_ only apply to the selected tile,
while _tile properties_ apply to every instance of that tile. In general you'll always set _object
properties_, so we'll only cover those.

#### View & edit properties
To view object properties in Tiled:

1. Select the object layer in the _Layers_ pane.
2. Choose the ![](images/creating-an-xnb-mod/select-object-tool.png) _select object_ tool in the
   toolbar.
3. Click the object whose properties you want to view. Objects are represented with a gray
   selection box on the map:  
   ![](images/creating-an-xnb-mod/map-object.png)
4. The object properties will be shown in the _Properties_ pane.  
   ![](images/creating-an-xnb-mod/tiled-properties-pane.png)

To edit properties for an existing object:

* Change a value: click the value field and enter the new value.
* Change a name: select the property and click the ![](images/creating-an-xnb-mod/tiled-properties-edit-icon.png)
  icon.
* Add a property: click the ![](images/creating-an-xnb-mod/tiled-properties-add-icon.png) icon,
  enter the property name, make sure the selected type is "string", and click OK.

To add a new object:

1. Select the object layer in the _Layers_ pane.  
   _There should be one object layer for each tile layer. If the object layer is missing, create
   one with the same name as the right tile layer._
2. Choose the ![](images/creating-an-xnb-mod/tiled-buttons-object-insert-rectangle.png) _insert
   rectangle_ tool from the toolbar.
3. Click and drag the rectangle over the tile you want to edit. Make sure it snaps to the tile
   grid (see [recommended settings](#recommended-settings)), and only one tile is selected.
4. See previous for how to edit its properties.

#### Known properties
Known tile properties (excluding specialised properties like `TouchAction WomensLocker`):<sup>1</sup>

layer | property | explanation
----- | -------- | -----------
`Back` | `Diggable T`<sup>2</sup> | Marks the tile as diggable with the hoe and enables planting crops.
`Back` | `NoFurniture T`<sup>2</sup> | Prevents the player from placing furniture on this tile.
`Back` | `NoSpawn All`<br />`NoSpawn True` | Combines `NoSpawn Grass` and `NoSpawn Tree`.
`Back` | `NoSpawn Grass` | Prevents debris (e.g. weeds or stones) from spawning on this tile.
`Back` | `NoSpawn Tree` | Prevents trees from spawning on this tile. Prevents the player from planting trees on this tile, except on the farm. If a tree is already on this tile, prevents it from growing.
`Back` | `NPCBarrier T`<sup>2</sup> | Prevents NPCs from crossing this tile.
`Back` | `Type {str type}` | Sets the tile type for various game logic (e.g. step sounds or planting crops), where `type` is one of `Dirt`, `Stone`, `Grass`, `Wood`.
`Back` | `Water T`<sup>2</sup> | Marks the tile as a water tile for various game logic (e.g. items splash into it, can refill watering can from it, can't walk on it, etc).
`Back` | `WaterSource T`<sup>2</sup> | Lets the player refill the watering can from this tile.

The `TouchAction` property makes something happen when the player steps on the tile:

layer | property | explanation
----- | -------- | -----------
`Back` | `TouchAction ChangeIntoSwimsuit` | Changes the player into their swimsuit and disables running.
`Back` | `TouchAction ChangeOutOfSwimsuit` | Changes the player into their regular clothes and enables running.
`Back` | `TouchAction Door {str npc}` | If the player doesn't have 2+ friendship hearts with the villager named by the `npc` field: stops the player, marks the tile as impassible, and displays a door-locked message.
`Back` | `TouchAction Emote {str npc} {int emoteID}` | Finds the NPC whose name matches the `npc` field, and causes them to show the given `emoteID` above their head (4: empty can, 8: question mark, 12: angry, 16: exclamation, 20: heart, 24: sleep, 28: sad, 32: happy, 36: x, 40: pause, 52: videogame, 56: music note, 60: blush).
`Back` | `TouchAction FacingDirection {str npc} {int direction}` | Finds the NPC whose name matches the `npc` field, and make them face the given direction (0: up, 1: right, 2: down, 3: left).
`Back` | `TouchAction MagicWarp {str area} {int x} {int y} [{str prerequisite}]` | Warps the player to the `x y` tile coordinates in the given `area` with a magic sound and effects. If the `prerequisite` field is specified, only occurs if that flag is set via `Game1.player.mailReceived`.
`Back` | `TouchAction PoolEntrance` | Switches the player between swimming and walking mode.
`Back` | `TouchAction Sleep` | Ends the day if the player confirms.

The `Action` property makes something happen when the player interacts (e.g. clicks) with the tile:

layer | property | explanation
----- | -------- | -----------
`Buildings` | `Action AdventureShop` | Shows the Adventurer's Guild shop screen.
`Buildings` | `Action Arcade_Prairie` | Shows the _Journey of the Prairie King_ arcade game.
`Buildings` | `Action Arcade_Minecart` | Shows the _Junimo Kart_ arcade game.
`Buildings` | `Action BuyBackpack` | Shows a menu which lets the player upgrade their backpack if an upgrade is available.
`Buildings` | `Action Billboard` | Shows the calendar menu.
`Buildings` | `Action ColaMachine` | Offers to let the player buy a Joja cola.
`Buildings` | `Action ClubShop` | Shows the casino shop menu.
`Buildings` | `Action ClubSlots` | Shows the casino slots minigame.
`Buildings` | `Action JojaShop` | Shows the Joja shopping screen.
`Buildings` | `Action Jukebox` | Shows the jukebox menu to choose the ambient music.
`Buildings` | `Action kitchen` | Shows the cooking menu.
`Buildings` | `Action Letter {str text}` | Shows the letter menu on-screen with the given text, with the syntax used by `Data\mail.xnb`.<br />_Example: `Action Letter Hey there!^I had some extra wood lying around... I thought maybe you could use it. Take care!  ^   -Robin %item object 388 50 %%`_.
`Buildings` | `Action LockedDoorWarp [{int toX} {int toY} {string toArea} {int openTime} {int closeTime}]` | Creates an activation warp normally used on doors with a time window for when it can be used. Note that you must use 24-hour times, i.e. 2000 for 8pm. <br />_Example: 6 29 SeedShop 900 2100._ 
`Buildings` | `Action Mailbox` | Shows the next letter from the player's mailbox (if any).
`Buildings` | `Action Material` | Shows a summary of the player's stockpiled wood and stone.
`Buildings` | `Action MinecartTransport` | Shows the minecart destination menu (or a message if not unlocked).
`Buildings` | `Action Notes {int noteID}` | If the player has found the specified lost book, displays its museum note text and marks it read.<br />_Example: Action Notes 17_.
`Buildings` | `Action Warp {int x} {int y} {str area}` | Warps the player to the `x y` tile coordinate in the `area` game location.<br />_Example: Action Warp Mountain 76 9_.
`Buildings` | `Action WarpCommunityCenter` | Warps the player to the inside of the Community Center if they have access (else show an "it's locked" message).
`Buildings` | `Action WizardShrine` | Shows the character customisation menu normally available from the Wizard's tower.

<small><sup>1</sup> Tile properties are handled throughout the codebase using `GameLocation::doesTileHaveProperty`. Actions and touch actions are handled by `GameLocation::performAction` and `GameLocation::performTouchAction` respectively. Emote IDs are listed as `Character` constants.</small>  
<small><sup>2</sup> The `T` value (short for _true_) is conventional, but any non-empty value will work too.</small>

### Animating tiles
You can animate tiles to create effects like Gil in his rocking chair:  
![](images/creating-an-xnb-mod/example-animation.gif)

Here's how to do it in Tiled:

1. Select the tile you want to animate in the _Tilesets_ pane.
2. Click _View > Tile Animation Editor_ in the toolbar to show that pane.
3. In the _Tile Animation Editor_ pane, drag tiles from the tilesheet into the box on the left to
   create a _frame_ (one image in the sequence).
4. Double-click the numbers to change how long each frame stays on the screen before the next one
   (in milliseconds). **Make sure every frame has the same time; the game can't handle variable
   frame times.** For example, here's the animation editor showing one of the tiles of Gil rocking:  
   ![](images/creating-an-xnb-mod/example-animation-pane.gif)
4. When you're done, close the pane.
5. The animated tiles in the _Tilesets_ pane will now have a little symbol in the bottom-right corner:  
   ![](images/creating-an-xnb-mod/example-animation-tileset.png)  
   The animation is now part of that tile. Every instance of that tile on the map will now have the
   same animation.

### Editing maps from a SMAPI mod
The previous sections describe how to edit a map by editing its file, but you can also edit it
programmatically at runtime in a [SMAPI mod](/for-devs/creating-a-smapi-mod):

```c#
GameLocation location = Game1.currentLocation;

/*********
** Manage map properties
*********/
// get
string value = location.map.Properties.ContainsKey("Music")
    ? location.map.Properties["Music"].ToString()
    : null;

// set
location.map.Properties["Music"] = "MarlonsTheme";

/*********
** Manage tile properties
*********/
// get
string value = location.doesTileHaveProperty(tileX, tileY, "Diggable", "Back");

// set
location.setTileProperty(tileX, tileY, "Back", "Diggable", "T");

/*********
** Edit tiles
*********/
// remove tile
location.removeTile(tileX, tileY, "Back");
location.waterTiles[tileX, tilyY] = false;

// add tile
var layer = location.map.GetLayer("Back");
layer.Tiles[tileX, tileY] = new StaticTile(layer, "tilesheet name", BlendMode.Alpha, tileID);
```