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MapAccessibility
While stardew access can itself detect tiles and objects on tiles, many tiles need to be manually described (like shop tiles, trash bins, etc.). The mod achieves this by describing such tiles in a separate json file which mainly describes tiles from the vanilla game.
While users can describe more tiles in a user json file, it is not intuitive for mod devs to upload a json file describing the tiles of a custom map which then users copy over to their json file.
So instead, we use the tile property, TileDesc
, to describe tiles which can be added into the map (.tmx) itself.
(A guide on adding tile properties)
Value Format:
<category>,<name>,<translation-key>
Example: decor,Bookshelf,static_tile-common-bookshelf
Screen reader users use this to filter out the tiles in an area so be mindful with this. It recommend that you use one of the pre-defined categories, which you can
Pre-defined Category IDs:
- animals
- bridges
- buildings
- bushes
- bundles
- containers
- crops
- debris
- decor
- doors
- dropped_items
- farmers
- fishing
- fishponds
- flooring
- furniture
- interactables
- machines
- mine_items
- monsters
- npcs
- other
- pending
- quest
- ready
- resource_clumps
- trees
- unknown
- water
The name or description of the tile. This is what the screen reader will speak.
You can use this to internationalize the tile's name. But the mod only supports translation keys from static_tiles.en.ftl and en.ftl files.
You can't define more translation keys, the drawback at the moment.
Note
- If the provided translation key is not found or unable to translate, the mod will fallback to using name.
- Use only the translation keys with no variables.