Fix patch logic
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11
ModEntry.cs
11
ModEntry.cs
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@ -5,6 +5,8 @@ using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using StardewValley;
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using StardewValley.BellsAndWhistles;
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using StardewValley.Menus;
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using StardewValley.Mobile;
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using StardewValley.Objects;
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using StardewValley.Projectiles;
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@ -75,7 +77,16 @@ namespace StardewModdingAPI.Mods.CustomLocalization
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Game1.mobileSpriteSheet = ((ContentManager)Game1.content).Load<Texture2D>("LooseSprites\\MobileAtlas_manually_made");
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Game1.achievements = (Dictionary<int, string>)((ContentManager)Game1.content).Load<Dictionary<int, string>>("Data\\Achievements");
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Game1.NPCGiftTastes = (IDictionary<string, string>)((ContentManager)Game1.content).Load<Dictionary<string, string>>("Data\\NPCGiftTastes");
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Game1.onScreenMenus.Clear();
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this.Helper.Reflection.GetMethod(Game1.game1, "TranslateFields").Invoke();
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Game1.dayTimeMoneyBox = new DayTimeMoneyBox();
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Game1.dayTimeMoneyBox.game1 = Game1.game1;
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Game1.onScreenMenus.Add((IClickableMenu)Game1.dayTimeMoneyBox);
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Game1.toolbar = new Toolbar();
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Game1.virtualJoypad = new VirtualJoypad();
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Game1.onScreenMenus.Add((IClickableMenu)Game1.toolbar);
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Game1.buffsDisplay = new BuffsDisplay();
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Game1.onScreenMenus.Add((IClickableMenu)Game1.buffsDisplay);
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Game1.dialogueFont = (SpriteFont)((ContentManager)Game1.content).Load<SpriteFont>("Fonts\\SpriteFont1");
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Game1.smallFont = (SpriteFont)((ContentManager)Game1.content).Load<SpriteFont>("Fonts\\SmallFont");
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Game1.tinyFont = (SpriteFont)((ContentManager)Game1.content).Load<SpriteFont>("Fonts\\tinyFont");
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@ -1,7 +1,7 @@
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{
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"Name": "Custom Localization",
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"Author": "ZaneYork",
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"Version": "1.0.2",
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"Version": "1.0.3",
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"Description": "Localization for not exist locale.",
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"UniqueID": "ZaneYork.CustomLocalization",
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"EntryDll": "CustomLocalization.dll",
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