From 9097614b8aa6e51f7f241ba9f01d1f6eead5738f Mon Sep 17 00:00:00 2001 From: Zoryn Date: Sun, 28 Feb 2016 06:59:46 -0500 Subject: [PATCH] Create README.md --- README.md | 47 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 47 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 00000000..f543ade3 --- /dev/null +++ b/README.md @@ -0,0 +1,47 @@ +# SMAPI +A Modding API For Stardew Valley + +There is no documentation right now. +You compile this if you're interested and throw it next to your StardewValley.exe and run it. It should open the game and a beautiful black box that look atrocious honestly. That's the modding api. You can make a project and reference that to add functionality. Below is my test mod class. Mods go in C:\Users\\AppData\Roaming\StardewValley\Mods or something like that. + +It is currently 7AM EST and I have not slept in over 40 hours, so good night/morning/etc to anyone reading, I'll make this more proper some other time. + +TestMod.cs: + +public class TestMod : Mod + { + public override string Name + { + get { return "Test Mod"; } + } + + public override string Authour + { + get { return "Zoryn Aaron"; } + } + + public override string Version + { + get { return "0.0.1Test"; } + } + + public override string Description + { + get { return "A Test Mod"; } + } + + public override void Entry() + { + Console.WriteLine("Test Mod Has Loaded"); + Program.LogError("Test Mod can call to Program.cs in the API"); + Program.LogColour(ConsoleColor.Magenta, "Test Mod is just a tiny DLL file in AppData/Roaming/StardewValley/Mods"); + + Events.GameLoaded += Events_GameLoaded; + } + + void Events_GameLoaded() + { + + Program.LogInfo("[Game Loaded Event] I can do things directly to the game now that I am certain it is loaded thanks to events."); + } + }