copyedit package readme

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Jesse Plamondon-Willard 2020-09-05 14:55:40 -04:00
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@ -29,13 +29,13 @@ change how these work):
* **Detect game path:**
The package automatically finds your game folder by scanning the default install paths and
Windows registry. It adds two MSBuild properties for use in your `.csproj` file if needed:
$(GamePath)` and `$(GameExecutableName)`.
`$(GamePath)` and `$(GameExecutableName)`.
* **Add assembly references:**
The package adds assembly references to SMAPI, Stardew Valley, xTile, and MonoGame (Linux/Mac) or
XNA Framework (Windows). It automatically adjusts depending on which OS you're compiling it on.
If you use [Harmony](https://github.com/pardeike/Harmony), it can optionally add a reference to
that too.
The package adds assembly references to SMAPI, Stardew Valley, xTile, and the game framework
(MonoGame on Linux/Mac, XNA Framework on Windows). It automatically adjusts depending on which OS
you're compiling it on. If you use [Harmony](https://stardewvalleywiki.com/Modding:Modder_Guide/APIs/Harmony),
it can optionally add a reference to that too.
* **Copy files into the `Mods` folder:**
The package automatically copies your mod's DLL and PDB files, `manifest.json`, [`i18n`
@ -46,8 +46,8 @@ change how these work):
* **Create release zip:**
The package adds a zip file in your project's `bin` folder when you rebuild the code, in the
format recommended for uploading to mod sites like Nexus Mods. This includes the same files and
options as the previous feature.
format recommended for uploading to mod sites like Nexus Mods. This includes the same files as
the previous feature.
* **Launch or debug mod:**
On Windows only, the package configures Visual Studio so you can launch the game and attach a
@ -55,12 +55,11 @@ change how these work):
breakpoints](https://docs.microsoft.com/en-us/visualstudio/debugger/using-breakpoints?view=vs-2019)
in your code while the game is running, or [make simple changes to the mod code without needing to
restart the game](https://docs.microsoft.com/en-us/visualstudio/debugger/edit-and-continue?view=vs-2019).
This is disabled on Linux/Mac due to limitations with the Mono wrapper.
* **Preconfigure common settings:**
The package automatically enables `.pdb` files (so error logs show line numbers to simplify
debugging), and enables support for the simplified `.csproj` format.
debugging), and enables support for the simplified SDK-style `.csproj` format.
* **Add code warnings:**
The package runs code analysis on your mod and raises warnings for some common errors or
@ -115,8 +114,8 @@ These are the options you can set:
<td><code>GamePath</code></td>
<td>
The absolute path to the Stardew Valley folder. This is auto-detected, so you usually shouldn't
need to change it.
The absolute path to the Stardew Valley folder. This is auto-detected, so you usually don't need to
change it.
</td>
</tr>
@ -133,7 +132,7 @@ The absolute path to the folder containing the game's installed mods (defaults t
<td><code>GameExecutableName</code></td>
<td>
The name of the game's executable file (i.e. `StardewValley.exe` on Linux/Mac or
The filename for the game's executable (i.e. `StardewValley.exe` on Linux/Mac or
`Stardew Valley.exe` on Windows). This is auto-detected, and you should almost never change this.
</td>
@ -300,7 +299,7 @@ yourself.
To do that:
1. Get the full path containing the Stardew Valley executable.
1. Get the full folder path containing the Stardew Valley executable.
2. See [_configure_](#configure) to add this property:
```xml
<PropertyGroup>
@ -348,7 +347,7 @@ To prepare a build of the NuGet package:
1. Install the [NuGet CLI](https://docs.microsoft.com/en-us/nuget/install-nuget-client-tools#nugetexe-cli).
1. Change the version and release notes in `package.nuspec`.
2. Rebuild the solution in _Release_ mode.
3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` package and run this command:
3. Open a terminal in the `bin/Pathoschild.Stardew.ModBuildConfig` folder and run this command:
```bash
nuget.exe pack
```