readme
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README.md
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README.md
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@ -12,40 +12,51 @@ It is recommended to subscribe to an event (from Events.cs) to be able to interf
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TestMod.cs:
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public class TestMod : Mod
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework.Input;
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using StardewModdingAPI;
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namespace StardewTestMod
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{
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public override string Name
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public class TestMod : Mod
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{
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get { return "Test Mod"; }
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}
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public override string Name
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{
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get { return "Test Mod"; }
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}
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public override string Authour
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{
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get { return "Zoryn Aaron"; }
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}
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public override string Authour
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{
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get { return "Zoryn Aaron"; }
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}
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public override string Version
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{
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get { return "0.0.1Test"; }
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}
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public override string Version
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{
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get { return "0.0.1Test"; }
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}
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public override string Description
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{
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get { return "A Test Mod"; }
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}
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public override string Description
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{
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get { return "A Test Mod"; }
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}
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public override void Entry()
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{
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Console.WriteLine("Test Mod Has Loaded");
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Program.LogError("Test Mod can call to Program.cs in the API");
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Program.LogColour(ConsoleColor.Magenta, "Test Mod is just a tiny DLL file in AppData/Roaming/StardewValley/Mods");
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public override void Entry()
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{
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Console.WriteLine("Test Mod Has Loaded");
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Program.LogError("Test Mod can call to Program.cs in the API");
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Program.LogColour(ConsoleColor.Magenta, "Test Mod is just a tiny DLL file in AppData/Roaming/StardewValley/Mods");
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//Subscribe to an event from the modding API
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Events.KeyPressed += Events_KeyPressed;
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}
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Events.GameLoaded += Events_GameLoaded;
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}
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void Events_GameLoaded()
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{
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Program.LogInfo("[Game Loaded Event] I can do things directly to the game now that I am certain it is loaded thanks to events.");
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void Events_KeyPressed(Keys key)
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{
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Console.WriteLine("TestMod sees that the following key was pressed: " + key);
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}
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}
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}
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