simplify project structure & unify mod solutions
This commit combines the general mods into one solution, removes compiled/generated files, and standardises the project names.
This commit is contained in:
parent
2f3a1df33f
commit
2470bbc361
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@ -1,22 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "AutoSpeed", "AutoSpeed\AutoSpeed.csproj", "{57E7D17E-C237-448B-A50F-CFB67F9BB146}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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AutoSpeed:
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ModVersion:
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1.1.1.
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 7:27:19 PM
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{
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"Name": "AutoSpeed",
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"Author": "Alpha_Omegasis",
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"Version": {
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"MajorVersion": "1",
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"MinorVersion": "1",
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"PatchVersion": "1",
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"Build": ""
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},
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"Description": "Autospeed: Got to go fast! Updated AutoSpeed to SMAPI 1.12 On 5/14/17",
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"UniqueID": "AutoSpeed",
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"PerSaveConfigs": false,
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"EntryDll": "AutoSpeed.dll"
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}
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@ -43,6 +43,11 @@
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<Compile Include="AutoSpeed.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="manifest.json" />
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<None Include="packages.config" />
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<None Include="README.md" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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"Build": ""
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},
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"Description": "Got to go fast! Updated AutoSpeed to SMAPI 1.12 on 5/14/17.",
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"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
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"UniqueID": "AutoSpeed",
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"PerSaveConfigs": false,
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"EntryDll": "AutoSpeed.dll"
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}
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@ -46,8 +46,12 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="manifest.json" />
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<None Include="packages.config" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="Readme.txt" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.25420.1
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BillboardAnywhere", "BillboardAnywhere\BillboardAnywhere.csproj", "{07A9EFAA-1759-49C8-8A82-49210047B975}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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Billboard_Anywhere-Source:
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ModVersion:
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1.1.1.1
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 4:18:35 PM
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using System;
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using StardewValley;
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using StardewModdingAPI;
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using System.IO;
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namespace Billboard_Anywhere
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{
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public class Class1 : Mod
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{
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string key_binding = "B";
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bool game_loaded = false;
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public override void Entry(IModHelper helper)
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{
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//set up all of my events here
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StardewModdingAPI.Events.SaveEvents.AfterLoad += SecondPlayerEvents_LoadedGame;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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}
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private void SecondPlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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game_loaded = true;
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DataLoader_Settings();
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}
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public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
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{
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if (Game1.player == null) return;
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if (Game1.player.currentLocation == null) return;
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if (game_loaded == false) return;
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if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
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{
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if (Game1.activeClickableMenu != null) return;
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my_menu();
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}
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}
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void DataLoader_Settings()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
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key_binding = "B";
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MyWritter_Settings();
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}
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else
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{
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string[] readtext = File.ReadAllLines(mylocation3);
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key_binding = Convert.ToString(readtext[3]);
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}
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}
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void MyWritter_Settings()
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{
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//write all of my info to a text file.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Monitor.Log("Billboard_Anywhere: The Billboard Anywhere Config doesn't exist. Creating it now.");
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mystring3[0] = "Config: Billboard_Anywhere. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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mystring3[0] = "Config: Billboard_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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void my_menu()
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{
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Game1.activeClickableMenu = new StardewValley.Menus.Billboard();
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}
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}
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}
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//end class
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Billboard_Anywhere-Source:
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ModVersion:
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1.1.1.1
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 4:18:35 PM
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{
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"Name": "Billboard Anywhere",
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"Author": "Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 3,
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"PatchVersion": 0,
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"Build": ""
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},
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"Description": "Allows the user to open up the Billboard menu from anywhere. Updated to SMAPI 1.12 on 5/14/17",
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"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
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"PerSaveConfigs": false,
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"EntryDll": "Billboard_Anywhere.dll"
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}
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="manifest.json" />
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<None Include="packages.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.25420.1
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildEndurance", "BuildEndurance\BuildEndurance.csproj", "{84B4015D-2619-448C-8672-A3FC167F76EA}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{84B4015D-2619-448C-8672-A3FC167F76EA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{84B4015D-2619-448C-8672-A3FC167F76EA}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{84B4015D-2619-448C-8672-A3FC167F76EA}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{84B4015D-2619-448C-8672-A3FC167F76EA}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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SMAPI_BuildEndurance-Source:
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ModVersion:
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1.1.1.1
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 4:18:39 PM
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="manifest.json" />
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<None Include="packages.config" />
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<None Include="ReadMe.md" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Express 14 for Windows Desktop
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VisualStudioVersion = 14.0.25420.1
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildHealth", "BuildHealth\BuildHealth.csproj", "{99183BD6-6243-4AE6-B2D8-7CEA915B1278}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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using System;
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using System.Collections.Generic;
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using System.IO;
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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 Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using StardewModdingAPI;
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using Microsoft.Xna.Framework;
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namespace BuildHealth
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{
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public class BuildHealth : Mod
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{
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public double BuildHealth_data_xp_nextlvl=20;
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public double BuildHealth_data_xp_current=0;
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public int BuildHealth_data_current_lvl=0;
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public int BuildHealth_data_health_bonus_acumulated=0;
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public int BuildHealth_data_ini_health_bonus=0;
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public bool BuildHealth_data_clear_mod_effects = false;
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public int BuildHealth_data_old_health = 0;
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public bool tool_cleaner = false;
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public bool fed = false;
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public int old_health;
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public int new_health;
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public Config ModConfig { get; set; }
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public static bool upon_loading = false;
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public bool collapse_check;
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//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
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public override void Entry(IModHelper helper)
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{
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
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StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
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StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += LoadingCallBack;
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StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += damage_check;
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var configLocation = Path.Combine(helper.DirectoryPath, "BuildHealthConfig.json");
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if (!File.Exists(configLocation))
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{
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Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
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ModConfig = new Config();
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ModConfig.BuildHealth_current_lvl = 0;
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ModConfig.BuildHealth_max_lvl = 100;
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ModConfig.BuildHealth_Health_increase_upon_lvl_up = 1;
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ModConfig.BuildHealth_xp_current = 0;
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ModConfig.BuildHealth_xp_nextlvl = 20;
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ModConfig.BuildHealth_xp_curve = 1.15;
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ModConfig.BuildHealth_xp_eating = 2;
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ModConfig.BuildHealth_xp_sleeping = 10;
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ModConfig.BuildHealth_xp_tooluse = 1;
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ModConfig.BuildHealth_ini_Health_boost = 0;
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ModConfig.BuildHealth_Health_accumulated = 0;
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File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
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}
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else
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{
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ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
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Monitor.Log("Found BuildHealth config file.");
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}
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// DataLoader();
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// MyWritter();
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Monitor.Log("BuildHealth Initialization Completed");
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}
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public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used.
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{
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if (tool_cleaner == true) return;
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if (StardewValley.Game1.player.usingTool == true)
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{
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//Monitor.Log("Tool is being used");
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BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_tooluse;
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tool_cleaner = true;
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}
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else return;
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}
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public void Tool_Cleanup(object sender, EventArgs e) //nerfs how quickly xp is actually gained. I hope.
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{
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if (tool_cleaner == true) tool_cleaner = false;
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else return;
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}
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public void EatingCallBack(object sender, EventArgs e)
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{
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if (StardewValley.Game1.isEating == true)
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{
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// Monitor.Log("NOM NOM NOM");
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fed = true;
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//this code will run when the player eats an object. I.E. increases their eating skills.
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}
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//I'm going to assume they ate the food.
|
||||
if ((StardewValley.Game1.isEating == false) && fed == true)
|
||||
{
|
||||
// Monitor.Log("NOM NOM NOM");
|
||||
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_eating;
|
||||
fed = false;
|
||||
}
|
||||
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void damage_check(object sender, EventArgs e)
|
||||
{
|
||||
var player = StardewValley.Game1.player;
|
||||
|
||||
if (old_health > player.health)
|
||||
{
|
||||
BuildHealth_data_xp_current += (old_health - player.health);
|
||||
//Log.Info(old_health - player.health);
|
||||
old_health = (player.health);
|
||||
|
||||
}
|
||||
if (old_health < player.health)
|
||||
{
|
||||
old_health = player.health;
|
||||
}
|
||||
|
||||
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
public void SleepCallback(object sender, EventArgs e)
|
||||
{
|
||||
collapse_check = false;
|
||||
if (upon_loading ==true){
|
||||
|
||||
Clear_Checker();
|
||||
|
||||
var player = StardewValley.Game1.player;
|
||||
|
||||
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_sleeping;
|
||||
|
||||
if (BuildHealth_data_old_health == 0)
|
||||
{
|
||||
BuildHealth_data_old_health = player.maxHealth; //grab the initial Health value
|
||||
}
|
||||
|
||||
if (BuildHealth_data_clear_mod_effects == true)
|
||||
{
|
||||
Clear_DataLoader();
|
||||
//This will run when the character goes to sleep. It will increase their sleeping skill.
|
||||
player.maxHealth = BuildHealth_data_old_health;
|
||||
BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
|
||||
BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
|
||||
BuildHealth_data_health_bonus_acumulated = 0;
|
||||
BuildHealth_data_old_health = player.maxHealth;
|
||||
BuildHealth_data_ini_health_bonus = 0;
|
||||
BuildHealth_data_current_lvl = 0;
|
||||
Monitor.Log("BuildHealth Reset!");
|
||||
}
|
||||
|
||||
|
||||
if (BuildHealth_data_clear_mod_effects == false)
|
||||
{
|
||||
if (BuildHealth_data_current_lvl < ModConfig.BuildHealth_max_lvl)
|
||||
{
|
||||
while (BuildHealth_data_xp_current >= BuildHealth_data_xp_nextlvl)
|
||||
{
|
||||
BuildHealth_data_current_lvl += 1;
|
||||
BuildHealth_data_xp_current = BuildHealth_data_xp_current - BuildHealth_data_xp_nextlvl;
|
||||
BuildHealth_data_xp_nextlvl = (ModConfig.BuildHealth_xp_curve * BuildHealth_data_xp_nextlvl);
|
||||
player.maxHealth += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
|
||||
BuildHealth_data_health_bonus_acumulated += ModConfig.BuildHealth_Health_increase_upon_lvl_up;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
BuildHealth_data_clear_mod_effects = false;
|
||||
|
||||
MyWritter();
|
||||
}
|
||||
|
||||
old_health = StardewValley.Game1.player.maxHealth;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void LoadingCallBack(object sender, EventArgs e)
|
||||
{
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
upon_loading=true;
|
||||
//runs when the player is loaded.
|
||||
var player = StardewValley.Game1.player;
|
||||
|
||||
if (BuildHealth_data_old_health == 0)
|
||||
{
|
||||
BuildHealth_data_old_health = player.maxHealth; //grab the initial health value
|
||||
}
|
||||
|
||||
player.maxHealth = BuildHealth_data_ini_health_bonus + BuildHealth_data_health_bonus_acumulated + BuildHealth_data_old_health; //incase the ini stam bonus is loaded in.
|
||||
|
||||
if (BuildHealth_data_clear_mod_effects == true)
|
||||
{
|
||||
player.maxHealth = BuildHealth_data_old_health;
|
||||
Monitor.Log("BuildHealth Reset!");
|
||||
}
|
||||
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
|
||||
old_health = StardewValley.Game1.player.maxHealth;
|
||||
}
|
||||
|
||||
|
||||
public void Collapse_Callback(object sender, EventArgs e) //if the player stays up too late add some xp.
|
||||
{
|
||||
if (collapse_check == false)
|
||||
{
|
||||
|
||||
if (StardewValley.Game1.farmerShouldPassOut == true)
|
||||
{
|
||||
|
||||
BuildHealth_data_xp_current += ModConfig.BuildHealth_Pass_Out_XP;
|
||||
collapse_check = true;
|
||||
Monitor.Log("The player has collapsed!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Mod config data.
|
||||
public class Config
|
||||
{
|
||||
public double BuildHealth_xp_nextlvl { get; set; }
|
||||
public double BuildHealth_xp_current { get; set; }
|
||||
public double BuildHealth_xp_curve { get; set; }
|
||||
|
||||
public int BuildHealth_current_lvl { get; set; }
|
||||
public int BuildHealth_max_lvl { get; set; }
|
||||
|
||||
public int BuildHealth_Health_increase_upon_lvl_up { get; set; }
|
||||
|
||||
public int BuildHealth_xp_tooluse { get; set; }
|
||||
public int BuildHealth_xp_eating { get; set; }
|
||||
public int BuildHealth_xp_sleeping { get; set; }
|
||||
|
||||
public int BuildHealth_ini_Health_boost { get; set; }
|
||||
|
||||
public int BuildHealth_Health_accumulated { get; set; }
|
||||
|
||||
public int BuildHealth_Pass_Out_XP { get; set; }
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Clear_DataLoader()
|
||||
{
|
||||
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
|
||||
string mylocation2 = mylocation+myname;
|
||||
string mylocation3 = mylocation2+".txt";
|
||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
||||
{
|
||||
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
|
||||
|
||||
|
||||
BuildHealth_data_clear_mod_effects = false;
|
||||
BuildHealth_data_old_health = 0;
|
||||
BuildHealth_data_ini_health_bonus = 0;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//loads the BuildHealth_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
|
||||
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Clear_Checker()
|
||||
{
|
||||
//loads the data to the variables upon loading the game.
|
||||
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
|
||||
string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation2 + ".txt";
|
||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
||||
{
|
||||
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
|
||||
|
||||
|
||||
BuildHealth_data_clear_mod_effects = false;
|
||||
BuildHealth_data_old_health = 0;
|
||||
BuildHealth_data_ini_health_bonus = 0;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//loads the BuildHealth_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DataLoader()
|
||||
{
|
||||
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
|
||||
string mylocation2 = mylocation+myname;
|
||||
string mylocation3 = mylocation2+".txt";
|
||||
if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
|
||||
{
|
||||
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
|
||||
BuildHealth_data_xp_nextlvl = ModConfig.BuildHealth_xp_nextlvl;
|
||||
BuildHealth_data_xp_current = ModConfig.BuildHealth_xp_current;
|
||||
BuildHealth_data_current_lvl = ModConfig.BuildHealth_current_lvl;
|
||||
BuildHealth_data_ini_health_bonus = ModConfig.BuildHealth_ini_Health_boost;
|
||||
BuildHealth_data_health_bonus_acumulated = ModConfig.BuildHealth_Health_accumulated;
|
||||
BuildHealth_data_clear_mod_effects = false;
|
||||
BuildHealth_data_old_health = 0;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Monitor.Log("HEY THERE IM LOADING DATA");
|
||||
|
||||
//loads the BuildHealth_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildHealth_data_current_lvl = Convert.ToInt32(readtext[3]);
|
||||
BuildHealth_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildHealth_data.json
|
||||
BuildHealth_data_xp_current = Convert.ToDouble(readtext[5]);
|
||||
BuildHealth_data_ini_health_bonus = Convert.ToInt32(readtext[9]);
|
||||
BuildHealth_data_health_bonus_acumulated = Convert.ToInt32(readtext[11]);
|
||||
BuildHealth_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
BuildHealth_data_old_health = Convert.ToInt32(readtext[16]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void MyWritter()
|
||||
{
|
||||
if (!Directory.Exists(Path.Combine(Helper.DirectoryPath, "PlayerData"))) Directory.CreateDirectory(Path.Combine(Helper.DirectoryPath, "PlayerData"));
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(Helper.DirectoryPath, "PlayerData", "BuildHealth_data_");
|
||||
string mylocation2 = mylocation+myname;
|
||||
string mylocation3 = mylocation2+".txt";
|
||||
string[] mystring3 = new string[20];
|
||||
if (!File.Exists(mylocation3))
|
||||
{
|
||||
Monitor.Log("The data file for BuildHealth was not found, guess I'll create it when you sleep.");
|
||||
|
||||
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
|
||||
|
||||
mystring3[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
|
||||
mystring3[2] = "Player Current Level:";
|
||||
mystring3[3] = BuildHealth_data_current_lvl.ToString();
|
||||
|
||||
mystring3[4] = "Player Current XP:";
|
||||
mystring3[5] = BuildHealth_data_xp_current.ToString();
|
||||
|
||||
mystring3[6] = "Xp to next Level:";
|
||||
mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
|
||||
|
||||
mystring3[8] = "Initial Health Bonus:";
|
||||
mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
|
||||
|
||||
mystring3[10] = "Additional Health Bonus:";
|
||||
mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
|
||||
|
||||
mystring3[12] = "=======================================================================================";
|
||||
mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
|
||||
mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
|
||||
mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
|
||||
mystring3[16] = BuildHealth_data_old_health.ToString();
|
||||
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Monitor.Log("HEY IM SAVING DATA");
|
||||
|
||||
//write out the info to a text file at the end of a day.
|
||||
mystring3[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
|
||||
mystring3[2] = "Player Current Level:";
|
||||
mystring3[3] = BuildHealth_data_current_lvl.ToString();
|
||||
|
||||
mystring3[4] = "Player Current XP:";
|
||||
mystring3[5] = BuildHealth_data_xp_current.ToString();
|
||||
|
||||
mystring3[6] = "Xp to next Level:";
|
||||
mystring3[7] = BuildHealth_data_xp_nextlvl.ToString();
|
||||
|
||||
mystring3[8] = "Initial Health Bonus:";
|
||||
mystring3[9] = BuildHealth_data_ini_health_bonus.ToString();
|
||||
|
||||
mystring3[10] = "Additional Health Bonus:";
|
||||
mystring3[11] = BuildHealth_data_health_bonus_acumulated.ToString();
|
||||
|
||||
mystring3[12] = "=======================================================================================";
|
||||
mystring3[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
|
||||
mystring3[14] = BuildHealth_data_clear_mod_effects.ToString();
|
||||
mystring3[15] = "OLD Health AMOUNT: This is the initial value of the Player's Health before this mod took over.";
|
||||
mystring3[16] = BuildHealth_data_old_health.ToString();
|
||||
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
}
|
||||
|
||||
} //end my function
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
BuildHealth-Source:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:56 PM
|
|
@ -1,14 +0,0 @@
|
|||
{
|
||||
"Name": "BuildHealth",
|
||||
"Author": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 3,
|
||||
"PatchVersion": 0,
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "SMAPI port of BuildHealth. Increase your health as you play. Updated to SMAPI 1.12 on 5/14/17",
|
||||
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "BuildHealth.dll"
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
BuildHealth-Source:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:56 PM
|
|
@ -10,5 +10,5 @@
|
|||
"Description": "SMAPI port of BuildHealth. Increase your health as you play. Updated to SMAPI 1.12 on 5/14/17",
|
||||
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "SMAPI_BuildHealth.dll"
|
||||
"EntryDll": "BuildHealth.dll"
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuyBackCollectables", "BuyBackCollectables.csproj", "{A19025C4-E194-4CAD-B156-4AC00BDD2AA3}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A19025C4-E194-4CAD-B156-4AC00BDD2AA3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A19025C4-E194-4CAD-B156-4AC00BDD2AA3}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A19025C4-E194-4CAD-B156-4AC00BDD2AA3}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A19025C4-E194-4CAD-B156-4AC00BDD2AA3}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,7 +0,0 @@
|
|||
BuyBackCollectables:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:58 PM
|
|
@ -48,8 +48,12 @@
|
|||
<Compile Include="UpdatedCollections.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="manifest.json" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
Binary file not shown.
Binary file not shown.
|
@ -1,20 +0,0 @@
|
|||
Config: Buy Back Collections. Feel free to mess with these settings.
|
||||
====================================================================================
|
||||
Key binding
|
||||
Y
|
||||
Collectables Multiplier Cost: Sell Value * value listed below
|
||||
3
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -1,22 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CurrentLocationPopUp", "CurrentLocationPopUp\CurrentLocationPopUp.csproj", "{80C30B4F-D493-4A16-B723-CB475A24C2DD}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{80C30B4F-D493-4A16-B723-CB475A24C2DD}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,58 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{29F7DE68-4C76-471E-86FB-873794802ADC}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>CustomShopsRedux</RootNamespace>
|
||||
<AssemblyName>CustomShopsRedux</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Custom_Shops\My_Streaming_Shop.txt" />
|
||||
<Content Include="Custom_Shops\Test_Shop_1.txt" />
|
||||
<Content Include="Custom_Shops\Test_Shop_2.txt" />
|
||||
<Content Include="Custom_Shop_Redux_Config.txt" />
|
||||
<Content Include="Mod_readme.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="manifest.json" />
|
||||
<None Include="ReadMe.md" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
|
@ -0,0 +1,36 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("CustomShopsRedux")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("CustomShopsRedux")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("29f7de68-4c76-471e-86fb-873794802adc")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
@ -10,5 +10,5 @@
|
|||
"Description": "A nice way to make custom shops.",
|
||||
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Custom_Shop_Mod_Redux_GUI.dll"
|
||||
"EntryDll": "CustomShopsRedux.dll"
|
||||
}
|
|
@ -7,8 +7,8 @@
|
|||
<ProjectGuid>{AC4B84F5-31E4-4A55-B13F-A5189C552343}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>DailyQuest_Anywhere</RootNamespace>
|
||||
<AssemblyName>DailyQuest_Anywhere</AssemblyName>
|
||||
<RootNamespace>DailyQuestAnywhere</RootNamespace>
|
||||
<AssemblyName>DailyQuestAnywhere</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
|
@ -43,6 +43,13 @@
|
|||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="manifest.json" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
|
@ -10,5 +10,5 @@
|
|||
"Description": "Open the daily quest board from anywhere in the game. SMAPI 1.12. Updated 5/14/17",
|
||||
"UniqueID": "DailyQuest",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "DailyQuest_Anywhere.dll"
|
||||
"EntryDll": "DailyQuestAnywhere.dll"
|
||||
}
|
|
@ -1,22 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "DailyQuest Anywhere", "DailyQuest Anywhere\DailyQuest Anywhere.csproj", "{AC4B84F5-31E4-4A55-B13F-A5189C552343}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{AC4B84F5-31E4-4A55-B13F-A5189C552343}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{AC4B84F5-31E4-4A55-B13F-A5189C552343}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{AC4B84F5-31E4-4A55-B13F-A5189C552343}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{AC4B84F5-31E4-4A55-B13F-A5189C552343}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,7 +0,0 @@
|
|||
DailyQuest_Anywhere:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:02 PM
|
Binary file not shown.
|
@ -46,8 +46,12 @@
|
|||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="manifest.json" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Readme.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
Binary file not shown.
|
@ -1,22 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fall28SnowDay", "Fall28SnowDay\Fall28SnowDay.csproj", "{1DBB583D-4A4F-4A46-8CC5-42017C93D292}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{1DBB583D-4A4F-4A46-8CC5-42017C93D292}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1DBB583D-4A4F-4A46-8CC5-42017C93D292}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1DBB583D-4A4F-4A46-8CC5-42017C93D292}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{1DBB583D-4A4F-4A46-8CC5-42017C93D292}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,27 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using StardewModdingAPI;
|
||||
using StardewValley;
|
||||
|
||||
namespace Fall28_Snow_Day
|
||||
{
|
||||
public class Class1:Mod
|
||||
{
|
||||
public override void Entry(IModHelper helper)
|
||||
{
|
||||
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
|
||||
}
|
||||
|
||||
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
|
||||
{
|
||||
if (StardewValley.Game1.dayOfMonth == 27 && Game1.IsFall == true)
|
||||
{
|
||||
// Log.Success("Weather checker now!!!");
|
||||
Game1.weatherForTomorrow = Game1.weather_snow;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,7 +0,0 @@
|
|||
Fall28 Snow Day:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:34:31 PM
|
|
@ -52,8 +52,15 @@
|
|||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Content\Data\FarmerBirthdayDialogue.xnb" />
|
||||
<None Include="Content\Data\mail.xnb" />
|
||||
<None Include="Content\Data\PossibleBirthdayGifts.xnb" />
|
||||
<None Include="manifest.json" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
Binary file not shown.
|
@ -1,22 +0,0 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "HappyBirthday", "HappyBirthday.csproj", "{A7A4B67B-3CD7-421F-A4A7-2D656F0AB4D9}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A7A4B67B-3CD7-421F-A4A7-2D656F0AB4D9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A7A4B67B-3CD7-421F-A4A7-2D656F0AB4D9}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A7A4B67B-3CD7-421F-A4A7-2D656F0AB4D9}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A7A4B67B-3CD7-421F-A4A7-2D656F0AB4D9}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,7 +0,0 @@
|
|||
HappyBirthday:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:31:02 PM
|
|
@ -1,7 +0,0 @@
|
|||
GeneralMods:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:05 PM
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue