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:
Jesse Plamondon-Willard 2017-07-27 20:18:19 -04:00
parent 2f3a1df33f
commit 2470bbc361
196 changed files with 354 additions and 2173 deletions

View File

@ -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}") = "AutoSpeed", "AutoSpeed\AutoSpeed.csproj", "{57E7D17E-C237-448B-A50F-CFB67F9BB146}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Debug|Any CPU.Build.0 = Debug|Any CPU
{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Release|Any CPU.ActiveCfg = Release|Any CPU
{57E7D17E-C237-448B-A50F-CFB67F9BB146}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,7 +0,0 @@
AutoSpeed:
ModVersion:
1.1.1.
SMAPI Compatibilty Version:
1.1.1
Date/Time Updated
7/13/2017 7:27:19 PM

View File

@ -1,14 +0,0 @@
{
"Name": "AutoSpeed",
"Author": "Alpha_Omegasis",
"Version": {
"MajorVersion": "1",
"MinorVersion": "1",
"PatchVersion": "1",
"Build": ""
},
"Description": "Autospeed: Got to go fast! Updated AutoSpeed to SMAPI 1.12 On 5/14/17",
"UniqueID": "AutoSpeed",
"PerSaveConfigs": false,
"EntryDll": "AutoSpeed.dll"
}

View File

@ -43,6 +43,11 @@
<Compile Include="AutoSpeed.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="manifest.json" />
<None Include="packages.config" />
<None Include="README.md" />
</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.

View File

@ -8,7 +8,7 @@
"Build": ""
},
"Description": "Got to go fast! Updated AutoSpeed to SMAPI 1.12 on 5/14/17.",
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
"UniqueID": "AutoSpeed",
"PerSaveConfigs": false,
"EntryDll": "AutoSpeed.dll"
}

View File

@ -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">

View File

@ -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}") = "BillboardAnywhere", "BillboardAnywhere\BillboardAnywhere.csproj", "{07A9EFAA-1759-49C8-8A82-49210047B975}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.Build.0 = Debug|Any CPU
{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.ActiveCfg = Release|Any CPU
{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,7 +0,0 @@
Billboard_Anywhere-Source:
ModVersion:
1.1.1.1
SMAPI Compatibilty Version:
1.1.1
Date/Time Updated
7/13/2017 4:18:35 PM

View File

@ -1,95 +0,0 @@
using System;
using StardewValley;
using StardewModdingAPI;
using System.IO;
namespace Billboard_Anywhere
{
public class Class1 : Mod
{
string key_binding = "B";
bool game_loaded = false;
public override void Entry(IModHelper helper)
{
//set up all of my events here
StardewModdingAPI.Events.SaveEvents.AfterLoad += SecondPlayerEvents_LoadedGame;
StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
}
private void SecondPlayerEvents_LoadedGame(object sender, EventArgs e)
{
game_loaded = true;
DataLoader_Settings();
}
public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
{
if (Game1.player == null) return;
if (Game1.player.currentLocation == null) return;
if (game_loaded == false) return;
if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
{
if (Game1.activeClickableMenu != null) return;
my_menu();
}
}
void DataLoader_Settings()
{
//loads the data to the variables upon loading the game.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
string mylocation2 = mylocation;
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.
{
// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
key_binding = "B";
MyWritter_Settings();
}
else
{
string[] readtext = File.ReadAllLines(mylocation3);
key_binding = Convert.ToString(readtext[3]);
}
}
void MyWritter_Settings()
{
//write all of my info to a text file.
string myname = StardewValley.Game1.player.name;
string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
string mylocation2 = mylocation;
string mylocation3 = mylocation2 + ".txt";
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Monitor.Log("Billboard_Anywhere: The Billboard Anywhere Config doesn't exist. Creating it now.");
mystring3[0] = "Config: Billboard_Anywhere. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
mystring3[3] = key_binding.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
else
{
mystring3[0] = "Config: Billboard_Anywhere Info. Feel free to mess with these settings.";
mystring3[1] = "====================================================================================";
mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
mystring3[3] = key_binding.ToString();
File.WriteAllLines(mylocation3, mystring3);
}
}
void my_menu()
{
Game1.activeClickableMenu = new StardewValley.Menus.Billboard();
}
}
}
//end class

View File

@ -1,7 +0,0 @@
Billboard_Anywhere-Source:
ModVersion:
1.1.1.1
SMAPI Compatibilty Version:
1.1.1
Date/Time Updated
7/13/2017 4:18:35 PM

View File

@ -1,14 +0,0 @@
{
"Name": "Billboard Anywhere",
"Author": "Omegasis",
"Version": {
"MajorVersion": 1,
"MinorVersion": 3,
"PatchVersion": 0,
"Build": ""
},
"Description": "Allows the user to open up the Billboard menu from anywhere. Updated to SMAPI 1.12 on 5/14/17",
"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
"PerSaveConfigs": false,
"EntryDll": "Billboard_Anywhere.dll"
}

View File

@ -50,6 +50,7 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="manifest.json" />
<None Include="packages.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />

View File

@ -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}") = "BuildEndurance", "BuildEndurance\BuildEndurance.csproj", "{84B4015D-2619-448C-8672-A3FC167F76EA}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{84B4015D-2619-448C-8672-A3FC167F76EA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{84B4015D-2619-448C-8672-A3FC167F76EA}.Debug|Any CPU.Build.0 = Debug|Any CPU
{84B4015D-2619-448C-8672-A3FC167F76EA}.Release|Any CPU.ActiveCfg = Release|Any CPU
{84B4015D-2619-448C-8672-A3FC167F76EA}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,7 +0,0 @@
SMAPI_BuildEndurance-Source:
ModVersion:
1.1.1.1
SMAPI Compatibilty Version:
1.1.1
Date/Time Updated
7/13/2017 4:18:39 PM

View File

@ -50,7 +50,9 @@
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="manifest.json" />
<None Include="packages.config" />
<None Include="ReadMe.md" />
</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')" />

View File

@ -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}") = "BuildHealth", "BuildHealth\BuildHealth.csproj", "{99183BD6-6243-4AE6-B2D8-7CEA915B1278}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Debug|Any CPU.Build.0 = Debug|Any CPU
{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Release|Any CPU.ActiveCfg = Release|Any CPU
{99183BD6-6243-4AE6-B2D8-7CEA915B1278}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,467 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using StardewModdingAPI;
using Microsoft.Xna.Framework;
namespace BuildHealth
{
public class BuildHealth : Mod
{
public double BuildHealth_data_xp_nextlvl=20;
public double BuildHealth_data_xp_current=0;
public int BuildHealth_data_current_lvl=0;
public int BuildHealth_data_health_bonus_acumulated=0;
public int BuildHealth_data_ini_health_bonus=0;
public bool BuildHealth_data_clear_mod_effects = false;
public int BuildHealth_data_old_health = 0;
public bool tool_cleaner = false;
public bool fed = false;
public int old_health;
public int new_health;
public Config ModConfig { get; set; }
public static bool upon_loading = false;
public bool collapse_check;
//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
public override void Entry(IModHelper helper)
{
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
StardewModdingAPI.Events.SaveEvents.AfterLoad += LoadingCallBack;
StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback;
StardewModdingAPI.Events.GameEvents.UpdateTick += damage_check;
var configLocation = Path.Combine(helper.DirectoryPath, "BuildHealthConfig.json");
if (!File.Exists(configLocation))
{
Monitor.Log("The config file for BuildHealth was not found, guess I'll create it...");
ModConfig = new Config();
ModConfig.BuildHealth_current_lvl = 0;
ModConfig.BuildHealth_max_lvl = 100;
ModConfig.BuildHealth_Health_increase_upon_lvl_up = 1;
ModConfig.BuildHealth_xp_current = 0;
ModConfig.BuildHealth_xp_nextlvl = 20;
ModConfig.BuildHealth_xp_curve = 1.15;
ModConfig.BuildHealth_xp_eating = 2;
ModConfig.BuildHealth_xp_sleeping = 10;
ModConfig.BuildHealth_xp_tooluse = 1;
ModConfig.BuildHealth_ini_Health_boost = 0;
ModConfig.BuildHealth_Health_accumulated = 0;
File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
}
else
{
ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
Monitor.Log("Found BuildHealth config file.");
}
// DataLoader();
// MyWritter();
Monitor.Log("BuildHealth Initialization Completed");
}
public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used.
{
if (tool_cleaner == true) return;
if (StardewValley.Game1.player.usingTool == true)
{
//Monitor.Log("Tool is being used");
BuildHealth_data_xp_current += ModConfig.BuildHealth_xp_tooluse;
tool_cleaner = true;
}
else return;
}
public void Tool_Cleanup(object sender, EventArgs e) //nerfs how quickly xp is actually gained. I hope.
{
if (tool_cleaner == true) tool_cleaner = false;
else return;
}
public void EatingCallBack(object sender, EventArgs e)
{
if (StardewValley.Game1.isEating == true)
{
// Monitor.Log("NOM NOM NOM");
fed = true;
//this code will run when the player eats an object. I.E. increases their eating skills.
}
//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
}

View File

@ -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

View File

@ -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"
}

View File

@ -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

View File

@ -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"
}

View File

@ -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

View File

@ -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

View File

@ -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">

View File

@ -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

View File

@ -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

View File

@ -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>

View File

@ -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")]

View File

@ -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"
}

View File

@ -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">

View File

@ -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"
}

View File

@ -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

View File

@ -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

View File

@ -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">

View File

@ -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

View File

@ -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;
}
}
}
}

View File

@ -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

View File

@ -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">

View File

@ -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

View File

@ -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

View File

@ -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