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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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using StardewValley.Menus;
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using System.Collections.Generic;
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using System.Linq;
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/*
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TO DO:
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*/
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namespace Custom_Shop_Mod_Redux
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{
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public class Class1 : Mod
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{
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static string master_path;
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List<string> myoptions = new List<string>();
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string key_binding = "U";
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bool game_loaded = false;
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public override void Entry(params object[] objects)
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{
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//set up all of my events here
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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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 (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
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{
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my_key_call();
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}
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//DataLoader_Settings(); //update the key if players changed it while playing.
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}
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public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
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{
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game_loaded = true;
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DataLoader_Settings();
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MyWritter_Settings();
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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(PathOnDisk, "Custom_Shop_Redux_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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master_path = PathOnDisk;
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Directory.CreateDirectory(Path.Combine(master_path, "Custom_Shops"));
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master_path = Path.Combine(master_path, "Custom_Shops");
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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 = "U";
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// Log.Info("KEY TIME");
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}
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else
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{
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// Console.WriteLine("HEY THERE IM LOADING DATA");
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string[] readtext = File.ReadAllLines(mylocation3);
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key_binding = Convert.ToString(readtext[3]);
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// Log.Info(key_binding);
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// Log.Info(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(PathOnDisk, "Custom_Shop_Redux_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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Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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mystring3[0] = "Config: Custom_Shop_Redux. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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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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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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mystring3[0] = "Config: Custom_Shop_Redux. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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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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public void my_key_call()
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{
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var modpath = new Custom_Shop_Mod_Redux.Class1();
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DirectoryInfo d = new DirectoryInfo(master_path);//Assuming Test is your Folder
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Log.Info(d);
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// System.Threading.Thread.Sleep(20000);
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FileInfo[] Files = d.GetFiles("*.txt"); //Getting Text files
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string str = "";
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if (Files.Length == 0)
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{
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Log.Error("No shop .txt information is found. You should create one.");
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return;
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}
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foreach (FileInfo file in Files)
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{
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str = file.Name;
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// Log.Info(str);
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myoptions.Add(str);
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}
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if (myoptions.Count == 0)
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{
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Log.Error("No shop .txt information is found. You should create one.");
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return;
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}
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StardewValley.Menus.ChooseFromListMenu mychoices = new StardewValley.Menus.ChooseFromListMenu(myoptions, new ChooseFromListMenu.actionOnChoosingListOption(shop_file_call), false);
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Game1.activeClickableMenu = mychoices;
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}
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static void shop_file_call(string s)
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{
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List<Item> list = new List<Item>();
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string mylocation = Path.Combine(master_path , s);
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/// Log.Info(mylocation);
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string[] readtext = File.ReadAllLines(mylocation);
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var lineCount = File.ReadLines(mylocation).Count();
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// Log.Info(lineCount);
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if(s== "Custom_Shop_Redux_Config.txt")
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{
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Log.Info("Silly human. The config file is not a shop.");
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return;
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}
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int i = 4;
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int obj_id;
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bool is_recipe;
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int price;
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int quality;
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while (i < lineCount)
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{
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obj_id=Convert.ToInt32(readtext[i]);
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i += 2;
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is_recipe = Convert.ToBoolean(readtext[i]);
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i += 2;
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price = Convert.ToInt32(readtext[i]);
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i += 2;
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quality = Convert.ToInt32(readtext[i]);
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// if (quality > 2) quality = 0;
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list.Add((Item)new StardewValley.Object(obj_id, int.MaxValue, is_recipe, price, quality));
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i += 3;
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}
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Game1.activeClickableMenu = (IClickableMenu)new ShopMenu(list, 0, "Pierre");
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}
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static void external_shop_file_call(string path, string filename)
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{
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List<Item> list = new List<Item>();
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string mylocation = Path.Combine(path, filename);
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/// Log.Info(mylocation);
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string[] readtext = File.ReadAllLines(mylocation);
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var lineCount = File.ReadLines(mylocation).Count();
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// Log.Info(lineCount);
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int i = 4;
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int obj_id;
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bool is_recipe;
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int price;
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int quality;
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while (i < lineCount)
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{
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obj_id = Convert.ToInt32(readtext[i]);
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i += 2;
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is_recipe = Convert.ToBoolean(readtext[i]);
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i += 2;
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price = Convert.ToInt32(readtext[i]);
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i += 2;
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quality = Convert.ToInt32(readtext[i]);
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// if (quality > 2) quality = 0;
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list.Add((Item)new StardewValley.Object(obj_id, int.MaxValue, is_recipe, price, quality));
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i += 3;
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}
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Game1.activeClickableMenu = (IClickableMenu)new ShopMenu(list, 0, "Pierre");
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}
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//example of a shop that I don't use.
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public static List<Item> myshop()
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{
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List<Item> list = new List<Item>();
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list.Add((Item)new StardewValley.Object(478, int.MaxValue, false, -1, 0)); //int parentsheet index OR object_ID/int.MaxValue, bool is recipe, price, quality
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list.Add((Item)new StardewValley.Object(486, int.MaxValue, false, -1, 0));
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list.Add((Item)new StardewValley.Object(494, int.MaxValue, false, -1, 0)); //Might be able to manipulate this code to give me recipes!!!!
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list.Add((Item)new StardewValley.Object(495, int.MaxValue, false, 800, 0)); //price is *2 of value shown. -1 means inherit default value
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switch (Game1.dayOfMonth % 7)
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{
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case 0:
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list.Add((Item)new StardewValley.Object(233, int.MaxValue, false, -1, 0));
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break;
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case 1:
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list.Add((Item)new StardewValley.Object(88, int.MaxValue, false, -1, 0));
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break;
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case 2:
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list.Add((Item)new StardewValley.Object(90, int.MaxValue, false, -1, 0));
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break;
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case 3:
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list.Add((Item)new StardewValley.Object(749, int.MaxValue, false, 500, 0));
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break;
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case 4:
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list.Add((Item)new StardewValley.Object(466, int.MaxValue, false, -1, 0));
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break;
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case 5:
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list.Add((Item)new StardewValley.Object(340, int.MaxValue, false, -1, 0));
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break;
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case 6:
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list.Add((Item)new StardewValley.Object(371, int.MaxValue, false, 100, 0));
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break;
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}
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return list;
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}
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}
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}
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//end class
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