Updated all of my mods to be compatable with SDV 1.2. Also started work on upgrading Stardew Symphony. Now I can process all of the .xsb files and get all potential songs from that.

This commit is contained in:
Joshua Navarro 2017-05-13 15:27:24 -07:00
parent c3e67d46f9
commit 4d4cbdb786
114 changed files with 1954 additions and 908 deletions

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@ -19,6 +19,8 @@ namespace HappyBirthday
bool once;
bool has_input_birthday;
public static IMonitor thisMonitor;
Dictionary<string, Dialogue> popedDialogue;
bool seenEvent;
@ -34,7 +36,7 @@ namespace HappyBirthday
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.GameEvents.UpdateTick += GameEvents_UpdateTick;
StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame1;
StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
npc_name_list = new List<string>();
possible_birthday_gifts = new List<Item>();
@ -43,11 +45,7 @@ namespace HappyBirthday
{
Directory.CreateDirectory(birthdays_path);
}
}
private void PlayerEvents_LoadedGame1(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
{
thisMonitor = Monitor;
}
public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
@ -110,7 +108,7 @@ namespace HappyBirthday
}
catch(Exception eee)
{
Log.AsyncR(eee);
thisMonitor.Log(eee.ToString(), LogLevel.Error);
}
foreach (var location in Game1.locations)
{
@ -159,6 +157,7 @@ namespace HappyBirthday
}
catch (Exception err)
{
thisMonitor.Log(err.ToString(), LogLevel.Error);
popedDialogue.Add(npcName, npc.CurrentDialogue.ElementAt(0));
npc.loadSeasonalDialogue();
}
@ -198,7 +197,7 @@ namespace HappyBirthday
}
catch(Exception r)
{
Log.AsyncR(r);
thisMonitor.Log(r.ToString(), LogLevel.Error);
}
}

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@ -281,7 +281,7 @@ namespace MoreRain
fallRainInt = Convert.ToInt32(readtext[11]);
fallThunderInt = Convert.ToInt32(readtext[13]);
winterSnowInt = Convert.ToInt32(readtext[15]);
suppress_log = Convert.ToBoolean(readtext[7]);
suppress_log = Convert.ToBoolean(readtext[17]);
}
catch (Exception e) //something dun goofed
{

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@ -13,7 +13,7 @@ using Newtonsoft.Json;
Issues:
-Mail can't be wiped without destroying all mail.
-Lighting transition does not work if it is raining.
-set the weather to clear if you are stayig up late.
-set the weather to clear if you are stayig up late.
-transition still doesnt work. However atleast it is dark now.
-Known glitched
@ -66,13 +66,13 @@ namespace Stardew_NightOwl
{
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
ModPath =Helper.DirectoryPath;
Error_Path = Path.Combine(ModPath, "Error_Logs");
}
public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
{
/*
@ -138,7 +138,7 @@ namespace Stardew_NightOwl
}
}
public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
public void PlayerEvents_LoadedGame(object sender, EventArgs e)
{
DataLoader();
MyWritter();
@ -261,9 +261,9 @@ namespace Stardew_NightOwl
if (lighting_transition == true)
{
if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
if (Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
{
color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
color_mod = (1300 - Game1.timeOfDay) / 1000f; //.7f
Game1.outdoorLight = Game1.ambientLight * color_mod;
}

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@ -2,7 +2,7 @@
"Name": "Stardew_NightOwl",
"Authour": "Alpha_Omegasis",
"Version": {
"MajorVersion": 1,
"MajorVersion": 2,
"MinorVersion": 1,
"PatchVersion": 0,
"Build": ""

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@ -47,6 +47,6 @@ C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache

View File

@ -20,3 +20,6 @@ C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.csprojResolveAssemblyReference.cache
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.pdb
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.csprojResolveAssemblyReference.cache
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.dll
C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.pdb

View File

@ -1,5 +1,6 @@
using StardewModdingAPI;
using StardewValley;
using StardewValley.Menus;
using System;
using System.Collections.Generic;
using System.Linq;
@ -10,6 +11,7 @@ namespace Save_Anywhere_V2.Save_Utilities
{
public class GameUtilities
{
public static bool passiveSave;
public static bool should_ship;
public static void save_game()
{
@ -34,12 +36,13 @@ namespace Save_Anywhere_V2.Save_Utilities
try
{
Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
shipping_check();
// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
}
catch(Exception rrr)
{
Game1.showRedMessage("Can't save here. See log for error.");
Log.AsyncR(rrr);
Mod_Core.thisMonitor.Log(rrr.ToString(), LogLevel.Error);
}
// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
@ -78,6 +81,11 @@ namespace Save_Anywhere_V2.Save_Utilities
should_ship = false;
Game1.getFarm().shippingBin.Clear();
Game1.getFarm().lastItemShipped = null;
passiveSave = true;
}
else
{
Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
}
}
}

View File

@ -24,7 +24,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
if (horse == null)
{
//Game1.getFarm().characters.Add((NPC)new Horse(this.player_tile_x + 1, this.player_tile_Y + 1));
Log.Info("NEIGH: No horse exists");
Mod_Core.thisMonitor.Log("NEIGH: No horse exists", LogLevel.Debug);
return;
}
// else
@ -42,8 +42,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
if (!File.Exists(mylocation3))
{
Log.Info("The horse save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
Mod_Core.thisMonitor.Log("The horse save info doesn't exist. It will be created when the custom saving method is run. Which is now.", LogLevel.Debug);
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Horse: Save_Anywhere Info. Editing this might break some things.";
@ -91,7 +90,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
Horse horse = Utility.findHorse();
if (horse == null)
{
Log.Info("NEIGH: No horse exists");
Mod_Core.thisMonitor.Log("NEIGH: No horse exists", LogLevel.Debug);
return;
}
// DataLoader_Settings();

View File

@ -12,6 +12,7 @@ using System.Globalization;
using System.IO;
using StardewValley.Characters;
using Microsoft.Xna.Framework;
using Save_Anywhere_V2.Save_Utilities;
namespace Save_Anywhere_V2
{
@ -27,25 +28,38 @@ namespace Save_Anywhere_V2
public static bool once;
public static bool new_day;
Dictionary<string, string> npc_key_value_pair;
public static IMonitor thisMonitor;
public override void Entry(IModHelper helper)
{
try {
StardewModdingAPI.Events.ControlEvents.KeyPressed += KeyPressed_Save_Load_Menu;
StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
StardewModdingAPI.Events.GameEvents.UpdateTick += Warp_Check;
StardewModdingAPI.Events.GameEvents.UpdateTick += ShippingCheck;
StardewModdingAPI.Events.GameEvents.UpdateTick += PassiveSaveChecker;
StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += NPC_scheduel_update;
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_OnNewDay;
Command.RegisterCommand("include_types", "Includes types to serialize").CommandFired += Command_IncludeTypes;
mod_path = Helper.DirectoryPath;
npc_key_value_pair = new Dictionary<string, string>();
thisMonitor = Monitor;
}
catch(Exception x)
{
Monitor.Log(x.ToString());
}
}
private void PassiveSaveChecker(object sender, EventArgs e)
{
if (GameUtilities.passiveSave == true && Game1.activeClickableMenu==null)
{
Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
GameUtilities.passiveSave = false;
}
}
//done
private void TimeEvents_OnNewDay(object sender, EventArgsIntChanged e)
{
@ -54,10 +68,7 @@ namespace Save_Anywhere_V2
new_day = true;
string name = Game1.player.name;
Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
if (Directory.Exists(player_path))
{
Directory.Delete(player_path, true);
}
}
catch(Exception err)
{
@ -168,6 +179,7 @@ namespace Save_Anywhere_V2
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
// dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
continue;
}
@ -228,8 +240,9 @@ namespace Save_Anywhere_V2
}
catch (Exception err)
{
// Monitor.Log(npc.name);
foreach(var v in valueArray2)
this.Monitor.Log(err.ToString(), LogLevel.Error);
// Monitor.Log(npc.name);
foreach (var v in valueArray2)
{
//Monitor.Log(v);
}
@ -462,6 +475,7 @@ namespace Save_Anywhere_V2
}
catch (Exception ex)
{
this.Monitor.Log(ex.ToString(), LogLevel.Error);
dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
}
if (dictionary.ContainsKey(Game1.currentSeason + "_" + Convert.ToString(Game1.dayOfMonth)))
@ -683,10 +697,16 @@ namespace Save_Anywhere_V2
Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.player_path))
{
//Log.AsyncM(Save_Anywhere_V2.Mod_Core.player_path);
//Log.AsyncC("WOOPS");
return;
}
// Log.AsyncY(Player_Utilities.has_player_warped_yet);
if (Save_Anywhere_V2.Save_Utilities.Player_Utilities.has_player_warped_yet == false && Game1.player.isMoving() == true)
{
//Log.AsyncM("Ok Good");
Save_Anywhere_V2.Save_Utilities.Player_Utilities.warp_player();
Save_Anywhere_V2.Save_Utilities.Animal_Utilities.load_animal_info();
Save_Anywhere_V2.Save_Utilities.NPC_Utilities.Load_NPC_Info();
@ -696,6 +716,7 @@ namespace Save_Anywhere_V2
}
catch (Exception err)
{
//7Log.AsyncO("THIS DOESNT MAKE SENSE");
Monitor.Log(err.ToString());
}
}
@ -713,12 +734,6 @@ namespace Save_Anywhere_V2
}
}
//done
private static void Command_IncludeTypes(object sender, EventArgsCommand e)
{
}
public void KeyPressed_Save_Load_Menu(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
{
if (e.KeyPressed.ToString() == Save_Anywhere_V2.Save_Utilities.Config_Utilities.key_binding) //if the key is pressed, load my cusom save function
@ -728,8 +743,8 @@ namespace Save_Anywhere_V2
Save_Anywhere_V2.Save_Utilities.GameUtilities.save_game();
}
catch(Exception exe)
{
{
Mod_Core.thisMonitor.Log(exe.ToString(), LogLevel.Error);
}
}
@ -780,7 +795,7 @@ namespace Save_Anywhere_V2
string name = array2[2];
int num2 = Convert.ToInt32(array2[3]);
bool flag = false;
using (List<Farmer>.Enumerator enumerator = Game1.getAllFarmers().GetEnumerator())
using (List<StardewValley.Farmer>.Enumerator enumerator = Game1.getAllFarmers().GetEnumerator())
{
while (enumerator.MoveNext())
{

View File

@ -18,7 +18,7 @@ namespace Save_Anywhere_V2.Save_Utilities
public static int npc_tile_x;
public static int npc_tile_y;
public static string npc_current_map_name;
public static System.Collections.Generic.List<List<string>> routesFromLocationToLocation = new List<List<string>>();
public static System.Collections.Generic.List<List<string>> routesFromLocationToLocation = new List<List<string>>();
public static Microsoft.Xna.Framework.Point npc_point;
public static void Save_NPC_Info()
@ -44,8 +44,7 @@ namespace Save_Anywhere_V2.Save_Utilities
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("Save Anywhere: The NPC save info for " + npc_name + " doesn't exist. It will be created when the custom saving method is run. Which is now.");
Mod_Core.thisMonitor.Log("Save Anywhere: The NPC save info for " + npc_name + " doesn't exist. It will be created when the custom saving method is run. Which is now.");
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "NPC: Save_Anywhere Info. Editing this might break some things.";
@ -121,7 +120,7 @@ namespace Save_Anywhere_V2.Save_Utilities
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("Missing character file?!?");
Mod_Core.thisMonitor.Log("Missing character file?!?", LogLevel.Error);
continue;
}

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@ -7,6 +7,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Save_Anywhere_V2;
using StardewModdingAPI;
using StardewValley;
using StardewValley.BellsAndWhistles;
@ -267,12 +268,12 @@ namespace StardewValley.Menus
return;
try
{
Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
}
catch (Exception rrr)
{
Game1.showRedMessage("Can't save here. See log for error.");
Log.AsyncR(rrr);
Mod_Core.thisMonitor.Log(rrr.ToString(), LogLevel.Error);
}
return;
}
@ -452,7 +453,10 @@ namespace StardewValley.Menus
if (this.outro && !this.savedYet)
{
if (this.saveGameMenu != null)
;
{
}
}
else
{

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@ -17,7 +17,6 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
public static int pet_tile_x;
public static int pet_tile_y;
public static bool is_pet_outside;
public static bool has_pet_warped_yet;
public static Microsoft.Xna.Framework.Point pet_point;
public static void save_pet_info()
@ -48,8 +47,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
if (!File.Exists(mylocation3))
{
Log.Info("Save Anywhere: The pet save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
Mod_Core.thisMonitor.Log("Save Anywhere: The pet save info doesn't exist. It will be created when the custom saving method is run. Which is now.", LogLevel.Debug);
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Pet: Save_Anywhere Info. Editing this might break some things.";

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@ -59,7 +59,7 @@ namespace Save_Anywhere_V2.Save_Utilities
string[] mystring3 = new string[20];
if (!File.Exists(mylocation3))
{
Log.Info("Save Anywhere: The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
Mod_Core.thisMonitor.Log("Save Anywhere: The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.", LogLevel.Info);
//write out the info to a text file at the end of a day. This will run if it doesnt exist.
mystring3[0] = "Player: Save_Anywhere Info. Editing this might break some things.";
@ -155,8 +155,14 @@ namespace Save_Anywhere_V2.Save_Utilities
Game1.facingDirectionAfterWarp = player_facing_direction;
Game1.fadeScreenToBlack();
// Game1.warpFarmer(players_current_map_name, player_x_tile, player_y_tile, false);
// Game1.player.faceDirection(player_facing_direction);
Game1.warpFarmer(players_current_map_name, player_x_tile, player_y_tile, false);
Mod_Core.thisMonitor.Log("WARP THE PLAYER");
Game1.player.faceDirection(player_facing_direction);
if (Directory.Exists(Mod_Core.player_path))
{
// Directory.Delete(player_path, true);
}
}
}

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