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:
parent
c3e67d46f9
commit
4d4cbdb786
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@ -19,6 +19,8 @@ namespace HappyBirthday
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bool once;
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bool has_input_birthday;
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public static IMonitor thisMonitor;
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Dictionary<string, Dialogue> popedDialogue;
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bool seenEvent;
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@ -34,7 +36,7 @@ namespace HappyBirthday
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.GameEvents.UpdateTick += GameEvents_UpdateTick;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame1;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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npc_name_list = new List<string>();
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possible_birthday_gifts = new List<Item>();
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@ -43,11 +45,7 @@ namespace HappyBirthday
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{
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Directory.CreateDirectory(birthdays_path);
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}
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}
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private void PlayerEvents_LoadedGame1(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
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{
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thisMonitor = Monitor;
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}
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public void TimeEvents_DayOfMonthChanged(object sender, StardewModdingAPI.Events.EventArgsIntChanged e)
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@ -110,7 +108,7 @@ namespace HappyBirthday
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}
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catch(Exception eee)
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{
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Log.AsyncR(eee);
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thisMonitor.Log(eee.ToString(), LogLevel.Error);
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}
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foreach (var location in Game1.locations)
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{
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@ -159,6 +157,7 @@ namespace HappyBirthday
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}
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catch (Exception err)
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{
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thisMonitor.Log(err.ToString(), LogLevel.Error);
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popedDialogue.Add(npcName, npc.CurrentDialogue.ElementAt(0));
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npc.loadSeasonalDialogue();
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}
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@ -198,7 +197,7 @@ namespace HappyBirthday
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}
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catch(Exception r)
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{
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Log.AsyncR(r);
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thisMonitor.Log(r.ToString(), LogLevel.Error);
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}
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}
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@ -281,7 +281,7 @@ namespace MoreRain
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fallRainInt = Convert.ToInt32(readtext[11]);
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fallThunderInt = Convert.ToInt32(readtext[13]);
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winterSnowInt = Convert.ToInt32(readtext[15]);
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suppress_log = Convert.ToBoolean(readtext[7]);
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suppress_log = Convert.ToBoolean(readtext[17]);
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}
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catch (Exception e) //something dun goofed
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{
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@ -66,13 +66,13 @@ namespace Stardew_NightOwl
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{
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StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += TimeEvents_TimeOfDayChanged;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.GameEvents.FourthUpdateTick += GameEvents_FourthUpdateTick;
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ModPath =Helper.DirectoryPath;
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Error_Path = Path.Combine(ModPath, "Error_Logs");
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}
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public void GameEvents_FourthUpdateTick(object sender, EventArgs e)
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{
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/*
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@ -138,7 +138,7 @@ namespace Stardew_NightOwl
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}
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}
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public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
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public void PlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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DataLoader();
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MyWritter();
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@ -261,9 +261,9 @@ namespace Stardew_NightOwl
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if (lighting_transition == true)
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{
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if (Game1.timeOfDay > 200 && Game1.timeOfDay < 1100)
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if (Game1.timeOfDay > 400 && Game1.timeOfDay < 600)
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{
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color_mod = (1100 - Game1.timeOfDay) / 1000f; //.7f
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color_mod = (1300 - Game1.timeOfDay) / 1000f; //.7f
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Game1.outdoorLight = Game1.ambientLight * color_mod;
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}
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@ -2,7 +2,7 @@
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"Name": "Stardew_NightOwl",
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"Authour": "Alpha_Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MajorVersion": 2,
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"MinorVersion": 1,
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"PatchVersion": 0,
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"Build": ""
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@ -47,6 +47,6 @@ C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Stardew_NightOwl.pdb
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\bin\Debug\Newtonsoft.Json.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.pdb
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\NightOwl\Stardew_NightOwl\Stardew_NightOwl\obj\Debug\Stardew_NightOwl.csprojResolveAssemblyReference.cache
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@ -20,3 +20,6 @@ C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.csprojResolveAssemblyReference.cache
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\Stardew_Valley_Mods\Stardew_Valley_Mods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.pdb
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.csprojResolveAssemblyReference.cache
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.dll
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C:\Users\owner\Documents\Visual Studio 2015\Projects\github\StardewValleyMods\GeneralMods\SerializerUtilRedux\SerializerUtils\obj\Debug\SerializerUtils.pdb
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@ -1,5 +1,6 @@
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.Menus;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -10,6 +11,7 @@ namespace Save_Anywhere_V2.Save_Utilities
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{
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public class GameUtilities
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{
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public static bool passiveSave;
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public static bool should_ship;
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public static void save_game()
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{
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@ -34,12 +36,13 @@ namespace Save_Anywhere_V2.Save_Utilities
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try
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{
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Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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shipping_check();
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// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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}
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catch(Exception rrr)
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{
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Game1.showRedMessage("Can't save here. See log for error.");
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Log.AsyncR(rrr);
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Mod_Core.thisMonitor.Log(rrr.ToString(), LogLevel.Error);
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}
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// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
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@ -78,6 +81,11 @@ namespace Save_Anywhere_V2.Save_Utilities
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should_ship = false;
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Game1.getFarm().shippingBin.Clear();
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Game1.getFarm().lastItemShipped = null;
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passiveSave = true;
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}
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else
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{
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Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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}
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}
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}
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@ -24,7 +24,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
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if (horse == null)
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{
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//Game1.getFarm().characters.Add((NPC)new Horse(this.player_tile_x + 1, this.player_tile_Y + 1));
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Log.Info("NEIGH: No horse exists");
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Mod_Core.thisMonitor.Log("NEIGH: No horse exists", LogLevel.Debug);
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return;
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}
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// else
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@ -42,8 +42,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
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if (!File.Exists(mylocation3))
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{
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Log.Info("The horse save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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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);
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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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mystring3[0] = "Horse: Save_Anywhere Info. Editing this might break some things.";
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@ -91,7 +90,7 @@ namespace Save_Anywhere_V2.Save_Utilities.Animals
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Horse horse = Utility.findHorse();
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if (horse == null)
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{
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Log.Info("NEIGH: No horse exists");
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Mod_Core.thisMonitor.Log("NEIGH: No horse exists", LogLevel.Debug);
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return;
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}
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// DataLoader_Settings();
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@ -12,6 +12,7 @@ using System.Globalization;
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using System.IO;
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using StardewValley.Characters;
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using Microsoft.Xna.Framework;
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using Save_Anywhere_V2.Save_Utilities;
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namespace Save_Anywhere_V2
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{
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@ -27,25 +28,38 @@ namespace Save_Anywhere_V2
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public static bool once;
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public static bool new_day;
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Dictionary<string, string> npc_key_value_pair;
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public static IMonitor thisMonitor;
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public override void Entry(IModHelper helper)
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{
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try {
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StardewModdingAPI.Events.ControlEvents.KeyPressed += KeyPressed_Save_Load_Menu;
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StardewModdingAPI.Events.SaveEvents.AfterLoad += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.GameEvents.UpdateTick += Warp_Check;
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StardewModdingAPI.Events.GameEvents.UpdateTick += ShippingCheck;
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StardewModdingAPI.Events.GameEvents.UpdateTick += PassiveSaveChecker;
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StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += NPC_scheduel_update;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_DayOfMonthChanged;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += TimeEvents_OnNewDay;
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Command.RegisterCommand("include_types", "Includes types to serialize").CommandFired += Command_IncludeTypes;
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mod_path = Helper.DirectoryPath;
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npc_key_value_pair = new Dictionary<string, string>();
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thisMonitor = Monitor;
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}
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catch(Exception x)
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{
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Monitor.Log(x.ToString());
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}
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}
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private void PassiveSaveChecker(object sender, EventArgs e)
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{
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if (GameUtilities.passiveSave == true && Game1.activeClickableMenu==null)
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{
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Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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GameUtilities.passiveSave = false;
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}
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}
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//done
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private void TimeEvents_OnNewDay(object sender, EventArgsIntChanged e)
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{
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@ -54,10 +68,7 @@ namespace Save_Anywhere_V2
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new_day = true;
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string name = Game1.player.name;
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Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
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if (Directory.Exists(player_path))
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{
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Directory.Delete(player_path, true);
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}
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}
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catch(Exception err)
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{
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@ -168,6 +179,7 @@ namespace Save_Anywhere_V2
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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// dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
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continue;
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}
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@ -228,6 +240,7 @@ namespace Save_Anywhere_V2
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}
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catch (Exception err)
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{
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this.Monitor.Log(err.ToString(), LogLevel.Error);
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// Monitor.Log(npc.name);
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foreach (var v in valueArray2)
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{
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@ -462,6 +475,7 @@ namespace Save_Anywhere_V2
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}
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catch (Exception ex)
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{
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this.Monitor.Log(ex.ToString(), LogLevel.Error);
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dictionary = new Dictionary<string, string>();//(Dictionary<int, SchedulePathDescription>)null;
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}
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if (dictionary.ContainsKey(Game1.currentSeason + "_" + Convert.ToString(Game1.dayOfMonth)))
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@ -683,10 +697,16 @@ namespace Save_Anywhere_V2
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Save_Anywhere_V2.Mod_Core.player_path = Path.Combine(Save_Anywhere_V2.Mod_Core.mod_path, "Save_Data", name);
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if (!Directory.Exists(Save_Anywhere_V2.Mod_Core.player_path))
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{
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//Log.AsyncM(Save_Anywhere_V2.Mod_Core.player_path);
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//Log.AsyncC("WOOPS");
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return;
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}
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// Log.AsyncY(Player_Utilities.has_player_warped_yet);
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if (Save_Anywhere_V2.Save_Utilities.Player_Utilities.has_player_warped_yet == false && Game1.player.isMoving() == true)
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{
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//Log.AsyncM("Ok Good");
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Save_Anywhere_V2.Save_Utilities.Player_Utilities.warp_player();
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Save_Anywhere_V2.Save_Utilities.Animal_Utilities.load_animal_info();
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Save_Anywhere_V2.Save_Utilities.NPC_Utilities.Load_NPC_Info();
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@ -696,6 +716,7 @@ namespace Save_Anywhere_V2
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}
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catch (Exception err)
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{
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//7Log.AsyncO("THIS DOESNT MAKE SENSE");
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Monitor.Log(err.ToString());
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}
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}
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|
@ -713,12 +734,6 @@ namespace Save_Anywhere_V2
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}
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}
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//done
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private static void Command_IncludeTypes(object sender, EventArgsCommand e)
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{
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}
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public void KeyPressed_Save_Load_Menu(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
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{
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if (e.KeyPressed.ToString() == Save_Anywhere_V2.Save_Utilities.Config_Utilities.key_binding) //if the key is pressed, load my cusom save function
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|
@ -729,7 +744,7 @@ namespace Save_Anywhere_V2
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}
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catch(Exception exe)
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{
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Mod_Core.thisMonitor.Log(exe.ToString(), LogLevel.Error);
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}
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}
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|
@ -780,7 +795,7 @@ namespace Save_Anywhere_V2
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string name = array2[2];
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int num2 = Convert.ToInt32(array2[3]);
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bool flag = false;
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using (List<Farmer>.Enumerator enumerator = Game1.getAllFarmers().GetEnumerator())
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using (List<StardewValley.Farmer>.Enumerator enumerator = Game1.getAllFarmers().GetEnumerator())
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{
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while (enumerator.MoveNext())
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{
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|
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|
@ -44,8 +44,7 @@ namespace Save_Anywhere_V2.Save_Utilities
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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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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.");
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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.");
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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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mystring3[0] = "NPC: Save_Anywhere Info. Editing this might break some things.";
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@ -121,7 +120,7 @@ namespace Save_Anywhere_V2.Save_Utilities
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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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Log.Info("Missing character file?!?");
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Mod_Core.thisMonitor.Log("Missing character file?!?", LogLevel.Error);
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continue;
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}
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|
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|
@ -7,6 +7,7 @@
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Save_Anywhere_V2;
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using StardewModdingAPI;
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using StardewValley;
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using StardewValley.BellsAndWhistles;
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|
@ -267,12 +268,12 @@ namespace StardewValley.Menus
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return;
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try
|
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{
|
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Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu();
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}
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catch (Exception rrr)
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{
|
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Game1.showRedMessage("Can't save here. See log for error.");
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Log.AsyncR(rrr);
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Mod_Core.thisMonitor.Log(rrr.ToString(), LogLevel.Error);
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}
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return;
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||||
}
|
||||
|
@ -452,7 +453,10 @@ namespace StardewValley.Menus
|
|||
if (this.outro && !this.savedYet)
|
||||
{
|
||||
if (this.saveGameMenu != null)
|
||||
;
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -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.";
|
||||
|
|
|
@ -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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