A big boring update to attempt tp streamline my own personal modding in the future. Also renames some files because the old names were awful.
This commit is contained in:
parent
cf57035e0a
commit
4e5505552b
|
@ -66,5 +66,6 @@
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<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
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<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
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<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
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</Target>
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</Project>
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@ -0,0 +1,7 @@
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AutoSpeed:
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ModVersion:
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1.1.1.
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 7:27:19 PM
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@ -2,13 +2,13 @@
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"Name": "AutoSpeed",
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"Author": "Alpha_Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 3,
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"PatchVersion": 0,
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"MajorVersion": "1",
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"MinorVersion": "1",
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"PatchVersion": "1",
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"Build": ""
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},
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"Description": "Autospeed: Got to go fast! Updated AutoSpeed to SMAPI 1.12 On 5/14/17",
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"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
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"UniqueID": "AutoSpeed",
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"PerSaveConfigs": false,
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"EntryDll": "AutoSpeed.dll"
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}
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Binary file not shown.
Binary file not shown.
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@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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|||
# Visual Studio Express 14 for Windows Desktop
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||||
VisualStudioVersion = 14.0.25420.1
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||||
MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fall28 Snow Day", "Fall28 Snow Day-Project\Fall28 Snow Day\Fall28 Snow Day.csproj", "{F173EF74-887F-41F4-B3DC-A66A44E80213}"
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BillboardAnywhere", "BillboardAnywhere\BillboardAnywhere.csproj", "{07A9EFAA-1759-49C8-8A82-49210047B975}"
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EndProject
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||||
Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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||||
|
@ -11,10 +11,10 @@ Global
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|||
Release|Any CPU = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{07A9EFAA-1759-49C8-8A82-49210047B975}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(SolutionProperties) = preSolution
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||||
HideSolutionNode = FALSE
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@ -4,13 +4,15 @@
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|||
<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{F173EF74-887F-41F4-B3DC-A66A44E80213}</ProjectGuid>
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||||
<ProjectGuid>{07A9EFAA-1759-49C8-8A82-49210047B975}</ProjectGuid>
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||||
<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Fall28_Snow_Day</RootNamespace>
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<AssemblyName>Fall28 Snow Day</AssemblyName>
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<RootNamespace>BillboardAnywhere</RootNamespace>
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<AssemblyName>BillboardAnywhere</AssemblyName>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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||||
<NuGetPackageImportStamp>
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</NuGetPackageImportStamp>
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</PropertyGroup>
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||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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@ -43,13 +45,16 @@
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<Compile Include="Class1.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="packages.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
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<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
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<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
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||||
<PropertyGroup>
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||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
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</PropertyGroup>
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<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
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<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
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</Target>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@ -58,13 +63,14 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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<Target Name="AfterBuild">
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<PropertyGroup>
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<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
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</PropertyGroup>
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
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<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
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</Target>
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<Target Name="AfterBuild">
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<PropertyGroup>
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<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
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</PropertyGroup>
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
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<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
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<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
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<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
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</Target>
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</Project>
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@ -0,0 +1,95 @@
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using System;
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using StardewValley;
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using StardewModdingAPI;
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using System.IO;
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namespace Billboard_Anywhere
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{
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public class Class1 : Mod
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{
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string key_binding = "B";
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bool game_loaded = false;
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public override void Entry(IModHelper helper)
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{
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//set up all of my events here
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StardewModdingAPI.Events.SaveEvents.AfterLoad += SecondPlayerEvents_LoadedGame;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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}
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private void SecondPlayerEvents_LoadedGame(object sender, EventArgs e)
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{
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game_loaded = true;
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DataLoader_Settings();
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}
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public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
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{
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if (Game1.player == null) return;
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if (Game1.player.currentLocation == null) return;
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if (game_loaded == false) return;
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if (e.KeyPressed.ToString() == key_binding) //if the key is pressed, load my cusom save function
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{
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if (Game1.activeClickableMenu != null) return;
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my_menu();
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}
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}
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void DataLoader_Settings()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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// Console.WriteLine("Can't load custom save info since the file doesn't exist.");
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key_binding = "B";
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MyWritter_Settings();
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}
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else
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{
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string[] readtext = File.ReadAllLines(mylocation3);
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key_binding = Convert.ToString(readtext[3]);
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}
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}
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void MyWritter_Settings()
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{
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//write all of my info to a text file.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(Helper.DirectoryPath, "Billboard_Anywhere_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Monitor.Log("Billboard_Anywhere: The Billboard Anywhere Config doesn't exist. Creating it now.");
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mystring3[0] = "Config: Billboard_Anywhere. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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mystring3[0] = "Config: Billboard_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for opening the billboard anywhere. Press this key to do so";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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void my_menu()
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{
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Game1.activeClickableMenu = new StardewValley.Menus.Billboard();
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}
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}
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}
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//end class
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@ -0,0 +1,7 @@
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Billboard_Anywhere-Source:
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ModVersion:
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1.1.1.1
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 4:18:35 PM
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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("SMAPI_BuildHealth")]
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[assembly: AssemblyTitle("BillboardAnywhere")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("SMAPI_BuildHealth")]
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[assembly: AssemblyCopyright("Copyright © 2016")]
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[assembly: AssemblyProduct("BillboardAnywhere")]
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[assembly: AssemblyCopyright("Copyright © 2017")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("dbdb8d2c-c30b-40c8-8907-8020f848f90f")]
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[assembly: Guid("07a9efaa-1759-49c8-8a82-49210047b975")]
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// Version information for an assembly consists of the following four values:
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//
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@ -0,0 +1,14 @@
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{
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"Name": "Billboard Anywhere",
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"Author": "Omegasis",
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 3,
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"PatchVersion": 0,
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"Build": ""
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},
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"Description": "Allows the user to open up the Billboard menu from anywhere. Updated to SMAPI 1.12 on 5/14/17",
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"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
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"PerSaveConfigs": false,
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"EntryDll": "BillboardAnywhere.dll"
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}
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@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<packages>
|
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<package id="Pathoschild.Stardew.ModBuildConfig" version="1.6.2" targetFramework="net45" />
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</packages>
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@ -1,4 +1,4 @@
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using System;
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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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Billboard_Anywhere-Source:
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ModVersion:
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1.1.1.1
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SMAPI Compatibilty Version:
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1.1.1
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Date/Time Updated
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7/13/2017 4:18:35 PM
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Binary file not shown.
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@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
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|||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fall28 Snow Day", "Fall28 Snow Day-Project\Fall28 Snow Day\Fall28 Snow Day.csproj", "{F173EF74-887F-41F4-B3DC-A66A44E80213}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildEndurance", "BuildEndurance\BuildEndurance.csproj", "{84B4015D-2619-448C-8672-A3FC167F76EA}"
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||||
EndProject
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||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
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@ -11,10 +11,10 @@ Global
|
|||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{F173EF74-887F-41F4-B3DC-A66A44E80213}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{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
|
|
@ -4,14 +4,15 @@
|
|||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{6A197417-C939-4E15-BEFF-F846BFDE3E7F}</ProjectGuid>
|
||||
<ProjectGuid>{84B4015D-2619-448C-8672-A3FC167F76EA}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>SMAPI_BuildEndurance</RootNamespace>
|
||||
<AssemblyName>SMAPI_BuildEndurance</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
|
||||
<RootNamespace>BuildEndurance</RootNamespace>
|
||||
<AssemblyName>BuildEndurance</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<TargetFrameworkProfile />
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
|
@ -31,12 +32,9 @@
|
|||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Mono.Cecil">
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Mono.Cecil.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json, Version=4.5.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
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||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\Stardew Valley\Newtonsoft.Json.dll</HintPath>
|
||||
<Reference Include="Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Newtonsoft.Json.10.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
|
@ -51,13 +49,16 @@
|
|||
<Compile Include="Class1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(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')" />
|
||||
<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">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
</Target>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
|
@ -66,13 +67,14 @@
|
|||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
SMAPI_BuildEndurance-Source:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:18:39 PM
|
|
@ -5,12 +5,12 @@ 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("Fall28 Snow Day")]
|
||||
[assembly: AssemblyTitle("BuildEndurance")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("Fall28 Snow Day")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
||||
[assembly: AssemblyProduct("BuildEndurance")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
|
@ -20,7 +20,7 @@ using System.Runtime.InteropServices;
|
|||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("f173ef74-887f-41f4-b3dc-a66a44e80213")]
|
||||
[assembly: Guid("84b4015d-2619-448c-8672-a3fc167f76ea")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
|
@ -10,5 +10,5 @@
|
|||
"Description": "SMAPI port of BuildEndurance. 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_BuildEndurance.dll"
|
||||
"EntryDll": "BuildEndurance.dll"
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Newtonsoft.Json" version="10.0.3" targetFramework="net45" />
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.6.2" targetFramework="net45" />
|
||||
</packages>
|
Binary file not shown.
|
@ -1,14 +0,0 @@
|
|||
{
|
||||
"Name": "BuildEndurance",
|
||||
"Author": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 0,
|
||||
"PatchVersion": 1,
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "SMAPI port of BuildEndurance. Increase your health as you play. Updated to support per-character values.",
|
||||
"UniqueID": "4be88c18-b6f3-49b0-ba96-f94b1a5be890",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "SMAPI_BuildEndurance.dll"
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
{"BuildEndurance_xp_nextlvl":20.0,"BuildEndurance_xp_current":0.0,"BuildEndurance_xp_curve":1.15,"BuildEndurance_current_lvl":0,"BuildEndurance_max_lvl":100,"BuildEndurance_stam_increase_upon_lvl_up":1,"BuildEndurance_xp_tooluse":1,"BuildEndurance_xp_eating":2,"BuildEndurance_xp_sleeping":10,"BuildEndurance_ini_stam_boost":0,"BuildEndurance_stam_accumulated":0,"BuildEndurance_Exhaustion_XP":25,"BuildEndurance_Pass_Out_XP":50}
|
|
@ -1,513 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Timers;
|
||||
using System.Threading.Tasks;
|
||||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using StardewModdingAPI;
|
||||
using Microsoft.Xna.Framework;
|
||||
using System.Windows;
|
||||
namespace BuildEndurance
|
||||
{
|
||||
|
||||
public class BuildEndurance : Mod
|
||||
{
|
||||
|
||||
static bool exhausted_check = false;
|
||||
static bool collapse_check = false;
|
||||
|
||||
|
||||
|
||||
static double BuildEndurance_data_xp_nextlvl = 20;
|
||||
static double BuildEndurance_data_xp_current = 0;
|
||||
|
||||
static int BuildEndurance_data_current_lvl = 0;
|
||||
|
||||
static int BuildEndurance_data_stam_bonus_acumulated = 0;
|
||||
|
||||
static int BuildEndurance_data_ini_stam_bonus = 0;
|
||||
|
||||
static bool BuildEndurance_data_clear_mod_effects = false;
|
||||
|
||||
static int BuildEndurance_data_old_stamina = 0;
|
||||
|
||||
static bool tool_cleaner = false;
|
||||
|
||||
static bool fed = false;
|
||||
|
||||
public Config ModConfig { get; set; }
|
||||
|
||||
static bool upon_loading = false;
|
||||
|
||||
|
||||
static int nightly_stamina_value = 0;
|
||||
|
||||
|
||||
//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
|
||||
public override void Entry(params object[] objects)
|
||||
{
|
||||
StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
|
||||
|
||||
StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
|
||||
StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
|
||||
StardewModdingAPI.Events.PlayerEvents.LoadedGame += LoadingCallBack;
|
||||
StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
|
||||
|
||||
StardewModdingAPI.Events.GameEvents.UpdateTick += Exhaustion_callback;
|
||||
StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback;
|
||||
|
||||
var configLocation = Path.Combine(PathOnDisk, "BuildEnduranceConfig.json");
|
||||
if (!File.Exists(configLocation))
|
||||
{
|
||||
Log.Info("Initial configuration file setup.");
|
||||
ModConfig = new Config();
|
||||
|
||||
ModConfig.BuildEndurance_current_lvl = 0;
|
||||
ModConfig.BuildEndurance_max_lvl = 100;
|
||||
|
||||
ModConfig.BuildEndurance_stam_increase_upon_lvl_up = 1;
|
||||
|
||||
ModConfig.BuildEndurance_xp_current = 0;
|
||||
ModConfig.BuildEndurance_xp_nextlvl = 20;
|
||||
ModConfig.BuildEndurance_xp_curve = 1.15;
|
||||
|
||||
ModConfig.BuildEndurance_xp_eating = 2;
|
||||
ModConfig.BuildEndurance_xp_sleeping = 10;
|
||||
ModConfig.BuildEndurance_xp_tooluse = 1;
|
||||
|
||||
ModConfig.BuildEndurance_ini_stam_boost = 0;
|
||||
|
||||
ModConfig.BuildEndurance_stam_accumulated = 0;
|
||||
|
||||
ModConfig.BuildEndurance_Exhaustion_XP = 25;
|
||||
ModConfig.BuildEndurance_Pass_Out_XP = 50;
|
||||
|
||||
|
||||
File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
|
||||
}
|
||||
else
|
||||
{
|
||||
ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
|
||||
Log.Info("Found BuildEndurance config file.");
|
||||
}
|
||||
|
||||
// DataLoader();
|
||||
// MyWritter(); //hopefully loading these after the game is loaded will prevent wierd issues.
|
||||
|
||||
Log.Info("BuildEndurance 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)
|
||||
{
|
||||
// Console.WriteLine("Tool is being used");
|
||||
BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_tooluse;
|
||||
//BuildEndurance_data_xp_current += 1000; For testing purposes
|
||||
// Log.Info(BuildEndurance_data_xp_current);
|
||||
|
||||
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)
|
||||
{
|
||||
// Console.WriteLine("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)
|
||||
{
|
||||
//Console.WriteLine("NOM NOM NOM22222222222");
|
||||
BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_eating;
|
||||
fed = false;
|
||||
}
|
||||
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
public void Exhaustion_callback(object sender, EventArgs e) //if the player is exhausted add xp.
|
||||
{
|
||||
|
||||
if (exhausted_check == false)
|
||||
{
|
||||
if (StardewValley.Game1.player.exhausted)
|
||||
{
|
||||
BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Exhaustion_XP;
|
||||
exhausted_check = true;
|
||||
Log.Info("The player is exhausted");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Pass_Out_XP;
|
||||
collapse_check = true;
|
||||
Log.Info("The player has collapsed!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void LoadingCallBack(object sender, EventArgs e)
|
||||
{
|
||||
if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame == true)
|
||||
{
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
upon_loading = true;
|
||||
//runs when the player is loaded.
|
||||
|
||||
|
||||
var player = StardewValley.Game1.player;
|
||||
|
||||
if (BuildEndurance_data_old_stamina == 0)
|
||||
{
|
||||
BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value
|
||||
}
|
||||
|
||||
|
||||
player.MaxStamina = nightly_stamina_value;
|
||||
|
||||
if (nightly_stamina_value == 0)
|
||||
{
|
||||
player.MaxStamina = BuildEndurance_data_ini_stam_bonus + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_old_stamina; //incase the ini stam bonus is loaded in.
|
||||
}
|
||||
if (BuildEndurance_data_clear_mod_effects == true)
|
||||
{
|
||||
player.MaxStamina = BuildEndurance_data_old_stamina;
|
||||
// Console.WriteLine("BuildEndurance Reset!");
|
||||
}
|
||||
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SleepCallback(object sender, EventArgs e)
|
||||
{
|
||||
//This will run when the character goes to sleep. It will increase their sleeping skill.
|
||||
exhausted_check = false;
|
||||
collapse_check = false;
|
||||
if (upon_loading == true)
|
||||
{
|
||||
|
||||
//Log.Info("THIS IS MY NEW DAY CALL BACK XP version 1");
|
||||
Log.Info(BuildEndurance_data_xp_current);
|
||||
|
||||
Clear_Checker();
|
||||
//Log.Info("CLEAR???");
|
||||
Log.Info(BuildEndurance_data_clear_mod_effects);
|
||||
|
||||
|
||||
|
||||
//Clear_DataLoader();
|
||||
//because this doesn't work propperly at first anyways.
|
||||
|
||||
//return;
|
||||
|
||||
|
||||
|
||||
var player = StardewValley.Game1.player;
|
||||
|
||||
BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_sleeping;
|
||||
|
||||
if (BuildEndurance_data_old_stamina == 0)
|
||||
{
|
||||
BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value
|
||||
}
|
||||
|
||||
if (BuildEndurance_data_clear_mod_effects == true)
|
||||
{
|
||||
Clear_DataLoader();
|
||||
player.MaxStamina = BuildEndurance_data_old_stamina;
|
||||
BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl;
|
||||
BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current;
|
||||
BuildEndurance_data_stam_bonus_acumulated = 0;
|
||||
BuildEndurance_data_old_stamina = player.MaxStamina;
|
||||
BuildEndurance_data_ini_stam_bonus = 0;
|
||||
BuildEndurance_data_current_lvl = 0;
|
||||
|
||||
//because this doesn't work propperly at first anyways.
|
||||
// Console.WriteLine("BuildEndurance Reset!");
|
||||
}
|
||||
|
||||
|
||||
if (BuildEndurance_data_clear_mod_effects == false)
|
||||
{
|
||||
if (BuildEndurance_data_current_lvl < ModConfig.BuildEndurance_max_lvl)
|
||||
{
|
||||
while (BuildEndurance_data_xp_current >= BuildEndurance_data_xp_nextlvl)
|
||||
{
|
||||
BuildEndurance_data_current_lvl += 1;
|
||||
BuildEndurance_data_xp_current = BuildEndurance_data_xp_current - BuildEndurance_data_xp_nextlvl;
|
||||
BuildEndurance_data_xp_nextlvl = (ModConfig.BuildEndurance_xp_curve * BuildEndurance_data_xp_nextlvl);
|
||||
player.MaxStamina += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
|
||||
BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
|
||||
|
||||
|
||||
//Log.Info("THIS IS MY NEW DAY CALL BACK XP version 2!");
|
||||
// Log.Info(BuildEndurance_data_xp_current);
|
||||
// Log.Info("IF YOU SEE THIS TOO MUCH THIS IS AN INFINITE LOOP. CRAP");
|
||||
}
|
||||
|
||||
/*
|
||||
if (player.MaxStamina != BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus)
|
||||
{
|
||||
player.MaxStamina = BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
BuildEndurance_data_clear_mod_effects = false;
|
||||
nightly_stamina_value = StardewValley.Game1.player.maxStamina;
|
||||
MyWritter();
|
||||
}
|
||||
//else Log.Info("Safely Loading.");
|
||||
}
|
||||
|
||||
|
||||
//Mod config data.
|
||||
public class Config
|
||||
{
|
||||
public double BuildEndurance_xp_nextlvl { get; set; }
|
||||
public double BuildEndurance_xp_current { get; set; }
|
||||
public double BuildEndurance_xp_curve { get; set; }
|
||||
|
||||
public int BuildEndurance_current_lvl { get; set; }
|
||||
public int BuildEndurance_max_lvl { get; set; }
|
||||
|
||||
public int BuildEndurance_stam_increase_upon_lvl_up { get; set; }
|
||||
|
||||
public int BuildEndurance_xp_tooluse { get; set; }
|
||||
public int BuildEndurance_xp_eating { get; set; }
|
||||
public int BuildEndurance_xp_sleeping { get; set; }
|
||||
|
||||
public int BuildEndurance_ini_stam_boost { get; set; }
|
||||
|
||||
public int BuildEndurance_stam_accumulated { get; set; }
|
||||
|
||||
public int BuildEndurance_Exhaustion_XP { get; set; }
|
||||
public int BuildEndurance_Pass_Out_XP { get; set; }
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Clear_DataLoader()
|
||||
{
|
||||
DataLoader();
|
||||
MyWritter();
|
||||
//loads the data to the variables upon loading the game.
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_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.
|
||||
{
|
||||
Console.WriteLine("Clear Data Loaded could not find the correct file.");
|
||||
|
||||
|
||||
BuildEndurance_data_clear_mod_effects = false;
|
||||
BuildEndurance_data_old_stamina = 0;
|
||||
BuildEndurance_data_ini_stam_bonus = 0;
|
||||
//return;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//loads the BuildEndurance_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildEndurance_data_ini_stam_bonus = Convert.ToInt32(readtext[9]);
|
||||
BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
BuildEndurance_data_old_stamina = Convert.ToInt32(readtext[16]);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Clear_Checker()
|
||||
{
|
||||
|
||||
//loads the data to the variables upon loading the game.
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_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.
|
||||
{
|
||||
Console.WriteLine("Clear Data Loaded could not find the correct file.");
|
||||
|
||||
|
||||
BuildEndurance_data_clear_mod_effects = false;
|
||||
BuildEndurance_data_old_stamina = 0;
|
||||
BuildEndurance_data_ini_stam_bonus = 0;
|
||||
//return;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
//loads the BuildEndurance_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void DataLoader()
|
||||
{
|
||||
//loads the data to the variables upon loading the game.
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_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.
|
||||
{
|
||||
Console.WriteLine("DataLoading");
|
||||
BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl;
|
||||
BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current;
|
||||
BuildEndurance_data_current_lvl = ModConfig.BuildEndurance_current_lvl;
|
||||
BuildEndurance_data_ini_stam_bonus = ModConfig.BuildEndurance_ini_stam_boost;
|
||||
BuildEndurance_data_stam_bonus_acumulated = ModConfig.BuildEndurance_stam_accumulated;
|
||||
BuildEndurance_data_clear_mod_effects = false;
|
||||
BuildEndurance_data_old_stamina = 0;
|
||||
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Console.WriteLine("HEY THERE IM LOADING DATA");
|
||||
|
||||
//loads the BuildEndurance_data upon loading the mod
|
||||
string[] readtext = File.ReadAllLines(mylocation3);
|
||||
BuildEndurance_data_current_lvl = Convert.ToInt32(readtext[3]);
|
||||
BuildEndurance_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildEndurance_data.json
|
||||
BuildEndurance_data_xp_current = Convert.ToDouble(readtext[5]);
|
||||
BuildEndurance_data_ini_stam_bonus = Convert.ToInt32(readtext[9]);
|
||||
BuildEndurance_data_stam_bonus_acumulated = Convert.ToInt32(readtext[11]);
|
||||
BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
|
||||
BuildEndurance_data_old_stamina = Convert.ToInt32(readtext[16]);
|
||||
nightly_stamina_value = Convert.ToInt32(readtext[18]); //this should grab the nightly stamina values
|
||||
}
|
||||
}
|
||||
|
||||
void MyWritter()
|
||||
{
|
||||
//saves the BuildEndurance_data at the end of a new day;
|
||||
string myname = StardewValley.Game1.player.name;
|
||||
string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data_");
|
||||
string mylocation2 = mylocation + myname;
|
||||
string mylocation3 = mylocation2 + ".txt";
|
||||
string[] mystring3 = new string[20];
|
||||
if (!File.Exists(mylocation3))
|
||||
{
|
||||
Console.WriteLine("The data file for BuildEndurance 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 Endurance Data. Modification can cause errors. Edit at your own risk.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
|
||||
mystring3[2] = "Player Current Level:";
|
||||
mystring3[3] = BuildEndurance_data_current_lvl.ToString();
|
||||
|
||||
mystring3[4] = "Player Current XP:";
|
||||
mystring3[5] = BuildEndurance_data_xp_current.ToString();
|
||||
|
||||
mystring3[6] = "Xp to next Level:";
|
||||
mystring3[7] = BuildEndurance_data_xp_nextlvl.ToString();
|
||||
|
||||
mystring3[8] = "Initial Stam Bonus:";
|
||||
mystring3[9] = BuildEndurance_data_ini_stam_bonus.ToString();
|
||||
|
||||
mystring3[10] = "Additional Stam Bonus:";
|
||||
mystring3[11] = BuildEndurance_data_stam_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] = BuildEndurance_data_clear_mod_effects.ToString();
|
||||
mystring3[15] = "OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over.";
|
||||
mystring3[16] = BuildEndurance_data_old_stamina.ToString();
|
||||
|
||||
mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept.";
|
||||
mystring3[18] = nightly_stamina_value.ToString(); //this should save the player's stamina upon sleeping.
|
||||
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Console.WriteLine("HEY IM SAVING DATA");
|
||||
|
||||
//write out the info to a text file at the end of a day.
|
||||
mystring3[0] = "Player: Build Endurance Data. Modification can cause errors. Edit at your own risk.";
|
||||
mystring3[1] = "====================================================================================";
|
||||
|
||||
mystring3[2] = "Player Current Level:";
|
||||
mystring3[3] = BuildEndurance_data_current_lvl.ToString();
|
||||
|
||||
mystring3[4] = "Player Current XP:";
|
||||
mystring3[5] = BuildEndurance_data_xp_current.ToString();
|
||||
|
||||
mystring3[6] = "Xp to next Level:";
|
||||
mystring3[7] = BuildEndurance_data_xp_nextlvl.ToString();
|
||||
|
||||
mystring3[8] = "Initial Stam Bonus:";
|
||||
mystring3[9] = BuildEndurance_data_ini_stam_bonus.ToString();
|
||||
|
||||
mystring3[10] = "Additional Stam Bonus:";
|
||||
mystring3[11] = BuildEndurance_data_stam_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] = BuildEndurance_data_clear_mod_effects.ToString();
|
||||
mystring3[15] = "OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over.";
|
||||
mystring3[16] = BuildEndurance_data_old_stamina.ToString();
|
||||
|
||||
mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept.";
|
||||
mystring3[18] = nightly_stamina_value.ToString();
|
||||
|
||||
File.WriteAllLines(mylocation3, mystring3);
|
||||
}
|
||||
}
|
||||
|
||||
} //end my function
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
[SMAPI]BuildEndurance
|
||||
Posted: 10/11/16 12:24 AM
|
||||
Updated: 10/11/16 12:24 AM
|
||||
|
||||
Compatability:
|
||||
SDV 1.1.0
|
||||
SMAPI 0.40.0 1.1-3
|
||||
|
||||
Updates:
|
||||
1.1.0
|
||||
-Updatd to SDV 1.1
|
||||
|
||||
-v1.0.0 4/10/16 10:40 PM PST
|
||||
|
||||
-Fixed the glitch where eating and using tools would not net you xp.
|
||||
|
||||
This is the BuildEndurance mod, which can increase your max stamina in a couple of different ways! As you partake in the tasks below, you gain xp points, and when you reach enough xp points, your max stamina will increase!
|
||||
|
||||
Ways to increase maximum stamina:
|
||||
|
||||
Use tools.
|
||||
|
||||
Eating Food.
|
||||
|
||||
Sleeping!
|
||||
|
||||
I'm up to a few more suggestions as well that can add to this list.
|
||||
|
||||
All of the data can be set up/edited in BuildEndurance_Config.tx. If you want to increase/decrease any of the values such as the xp to level up, the maximum level, or even the amount of stamina you gain upon level up can be found here.
|
||||
|
||||
All data values currently associated with the character can also be change around with BuildEndurance_data.txt
|
||||
|
||||
NOTE! If at any time you want to remove/reverse the properties set by this mod, open up the BuildEndurance_data.txt file and set the value associated with resetting the mod data to true! This will revert the player's max stamina to the value initially stored when the mod was installed/ the value associate with old stamina.
|
|
@ -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}") = "SMAPI_BuildEndurance", "SMAPI_BuildEndurance\SMAPI_BuildEndurance.csproj", "{6A197417-C939-4E15-BEFF-F846BFDE3E7F}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{6A197417-C939-4E15-BEFF-F846BFDE3E7F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{6A197417-C939-4E15-BEFF-F846BFDE3E7F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{6A197417-C939-4E15-BEFF-F846BFDE3E7F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{6A197417-C939-4E15-BEFF-F846BFDE3E7F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,4 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.2.0" targetFramework="net452" />
|
||||
</packages>
|
|
@ -1,4 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.2.0" targetFramework="net45" />
|
||||
</packages>
|
Binary file not shown.
|
@ -1,9 +1,9 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SMAPI_BuildHealth", "SMAPI_BuildHealth\SMAPI_BuildHealth.csproj", "{DBDB8D2C-C30B-40C8-8907-8020F848F90F}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BuildHealth", "BuildHealth\BuildHealth.csproj", "{99183BD6-6243-4AE6-B2D8-7CEA915B1278}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -11,10 +11,10 @@ Global
|
|||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{DBDB8D2C-C30B-40C8-8907-8020F848F90F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{DBDB8D2C-C30B-40C8-8907-8020F848F90F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{DBDB8D2C-C30B-40C8-8907-8020F848F90F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{DBDB8D2C-C30B-40C8-8907-8020F848F90F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{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
|
|
@ -0,0 +1,80 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" 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>{99183BD6-6243-4AE6-B2D8-7CEA915B1278}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>BuildHealth</RootNamespace>
|
||||
<AssemblyName>BuildHealth</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<NuGetPackageImportStamp>
|
||||
</NuGetPackageImportStamp>
|
||||
</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="Newtonsoft.Json, Version=10.0.0.0, Culture=neutral, PublicKeyToken=30ad4fe6b2a6aeed, processorArchitecture=MSIL">
|
||||
<HintPath>..\packages\Newtonsoft.Json.10.0.3\lib\net45\Newtonsoft.Json.dll</HintPath>
|
||||
<Private>True</Private>
|
||||
</Reference>
|
||||
<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>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
</Target>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
BuildHealth-Source:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:56 PM
|
|
@ -5,12 +5,12 @@ 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("Billboard_Anywhere")]
|
||||
[assembly: AssemblyTitle("BuildHealth")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("Billboard_Anywhere")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
||||
[assembly: AssemblyProduct("BuildHealth")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
|
@ -20,7 +20,7 @@ using System.Runtime.InteropServices;
|
|||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("17d831f4-7be6-46fd-ae9f-6726f91d0be8")]
|
||||
[assembly: Guid("99183bd6-6243-4ae6-b2d8-7cea915b1278")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
|
@ -0,0 +1,14 @@
|
|||
{
|
||||
"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"
|
||||
}
|
|
@ -0,0 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Newtonsoft.Json" version="10.0.3" targetFramework="net45" />
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.6.2" targetFramework="net45" />
|
||||
</packages>
|
|
@ -1 +0,0 @@
|
|||
{"BuildHealth_xp_nextlvl":20.0,"BuildHealth_xp_current":0.0,"BuildHealth_xp_curve":1.15,"BuildHealth_current_lvl":0,"BuildHealth_max_lvl":100,"BuildHealth_Health_increase_upon_lvl_up":1,"BuildHealth_xp_tooluse":1,"BuildHealth_xp_eating":2,"BuildHealth_xp_sleeping":10,"BuildHealth_ini_Health_boost":0,"BuildHealth_Health_accumulated":0}
|
Binary file not shown.
|
@ -0,0 +1,467 @@
|
|||
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
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
BuildHealth-Source:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:56 PM
|
|
@ -59,14 +59,15 @@
|
|||
<Error Condition="!Exists('packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', 'packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
|
@ -0,0 +1,7 @@
|
|||
BuyBackCollectables:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:23:58 PM
|
|
@ -1,4 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.2.0" targetFramework="net45" />
|
||||
</packages>
|
Binary file not shown.
Binary file not shown.
|
@ -59,12 +59,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
CurrentLocationPopUp:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:00 PM
|
|
@ -59,12 +59,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
DailyQuest_Anywhere:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:02 PM
|
Binary file not shown.
Binary file not shown.
|
@ -1,9 +1,9 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Express 14 for Windows Desktop
|
||||
VisualStudioVersion = 14.0.24720.0
|
||||
VisualStudioVersion = 14.0.25420.1
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Billboard_Anywhere", "Billboard_Anywhere\Billboard_Anywhere.csproj", "{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}"
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Fall28SnowDay", "Fall28SnowDay\Fall28SnowDay.csproj", "{1DBB583D-4A4F-4A46-8CC5-42017C93D292}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
@ -11,10 +11,10 @@ Global
|
|||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{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
|
|
@ -0,0 +1,27 @@
|
|||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,11 +4,11 @@
|
|||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{17D831F4-7BE6-46FD-AE9F-6726F91D0BE8}</ProjectGuid>
|
||||
<ProjectGuid>{1DBB583D-4A4F-4A46-8CC5-42017C93D292}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>Billboard_Anywhere</RootNamespace>
|
||||
<AssemblyName>Billboard_Anywhere</AssemblyName>
|
||||
<RootNamespace>Fall28SnowDay</RootNamespace>
|
||||
<AssemblyName>Fall28SnowDay</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<NuGetPackageImportStamp>
|
||||
|
@ -49,6 +49,13 @@
|
|||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets" Condition="Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" />
|
||||
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.6.2\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
</Target>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
|
@ -56,7 +63,7 @@
|
|||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
|
@ -64,12 +71,6 @@
|
|||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<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">
|
||||
<PropertyGroup>
|
||||
<ErrorText>This project references NuGet package(s) that are missing on this computer. Use NuGet Package Restore to download them. For more information, see http://go.microsoft.com/fwlink/?LinkID=322105. The missing file is {0}.</ErrorText>
|
||||
</PropertyGroup>
|
||||
<Error Condition="!Exists('..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Pathoschild.Stardew.ModBuildConfig.1.2.0\build\Pathoschild.Stardew.ModBuildConfig.targets'))" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
Fall28 Snow Day:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:34:31 PM
|
|
@ -5,12 +5,12 @@ 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("SMAPI_BuildEndurance")]
|
||||
[assembly: AssemblyTitle("Fall28SnowDay")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("SMAPI_BuildEndurance")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2016")]
|
||||
[assembly: AssemblyProduct("Fall28SnowDay")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
|
@ -20,7 +20,7 @@ using System.Runtime.InteropServices;
|
|||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("6a197417-c939-4e15-beff-f846bfde3e7f")]
|
||||
[assembly: Guid("1dbb583d-4a4f-4a46-8cc5-42017c93d292")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
|
@ -2,13 +2,13 @@
|
|||
"Name": "Fall28 Snow Day",
|
||||
"Authour": "Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 3,
|
||||
"PatchVersion": 0,
|
||||
"MajorVersion": "1",
|
||||
"MinorVersion": "1",
|
||||
"PatchVersion": "1",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Makes it snow on Fall 28 which makes a good explanation for all the snow. SMAPI 1.12. Updated 5/14/17",
|
||||
"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
|
||||
"UniqueID": "Fall28 Snow Day",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Fall28 Snow Day.dll"
|
||||
"EntryDll": "Fall28SnowDay.dll"
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.6.2" targetFramework="net45" />
|
||||
</packages>
|
|
@ -1,4 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="Pathoschild.Stardew.ModBuildConfig" version="1.2.0" targetFramework="net45" />
|
||||
</packages>
|
Binary file not shown.
Binary file not shown.
|
@ -70,12 +70,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
HappyBirthday:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:31:02 PM
|
|
@ -2,9 +2,9 @@
|
|||
"Name": "HappyBirthday",
|
||||
"Authour": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 3,
|
||||
"PatchVersion": 0,
|
||||
"MajorVersion": "1",
|
||||
"MinorVersion": "1",
|
||||
"PatchVersion": "1",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Adds the farmer's birthday to the game. SMAPI 1.12. Updated 5/14/17",
|
||||
|
|
|
@ -0,0 +1,7 @@
|
|||
GeneralMods:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:05 PM
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
Stardew_More_Rain:
|
||||
ModVersion:
|
||||
2.2.2.
|
||||
SMAPI Compatibilty Version:
|
||||
1.12.0
|
||||
Date/Time Updated
|
||||
7/13/2017 8:20:33 PM
|
|
@ -59,12 +59,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -2,13 +2,13 @@
|
|||
"Name": "More_Rain",
|
||||
"Authour": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 4,
|
||||
"PatchVersion": 0,
|
||||
"MajorVersion": "2",
|
||||
"MinorVersion": "2",
|
||||
"PatchVersion": "2",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Change how much it rains in the game. SMAPI 1.12. Updated 5/14/17",
|
||||
"UniqueID": "4108e859-333c-4fec-a1a7-d2e18c1019fe",
|
||||
"UniqueID": "Stardew_More_Rain",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Stardew_More_Rain.dll"
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
Museum_Rearranger:
|
||||
ModVersion:
|
||||
2.3.0.
|
||||
SMAPI Compatibilty Version:
|
||||
1.12.0
|
||||
Date/Time Updated
|
||||
7/13/2017 8:19:27 PM
|
|
@ -64,12 +64,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -2,13 +2,13 @@
|
|||
"Name": "Museum Rearranger",
|
||||
"Authour": "Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 1,
|
||||
"MinorVersion": 3,
|
||||
"PatchVersion": 0,
|
||||
"MajorVersion": "2",
|
||||
"MinorVersion": "2",
|
||||
"PatchVersion": "2",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Allows the user to rearrange the Museum without the need for something to donate. SMAPI 1.12. Update 5/14/17",
|
||||
"UniqueID": "7ad4f6f7-c3de-4729-a40f-7a11d2b2a358",
|
||||
"UniqueID": "Museum_Rearranger",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Museum_Rearranger.dll"
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
GeneralMods:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:10 PM
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
Stardew_NightOwl:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:41:41 PM
|
|
@ -70,5 +70,6 @@
|
|||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -2,13 +2,13 @@
|
|||
"Name": "Stardew_NightOwl",
|
||||
"Authour": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 2,
|
||||
"MinorVersion": 1,
|
||||
"PatchVersion": 0,
|
||||
"MajorVersion": "1",
|
||||
"MinorVersion": "1",
|
||||
"PatchVersion": "1",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Allows the farmer to stay up all night. SMAPI 1.12. Updated 5/14/17",
|
||||
"UniqueID": "SaveAnywhere",
|
||||
"UniqueID": "Stardew_NightOwl",
|
||||
"PerSaveConfigs": false,
|
||||
"EntryDll": "Stardew_NightOwl.dll"
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
NoMorePets:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:12 PM
|
|
@ -59,12 +59,13 @@
|
|||
</Target>
|
||||
-->
|
||||
<Target Name="AfterBuild">
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
<PropertyGroup>
|
||||
<ModPath>$(GamePath)\Mods\$(TargetName)</ModPath>
|
||||
</PropertyGroup>
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -0,0 +1,7 @@
|
|||
GeneralMods:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:15 PM
|
Binary file not shown.
|
@ -0,0 +1,7 @@
|
|||
Save_Anywhere_V2:
|
||||
ModVersion:
|
||||
1.1.1.
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 7:43:29 PM
|
|
@ -79,5 +79,6 @@
|
|||
<Copy SourceFiles="$(TargetDir)\$(TargetName).pdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).pdb')" />
|
||||
<Copy SourceFiles="$(TargetDir)\$(TargetName).dll.mdb" DestinationFolder="$(ModPath)" Condition="Exists('$(TargetDir)\$(TargetName).dll.mdb')" />
|
||||
<Copy SourceFiles="$(ProjectDir)manifest.json" DestinationFolder="$(ModPath)" />
|
||||
<Copy SourceFiles="$(ProjectDir)ModInfo.txt" DestinationFolder="$(ModPath)" />
|
||||
</Target>
|
||||
</Project>
|
|
@ -2,12 +2,12 @@
|
|||
"Name": "Save Anywhere",
|
||||
"Author": "Alpha_Omegasis",
|
||||
"Version": {
|
||||
"MajorVersion": 2,
|
||||
"MinorVersion": 4,
|
||||
"PatchVersion": 0,
|
||||
"Build": null
|
||||
"MajorVersion": "1",
|
||||
"MinorVersion": "1",
|
||||
"PatchVersion": "1",
|
||||
"Build": ""
|
||||
},
|
||||
"Description": "Allows the farmer to save almost anywhere. SMAPI 1.12. Updated 5/14/17",
|
||||
"UniqueID": "SaveAnywhere",
|
||||
"UniqueID": "Save_Anywhere_V2",
|
||||
"EntryDll": "Save_Anywhere_V2.dll"
|
||||
}
|
|
@ -0,0 +1,7 @@
|
|||
StardewSymphony:
|
||||
ModVersion:
|
||||
1.1.1.1
|
||||
SMAPI Compatibilty Version:
|
||||
1.1.1
|
||||
Date/Time Updated
|
||||
7/13/2017 4:24:57 PM
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue