diff --git a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/Framework/Menus/MusicManagerMenu.cs b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/Framework/Menus/MusicManagerMenu.cs index 4ddf56b5..d3418495 100644 --- a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/Framework/Menus/MusicManagerMenu.cs +++ b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/Framework/Menus/MusicManagerMenu.cs @@ -1061,6 +1061,7 @@ namespace StardewSymphonyRemastered.Framework.Menus } } this.selectAlbum(ok); + return; } if (this.drawMode == DrawMode.SongSelectionMode) diff --git a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/StardewSymphony.cs b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/StardewSymphony.cs index 624127f9..af54fc60 100644 --- a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/StardewSymphony.cs +++ b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/StardewSymphony.cs @@ -15,21 +15,16 @@ namespace StardewSymphonyRemastered { /// - /// BIG WIP. Don't use this at all because it does nothing right now. /// TODO: - /// 3.Finish making menu /// 5.Release - /// 6.Make videos documenting how to make this mod work. - /// 7.Make way to generate new music packs. /// /// /// Add mod config to have silent rain option. - /// Add in song delay function. /// Add in shuffle song button that just selects music but probably plays a different song. same as musicManager.selectmusic(getConditionalString); - /// + /// Add in a save button to save settings in the menu. /// /// Notes: - /// All mods must add events/locations/festivals/menu information to this mod during the Entry function of their mod because once the game does it's first update tick, that's when all of the packs are initialized with all of their music. + /// All mods must add events/locations/festivals/menu information to this mod during the Entry function of their mod because once the player is loaded that's when all of the packs are initialized with all of their music. /// public class StardewSymphony : Mod { diff --git a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/manifest.json b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/manifest.json index 29e66f95..d367e1ee 100644 --- a/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/manifest.json +++ b/GeneralMods/StardewSymphonyRemastered/StardewSymphonyRemastered/manifest.json @@ -3,7 +3,7 @@ "Author": "Alpha_Omegasis", "Version": "2.0.0", "Description": "Adding more music to the game one beep at a time. Now with streaming!", - "UniqueID": "Omegasis.StardewSymphony", + "UniqueID": "Omegasis.StardewSymphonyRemastered", "EntryDll": "StardewSymphonyRemastered.dll", "MinimumApiVersion": "2.0", "UpdateKeys": [ "Nexus:425" ], diff --git a/GeneralMods/StardustCore/CoreObject.cs b/GeneralMods/StardustCore/CoreObject.cs index 545b3ee5..d6588d7d 100644 --- a/GeneralMods/StardustCore/CoreObject.cs +++ b/GeneralMods/StardustCore/CoreObject.cs @@ -1516,6 +1516,11 @@ namespace StardustCore */ } + /// + /// Adds an item to this item's internal inventory if it can. Otherwise drop it on the ground as item debris. + /// + /// + /// public virtual bool addItemToInventoryElseDrop(Item I) { diff --git a/GeneralMods/StardustCore/Serialization/Serialization.cs b/GeneralMods/StardustCore/Serialization/Serialization.cs index 6f29510c..da106117 100644 --- a/GeneralMods/StardustCore/Serialization/Serialization.cs +++ b/GeneralMods/StardustCore/Serialization/Serialization.cs @@ -403,7 +403,8 @@ namespace StardustCore.Serialization // Log.AsyncC(data); try { - dynamic obj = JObject.Parse(data); + JObject obj2 = JObject.Parse(data); + CoreObject obj = (CoreObject)obj2.ToObject(typeof(CoreObject)); // Log.AsyncC(obj.thisType); @@ -549,8 +550,8 @@ namespace StardustCore.Serialization // Log.AsyncC(data); try { - dynamic obj = JObject.Parse(data); - + JObject obj2 = JObject.Parse(data); + CoreObject obj =(CoreObject)obj2.ToObject(typeof(CoreObject)); // Log.AsyncC(obj.thisType);