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janavarro95 2016-03-06 02:38:19 -08:00
parent e3ff4b35dd
commit 6cfbeea9bd
8 changed files with 279 additions and 0 deletions

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AutoSpeed/AutoSpeed.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using System.IO;
using System.Net.Mime;
using StardewModdingAPI.Inheritance;
using StardewValley;
using StardewValley.Tools;
using Microsoft.Xna.Framework;
using StardewValley.Objects;
using Microsoft.Xna.Framework.Input;
using System.Threading;
namespace ClassLibrary1
{
public class AutoSpeed : Mod
{
string speedstring = "player_setspeed 5";
bool auto_update = false;
string mypath = "";
public override string Name
{
get { return "AutoSpeed"; }
}
public override string Authour
{
get { return "Alpha_Omegasis"; }
}
public override string Version
{
get { return "0.0.3a"; }
}
public override string Description
{
get { return "Makes the player move faster upon gameloading and new days."; }
}
public override void Entry(params object[] objects)
{
//NOTE ALL COMMANDS MUST BE WRITTEN IN FUNCTIONS NOW LIKE HOW THIS PROGRAM DOCUMENTS IT. OTHERWISE NOTHING WILL WORK
set_up();
// StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += Events_UpdateTick;
finish();
StardewModdingAPI.Events.GameEvents.UpdateTick += Events_UpdateTick;
// StardewModdingAPI.Events.GameEvents.UpdateTick+=Events_UpdateTick;
}
public void finish()
{
Console.WriteLine("FINISHED LOADING");
}
public void set_up()
{
mypath = Path.GetFullPath("Mods/AutoSpeed.txt");
//mypath = Path.GetFullPath("Mods/SpeedMod.txt");
Console.WriteLine("Found SpeedFile.txt at " + mypath);
// Open the text file using a stream reader.
using (StreamReader sr = new StreamReader(mypath))
{
// Read the stream to a string
String funstring = sr.ReadToEnd();
Console.WriteLine(funstring);
speedstring = funstring;
}
Console.WriteLine("AutoSpeed mod has started.");
Program.LogColour(ConsoleColor.Magenta, "SpeedMod makes the player move faster upon loading and new days.");
Program.LogColour(ConsoleColor.Cyan, "This has been update for SMAPI 0.0.7");
//GameEvents.UpdateTick += Events_UpdateTick;
}
public void Events_UpdateTick(object sender, EventArgs e)
{
//Console.WriteLine("In DA LOOP");
if (StardewModdingAPI.Inheritance.SGame.newDay)
{
auto_update = false;
//New_day_Update();
}
if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame) //makes sure a game file is loaded up
{
// Console.WriteLine("LOADED");
if (StardewModdingAPI.Inheritance.SGame.player.isMoving()) //waits for the character to move to update speed
{
//Console.WriteLine("MOVING");
if (auto_update == false)
{
New_day_Update();
}
}
}
//Console.WriteLine("Leaving da loop");
}
void New_day_Update() //updates all info whenever I call this.
{
StardewModdingAPI.Command.CallCommand(speedstring);
Console.WriteLine("AutoSpeed has updated player's speed"); //super hacky way of doing this;
auto_update = true;
}
// public EventArgs e { get; set; }
}
}

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AutoSpeed/AutoSpeed.dll Normal file

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AutoSpeed/AutoSpeed.txt Normal file
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player_setspeed 1

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AutoSpeed/README.md Normal file
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# AutoSpeed_Mod
v0.0.2 3/3/16
-Fixed the issue where speed would reset upon sleeping/new day.
This is a simple .dll mod for SVAPI which automatically changes the character's speed value referenced in AutoSpeed.txt.
This basically just bypasses having to type in the command everytime you load SVAPI.
This must be loaded into Stardew Valley/Mods
where Stardew Valley is the directory where StardewModdingAPI.exe is located.

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MoreRain/Class1.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using StardewModdingAPI;
using System.IO;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Input;
namespace MoreRain
{
public class MoreRain : Mod
{
string rainstring = "15";
bool auto_update = false;
string mypath = "";
int rainint = 0;
string thunderstring = "5";
int thunderint = 0;
public override string Name
{
get { return "MoreRain"; }
}
public override string Authour
{
get { return "Alpha_Omegasis"; }
}
public override string Version
{
get { return "0.0.2a"; }
}
public override string Description
{
get { return "Overrides normal rain patterns using a int in MoreRain.txt. Won't take place if the next day doesn't have a chance to be rainy or sunny. I.E a festival or a wedding."; }
}
public override void Entry(params object[] objects)
{
set_up();
StardewModdingAPI.Events.GameEvents.UpdateTick += Events_UpdateTick;
}
void set_up()
{
string line;
int counter = 0;
mypath = Path.GetFullPath("Mods/MoreRain.txt");
Console.WriteLine("Found MoreRain.txt at " + mypath);
// Open the text file using a stream reader.
//Reads in the rain variable from MoreRain.txt
System.IO.StreamReader file = new System.IO.StreamReader(mypath);
while((line = file.ReadLine()) != null)
{
System.Console.WriteLine (line);
if (counter == 0) { rainstring = line; }
if (counter == 1) { thunderstring = line; }
counter++;
}
rainint = Convert.ToInt32(rainstring);
thunderint = Convert.ToInt32(thunderstring);
Console.WriteLine(rainint);
Console.WriteLine("MoreRain mod has loaded.");
Program.LogColour(ConsoleColor.Blue, "MAKE IT RAIN");
}
void Events_UpdateTick(object sender, EventArgs e)
{
if (StardewModdingAPI.Inheritance.SGame.newDay)
{
auto_update = false; //resets upon a new day
}
if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame) //makes sure a game file is loaded up
{
if (StardewModdingAPI.Inheritance.SGame.player.isMoving()) //waits for the character to move to update speed
{
if (auto_update == false)
{
New_day_Update(); //updates the info upon a new day.
}
}
}
}
void New_day_Update() //updates all info whenever I call this.
{
Random random = new Random();
int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
Random thunder_random = new Random();
int thunder_randomNumber = random.Next(0, 100);
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning)
{ //if my weather isn't something special. This is to prevent something from going wierd.
if (randomNumber <= rainint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
Console.WriteLine("It will rain tomorrow.");
}
else {
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
Console.WriteLine("It will not rain tomorrow.");
}
/*
Console.WriteLine(randomNumber);
Console.WriteLine(rainint);
*/
if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
{
if (randomNumber <= thunderint) //if the random variable is less than or equal to the chance for rain.
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
Console.WriteLine("It will be stormy tomorrow.");
}
else
{
StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
Console.WriteLine("There will be no lightning tomorrow.");
}
}
}
else
{
Console.WriteLine("The weather for tomorrow is not rainy, stormy, or sunny. Must be something special.");
}
Console.WriteLine("RainMod has updated.");
auto_update = true;
}
}
}

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MoreRain/MoreRain.dll Normal file

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30
10

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MoreRain/README.md Normal file
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# MoreRain
This is the MoreRain mod, which can increase or decrease how much it rains in your game. It will not rain on days where a weather effect besides raining and sunny weather would occur such as a holiday or a festival. It will also ignore if it would snow, or have a thunderstorm as well.
The check for tomorrow's forcast takes place upon loading, and upon each new day.
The % chance for it to rain the next day is stored in MoreRain.txt