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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using StardewModdingAPI;
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using System.IO;
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using System.Net.Mime;
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using StardewModdingAPI.Inheritance;
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using StardewValley;
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using StardewValley.Tools;
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using Microsoft.Xna.Framework;
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using StardewValley.Objects;
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using Microsoft.Xna.Framework.Input;
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using System.Threading;
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namespace ClassLibrary1
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{
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public class AutoSpeed : Mod
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{
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string speedstring = "player_setspeed 5";
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bool auto_update = false;
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string mypath = "";
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public override string Name
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{
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get { return "AutoSpeed"; }
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}
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public override string Authour
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{
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get { return "Alpha_Omegasis"; }
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}
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public override string Version
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{
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get { return "0.0.3a"; }
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}
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public override string Description
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{
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get { return "Makes the player move faster upon gameloading and new days."; }
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}
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public override void Entry(params object[] objects)
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{
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//NOTE ALL COMMANDS MUST BE WRITTEN IN FUNCTIONS NOW LIKE HOW THIS PROGRAM DOCUMENTS IT. OTHERWISE NOTHING WILL WORK
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set_up();
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// StardewModdingAPI.Events.TimeEvents.TimeOfDayChanged += Events_UpdateTick;
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finish();
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StardewModdingAPI.Events.GameEvents.UpdateTick += Events_UpdateTick;
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// StardewModdingAPI.Events.GameEvents.UpdateTick+=Events_UpdateTick;
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}
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public void finish()
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{
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Console.WriteLine("FINISHED LOADING");
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}
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public void set_up()
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{
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mypath = Path.GetFullPath("Mods/AutoSpeed.txt");
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//mypath = Path.GetFullPath("Mods/SpeedMod.txt");
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Console.WriteLine("Found SpeedFile.txt at " + mypath);
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// Open the text file using a stream reader.
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using (StreamReader sr = new StreamReader(mypath))
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{
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// Read the stream to a string
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String funstring = sr.ReadToEnd();
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Console.WriteLine(funstring);
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speedstring = funstring;
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}
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Console.WriteLine("AutoSpeed mod has started.");
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Program.LogColour(ConsoleColor.Magenta, "SpeedMod makes the player move faster upon loading and new days.");
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Program.LogColour(ConsoleColor.Cyan, "This has been update for SMAPI 0.0.7");
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//GameEvents.UpdateTick += Events_UpdateTick;
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}
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public void Events_UpdateTick(object sender, EventArgs e)
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{
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//Console.WriteLine("In DA LOOP");
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if (StardewModdingAPI.Inheritance.SGame.newDay)
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{
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auto_update = false;
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//New_day_Update();
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}
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if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame) //makes sure a game file is loaded up
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{
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// Console.WriteLine("LOADED");
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if (StardewModdingAPI.Inheritance.SGame.player.isMoving()) //waits for the character to move to update speed
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{
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//Console.WriteLine("MOVING");
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if (auto_update == false)
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{
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New_day_Update();
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}
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}
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}
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//Console.WriteLine("Leaving da loop");
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}
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void New_day_Update() //updates all info whenever I call this.
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{
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StardewModdingAPI.Command.CallCommand(speedstring);
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Console.WriteLine("AutoSpeed has updated player's speed"); //super hacky way of doing this;
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auto_update = true;
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}
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// public EventArgs e { get; set; }
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}
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}
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player_setspeed 1
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# AutoSpeed_Mod
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v0.0.2 3/3/16
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-Fixed the issue where speed would reset upon sleeping/new day.
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This is a simple .dll mod for SVAPI which automatically changes the character's speed value referenced in AutoSpeed.txt.
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This basically just bypasses having to type in the command everytime you load SVAPI.
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This must be loaded into Stardew Valley/Mods
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where Stardew Valley is the directory where StardewModdingAPI.exe is located.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using StardewModdingAPI;
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using System.IO;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Input;
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namespace MoreRain
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{
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public class MoreRain : Mod
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{
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string rainstring = "15";
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bool auto_update = false;
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string mypath = "";
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int rainint = 0;
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string thunderstring = "5";
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int thunderint = 0;
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public override string Name
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{
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get { return "MoreRain"; }
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}
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public override string Authour
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{
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get { return "Alpha_Omegasis"; }
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}
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public override string Version
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{
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get { return "0.0.2a"; }
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}
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public override string Description
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{
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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."; }
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}
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public override void Entry(params object[] objects)
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{
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set_up();
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StardewModdingAPI.Events.GameEvents.UpdateTick += Events_UpdateTick;
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}
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void set_up()
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{
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string line;
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int counter = 0;
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mypath = Path.GetFullPath("Mods/MoreRain.txt");
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Console.WriteLine("Found MoreRain.txt at " + mypath);
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// Open the text file using a stream reader.
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//Reads in the rain variable from MoreRain.txt
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System.IO.StreamReader file = new System.IO.StreamReader(mypath);
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while((line = file.ReadLine()) != null)
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{
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System.Console.WriteLine (line);
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if (counter == 0) { rainstring = line; }
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if (counter == 1) { thunderstring = line; }
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counter++;
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}
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rainint = Convert.ToInt32(rainstring);
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thunderint = Convert.ToInt32(thunderstring);
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Console.WriteLine(rainint);
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Console.WriteLine("MoreRain mod has loaded.");
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Program.LogColour(ConsoleColor.Blue, "MAKE IT RAIN");
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}
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void Events_UpdateTick(object sender, EventArgs e)
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{
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if (StardewModdingAPI.Inheritance.SGame.newDay)
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{
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auto_update = false; //resets upon a new day
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}
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if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame) //makes sure a game file is loaded up
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{
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if (StardewModdingAPI.Inheritance.SGame.player.isMoving()) //waits for the character to move to update speed
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{
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if (auto_update == false)
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{
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New_day_Update(); //updates the info upon a new day.
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}
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}
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}
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}
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void New_day_Update() //updates all info whenever I call this.
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{
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Random random = new Random();
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int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100
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Random thunder_random = new Random();
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int thunder_randomNumber = random.Next(0, 100);
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_sunny || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain || StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_lightning)
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{ //if my weather isn't something special. This is to prevent something from going wierd.
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if (randomNumber <= rainint) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain; //sets rainy weather tomorrow
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Console.WriteLine("It will rain tomorrow.");
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}
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else {
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_sunny;//sets sunny weather tomorrow
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Console.WriteLine("It will not rain tomorrow.");
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}
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/*
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Console.WriteLine(randomNumber);
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Console.WriteLine(rainint);
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*/
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if (StardewValley.Game1.weatherForTomorrow == StardewValley.Game1.weather_rain)
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{
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if (randomNumber <= thunderint) //if the random variable is less than or equal to the chance for rain.
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_lightning; //sets rainy weather tomorrow
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Console.WriteLine("It will be stormy tomorrow.");
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}
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else
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{
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StardewValley.Game1.weatherForTomorrow = StardewValley.Game1.weather_rain;//sets sunny weather tomorrow
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Console.WriteLine("There will be no lightning tomorrow.");
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}
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}
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}
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else
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{
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Console.WriteLine("The weather for tomorrow is not rainy, stormy, or sunny. Must be something special.");
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}
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Console.WriteLine("RainMod has updated.");
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auto_update = true;
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}
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}
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}
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30
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10
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# MoreRain
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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.
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The check for tomorrow's forcast takes place upon loading, and upon each new day.
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The % chance for it to rain the next day is stored in MoreRain.txt
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