Added files via upload

This commit is contained in:
janavarro95 2016-04-24 18:41:40 -07:00
parent 7854aedfa9
commit 8ed5cf9922
2 changed files with 28 additions and 18 deletions

View File

@ -21,7 +21,10 @@ namespace Stardew_Save_Anywhere_Mod
{
public class Class1 : Mod
{
// string save_path="";
// string save_path="";
bool initialize = false;
string key_binding="K";
@ -30,17 +33,19 @@ namespace Stardew_Save_Anywhere_Mod
int player_tile_x;
int player_tile_Y;
bool player_flop = false;
bool warped = false;
int game_time;
double timer_interval = 3500;
bool timer = true;
bool game_updated_and_loaded = true;
bool game_updated_and_loaded = false;
bool simulate_time = true;
bool warp_character = true;
bool warped = false;
bool simulate_time;
bool warp_character;
Timer aTimer = new Timer(3500); //fires every X miliseconds. 3500 is 4 times faster than the game's normal speed //originally this was 2000
@ -67,7 +72,7 @@ namespace Stardew_Save_Anywhere_Mod
{
if (game_loaded == true)
{
// file_clean_up();
file_clean_up();
game_time = 600; //resets the game time so that simulation doesn't happen every day.
game_updated_and_loaded = true; //prevents the next day from being updated
StardewValley.Game1.player.canMove = true; //do I even use this?
@ -76,7 +81,7 @@ namespace Stardew_Save_Anywhere_Mod
public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
{
DataLoader_Settings(); //update the key if players changed it while playing.
//DataLoader_Settings(); //update the key if players changed it while playing.
if (e.KeyPressed.ToString() ==key_binding) //if the key is pressed, load my cusom save function
{
my_save();
@ -88,10 +93,15 @@ namespace Stardew_Save_Anywhere_Mod
if (game_loaded == true)
{
DataLoader_Player(); //warps the character and changes the game time. WTF HOW DID THIS BREAK???
DataLoader_Settings(); //load up the mod config file.
DataLoader_Horse();
if (initialize == false)
{
// DataLoader_Settings(); //load up the mod config file.
DataLoader_Horse();
DataLoader_NPC(false); //loads the NPC's with original location info
initialize = true;
}
if (simulate_time == true)
{
@ -99,14 +109,14 @@ namespace Stardew_Save_Anywhere_Mod
}
else timer = true;
if (warp_character == true)
if (warp_character == true && game_updated_and_loaded == false)
{
warped = false;
//warp_character = false;
}
else warped = true;
DataLoader_Player(); //warps the character and changes the game time. WTF HOW DID THIS BREAK???
if (warped == false)
{
@ -115,7 +125,7 @@ namespace Stardew_Save_Anywhere_Mod
if (StardewValley.Game1.player.currentLocation.name != player_map_name && warped==false)
{
DataLoader_NPC(false); //loads the NPC's with original location info
MyWritter_NPC(true); //writes in the NPC's info. May be redundant?
warped = true;
StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false. //Just incase I run this a couple of times.
@ -123,7 +133,7 @@ namespace Stardew_Save_Anywhere_Mod
StardewValley.Game1.warpFarmer(player_map_name, player_tile_x, player_tile_Y, player_flop); //player flop is always false.
Log.Success("WARPED");
//timer = false; //activate my timer. False means that it hasn't been initialized.
game_updated_and_loaded = true;
}
@ -137,8 +147,6 @@ namespace Stardew_Save_Anywhere_Mod
{
//load config info for the timer here.
DataLoader_Settings();
aTimer.Interval = timer_interval; //this should update the timer to run at the config amount of seconds.
timer = true; //timer is now running
@ -260,6 +268,8 @@ namespace Stardew_Save_Anywhere_Mod
key_binding = "K";
timer_interval = 3500;
warp_character = true;
simulate_time = true;
// Log.Info("KEY TIME");
}