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