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@ -3,52 +3,55 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Timers;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using StardewModdingAPI;
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using Microsoft.Xna.Framework;
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using System.Windows;
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namespace BuildEndurance
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{
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public class BuildEndurance : Mod
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{
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public double BuildEndurance_data_xp_nextlvl;
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public double BuildEndurance_data_xp_current;
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public static double BuildEndurance_data_xp_nextlvl=20;
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public static double BuildEndurance_data_xp_current=0;
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public int BuildEndurance_data_current_lvl;
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public static int BuildEndurance_data_current_lvl=0;
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public int BuildEndurance_data_stam_bonus_acumulated;
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public static int BuildEndurance_data_stam_bonus_acumulated=0;
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public int BuildEndurance_data_ini_stam_bonus;
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public static int BuildEndurance_data_ini_stam_bonus=0;
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public bool BuildEndurance_data_clear_mod_effects = false;
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public static bool BuildEndurance_data_clear_mod_effects = false;
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public int BuildEndurance_data_old_stamina = 0;
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public static int BuildEndurance_data_old_stamina = 0;
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public bool tool_cleaner = false;
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public static bool tool_cleaner = false;
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public bool fed = false;
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public static bool fed = false;
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public Config ModConfig { get; set; }
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public static bool upon_loading = false;
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//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
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public override void Entry(params object[] objects)
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{
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Log.Info("HEYO WORLD");
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
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StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
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StardewModdingAPI.Events.GameEvents.UpdateTick += ToolCallBack;
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += LoadingCallBack;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
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var configLocation = Path.Combine(PathOnDisk, "BuildEnduranceConfig.json");
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if (!File.Exists(configLocation))
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{
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Console.WriteLine("The config file for BuildEndurance was not found, guess I'll create it...");
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Console.WriteLine("Initial configuration file setup.");
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ModConfig = new Config();
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ModConfig.BuildEndurance_current_lvl = 0;
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@ -76,8 +79,9 @@ namespace BuildEndurance
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Console.WriteLine("Found BuildEndurance config file.");
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}
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DataLoader();
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MyWritter();
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// DataLoader();
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// MyWritter(); //hopefully loading these after the game is loaded will prevent wierd issues.
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Console.WriteLine("BuildEndurance Initialization Completed");
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}
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@ -128,71 +132,25 @@ namespace BuildEndurance
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}
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public void SleepCallback(object sender, EventArgs e)
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{
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Clear_DataLoader();
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//This will run when the character goes to sleep. It will increase their sleeping skill.
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var player = StardewValley.Game1.player;
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BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_sleeping;
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if (BuildEndurance_data_old_stamina == 0)
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{
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BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value
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}
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if (BuildEndurance_data_clear_mod_effects == true)
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{
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player.MaxStamina = BuildEndurance_data_old_stamina;
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BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl;
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BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current;
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BuildEndurance_data_stam_bonus_acumulated = 0;
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BuildEndurance_data_old_stamina = player.MaxStamina;
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BuildEndurance_data_ini_stam_bonus = 0;
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BuildEndurance_data_current_lvl = 0;
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Console.WriteLine("BuildEndurance Reset!");
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}
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if (BuildEndurance_data_clear_mod_effects == false)
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{
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if (BuildEndurance_data_current_lvl < ModConfig.BuildEndurance_max_lvl) {
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while (BuildEndurance_data_xp_current >= BuildEndurance_data_xp_nextlvl)
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{
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BuildEndurance_data_current_lvl += 1;
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BuildEndurance_data_xp_current = BuildEndurance_data_xp_current - BuildEndurance_data_xp_nextlvl;
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BuildEndurance_data_xp_nextlvl = (ModConfig.BuildEndurance_xp_curve * BuildEndurance_data_xp_nextlvl);
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player.MaxStamina += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
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BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
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}
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/*
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if (player.MaxStamina != BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus)
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{
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player.MaxStamina = BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus;
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}
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*/
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}
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}
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BuildEndurance_data_clear_mod_effects = false;
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MyWritter();
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}
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public void LoadingCallBack(object sender, EventArgs e)
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{
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// Log.Info("GamessssssssLoaded");
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// Console.WriteLine("entering loading callback");
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if (StardewModdingAPI.Inheritance.SGame.hasLoadedGame == true)
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{
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// Console.WriteLine("Penetrated loading callback");
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Log.Info("CharacterLoaded");
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// Console.WriteLine("Penetrated loading callback");
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//Log.Info(StardewValley.Game1.player.name);
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DataLoader();
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MyWritter();
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upon_loading = true;
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Log.Info("writers passed");
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//runs when the player is loaded.
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var player = StardewValley.Game1.player;
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if (BuildEndurance_data_old_stamina == 0)
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@ -213,6 +171,78 @@ namespace BuildEndurance
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}
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}
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public void SleepCallback(object sender, EventArgs e)
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{
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Log.Info("SLEEP CALLBACK");
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Log.Info("CLEAR DATA PASSED");
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//This will run when the character goes to sleep. It will increase their sleeping skill.
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//Console.WriteLine("Is this being hit?");
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if (upon_loading == true)
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{
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Clear_DataLoader();
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//because this doesn't work propperly at first anyways.
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//return;
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var player = StardewValley.Game1.player;
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BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_sleeping;
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if (BuildEndurance_data_old_stamina == 0)
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{
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BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value
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}
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if (BuildEndurance_data_clear_mod_effects == true)
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{
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player.MaxStamina = BuildEndurance_data_old_stamina;
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BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl;
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BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current;
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BuildEndurance_data_stam_bonus_acumulated = 0;
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BuildEndurance_data_old_stamina = player.MaxStamina;
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BuildEndurance_data_ini_stam_bonus = 0;
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BuildEndurance_data_current_lvl = 0;
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Console.WriteLine("BuildEndurance Reset!");
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}
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if (BuildEndurance_data_clear_mod_effects == false)
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{
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if (BuildEndurance_data_current_lvl < ModConfig.BuildEndurance_max_lvl)
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{
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while (BuildEndurance_data_xp_current >= BuildEndurance_data_xp_nextlvl)
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{
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BuildEndurance_data_current_lvl += 1;
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BuildEndurance_data_xp_current = BuildEndurance_data_xp_current - BuildEndurance_data_xp_nextlvl;
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BuildEndurance_data_xp_nextlvl = (ModConfig.BuildEndurance_xp_curve * BuildEndurance_data_xp_nextlvl);
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player.MaxStamina += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
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BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
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Log.Info("IF YOU SEE THIS TOO MUCH THIS IS AN INFINITE LOOP. CRAP");
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}
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/*
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if (player.MaxStamina != BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus)
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{
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player.MaxStamina = BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus;
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}
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*/
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}
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}
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BuildEndurance_data_clear_mod_effects = false;
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MyWritter();
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}
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else Log.Info("Lazy programming");
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}
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//Mod config data.
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public class Config
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{
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void Clear_DataLoader()
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{
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DataLoader();
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MyWritter();
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//loads the data to the variables upon loading the game.
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var mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data.txt");
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// string[] mystring = new string[20];
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if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data_");
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string mylocation2 = mylocation+myname;
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string mylocation3 = mylocation2+".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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Console.WriteLine("The config file for BuildEndurance was not found, guess I'll create it...");
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Console.WriteLine("Clear Data Loaded could not find the correct file.");
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BuildEndurance_data_clear_mod_effects = false;
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BuildEndurance_data_old_stamina = 0;
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BuildEndurance_data_ini_stam_bonus = 0;
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//return;
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}
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else
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{
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//loads the BuildEndurance_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation);
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string[] readtext = File.ReadAllLines(mylocation3);
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BuildEndurance_data_ini_stam_bonus = Convert.ToInt32(readtext[9]);
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BuildEndurance_data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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BuildEndurance_data_old_stamina = Convert.ToInt32(readtext[16]);
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void DataLoader()
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{
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//loads the data to the variables upon loading the game.
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var mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data.txt");
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//string[] mystring = new string[20];
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if (!File.Exists(mylocation)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".txt";
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if (!File.Exists(mylocation3)) //if not data.json exists, initialize the data variables to the ModConfig data. I.E. starting out.
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{
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Console.WriteLine("The config file for BuildEndurance was not found, guess I'll create it...");
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Console.WriteLine("DataLoading");
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BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl;
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BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current;
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BuildEndurance_data_current_lvl = ModConfig.BuildEndurance_current_lvl;
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// Console.WriteLine("HEY THERE IM LOADING DATA");
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//loads the BuildEndurance_data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation);
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string[] readtext = File.ReadAllLines(mylocation3);
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BuildEndurance_data_current_lvl = Convert.ToInt32(readtext[3]);
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BuildEndurance_data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in BuildEndurance_data.json
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BuildEndurance_data_xp_current = Convert.ToDouble(readtext[5]);
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void MyWritter()
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{
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//saves the BuildEndurance_data at the end of a new day;
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var mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data.txt");
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "BuildEndurance_data_");
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string mylocation2 = mylocation + myname;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3= new string[20];
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if (!File.Exists(mylocation))
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if (!File.Exists(mylocation3))
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{
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Console.WriteLine("The data file for BuildEndurance was not found, guess I'll create it when you sleep.");
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mystring3[15] = "OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over.";
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mystring3[16] = BuildEndurance_data_old_stamina.ToString();
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File.WriteAllLines(mylocation, mystring3);
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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mystring3[16] = BuildEndurance_data_old_stamina.ToString();
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File.WriteAllLines(mylocation, mystring3);
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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