Delete Class1.cs
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using System;
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using StardewValley;
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using StardewModdingAPI;
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using System.IO;
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/*
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TO DO:
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*/
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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 key_binding="R";
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bool game_loaded = false;
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public override void Entry(params object[] objects)
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{
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//set up all of my events here
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += PlayerEvents_LoadedGame;
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StardewModdingAPI.Events.ControlEvents.KeyPressed += ControlEvents_KeyPressed;
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}
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public void ControlEvents_KeyPressed(object sender, StardewModdingAPI.Events.EventArgsKeyPressed e)
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{
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if (Game1.player == null) return;
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if (Game1.player.currentLocation == null) return;
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if (game_loaded == false) return;
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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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if (StardewValley.Game1.player.currentLocation.name == "ArchaeologyHouse")
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{
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my_save();
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}
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else
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{
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Log.Info("You can't rearrange the museum here!");
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}
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}
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//DataLoader_Settings(); //update the key if players changed it while playing.
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}
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public void PlayerEvents_LoadedGame(object sender, StardewModdingAPI.Events.EventArgsLoadedGameChanged e)
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{
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game_loaded = true;
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DataLoader_Settings();
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MyWritter_Settings();
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}
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void DataLoader_Settings()
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{
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//loads the data to the variables upon loading the game.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
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string mylocation2 = mylocation;
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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("Can't load custom save info since the file doesn't exist.");
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key_binding = "R";
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// Log.Info("KEY TIME");
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}
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else
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{
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// Console.WriteLine("HEY THERE IM LOADING DATA");
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string[] readtext = File.ReadAllLines(mylocation3);
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key_binding = Convert.ToString(readtext[3]);
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// Log.Info(key_binding);
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// Log.Info(Convert.ToString(readtext[3]));
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}
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}
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void MyWritter_Settings()
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{
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//write all of my info to a text file.
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string myname = StardewValley.Game1.player.name;
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string mylocation = Path.Combine(PathOnDisk, "Museum_Rearrange_Config");
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string mylocation2 = mylocation;
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string mylocation3 = mylocation2 + ".txt";
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string[] mystring3 = new string[20];
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if (!File.Exists(mylocation3))
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{
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Console.WriteLine("The custom character save info doesn't exist. It will be created when the custom saving method is run. Which is now.");
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mystring3[0] = "Config: Museum_Rearranger. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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else
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{
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//write out the info to a text file at the end of a day. This will run if it doesnt exist.
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mystring3[0] = "Config: Save_Anywhere Info. Feel free to mess with these settings.";
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mystring3[1] = "====================================================================================";
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mystring3[2] = "Key binding for saving anywhere. Press this key to save anywhere!";
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mystring3[3] = key_binding.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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}
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void my_save()
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{
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// Game1.activeClickableMenu = new StardewValley.Menus.SaveGameMenu(); //This command is what allows the player to save anywhere as it calls the saving function.
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Game1.activeClickableMenu = new StardewValley.Menus.MuseumMenu();
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}
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}
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}
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//end class
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