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using System;
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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.Threading.Tasks;
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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using Storm.ExternalEvent;
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using Storm.StardewValley;
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using Storm.StardewValley.Event;
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using Storm.StardewValley.Wrapper;
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using Storm;
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using Microsoft.Xna.Framework;
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namespace BuildHealth
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{
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[Mod]
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public class BuildHealth : DiskResource
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{
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public double data_xp_nextlvl;
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public double data_xp_current;
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public int data_current_lvl;
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public int data_health_bonus_acumulated;
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public int data_ini_health_bonus;
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public bool data_clear_mod_effects = false;
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public int data_old_health = 0;
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public Config ModConfig { get; set; }
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[Subscribe]
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//Credit goes to Zoryn for pieces of this config generation that I kinda repurposed.
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public void InitializeCallback(InitializeEvent @event)
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{
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var configLocation = Path.Combine(PathOnDisk, "BuildHealth_Config.json");
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if (!File.Exists(configLocation))
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{
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Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
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ModConfig = new Config();
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ModConfig.current_lvl = 0;
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ModConfig.max_lvl = 100;
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ModConfig.health_increase_upon_lvl_up = 1;
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ModConfig.xp_current = 0;
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ModConfig.xp_nextlvl = 20;
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ModConfig.xp_curve = 1.15;
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ModConfig.xp_eating = 2;
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ModConfig.xp_sleeping = 10;
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ModConfig.xp_tooluse = 1;
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ModConfig.ini_health_boost = 0;
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ModConfig.health_accumulated = 0;
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File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
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// Console.WriteLine("The config file for MoreRain has been loaded.\n\t RainChance: {0}, ThunderChance: {1}",
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// ModConfig.RainChance, ModConfig.ThunderChance);
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}
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else
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{
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ModConfig = JsonConvert.DeserializeObject<Config>(Encoding.UTF8.GetString(File.ReadAllBytes(configLocation)));
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Logging.LogToFile("Found BuildHealth config file.");
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}
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DataLoader();
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MyWritter();
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Logging.LogToFile("BuildHealth Initialization Completed");
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}
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[Subscribe]
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public void ToolCallBack(Storm.StardewValley.Event.ReleaseUseToolButtonEvent @event)
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{
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//this will be the code that runs when a tool is used
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//Logging.LogToFile("A TOOL IS BEING USED");
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data_xp_current += ModConfig.xp_tooluse;
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}
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[Subscribe]
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public void EatingCallBack(Storm.StardewValley.Event.PlayerEatObjectEvent @event)
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{
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//this code will run when the player eats an object. I.E. increases their eating skills.
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//Logging.LogToFile("A FOOD IS BEING CONSUMED");
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data_xp_current += ModConfig.xp_eating;
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}
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[Subscribe]
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public void SleepCallback(Storm.StardewValley.Event.BeforeNewDayEvent @event)
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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 = @event.Root.Player;
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data_xp_current += ModConfig.xp_sleeping;
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if (data_old_health == 0)
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{
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data_old_health = player.MaxHealth; //grab the initial health value
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}
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if (data_clear_mod_effects == true)
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{
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player.MaxHealth = data_old_health;
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data_xp_nextlvl = 0;
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data_xp_current = 0;
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data_health_bonus_acumulated = 0;
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data_old_health = 0;
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data_ini_health_bonus = 0;
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data_current_lvl = 0;
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Logging.LogToFile("BuildHealth Reset!");
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}
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if (data_clear_mod_effects == false)
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{
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if (data_current_lvl < ModConfig.max_lvl)
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{
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while (data_xp_current >= data_xp_nextlvl)
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{
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data_current_lvl += 1;
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data_xp_current = data_xp_current - data_xp_nextlvl;
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data_xp_nextlvl = (ModConfig.xp_curve * data_xp_nextlvl);
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player.MaxHealth += ModConfig.health_increase_upon_lvl_up;
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data_health_bonus_acumulated += ModConfig.health_increase_upon_lvl_up;
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}
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if (player.MaxHealth != data_old_health + data_health_bonus_acumulated + data_ini_health_bonus)
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{
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player.MaxHealth = data_old_health + data_health_bonus_acumulated + data_ini_health_bonus;
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}
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}
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}
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data_clear_mod_effects = false;
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MyWritter();
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}
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[Subscribe]
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public void LoadingCallBack(Storm.StardewValley.Event.AfterGameLoadedEvent @event)
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{
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DataLoader();
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MyWritter();
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//runs when the player is loaded.
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var player = @event.Root.Player;
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if (data_old_health == 0)
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{
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data_old_health = player.MaxHealth; //grab the initial health value
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}
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player.MaxHealth = data_ini_health_bonus + data_health_bonus_acumulated + data_old_health; //incase the ini health bonus is loaded in.
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if (data_clear_mod_effects == true)
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{
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player.MaxHealth = data_old_health;
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Logging.LogToFile("BuildHealth Reset!");
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}
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DataLoader();
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MyWritter();
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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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public double xp_nextlvl { get; set; }
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public double xp_current { get; set; }
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public double xp_curve { get; set; }
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public int current_lvl { get; set; }
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public int max_lvl { get; set; }
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public int health_increase_upon_lvl_up { get; set; }
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public int xp_tooluse { get; set; }
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public int xp_eating { get; set; }
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public int xp_sleeping { get; set; }
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public int ini_health_boost { get; set; }
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public int health_accumulated { get; set; }
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}
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void Clear_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, "BuildHealth_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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{
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Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
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data_clear_mod_effects = false;
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data_old_health = 0;
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data_ini_health_bonus = 0;
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}
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else
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{
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//loads the data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation);
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data_ini_health_bonus = Convert.ToInt32(readtext[9]);
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data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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data_old_health = Convert.ToInt32(readtext[16]);
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}
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}
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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, "BuildHealth_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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{
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Logging.LogToFile("The config file for BuildHealth was not found, guess I'll create it...");
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data_xp_nextlvl = ModConfig.xp_nextlvl;
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data_xp_current = ModConfig.xp_current;
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data_current_lvl = ModConfig.current_lvl;
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data_ini_health_bonus = ModConfig.ini_health_boost;
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data_health_bonus_acumulated = ModConfig.health_accumulated;
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data_clear_mod_effects = false;
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data_old_health = 0;
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}
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else
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{
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//loads the data upon loading the mod
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string[] readtext = File.ReadAllLines(mylocation);
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data_current_lvl = Convert.ToInt32(readtext[3]);
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data_xp_nextlvl = Convert.ToDouble(readtext[7]); //these array locations refer to the lines in data.json
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data_xp_current = Convert.ToDouble(readtext[5]);
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data_ini_health_bonus = Convert.ToInt32(readtext[9]);
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data_health_bonus_acumulated = Convert.ToInt32(readtext[11]);
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data_clear_mod_effects = Convert.ToBoolean(readtext[14]);
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data_old_health = Convert.ToInt32(readtext[16]);
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}
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}
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void MyWritter()
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{
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//saves the data at the end of a new day;
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var mylocation = Path.Combine(PathOnDisk, "BuildHealth_data.txt");
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string[] mystring2 = new string[20];
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if (!File.Exists(mylocation))
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{
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Logging.LogToFile("The data file for BuildHealth was not found, guess I'll create it when you sleep.");
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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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mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
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mystring2[1] = "====================================================================================";
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mystring2[2] = "Player Current Level:";
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mystring2[3] = data_current_lvl.ToString();
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mystring2[4] = "Player Current XP:";
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mystring2[5] = data_xp_current.ToString();
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mystring2[6] = "Xp to next Level:";
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mystring2[7] = data_xp_nextlvl.ToString();
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mystring2[8] = "Initial health Bonus:";
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mystring2[9] = data_ini_health_bonus.ToString();
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mystring2[10] = "Additional health Bonus:";
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mystring2[11] = data_health_bonus_acumulated.ToString();
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mystring2[12] = "=======================================================================================";
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mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
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mystring2[14] = data_clear_mod_effects.ToString();
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mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over.";
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mystring2[16] = data_old_health.ToString();
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File.WriteAllLines(mylocation, mystring2);
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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.
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mystring2[0] = "Player: Build Health Data. Modification can cause errors. Edit at your own risk.";
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mystring2[1] = "====================================================================================";
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mystring2[2] = "Player Current Level:";
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mystring2[3] = data_current_lvl.ToString();
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mystring2[4] = "Player Current XP:";
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mystring2[5] = data_xp_current.ToString();
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mystring2[6] = "Xp to next Level:";
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mystring2[7] = data_xp_nextlvl.ToString();
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mystring2[8] = "Initial health Bonus:";
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mystring2[9] = data_ini_health_bonus.ToString();
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mystring2[10] = "Additional health Bonus:";
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mystring2[11] = data_health_bonus_acumulated.ToString();
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mystring2[12] = "=======================================================================================";
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mystring2[13] = "RESET ALL MOD EFFECTS? This will effective start you back at square 1. Also good if you want to remove this mod.";
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mystring2[14] = data_clear_mod_effects.ToString();
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mystring2[15] = "OLD health AMOUNT: This is the initial value of the Player's health before this mod took over.";
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mystring2[16] = data_old_health.ToString();
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File.WriteAllLines(mylocation, mystring2);
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}
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}
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} //end my function
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}
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