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Player: Build Endurance Data. Modification can cause errors. Edit at your own risk.
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====================================================================================
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Player Current Level:
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0
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Player Current XP:
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0
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Xp to next Level:
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20
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Initial Stam Bonus:
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0
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Additional Stam Bonus:
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0
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=======================================================================================
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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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False
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OLD STAMINA AMOUNT: This is the initial value of the Player's Stamina before this mod took over.
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0
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Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept.
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0
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@ -49,8 +49,6 @@ namespace BuildEndurance
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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.GameEvents.UpdateTick += EatingCallBack; //sloppy again but it'll do.
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StardewModdingAPI.Events.GameEvents.OneSecondTick += Tool_Cleanup;
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@ -64,7 +62,7 @@ namespace BuildEndurance
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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("Initial configuration file setup.");
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Log.Info("Initial configuration file setup.");
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ModConfig = new Config();
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ModConfig.BuildEndurance_current_lvl = 0;
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@ -93,17 +91,14 @@ namespace BuildEndurance
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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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Console.WriteLine("Found BuildEndurance config file.");
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Log.Info("Found BuildEndurance config file.");
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}
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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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Log.Info("BuildEndurance Initialization Completed");
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}
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public void ToolCallBack(object sender, EventArgs e) //ultra quick response for checking if a tool is used.
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{
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if (tool_cleaner == true) return;
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@ -168,15 +163,20 @@ namespace BuildEndurance
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}
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public void Collapse_Callback(object sender, EventArgs e) //if the player stays up too late add some xp.
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{
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if (collapse_check == false)
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{
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if (StardewValley.Game1.timeOfDay==2600)
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if (StardewValley.Game1.farmerShouldPassOut == true)
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{
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BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Pass_Out_XP;
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collapse_check = true;
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Log.Info("The player has collapsed!");
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return;
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}
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}
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}
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@ -209,7 +209,7 @@ namespace BuildEndurance
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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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Console.WriteLine("BuildEndurance Reset!");
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// Console.WriteLine("BuildEndurance Reset!");
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}
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DataLoader();
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@ -226,11 +226,11 @@ namespace BuildEndurance
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if (upon_loading == true)
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{
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Log.Info("THIS IS MY NEW DAY CALL BACK XP version 1");
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//Log.Info("THIS IS MY NEW DAY CALL BACK XP version 1");
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Log.Info(BuildEndurance_data_xp_current);
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Clear_Checker();
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Log.Info("CLEAR???");
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//Log.Info("CLEAR???");
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Log.Info(BuildEndurance_data_clear_mod_effects);
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@ -263,7 +263,7 @@ namespace BuildEndurance
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BuildEndurance_data_current_lvl = 0;
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//because this doesn't work propperly at first anyways.
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Console.WriteLine("BuildEndurance Reset!");
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// Console.WriteLine("BuildEndurance Reset!");
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}
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@ -280,9 +280,9 @@ namespace BuildEndurance
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BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up;
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Log.Info("THIS IS MY NEW DAY CALL BACK XP version 2!");
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Log.Info(BuildEndurance_data_xp_current);
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Log.Info("IF YOU SEE THIS TOO MUCH THIS IS AN INFINITE LOOP. CRAP");
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//Log.Info("THIS IS MY NEW DAY CALL BACK XP version 2!");
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// Log.Info(BuildEndurance_data_xp_current);
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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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Binary file not shown.
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{"BuildHealth_xp_nextlvl":20.0,"BuildHealth_xp_current":0.0,"BuildHealth_xp_curve":1.15,"BuildHealth_current_lvl":0,"BuildHealth_max_lvl":100,"BuildHealth_Health_increase_upon_lvl_up":1,"BuildHealth_xp_tooluse":1,"BuildHealth_xp_eating":2,"BuildHealth_xp_sleeping":10,"BuildHealth_ini_Health_boost":0,"BuildHealth_Health_accumulated":0}
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@ -31,10 +31,19 @@ namespace BuildHealth
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public bool fed = false;
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public int old_health;
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public int new_health;
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public Config ModConfig { get; set; }
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public static bool upon_loading = false;
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public bool collapse_check;
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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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@ -45,11 +54,14 @@ namespace BuildHealth
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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.GameEvents.UpdateTick += Collapse_Callback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += damage_check;
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var configLocation = Path.Combine(PathOnDisk, "BuildHealthConfig.json");
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if (!File.Exists(configLocation))
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{
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Console.WriteLine("The config file for BuildHealth was not found, guess I'll create it...");
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Log.Info("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.BuildHealth_current_lvl = 0;
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@ -74,12 +86,12 @@ namespace BuildHealth
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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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Console.WriteLine("Found BuildHealth config file.");
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Log.Info("Found BuildHealth config file.");
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}
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// DataLoader();
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// MyWritter();
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Console.WriteLine("BuildHealth Initialization Completed");
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Log.Info("BuildHealth Initialization Completed");
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}
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@ -129,9 +141,35 @@ namespace BuildHealth
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}
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public void damage_check(object sender, EventArgs e)
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{
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var player = StardewValley.Game1.player;
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if (old_health > player.health)
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{
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BuildHealth_data_xp_current += (old_health - player.health);
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//Log.Info(old_health - player.health);
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old_health = (player.health);
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}
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if (old_health < player.health)
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{
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old_health = player.health;
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}
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return;
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}
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public void SleepCallback(object sender, EventArgs e)
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{
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if(upon_loading ==true){
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collapse_check = false;
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if (upon_loading ==true){
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Clear_Checker();
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@ -179,7 +217,11 @@ namespace BuildHealth
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MyWritter();
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}
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}
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old_health = StardewValley.Game1.player.maxHealth;
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}
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public void LoadingCallBack(object sender, EventArgs e)
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@ -212,8 +254,27 @@ namespace BuildHealth
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DataLoader();
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MyWritter();
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}
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old_health = StardewValley.Game1.player.maxHealth;
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}
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public void Collapse_Callback(object sender, EventArgs e) //if the player stays up too late add some xp.
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{
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if (collapse_check == false)
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{
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if (StardewValley.Game1.farmerShouldPassOut == true)
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{
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BuildHealth_data_xp_current += ModConfig.BuildHealth_Pass_Out_XP;
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collapse_check = true;
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Log.Info("The player has collapsed!");
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return;
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}
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}
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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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@ -234,6 +295,8 @@ namespace BuildHealth
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public int BuildHealth_Health_accumulated { get; set; }
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public int BuildHealth_Pass_Out_XP { get; set; }
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}
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