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{"BuildEndurance_xp_nextlvl":20.0,"BuildEndurance_xp_current":0.0,"BuildEndurance_xp_curve":1.15,"BuildEndurance_current_lvl":0,"BuildEndurance_max_lvl":100,"BuildEndurance_stam_increase_upon_lvl_up":1,"BuildEndurance_xp_tooluse":1,"BuildEndurance_xp_eating":2,"BuildEndurance_xp_sleeping":10,"BuildEndurance_ini_stam_boost":0,"BuildEndurance_stam_accumulated":0,"BuildEndurance_Exhaustion_XP":25,"BuildEndurance_Pass_Out_XP":50}
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@ -15,6 +15,12 @@ namespace BuildEndurance
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public class BuildEndurance : Mod
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{
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static bool exhausted_check = false;
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static bool collapse_check = false;
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static double BuildEndurance_data_xp_nextlvl = 20;
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static double BuildEndurance_data_xp_current = 0;
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@ -36,6 +42,10 @@ namespace BuildEndurance
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static bool upon_loading = false;
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static int nightly_stamina_value = 0;
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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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@ -48,6 +58,9 @@ namespace BuildEndurance
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StardewModdingAPI.Events.PlayerEvents.LoadedGame += LoadingCallBack;
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StardewModdingAPI.Events.TimeEvents.DayOfMonthChanged += SleepCallback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += Exhaustion_callback;
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StardewModdingAPI.Events.GameEvents.UpdateTick += Collapse_Callback;
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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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@ -71,6 +84,10 @@ namespace BuildEndurance
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ModConfig.BuildEndurance_stam_accumulated = 0;
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ModConfig.BuildEndurance_Exhaustion_XP = 25;
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ModConfig.BuildEndurance_Pass_Out_XP = 50;
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File.WriteAllBytes(configLocation, Encoding.UTF8.GetBytes(JsonConvert.SerializeObject(ModConfig)));
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}
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else
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@ -135,6 +152,35 @@ namespace BuildEndurance
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}
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public void Exhaustion_callback(object sender, EventArgs e) //if the player is exhausted add xp.
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{
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if (exhausted_check == false)
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{
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if (StardewValley.Game1.player.exhausted)
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{
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BuildEndurance_data_xp_current += ModConfig.BuildEndurance_Exhaustion_XP;
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exhausted_check = true;
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Log.Info("The player is exhausted");
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}
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}
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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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{
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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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}
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}
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}
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public void LoadingCallBack(object sender, EventArgs e)
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{
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@ -153,8 +199,13 @@ namespace BuildEndurance
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BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value
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}
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player.MaxStamina = BuildEndurance_data_ini_stam_bonus + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_old_stamina; //incase the ini stam bonus is loaded in.
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player.MaxStamina = nightly_stamina_value;
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if (nightly_stamina_value == 0)
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{
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player.MaxStamina = BuildEndurance_data_ini_stam_bonus + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_old_stamina; //incase the ini stam bonus is loaded in.
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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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@ -170,7 +221,8 @@ namespace BuildEndurance
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public void SleepCallback(object sender, EventArgs e)
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{
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//This will run when the character goes to sleep. It will increase their sleeping skill.
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exhausted_check = false;
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collapse_check = false;
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if (upon_loading == true)
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{
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@ -180,7 +232,9 @@ namespace BuildEndurance
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Clear_Checker();
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Log.Info("CLEAR???");
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Log.Info(BuildEndurance_data_clear_mod_effects);
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//Clear_DataLoader();
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//because this doesn't work propperly at first anyways.
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@ -242,7 +296,7 @@ namespace BuildEndurance
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}
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}
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BuildEndurance_data_clear_mod_effects = false;
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nightly_stamina_value = StardewValley.Game1.player.maxStamina;
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MyWritter();
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}
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//else Log.Info("Safely Loading.");
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@ -269,6 +323,9 @@ namespace BuildEndurance
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public int BuildEndurance_stam_accumulated { get; set; }
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public int BuildEndurance_Exhaustion_XP { get; set; }
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public int BuildEndurance_Pass_Out_XP { get; set; }
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}
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@ -367,7 +424,7 @@ namespace BuildEndurance
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BuildEndurance_data_stam_bonus_acumulated = Convert.ToInt32(readtext[11]);
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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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nightly_stamina_value = Convert.ToInt32(readtext[18]); //this should grab the nightly stamina values
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}
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}
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@ -409,6 +466,10 @@ namespace BuildEndurance
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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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mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept.";
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mystring3[18] = nightly_stamina_value.ToString(); //this should save the player's stamina upon sleeping.
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File.WriteAllLines(mylocation3, mystring3);
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}
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@ -441,6 +502,8 @@ namespace BuildEndurance
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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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mystring3[17] = "Nightly Stamina Value: This is the value of the player's stamina that was saved when the player slept.";
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mystring3[18] = nightly_stamina_value.ToString();
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File.WriteAllLines(mylocation3, mystring3);
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}
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"Version": {
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"MajorVersion": 1,
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"MinorVersion": 0,
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"PatchVersion": 0,
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"PatchVersion": 1,
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"Build": ""
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},
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"Description": "SMAPI port of BuildEndurance. Increase your health as you play. Updated to support per-character values.",
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