using EventSystem.Framework.Events; using EventSystem.Framework.FunctionEvents; using EventSystem.Framework.Information; using Microsoft.Xna.Framework; using StardewModdingAPI; using StardewModdingAPI.Events; using StardewValley; namespace SundropMapEvents { public class Class1 : Mod { public static IModHelper ModHelper; public static IMonitor ModMonitor; /// The mod entry point, called after the mod is first loaded. /// Provides simplified APIs for writing mods. public override void Entry(IModHelper helper) { ModHelper = this.Helper; ModMonitor = this.Monitor; helper.Events.GameLoop.SaveLoaded += this.OnSaveLoaded; } /// Raised after the player loads a save slot and the world is initialised. /// The event sender. /// The event arguments. private void OnSaveLoaded(object sender, SaveLoadedEventArgs e) { EventSystem.EventSystem.eventManager.addEvent(Game1.getLocationFromName("BusStop"), new WarpEvent("toRR", Game1.getLocationFromName("BusStop"), new Vector2(6, 11), new PlayerEvents(null, null), new WarpInformation("BusStop", 10, 12, 2, false))); EventSystem.EventSystem.eventManager.addEvent(Game1.getLocationFromName("BusStop"), new DialogueDisplayEvent("Hello.", Game1.getLocationFromName("BusStop"), new Vector2(10, 13), new MouseButtonEvents(null, null), new MouseEntryLeaveEvent(null, null), "Hello there!")); } } }