Beispiel #1
0
 public static void cm_OnChangeMultiplier(string command, string[] args)
 {
     if (!Context.IsWorldReady)
     {
         return;
     }
     if (Context.IsMultiplayer && Context.IsMainPlayer)
     {
         ModEntry.data.Multiplier = ModEntry.config.Multiplier = float.Parse(args[0]);
         ModEntry.instance.Helper.Data.WriteJsonFile($"MultiplayerData/{Game1.player.farmName}_Farm_Data.json", ModEntry.data);
         NetController.SyncAllPlayers();
         ModEntry.instance.Monitor.Log($"Stamina multiplier changed to: {ModEntry.data.Multiplier}x", LogLevel.Info);
     }
     if (!Context.IsMultiplayer)
     {
         ModEntry.config.Multiplier = float.Parse(args[0]);
         ModEntry.instance.Monitor.Log($"Stamina multiplier changed to: {ModEntry.config.Multiplier}x", LogLevel.Info);
     }
 }
Beispiel #2
0
 public static void cm_OnChangeStanding(string command, string[] args)
 {
     if (!Context.IsWorldReady)
     {
         return;
     }
     if (Context.IsMultiplayer && Context.IsMainPlayer)
     {
         ModEntry.data.StandingVerification = ModEntry.config.StandingVerification = bool.Parse(args[0]);
         ModEntry.instance.Helper.Data.WriteJsonFile($"MultiplayerData/{Game1.player.farmName}_Farm_Data.json", ModEntry.data);
         NetController.SyncAllPlayers();
         ModEntry.instance.Monitor.Log($"Standing verification changed to: {args[0]}", LogLevel.Info);
     }
     if (!Context.IsMultiplayer)
     {
         ModEntry.config.StandingVerification = bool.Parse(args[0]);
         ModEntry.instance.Monitor.Log($"Standing verification changed to: {args[0]}", LogLevel.Info);
     }
 }
Beispiel #3
0
 public static void ForceSync(string command, string[] args)
 {
     if (!Context.IsWorldReady)
     {
         return;
     }
     if (Context.IsMultiplayer)
     {
         if (Context.IsMainPlayer)
         {
             NetController.SyncAllPlayers();
             NetController.Sync();
             Debugger.Log($"All players are now synchronized!", "Info");
         }
         else
         {
             Debugger.Log(_error_permission, "Error");
         }
     }
     else
     {
         Debugger.Log(_error_multiplayer, "Info");
     }
 }