Beispiel #1
0
 /// <summary>
 /// Prestiges a skill, resetting it to level 0, removing all recipes and effects of the skill at higher levels
 /// and grants one prestige point in that skill to the player.
 /// </summary>
 /// <param name="skill">the skill you wish to prestige.</param>
 public static void PrestigeSkill(Skill skill)
 {
     try
     {
         if (PerSaveOptions.Instance.PainlessPrestigeMode)
         {
             Logger.LogInformation($"Prestiging skill {skill.Type.Name} via Painless Mode.");
             skill.SetSkillExperience(Game1.player.experiencePoints[skill.Type.Ordinal] - PerSaveOptions.Instance.ExperienceNeededPerPainlessPrestige);
             Logger.LogInformation($"Removed {PerSaveOptions.Instance.ExperienceNeededPerPainlessPrestige} experience points from {skill.Type.Name} skill.");
         }
         else
         {
             Logger.LogInformation($"Prestiging skill {skill.Type.Name}.");
             skill.SetSkillExperience(0);
             skill.SetSkillLevel(0);
             Logger.LogInformation($"Skill {skill.Type.Name} experience and level reset.");
             if (PerSaveOptions.Instance.ResetRecipesOnPrestige)
             {
                 RemovePlayerCraftingRecipesForSkill(skill.Type);
                 RemovePlayerCookingRecipesForSkill(skill.Type);
             }
             Profession.RemoveProfessions(skill);
             PlayerManager.CorrectStats(skill);
             Profession.AddMissingProfessions();
         }
         PrestigeSaveData.CurrentlyLoadedPrestigeSet.Prestiges.Single(x => x.SkillType == skill.Type).PrestigePoints += PerSaveOptions.Instance.PointsPerPrestige;
         Logger.LogInformation($"{PerSaveOptions.Instance.PointsPerPrestige} Prestige point(s) added to {skill.Type.Name} skill.");
     }
     catch (Exception exception)
     {
         Logger.LogError(exception.Message + Environment.NewLine + exception.StackTrace);
     }
 }
Beispiel #2
0
        /// <summary>
        /// Purchases a profession to be part of the prestige set.
        /// </summary>
        /// <param name="professionId"></param>
        public static void AddPrestigeProfession(int professionId)
        {
            var skill    = Skill.AllSkills.Single(x => x.Professions.Select(y => y.Id).Contains(professionId));
            var prestige = PrestigeSaveData.CurrentlyLoadedPrestigeSet.Prestiges.Single(x => x.SkillType == skill.Type);
            var originalPrestigePointsForSkill = prestige.PrestigePoints;

            if (skill.Professions.Where(x => x.LevelAvailableAt == 5).Select(x => x.Id).Contains(professionId))
            {
                prestige.PrestigePoints -= PerSaveOptions.Instance.CostOfTierOnePrestige;
                Logger.LogInformation($"Spent prestige point on {skill.Type.Name} skill.");
            }

            else if (skill.Professions.Where(x => x.LevelAvailableAt == 10).Select(x => x.Id).Contains(professionId))
            {
                prestige.PrestigePoints -= PerSaveOptions.Instance.CostOfTierTwoPrestige;
                Logger.LogInformation($"Spent 2 prestige points on {skill.Type.Name} skill.");
            }
            else
            {
                Logger.LogError($"No skill found for selected profession: {professionId}");
            }
            if (prestige.PrestigePoints < 0)
            {
                prestige.PrestigePoints = originalPrestigePointsForSkill;
                Logger.LogCritical($"Prestige amount for {skill.Type.Name} skill would have gone negative, unable to grant profession {professionId}. Prestige values reset.");
            }
            else
            {
                prestige.PrestigeProfessionsSelected.Add(professionId);
                Logger.LogInformation("Profession permanently added.");
                Profession.AddMissingProfessions();
            }
        }
Beispiel #3
0
 /// <summary>Raised after the player loads a save slot and the world is initialised.</summary>
 /// <param name="sender">The event sender.</param>
 /// <param name="e">The event data.</param>
 private void OnSaveLoaded(object sender, SaveLoadedEventArgs e)
 {
     PrestigeSaveData.Instance.UpdateCurrentSaveFileInformation();
     PerSaveOptions.Instance.Check();
     Profession.AddMissingProfessions();
     SaveIsLoaded = true;
 }
 private static void LocationChanged(object sender, EventArgs args)
 {
     Logger.LogVerbose("Location change detected.");
     //CurrentSaveOptionsPath = Path.Combine(ModPath, "psconfigs/", $@"{Game1.player.name.Value.RemoveNonAlphanumerics()}_{Game1.uniqueIDForThisGame}.json");
     //PrestigeSaveData.Instance.UpdateCurrentSaveFileInformation();
     PerSaveOptions.Instance.Check();
     Profession.AddMissingProfessions();
 }
Beispiel #5
0
 private void LocationChanged(object sender, EventArgs args)
 {
     Logger.LogVerbose("Location change detected.");
     CurrentSaveOptionsPath = string.IsNullOrWhiteSpace(PerSaveConfigPath) ? Path.Combine(PerSaveConfigFolder, $@"{Game1.player.name.RemoveNumerics()}_{Game1.uniqueIDForThisGame}.json") : PerSaveConfigPath;
     PrestigeSaveData.Instance.UpdateCurrentSaveFileInformation();
     PerSaveOptions.Instance.Check();
     Profession.AddMissingProfessions();
 }
Beispiel #6
0
 /// <summary>
 /// Prestiges a skill, resetting it to level 0, removing all recipes and effects of the skill at higher levels
 /// and grants one prestige point in that skill to the player.
 /// </summary>
 /// <param name="skill">the skill you wish to prestige.</param>
 public static void PrestigeSkill(Skill skill)
 {
     try
     {
         Logger.LogInformation($"Prestiging skill {skill.Type.Name}.");
         skill.SetSkillExperience(0);
         skill.SetSkillLevel(0);
         Logger.LogInformation($"Skill {skill.Type.Name} experience and level reset.");
         if (PerSaveOptions.Instance.ResetRecipesOnPrestige)
         {
             RemovePlayerCraftingRecipesForSkill(skill.Type);
             RemovePlayerCookingRecipesForSkill(skill.Type);
         }
         Profession.RemoveProfessions(skill);
         Profession.AddMissingProfessions();
         PrestigeSaveData.CurrentlyLoadedPrestigeSet.Prestiges.Single(x => x.SkillType == skill.Type).PrestigePoints++;
         Logger.LogInformation($"Prestige point added to {skill.Type.Name} skill.");
     }
     catch (Exception exception)
     {
         Logger.LogError(exception.Message + Environment.NewLine + exception.StackTrace);
     }
 }