public void SleepCallback(Storm.StardewValley.Event.PreNewDayEvent @event) { Clear_DataLoader(); //This will run when the character goes to sleep. It will increase their sleeping skill. var player = @event.Root.Player; BuildEndurance_data_xp_current += ModConfig.BuildEndurance_xp_sleeping; if (BuildEndurance_data_old_stamina == 0) { BuildEndurance_data_old_stamina = player.MaxStamina; //grab the initial stamina value } if (BuildEndurance_data_clear_mod_effects == true) { player.MaxStamina = BuildEndurance_data_old_stamina; BuildEndurance_data_xp_nextlvl = ModConfig.BuildEndurance_xp_nextlvl; BuildEndurance_data_xp_current = ModConfig.BuildEndurance_xp_current; BuildEndurance_data_stam_bonus_acumulated = 0; BuildEndurance_data_old_stamina = player.MaxStamina; BuildEndurance_data_ini_stam_bonus = 0; BuildEndurance_data_current_lvl = 0; Logging.LogToFile("BuildEndurance Reset!"); } if (BuildEndurance_data_clear_mod_effects == false) { if (BuildEndurance_data_current_lvl < ModConfig.BuildEndurance_max_lvl) { while (BuildEndurance_data_xp_current >= BuildEndurance_data_xp_nextlvl) { BuildEndurance_data_current_lvl += 1; BuildEndurance_data_xp_current = BuildEndurance_data_xp_current - BuildEndurance_data_xp_nextlvl; BuildEndurance_data_xp_nextlvl = (ModConfig.BuildEndurance_xp_curve * BuildEndurance_data_xp_nextlvl); player.MaxStamina += ModConfig.BuildEndurance_stam_increase_upon_lvl_up; BuildEndurance_data_stam_bonus_acumulated += ModConfig.BuildEndurance_stam_increase_upon_lvl_up; } /* * if (player.MaxStamina != BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus) * { * player.MaxStamina = BuildEndurance_data_old_stamina + BuildEndurance_data_stam_bonus_acumulated + BuildEndurance_data_ini_stam_bonus; * } */ } } BuildEndurance_data_clear_mod_effects = false; MyWritter(); }
public void SleepCallback(Storm.StardewValley.Event.PreNewDayEvent @event) { Clear_DataLoader(); //This will run when the character goes to sleep. It will increase their sleeping skill. var player = @event.Root.Player; data_xp_current += ModConfig.xp_sleeping; if (data_old_health == 0) { data_old_health = player.MaxHealth; //grab the initial health value } if (data_clear_mod_effects == true) { player.MaxHealth = data_old_health; data_xp_nextlvl = ModConfig.xp_nextlvl; data_xp_current = ModConfig.xp_current; data_health_bonus_acumulated = 0; data_old_health = player.MaxHealth; data_ini_health_bonus = 0; data_current_lvl = 0; Logging.LogToFile("BuildHealth Reset!"); } if (data_clear_mod_effects == false) { if (data_current_lvl < ModConfig.max_lvl) { while (data_xp_current >= data_xp_nextlvl) { data_current_lvl += 1; data_xp_current = data_xp_current - data_xp_nextlvl; data_xp_nextlvl = (ModConfig.xp_curve * data_xp_nextlvl); player.MaxHealth += ModConfig.health_increase_upon_lvl_up; data_health_bonus_acumulated += ModConfig.health_increase_upon_lvl_up; } /* * if (player.MaxHealth != data_old_health + data_health_bonus_acumulated + data_ini_health_bonus) * { * player.MaxHealth = data_old_health + data_health_bonus_acumulated + data_ini_health_bonus; * } */ } } data_clear_mod_effects = false; MyWritter(); }
public void UpdateCallback(Storm.StardewValley.Event.PreNewDayEvent @event) { // Logging.LogToFile("THIS IS A SUPER LARGE TEST"); // Console.WriteLine(ModConfig.RainChance); // Console.WriteLine(ModConfig.ThunderChance); Random random = new Random(); int randomNumber = random.Next(0, 100); //sets ran variable to some num between 0 and 100 Random thunder_random = new Random(); int thunder_randomNumber = random.Next(0, 100); if (randomNumber <= ModConfig.RainChance) //if the random variable is less than or equal to the chance for rain. { @event.Root.WeatherForTomorrow = weather_rain; Console.WriteLine("It will rain tomorrow."); } else { @event.Root.WeatherForTomorrow = weather_sunny; Console.WriteLine("It will not rain tomorrow."); } if (@event.Root.WeatherForTomorrow == weather_rain) { if (randomNumber <= ModConfig.ThunderChance) //if the random variable is less than or equal to the chance for rain. { @event.Root.WeatherForTomorrow = weather_lightning; //sets rainy weather tomorrow Console.WriteLine("It will be stormy tomorrow."); } else { Console.WriteLine("There will be no lightning tomorrow."); } } Console.WriteLine("RainMod has updated."); }