summaryrefslogtreecommitdiff
path: root/README.md
diff options
context:
space:
mode:
authorZoryn <Zoryn4163@users.noreply.github.com>2016-02-28 06:59:46 -0500
committerZoryn <Zoryn4163@users.noreply.github.com>2016-02-28 06:59:46 -0500
commit9097614b8aa6e51f7f241ba9f01d1f6eead5738f (patch)
tree524dd1d0519c13590c5fb4250b6feb2155565597 /README.md
parent81297ef6e9042a66d339e48d07a6d5f9847a93f9 (diff)
downloadSMAPI-9097614b8aa6e51f7f241ba9f01d1f6eead5738f.tar.gz
SMAPI-9097614b8aa6e51f7f241ba9f01d1f6eead5738f.tar.bz2
SMAPI-9097614b8aa6e51f7f241ba9f01d1f6eead5738f.zip
Create README.md
Diffstat (limited to 'README.md')
-rw-r--r--README.md47
1 files changed, 47 insertions, 0 deletions
diff --git a/README.md b/README.md
new file mode 100644
index 00000000..f543ade3
--- /dev/null
+++ b/README.md
@@ -0,0 +1,47 @@
+# SMAPI
+A Modding API For Stardew Valley
+
+There is no documentation right now.
+You compile this if you're interested and throw it next to your StardewValley.exe and run it. It should open the game and a beautiful black box that look atrocious honestly. That's the modding api. You can make a project and reference that to add functionality. Below is my test mod class. Mods go in C:\Users\<USERNAME>\AppData\Roaming\StardewValley\Mods or something like that.
+
+It is currently 7AM EST and I have not slept in over 40 hours, so good night/morning/etc to anyone reading, I'll make this more proper some other time.
+
+TestMod.cs:
+
+public class TestMod : Mod
+ {
+ public override string Name
+ {
+ get { return "Test Mod"; }
+ }
+
+ public override string Authour
+ {
+ get { return "Zoryn Aaron"; }
+ }
+
+ public override string Version
+ {
+ get { return "0.0.1Test"; }
+ }
+
+ public override string Description
+ {
+ get { return "A Test Mod"; }
+ }
+
+ public override void Entry()
+ {
+ Console.WriteLine("Test Mod Has Loaded");
+ Program.LogError("Test Mod can call to Program.cs in the API");
+ Program.LogColour(ConsoleColor.Magenta, "Test Mod is just a tiny DLL file in AppData/Roaming/StardewValley/Mods");
+
+ Events.GameLoaded += Events_GameLoaded;
+ }
+
+ void Events_GameLoaded()
+ {
+
+ Program.LogInfo("[Game Loaded Event] I can do things directly to the game now that I am certain it is loaded thanks to events.");
+ }
+ }