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authorMizzion <36684211+Mizzion@users.noreply.github.com>2019-12-21 21:36:42 -0700
committerMizzion <36684211+Mizzion@users.noreply.github.com>2019-12-21 21:36:42 -0700
commit89de36534d1ce5361af2bb83a1b521e081c1dcf7 (patch)
treed004359d70f7c459e2cbb36409d3f805c5f7b057 /src
parentba46491ebc305a66a0a3a1f3cefa8bb677e57ff7 (diff)
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Fixed the ring issue and flooring
Fixed the same issues that CJB Item Spawner had related to the rings and floors. (Sorry for the delay Christmas preparation is taking up most of my time).
Diffstat (limited to 'src')
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
index 0648aa2b..1371d3a5 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/ItemRepository.cs
@@ -51,7 +51,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
yield return this.TryCreate(ItemType.Wallpaper, id, () => new Wallpaper(id) { Category = SObject.furnitureCategory });
// flooring
- for (int id = 0; id < 40; id++)
+ for (int id = 0; id < 56; id++)
yield return this.TryCreate(ItemType.Flooring, id, () => new Wallpaper(id, isFloor: true) { Category = SObject.furnitureCategory });
// equipment
@@ -61,7 +61,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
yield return this.TryCreate(ItemType.Hat, id, () => new Hat(id));
foreach (int id in Game1.objectInformation.Keys)
{
- if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange)
+ if ((id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange) || (id >= 810 && id <= 811))
yield return this.TryCreate(ItemType.Ring, id, () => new Ring(id));
}
@@ -103,7 +103,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework
{
if (id == 79)
continue; // secret note handled above
- if (id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange)
+ if ((id >= Ring.ringLowerIndexRange && id <= Ring.ringUpperIndexRange) || (id >= 810 && id <= 811))
continue; // handled separated
// spawn main item