diff options
-rw-r--r-- | docs/release-notes.md | 1 | ||||
-rw-r--r-- | src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs | 31 |
2 files changed, 31 insertions, 1 deletions
diff --git a/docs/release-notes.md b/docs/release-notes.md index ba0815b3..9366e1fc 100644 --- a/docs/release-notes.md +++ b/docs/release-notes.md @@ -3,6 +3,7 @@ * For players: * Fixed compatibility check crashing for players with Stardew Valley 1.08. * Fixed the game's test messages being shown in the console and log. + * Fixed TrainerMod's `player_setlevel` command not also setting XP. * For modders: * Added support for public code in reflection API, to simplify mod integrations. diff --git a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs index b223aa9f..54d5e47b 100644 --- a/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs +++ b/src/TrainerMod/Framework/Commands/Player/SetLevelCommand.cs @@ -1,5 +1,7 @@ -using StardewModdingAPI; +using System.Collections.Generic; +using StardewModdingAPI; using StardewValley; +using SFarmer = StardewValley.Farmer; namespace TrainerMod.Framework.Commands.Player { @@ -7,6 +9,27 @@ namespace TrainerMod.Framework.Commands.Player internal class SetLevelCommand : TrainerCommand { /********* + ** Properties + *********/ + /// <summary>The experience points needed to reach each level.</summary> + /// <remarks>Derived from <see cref="SFarmer.checkForLevelGain"/>.</remarks> + private readonly IDictionary<int, int> LevelExp = new Dictionary<int, int> + { + [0] = 0, + [1] = 100, + [2] = 380, + [3] = 770, + [4] = 1300, + [5] = 2150, + [6] = 3300, + [7] = 4800, + [8] = 6900, + [9] = 10000, + [10] = 15000 + }; + + + /********* ** Public methods *********/ /// <summary>Construct an instance.</summary> @@ -30,31 +53,37 @@ namespace TrainerMod.Framework.Commands.Player { case "luck": Game1.player.LuckLevel = level; + Game1.player.experiencePoints[SFarmer.luckSkill] = this.LevelExp[level]; monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info); break; case "mining": Game1.player.MiningLevel = level; + Game1.player.experiencePoints[SFarmer.miningSkill] = this.LevelExp[level]; monitor.Log($"OK, your mining skill is now {Game1.player.MiningLevel}.", LogLevel.Info); break; case "combat": Game1.player.CombatLevel = level; + Game1.player.experiencePoints[SFarmer.combatSkill] = this.LevelExp[level]; monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info); break; case "farming": Game1.player.FarmingLevel = level; + Game1.player.experiencePoints[SFarmer.farmingSkill] = this.LevelExp[level]; monitor.Log($"OK, your farming skill is now {Game1.player.FarmingLevel}.", LogLevel.Info); break; case "fishing": Game1.player.FishingLevel = level; + Game1.player.experiencePoints[SFarmer.fishingSkill] = this.LevelExp[level]; monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info); break; case "foraging": Game1.player.ForagingLevel = level; + Game1.player.experiencePoints[SFarmer.foragingSkill] = this.LevelExp[level]; monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info); break; } |