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Diffstat (limited to 'src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs')
-rw-r--r--src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs
index 68891267..97a36066 100644
--- a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Player/SetLevelCommand.cs
@@ -1,6 +1,5 @@
using System.Collections.Generic;
using StardewValley;
-using SFarmer = StardewValley.Farmer;
namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
@@ -11,7 +10,7 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
** Properties
*********/
/// <summary>The experience points needed to reach each level.</summary>
- /// <remarks>Derived from <see cref="SFarmer.checkForLevelGain"/>.</remarks>
+ /// <remarks>Derived from <see cref="Farmer.checkForLevelGain"/>.</remarks>
private readonly IDictionary<int, int> LevelExp = new Dictionary<int, int>
{
[0] = 0,
@@ -52,37 +51,37 @@ namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Player
{
case "luck":
Game1.player.LuckLevel = level;
- Game1.player.experiencePoints[SFarmer.luckSkill] = this.LevelExp[level];
+ Game1.player.experiencePoints[Farmer.luckSkill] = this.LevelExp[level];
monitor.Log($"OK, your luck skill is now {Game1.player.LuckLevel}.", LogLevel.Info);
break;
case "mining":
Game1.player.MiningLevel = level;
- Game1.player.experiencePoints[SFarmer.miningSkill] = this.LevelExp[level];
+ Game1.player.experiencePoints[Farmer.miningSkill] = this.LevelExp[level];
monitor.Log($"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];
+ Game1.player.experiencePoints[Farmer.combatSkill] = this.LevelExp[level];
monitor.Log($"OK, your combat skill is now {Game1.player.CombatLevel}.", LogLevel.Info);
break;
case "farming":
Game1.player.FarmingLevel = level;
- Game1.player.experiencePoints[SFarmer.farmingSkill] = this.LevelExp[level];
+ Game1.player.experiencePoints[Farmer.farmingSkill] = this.LevelExp[level];
monitor.Log($"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];
+ Game1.player.experiencePoints[Farmer.fishingSkill] = this.LevelExp[level];
monitor.Log($"OK, your fishing skill is now {Game1.player.FishingLevel}.", LogLevel.Info);
break;
case "foraging":
Game1.player.ForagingLevel = level;
- Game1.player.experiencePoints[SFarmer.foragingSkill] = this.LevelExp[level];
+ Game1.player.experiencePoints[Farmer.foragingSkill] = this.LevelExp[level];
monitor.Log($"OK, your foraging skill is now {Game1.player.ForagingLevel}.", LogLevel.Info);
break;
}