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using StardewModdingAPI;
using StardewValley;
namespace TrainerMod.Framework.Commands.Player
{
/// <summary>A command which adds an item to the player inventory.</summary>
internal class AddItemCommand : TrainerCommand
{
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
public AddItemCommand()
: base("player_additem", $"Gives the player an item.\n\nUsage: player_additem <item> [count] [quality]\n- item: the item ID (use the 'list_items' command to see a list).\n- count (optional): how many of the item to give.\n- quality (optional): one of {Object.lowQuality} (normal), {Object.medQuality} (silver), {Object.highQuality} (gold), or {Object.bestQuality} (iridium).") { }
/// <summary>Handle the command.</summary>
/// <param name="monitor">Writes messages to the console and log file.</param>
/// <param name="command">The command name.</param>
/// <param name="args">The command arguments.</param>
public override void Handle(IMonitor monitor, string command, ArgumentParser args)
{
// read arguments
if (!args.TryGetInt(0, "item ID", out int itemID, min: 0))
return;
if (!args.TryGetInt(1, "count", out int count, min: 1, required: false))
count = 1;
if (!args.TryGetInt(2, "quality", out int quality, min: Object.lowQuality, max: Object.bestQuality, required: false))
quality = Object.lowQuality;
// spawn item
var item = new Object(itemID, count) { quality = quality };
if (item.Name == "Error Item")
{
monitor.Log("There is no such item ID.", LogLevel.Error);
return;
}
// add to inventory
Game1.player.addItemByMenuIfNecessary(item);
monitor.Log($"OK, added {item.Name} to your inventory.", LogLevel.Info);
}
}
}
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