You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The logic for handling each mod's respective Base*Bonus is pulling data from PlayerData rather than Config. When there is no PlayerData yet, it gets an initial value of zero rather than the value specified in config.json. This value probably should not be included in PlayerData, as it never changes per player, and instead should be referenced directly from Config.
I am willing to submit a PR for this. I would just need to get a build environment set up first, so I can test the proposed fix locally.
The text was updated successfully, but these errors were encountered:
seraku24
added a commit
to seraku24/janavarro95-Stardew_Valley_Mods
that referenced
this issue
Jan 10, 2023
Fixesjanavarro95#93.
Applies to BuildEndurance and BuildHealth:
- ModConfig no longer includes data that is player-specific.
- PlayerData no longer includes data that is configuration-specific.
- PlayerData is properly initialized for new players.
- Maximum health/stamina factors in configured base bonus.
- Current health/stamina is clamped by maximum as needed.
Applies to BuildEndurance:
- Manifest description corrected.
Applies to BuildHealth:
- Player-specific data is saved at the end of the day.
The logic for handling each mod's respective
Base*Bonus
is pulling data fromPlayerData
rather thanConfig
. When there is noPlayerData
yet, it gets an initial value of zero rather than the value specified inconfig.json
. This value probably should not be included inPlayerData
, as it never changes per player, and instead should be referenced directly fromConfig
.I am willing to submit a PR for this. I would just need to get a build environment set up first, so I can test the proposed fix locally.
The text was updated successfully, but these errors were encountered: