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Ongoing development II #11

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Ongoing development II #11

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Pathoschild commented May 27, 2019

This pull request contains ongoing development since the last official update in August 2017 to maintain compatibility with the latest versions, update for new SMAPI features, and make minor improvements.


Continuing from the changes in PR #10...

  • Updated for Stardew Valley 1.4 and SMAPI 3.0.
  • Standardised config.json format.
  • Fixed Cooking/Magic adapters incorrectly checking for Luck Skill mod.
  • Fixed painless prestige for custom skills that don't use Game1.player.experiencePoints (like Cooking Skill and Magic).
  • Fixed level up menu not exiting correctly.
  • Fixed level-up menu coming up every night once you prestige in non-painless mode and level up back to at least level 5.
  • Updated the mod build package and migrated to the new simplified .csproj format.
  • Internal refactoring.


The unofficial updates for Skill Prestige have roughly 8000 downloads (not counting adapter downloads), so the changes should be pretty stable. See download counts for the most recent releases: unofficial.12, unofficial.11, unofficial.10, unofficial.9, unofficial.8, unofficial.7 (for 1.4 alpha), unofficial.6, unofficial.5, unofficial.4, unofficial.3, unofficial.2, unofficial.1.

Let me know if you want me to change anything!

Pathoschild added 6 commits May 26, 2019
The new package version adds support for SMAPI 3.0 and Stardew Valley 1.4, and deploys 'assets' folders automatically. This commit also sets the target platform to x86, to avoid mismatched processor architecture warnings since the game is 32-bit.
@Pathoschild Pathoschild changed the title Fix painless prestige mode for custom skills Ongoing development II Aug 19, 2019
@Pathoschild Pathoschild force-pushed the develop branch from de0a81b to 51f4f3d Aug 19, 2019
Pathoschild added 6 commits Aug 28, 2019
@Pathoschild Pathoschild self-assigned this Aug 28, 2019
@Pathoschild Pathoschild requested a review from Alphablackwolf Aug 28, 2019
huancz and others added 12 commits Dec 7, 2019
IClickableMenu.exitThisMenu implementation (!) checks if
Game1.activeClickableMenu == this, so it does nothing when _internalMenu
calls it. It must be called by the wrapper too.
simplified relation between Skill and LevelUpManager instances.

- loop through all Skill.IsMenu() to find if current menu is levelup menu
  for the skill. Since the check was simple typeof(LevelUpMenu), this
  part was always handled by LevelUpManager for farming skill
- if level up menu is matched, then LeveLUpManager.GetSkill() is called to
  get the REAL skill instance relevent for the current menu. This part was
  crashing with luck skill because the mod uses default LevelUpMenu but with
  ordinal that SkillsPrestige wasn't prepared to handle without correct
  skill adapter.

- Skill:LevelUpManager is 1:1, and IsMenu checks both type and skill
  ordinal. Unknown skill ordinals are ignored but shouldn't crash.

+ little optimization, we don't have to loop through all skills if there
  is no activeClickableMenu
# Conflicts:
#	SkillPrestige/Menus/LevelUpMenuDecorator.cs
#	SkillPrestige/ModEntry.cs
#	SkillPrestige/Skill.cs
@Pathoschild Pathoschild mentioned this pull request Jan 20, 2020
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