public override void LoadOff(HonorBoundLogic logic)
        {
            var injConfig  = ModContent.GetInstance <InjuryConfig>();
            var injDefault = new InjuryConfig();

            injConfig.DurationOfBleedingHeart = injDefault.DurationOfBleedingHeart;
            injConfig.HarmBufferCapacityBeforeReceivingInjury = injDefault.HarmBufferCapacityBeforeReceivingInjury;
        }
Exemple #2
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        public override void LoadOff(HonorBoundLogic logic)
        {
            var injConfig  = ModContent.GetInstance <InjuryConfig>();
            var livConfig  = ModContent.GetInstance <LivesConfig>();
            var injDefault = new InjuryConfig();

            injConfig.LifeCrystalNeedsEvilBossDrops = false;
            injConfig.VitaePerCrackedLifeCrystal    = 2;
            livConfig.ExtraLifeVoodoo = false;
        }
        public NimbleHonorificEntry()
        {
            var injDefault = new InjuryConfig();
            int bleedTime  = injDefault.DurationOfBleedingHeart;

            this.Name         = "Nimble";
            this.Descriptions = new string[] {
                "Broken Hearts last only " + (bleedTime / (3 * 60)) + "s before fading (otherwise " + (bleedTime / 60) + "s).",
                "3x more likely to lose max health from damage."
            };
        }