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