public AcidGloves() : base("AcidGloves", "Brine Gloves", "Reinforced dive gloves with an acid-resistant layer") { OnFinishedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); }; }
public NitrogenBrineSuit3() : base("NitrogenBrineSuit3", title, description) { OnFinishedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); }; }
public AcidSuit(string classId = "AcidSuit", string friendlyName = "Brine Suit", string description = "Reinforced dive suit with an acid-resistant layer") : base(classId, friendlyName, description) { OnFinishedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); }; }
public AcidHelmet() : base("AcidHelmet", "Brine Helmet", "Rebreather treated with an acid-resistant layer") { OnStartedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); texture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetskin.png")); illumTexture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetillum.png")); }; }
public AcidHelmet() : base("AcidHelmet", "Brine Helmet", "Rebreather treated with an acid-resistant layer") { OnFinishedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); EquipmentPatch.AddSubstitution(this.TechType, TechType.Rebreather); Main.AddDamageResist(this.TechType, DamageType.Acid, 0.25f); EquipmentPatch.AddSubstitution(this.TechType, TechType.RadiationHelmet); texture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetskin.png")); illumTexture = ImageUtils.LoadTextureFromFile(Path.Combine(Main.AssetsFolder, "AcidHelmetillum.png")); }; }
internal static void AddModTechType(TechType tech, GameObject prefab = null) { /*string key = tech.AsString(true); * if (!ModTechTypes.ContainsKey(key)) * { * ModTechTypes.Add(key, tech); * } * if (prefab != null) * { * ModPrefabs[key] = prefab; * }*/ TechTypeUtils.AddModTechType(tech, prefab); }
public AcidSuit(string classId = "AcidSuit", string friendlyName = "Brine Suit", string description = "Reinforced dive suit with an acid-resistant layer") : base(classId, friendlyName, description) { OnFinishedPatching += () => { TechTypeUtils.AddModTechType(this.TechType); EquipmentPatch.AddSubstitutions(this.TechType, new HashSet <TechType>() { TechType.RadiationSuit, TechType.ReinforcedDiveSuit }); Main.AddDiveSuit(this.TechType, this.maxDepth, this.breathMultiplier, this.minTempBonus); Main.AddDamageResist(this.TechType, DamageType.Acid, 0.6f); Reflection.AddCompoundTech(this.TechType, new List <TechType>() { TechType.ReinforcedDiveSuit, TechType.RadiationSuit }); }; }
internal static void AddModTechType(TechType tech, GameObject prefab = null) { TechTypeUtils.AddModTechType(tech, prefab); }