public List <object> LoadPossibleTreasures(List <string> itemTypeList, int minItemValue, int maxItemValue)
 {
     return(ModEntry.LoadPossibleTreasures(itemTypeList, minItemValue, maxItemValue));
 }
 public Chest MakeChest(List <object> treasures, int maxItems, int minItemValue, int maxItemValue, int mult, float increaseRate, int itemBaseValue, int coinBaseMin, int coinBaseMax, Vector2 chestSpot)
 {
     return(ModEntry.MakeChest(GetChestItems(treasures, maxItems, minItemValue, maxItemValue, mult, increaseRate, itemBaseValue), GetChestCoins(mult, increaseRate, coinBaseMin, coinBaseMax), chestSpot));
 }
 public Chest MakeChest(List <Item> chestItems, int coins, Vector2 chestSpot)
 {
     return(ModEntry.MakeChest(chestItems, coins, chestSpot));
 }
 public int GetChestCoins(int mult, float increaseRate, int baseMin, int baseMax)
 {
     return(ModEntry.GetChestCoins(mult, increaseRate, baseMin, baseMax));
 }
 public List <Item> GetChestItems(List <object> treasures, int maxItems, int minItemValue, int maxItemValue, int mult, float increaseRate, int baseValue)
 {
     return(ModEntry.GetChestItems(treasures, maxItems, minItemValue, maxItemValue, mult, increaseRate, baseValue));
 }
Exemple #6
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 public List <Item> GetChestItems(List <object> treasures, Dictionary <string, int> itemChances, int maxItems, int minItemValue, int maxItemValue, int mult, float increaseRate, int baseValue)
 {
     return(ModEntry.GetChestItems(treasures, itemChances, maxItems, minItemValue, maxItemValue, mult, increaseRate, baseValue));
 }