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)); }
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)); }