public override void UpdateArmorSet(Player player) { player.setBonus = "Increased Culinary Damage"; CookDamagePlayer modPlayer = CookDamagePlayer.ModPlayer(player); modPlayer.cookDamage *= 1.09f; }
public override void UpdateArmorSet(Player player) { player.setBonus = "Increased Culinary Damage\n+5% critical strike chance"; CookDamagePlayer modPlayer = CookDamagePlayer.ModPlayer(player); modPlayer.cookDamage *= 1.1f; modPlayer.cookCrit += 5; }
public override void Update(Player player, ref int buffIndex) { // player.AddBuff(mod.BuffType("BrainFed"), 1); //this is an example of how to add your own buff CookDamagePlayer modPlayer = CookDamagePlayer.ModPlayer(player); modPlayer.cookDamage += 0.03f; modPlayer.cookCrit += 3; }
public override void UpdateAccessory(Player player, bool hideVisual) { CookDamagePlayer modPlayer = CookDamagePlayer.ModPlayer(player); modPlayer.cookDamage += 0.07f; }
public override void GetWeaponCrit(Player player, ref int crit) { // Adds crit bonuses crit = crit + CookDamagePlayer.ModPlayer(player).cookCrit; }
public override void GetWeaponKnockback(Player player, ref float knockback) { // Adds knockback bonuses knockback = knockback + CookDamagePlayer.ModPlayer(player).cookKnockback; }
// As a modder, you could also opt to make the Get overrides also sealed. Up to the modder public override void GetWeaponDamage(Player player, ref int damage) { // Multiplies the damage by our custom damage multiplier damage = (int)(damage * CookDamagePlayer.ModPlayer(player).cookDamage + 5E-06f); }
public override void UpdateEquip(Player player) { CookDamagePlayer modPlayer = CookDamagePlayer.ModPlayer(player); modPlayer.cookDamage *= 1.05f; }