示例#1
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        // Utility

        /// <summary>
        /// Returns a fresh SpecialEffect value.
        /// The value returned is unique, so you can use it in custom items without worrying about conflicts, as long as you store it in a variable somewhere.
        /// </summary>
        /// <remarks> You'll have to implement the effect yourself via patches or callbacks. </remarks>
        /// <returns> A new EquipmentInfo.SpecialEffect value. </returns>
        private static EquipmentInfo.SpecialEffect AddNewSpecialEffect()
        {
            EquipmentInfo.SpecialEffect effect = ModLibrary.SpecialEffectsNext;
            ModLibrary.SpecialEffectsCount++;
            return(effect);
        }
示例#2
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 public static void AddSpecialEffect(this EquipmentInfo xInfo, EquipmentInfo.SpecialEffect enEffect)
 {
     xInfo.lenSpecialEffects.Add(enEffect);
 }
示例#3
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 public static void RemoveSpecialEffect(this EquipmentInfo xInfo, EquipmentInfo.SpecialEffect enEffect)
 {
     xInfo.lenSpecialEffects.Remove(enEffect);
 }
示例#4
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 public static void AddItemEffectAlias(string name, EquipmentInfo.SpecialEffect enType)
 {
     RegisteredEquipmentEffects.Add(name, enType);
 }