// 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); }
public static void AddSpecialEffect(this EquipmentInfo xInfo, EquipmentInfo.SpecialEffect enEffect) { xInfo.lenSpecialEffects.Add(enEffect); }
public static void RemoveSpecialEffect(this EquipmentInfo xInfo, EquipmentInfo.SpecialEffect enEffect) { xInfo.lenSpecialEffects.Remove(enEffect); }
public static void AddItemEffectAlias(string name, EquipmentInfo.SpecialEffect enType) { RegisteredEquipmentEffects.Add(name, enType); }