// hack to temporarily un-flag buffs as pet type to prevent vanilla removal code from running // depending on how many open combat pet slots the player has public override bool CanUseItem(Player player) { LeveledCombatPetModPlayer petPlayer = player.GetModPlayer <LeveledCombatPetModPlayer>(); petPlayer.TemporarilyUnflagPetBuff(Item.buffType); return(base.CanUseItem(player)); }
public override void ModifyTooltips(List <TooltipLine> tooltips) { tooltips.Add(new TooltipLine(mod, "CombatPetDescription", "This pet's fighting spirit has been awakened!\n" + "It can be powered up by holding a Combat Pet Emblem.") { overrideColor = Color.LimeGreen }); LeveledCombatPetModPlayer player = Main.player[Main.myPlayer].GetModPlayer <LeveledCombatPetModPlayer>(); if (AttackPatternUpdateTier == 0) { return; } else if (AttackPatternUpdateTier > player.PetLevel) { tooltips.Add(new TooltipLine(mod, "CombatPetNotLeveledUp", "This pet will gain a stronger attack pattern if you hold a\n" + CombatPetLevelTable.PetLevelTable[AttackPatternUpdateTier].Description + " Combat Pet Emblem or stronger!") { overrideColor = Color.Gray }); } else { tooltips.Add(new TooltipLine(mod, "CombatPetLeveledUp", "Your emblem enables this pet's stronger attack pattern!") { overrideColor = Color.LimeGreen }); } }
// hack to temporarily un-flag buffs as pet type to prevent vanilla removal code from running // depending on how many open combat pet slots the player has public static bool CanUseItem(Player player, Item item) { LeveledCombatPetModPlayer petPlayer = player.GetModPlayer <LeveledCombatPetModPlayer>(); petPlayer.TemporarilyUnflagPetBuff(item.buffType); return(true); }
public PlayerCombatPetLevelInfo(LeveledCombatPetModPlayer player) { Player = player; }