/// <summary> /// Constructs a new VanillaItemInfo based upon the given ID. Do not try to call this yourself - use <see cref="Wrap"/> /// </summary> /// <param name="ID">The vanilla ID to be wrapped.</param> /// <param name="WrapForTile">If true, the Tile property should not be set by this constructor, as it will be set later as part of a TileInfo's constructor.</param> protected VanillaItemInfo(int ID, bool WrapForTile) : base(ItemRegistry.GetDefaultTypeByID(ID), GadgetCoreAPI.GetItemName(ID), GadgetCoreAPI.GetItemDesc(ID), GadgetCoreAPI.GetItemMaterial(ID), -1, GadgetCoreAPI.GetTrueGearBaseStats(ID), GadgetCoreAPI.GetWeaponMaterial(ID), ID >= 1000 && ID < 2000 ? GadgetCoreAPI.GetDroidHeadMaterial(ID) : GadgetCoreAPI.GetHeadMaterial(ID), ID >= 1000 && ID < 2000 ? GadgetCoreAPI.GetDroidBodyMaterial(ID) : GadgetCoreAPI.GetBodyMaterial(ID), GadgetCoreAPI.GetArmMaterial(ID)) { this.ID = ID; if ((Type & ItemType.EQUIP_MASK) == (ItemType.WEAPON & ItemType.EQUIP_MASK)) { SetWeaponInfo(ItemRegistry.GetDefaultWeaponScalingByID(ID), GadgetCoreAPI.GetAttackSound(ID), ItemRegistry.GetDefaultCritChanceBonus(ID), ItemRegistry.GetDefaultCritPowerBonus(ID), ID); OnAttack += (script) => { Attacking = true; IEnumerator ie = script.Attack(); Attacking = false; return(ie); }; } else if ((Type & ItemType.USABLE) == ItemType.USABLE) { OnUse += (slot) => { Using = true; InstanceTracker.GameScript.StartCoroutine(InstanceTracker.GameScript.UseItemFinal(slot)); return(false); }; } if (!WrapForTile) { if (TileRegistry.Singleton.HasEntry(ID)) { SetTile(TileRegistry.Singleton.GetEntry(ID)); } else { SetTile(VanillaTileInfo.Wrap(ID, false)); } } }