public override void UpdateAccessory(Player player, bool hideVisual) { var modPlayer = MythicDamagePlayer.ModPlayer(player); modPlayer.mythicResourceMax2 += 50; // add 50 to the mythicResourceMax2, which is our max for mythic resource. modPlayer.mythicResourceRegenRate -= 0.5f; // subtract 0.5f from the resourceRegenRate, halving the speed it takes for it to regen once. }
public override void UpdateAccessory(Player player, bool hideVisual) { MythicDamagePlayer modPlayer = MythicDamagePlayer.ModPlayer(player); modPlayer.mythicDamageAdd += 0.2f; // add 20% to the additive bonus modPlayer.mythicDamageMult *= 1.2f; // add 20% to the multiplicative bonus modPlayer.mythicCrit += 15; // add 15% crit modPlayer.mythicKnockback += 5; // add 5 knockback }
public override void GetWeaponKnockback(Player player, ref float knockback) { // Adds knockback bonuses knockback += MythicDamagePlayer.ModPlayer(player).mythicKnockback; }
public override void GetWeaponCrit(Player player, ref int crit) { // Adds crit bonuses crit += MythicDamagePlayer.ModPlayer(player).mythicCrit; }
// As a modder, you could also opt to make these overrides also sealed. Up to the modder public override void ModifyWeaponDamage(Player player, ref float add, ref float mult, ref float flat) { add += MythicDamagePlayer.ModPlayer(player).mythicDamageAdd; mult *= MythicDamagePlayer.ModPlayer(player).mythicDamageMult; }