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;
 }