5 using Microsoft.Xna.Framework;
     8 namespace Loot.Modifiers.EquipModifiers.Utility
    25             LightColor = Color.White;
    33             LightColor = Color.White;
    39             ((
LightEffect) clone).LightStrength = LightStrength;
    50             Lighting.AddLight(player.Center, LightColor.ToVector3() * .15f * LightStrength);
    63             return base.GetTooltip()
    64                 .WithPositive($
"+{Properties.RoundedPower} light");
    69             return base.GetModifierProperties(item)
    70                 .WithMaxMagnitude(2f);
 
override void OnInitialize()
Called when the ModPlayer initializes the effect 
ModifierEffect GetEffect(Type type)
The ModifierPropertiesBuilder implements the builder pattern for ModifierProperties It provides a str...
override void UpdateEquip(Item item, Player player)
This attribute may be used to skip usage of AttachDelegations and DetachDelegations Which is a cumber...
A ModifierEffect signifies the effect of a modifier on a player It should house the implementation...
Defines a modifier that can roll on an equip item (armor or accessory) These modifiers will have 60% ...
override void ResetEffects()
Automatically called when the ModPlayer does its ResetEffects Also automatically called when the dele...
override ModifierTooltipLine.ModifierTooltipBuilder GetTooltip()
static ModifierDelegatorPlayer GetPlayer(Player player)
override void Clone(ref ModifierEffect clone)
A modder can provide custom cloning of effects in this hook 
Defines the properties of a modifier 
override ModifierProperties.ModifierPropertiesBuilder GetModifierProperties(Item item)
Holds player-entity data and handles it