6 using Microsoft.Xna.Framework;
14 public override int EssenceCraftCost => 10;
15 protected override string CubeName =>
"Poor Cube";
16 protected override Color? OverrideNameColor => Color.White;
18 protected override TooltipLine ExtraTooltip =>
new TooltipLine(mod,
"PoorCube::Description::Add_Box",
20 "\nMaximum potential: Rare" +
21 "\nAlways rolls from random modifiers")
23 overrideColor = OverrideNameColor
28 item.value = Item.buyPrice(copper: 1);
39 bool isEpic = currentRarity?.GetType() == typeof(
EpicRarity);
40 bool forcedDowngrade = currentRarity != null && isLegendary || isEpic;
Defines a set of rolling utilities
ModifierRarity ForceModifierRarity
int MaxRollableLines
The maximum amount of modifiers that can roll
The legendary rarity, before transcendent but after epic
The epic rarity, before legendary but after rare
Defines properties that will be used when an item is being rolled in a IRollingStrategy<T> These can ...
A modifier pool that always consists of all modifiers Cannot be rolled normally
ModifierPool ForceModifierPool
Force a specific pool to roll Note that OverrideRollModifierPool will override this property ...
Defines an item that may be modified by modifiers from mods
override void SafeStaticDefaults()
static DefaultRollingStrategy Default
static LootModItem GetInfo(Item item)
Describes the common rarity, which every item starts with
Func< ModifierContext, bool > CanUpgradeRarity
The rare rarity, before epic but after common
override void SafeDefaults()
override RollingStrategy GetRollingStrategy(Item item, RollingStrategyProperties properties)
Defines a rerolling cube that opens the rerolling UI on right click The method M:GetRollingStrategy c...