Table of Contents

Class AbilityData

Namespace
TrinketTinker.Models
Assembly
TrinketTinker.dll

Data for TrinketTinker.Effects.Abilities, defines game effect that a trinket can provide.

public sealed class AbilityData : IHaveArgs
Inheritance
AbilityData
Implements
Inherited Members

Properties

AbilityClass

Type name of the ability, can use short form like "Buff" for buff ability. Default "Nop" for NopAbility

public string AbilityClass { get; set; }

Property Value

string

Args

public ArgsDict? Args { get; set; }

Property Value

ArgsDict

Condition

Condition, see StardewValley.GameStateQuery

public string? Condition { get; set; }

Property Value

string

DamageThreshold

Minimum damage dealt or received before proc.
Applies to ReceiveDamage, DamageMonster, and SlayMonster.

public int DamageThreshold { get; set; }

Property Value

int

Description

String description of what this ability does, will be passed to trinket item description and replace {1}

public string? Description { get; set; }

Property Value

string

Id

Id

public string Id { get; set; }

Property Value

string

InCombat

Check if the player is in-combat, which is defined in this mod as "location has monster" and have dealt damage/taken damage in the last 10 seconds

public bool? InCombat { get; set; }

Property Value

bool?

IsBomb

Requires the damage be caused by a bomb (true), or not caused by a bomb (false).
Applies to DamageMonster and SlayMonster.

public bool? IsBomb { get; set; }

Property Value

bool?

IsCriticalHit

Requires the damage to be critical hit (true), or not a critical hit (false).
Applies to DamageMonster and SlayMonster.

public bool? IsCriticalHit { get; set; }

Property Value

bool?

Proc

Determine when this ability activates.

public ProcOn Proc { get; set; }

Property Value

ProcOn

ProcAltVariant

Switch the companion to a specific sub variant on proc, or "RECHECK" to return to normal conditional base variants.

public string? ProcAltVariant { get; set; }

Property Value

string

ProcChatterKey

Make the next invocation of "Chatter" use this key.

public string? ProcChatterKey { get; set; }

Property Value

string

ProcOneshotAnim

Have companion switch to an AnimClips on proc, switch back to normal anim after it is done.

public string? ProcOneshotAnim { get; set; }

Property Value

string

ProcSound

Sound cue to play on proc.

public ProcSoundData? ProcSound { get; set; }

Property Value

ProcSoundData

ProcSpeechBubble

Have companion display a SpeechBubbles on proc, switch back to normal anim after it is done.

public string? ProcSpeechBubble { get; set; }

Property Value

string

ProcSyncDelay

For Sync, this is the delay between this ability's proc and the proc on any sync abilities.

public int ProcSyncDelay { get; set; }

Property Value

int

ProcSyncId

For Sync, this is the ability id (on same level) to listen to. If this is not null or empty, it takes preceedence over ProcSyncIndex and will simply give up if the Id is not found.

public string? ProcSyncId { get; set; }

Property Value

string

ProcSyncIndex

For Sync, this is the ability index (on same level) to listen to.

public int ProcSyncIndex { get; set; }

Property Value

int

ProcTAS

Temporary animated sprite to spawn on proc, each item is the id of an entry in the mushymato.TrinketTinker/TAS asset.

public List<string>? ProcTAS { get; set; }

Property Value

List<string>

ProcTimer

Minimum cooldown time between ability activation, all ProcOn values respect this, not just Timer.

public double ProcTimer { get; set; }

Property Value

double