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
Args
public ArgsDict? Args { get; set; }
Property Value
Condition
Condition, see StardewValley.GameStateQuery
public string? Condition { get; set; }
Property Value
DamageThreshold
Minimum damage dealt or received before proc.
Applies to ReceiveDamage, DamageMonster, and SlayMonster.
public int DamageThreshold { get; set; }
Property Value
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
Id
Id
public string Id { get; set; }
Property Value
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
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
ProcChatterKey
Make the next invocation of "Chatter" use this key.
public string? ProcChatterKey { get; set; }
Property Value
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
ProcSound
Sound cue to play on proc.
public ProcSoundData? ProcSound { get; set; }
Property Value
ProcSpeechBubble
Have companion display a SpeechBubbles on proc, switch back to normal anim after it is done.
public string? ProcSpeechBubble { get; set; }
Property Value
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
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
ProcSyncIndex
For Sync, this is the ability index (on same level) to listen to.
public int ProcSyncIndex { get; set; }
Property Value
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
ProcTimer
public double ProcTimer { get; set; }