/
ConfigMod.cs
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/
ConfigMod.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
using Newtonsoft.Json.Linq;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Runtime.Serialization;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.ModLoader.Config;
using Terraria.ModLoader.Config.UI;
using Terraria.UI;
namespace TerraClasses
{
[Label("Personal Configuration")]
public class ConfigMod : ModConfig
{
public override ConfigScope Mode
{
get { return ConfigScope.ClientSide; }
}
[Label("Level Exp Bar Offset")]
[Tooltip("This allows you to change the position of the exp bar in pixels. Useful if the interface is overlapping another mod interface. Negative numbers moves the exp bar to left(x) or top(y), while positive numbers moves It right(x) or bottom(y).")]
[Range(-1f, 1f)]
[Increment(0.01f)]
public Vector2 ExpBarOffset { get { return MainMod.ExpBarOffset; } set { MainMod.ExpBarOffset = value; } }
[Label("Say Skill name upon use?")]
[Tooltip("Your character will say the skill name everytime It uses It when this option is active.")]
public bool SaySkillNameUponUse { get { return MainMod.SaySkillNameOnUse; } set { MainMod.SaySkillNameOnUse = value; } }
}
[Label("Debugging Settings")]
public class GlobalConfig : ModConfig
{
public override ConfigScope Mode => ConfigScope.ServerSide;
[Label("Enable Star Difficulty?")]
[Tooltip("When enabled, star difficulty increases based on where you are, and how many classes you have. The number of stars determines how tougher the monsters get.")]
public bool EnableStarDifficulty
{
get
{
return MainMod.EnableMonsterStatusBuffingBasedOnClasses;
}
set
{
MainMod.EnableMonsterStatusBuffingBasedOnClasses = value;
}
}
}
[Label("Debugging Settings")]
public class DebugConfig : ModConfig
{
public override ConfigScope Mode => ConfigScope.ServerSide;
[Label("Enable Debug Mode")]
[Tooltip("Turns on debug mode, giving access to all classes and skills. Can only be turned on in the main menu.")]
public bool DebugMode
{
get
{
return MainMod.DebugMode;
}
set
{
if (Main.gameMenu)
MainMod.DebugMode = value;
}
}
[Label("Free Skill Test")]
[Tooltip("Sets all skills to level 10, regardless of wether you spent points on it or not. Only activates if Debug Mode is active.")]
public bool DebugSkills
{
get
{
return MainMod.DebugSkills;
}
set
{
MainMod.DebugSkills = value;
}
}
}
}