Elin Decompiled Documentation EA 23.286 Nightly Patch 1
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CardBlueprint.cs
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1public class CardBlueprint : EClass
2{
3 public enum Generation
4 {
7 }
8
9 public int lv = -999;
10
11 public int qualityBonus;
12
13 public string idRace;
14
15 public string idJob;
16
17 public string idEle;
18
19 public Rarity rarity = Rarity.Random;
20
22
23 public bool fixedMat;
24
25 public bool tryLevelMatTier;
26
27 public bool fixedQuality;
28
29 public bool isCraft;
30
32
33 public static CardBlueprint current;
34
35 public static CardBlueprint _Default = new CardBlueprint();
36
38 {
39 tryLevelMatTier = true
40 };
41
43 {
44 blesstedState = BlessedState.Normal
45 };
46
48 {
49 rarity = Rarity.Mythical,
50 lv = int.MaxValue,
51 blesstedState = ((EClass.rnd(3) == 0) ? BlessedState.Blessed : BlessedState.Cursed)
52 };
53
54 public static CardBlueprint Chara(int lv, Rarity rarity = Rarity.Normal)
55 {
56 return new CardBlueprint
57 {
58 rarity = rarity,
59 lv = lv
60 };
61 }
62
63 public static void Set(CardBlueprint _bp = null)
64 {
65 current = _bp ?? _Default;
66 }
67
68 public static void SetNormalRarity(bool fixedMat = false)
69 {
71 {
72 rarity = Rarity.Normal,
74 });
75 }
76
77 public static void SetRarity(Rarity q = Rarity.Normal)
78 {
80 {
81 rarity = q
82 });
83 }
84}
BlessedState
Definition: BlessedState.cs:2
Rarity
Definition: Rarity.cs:2
static void SetRarity(Rarity q=Rarity.Normal)
static CardBlueprint current
static void Set(CardBlueprint _bp=null)
static CardBlueprint Chara(int lv, Rarity rarity=Rarity.Normal)
Generation generation
static CardBlueprint CharaGenEQ
bool tryLevelMatTier
static CardBlueprint Original
static CardBlueprint _Default
static CardBlueprint DebugEQ
BlessedState? blesstedState
static void SetNormalRarity(bool fixedMat=false)
Definition: EClass.cs:6
static int rnd(long a)
Definition: EClass.cs:59