Elin Decompiled Documentation EA 23.102 Nightly
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CardBlueprint.cs
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1public class CardBlueprint
2{
3 public int lv = -999;
4
5 public int qualityBonus;
6
7 public string idRace;
8
9 public string idJob;
10
11 public string idEle;
12
13 public Rarity rarity = Rarity.Random;
14
16
17 public bool fixedMat;
18
19 public bool tryLevelMatTier;
20
21 public bool fixedQuality;
22
23 public static CardBlueprint current;
24
25 public static CardBlueprint _Default = new CardBlueprint();
26
28 {
29 tryLevelMatTier = true
30 };
31
33 {
34 rarity = Rarity.Legendary
35 };
36
37 public static CardBlueprint Chara(int lv, Rarity rarity = Rarity.Normal)
38 {
39 return new CardBlueprint
40 {
41 rarity = rarity,
42 lv = lv
43 };
44 }
45
46 public static void Set(CardBlueprint _bp)
47 {
48 current = _bp;
49 }
50
51 public static void SetNormalRarity(bool fixedMat = false)
52 {
54 {
55 rarity = Rarity.Normal,
57 });
58 }
59
60 public static void SetRarity(Rarity q = Rarity.Normal)
61 {
63 {
64 rarity = q
65 });
66 }
67}
BlessedState
Definition: BlessedState.cs:2
Rarity
Definition: Rarity.cs:2
static void Set(CardBlueprint _bp)
static void SetRarity(Rarity q=Rarity.Normal)
static CardBlueprint current
static CardBlueprint Chara(int lv, Rarity rarity=Rarity.Normal)
static CardBlueprint CharaGenEQ
bool tryLevelMatTier
static CardBlueprint _Default
static CardBlueprint DebugEQ
BlessedState? blesstedState
static void SetNormalRarity(bool fixedMat=false)