![]() More Artifact Keys will randomly drop from killed monsters. The player must pick up the Artifact Key and then interact with the Artifact Reliquary, which will cause monsters to start spawning. will spawn on an elevated block in front of the Artifact Reliquary Artifact ReliquaryĪrmor: 100000. In the Ambry, the Artifact whose trial is being attempted will be active (in addition to any other Artifacts that were enabled at the start of the run), and an Artifact Key Artifact KeyĪ stone shard with immense power. The Compound Generator's inputs will cycle in the order: square, circle, triangle, diamond (■ The area consists of block-shaped platforms, with the Artifact Reliquary in the center. A portal to the trial for that Artifact in Bulwark's Ambry Bulwark's Ambry (Hidden Realm) If you want the sword beam to have a custom color, you can add it as a ProjectileGhostReplacement when you're setting up your SkinDef: mySkinDef.projectileGhostReplacements = new SkinDef.To unlock an Artifact, the player must input an Artifact Code in Sky Meadow using the Compound Generator below the map, then interact with the laptop. Shoutouts to LilithPaladin skin that was based enough to do this Custom Sword Beam Color: Simply add a new PaladinSkinInfo to the skinInfos array Public GameObject empoweredSpinSlashEffect See the `Effects.cs` script for examples/more details. Paladin's skins can take advantage of the custom effects present in the mod, using a field: public struct PaladinSkinInfo This is separate from the actual effect in-game btw, which is handled by the PaladinSkinInfo below Effects: Pretty rad nglįor it to properly switch to your effect in CSS (even if you're using the default), use this function: In the lobby, switching skins will now show their respective Blessed sword effect on the display.
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