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Namespace ItemChanger.Placements

Classes

AutoPlacement

Placement for self-implementing locations, usually acting through cutscene or conversation fsms.

CostChestPlacement

Placement which allows shop-like behavior, with a tablet showing item names and costs near a chest.
When the chest is opened, any costs that can be paid are paid and the corresponding items are spawned.

DualPlacement

Placement which handles switching between two possible locations according to a test.

EggShopPlacement

Placement which implements a shop at Jiji.
Talking to Jiji gives the option to pay costs, and choosing to do so leads to Jiji spawning the corresponding items wrapped in individual containers.

ExistingContainerPlacement

Placement which supports modifying existing containers in place or replacing them with a container preferred by the item list.

MutablePlacement

The default placement for most use cases. Chooses an item container for its location based on its item list.

ShopPlacement

Placement which handles ShopLocation. Its main role is to handle adding its items to the shop stock as objects with the ModShopItemStats component.

YNShinyPlacement

Variant of MutablePlacement which only uses the shiny container type.

Interfaces

IContainerPlacement

Interace for placements which can be used by ContainerLocation. In other words, on demand the placement returns an object which is capable of giving its items.

IMultiCostPlacement

Empty interface which indicates that the placement expects costs to be tagged to items.

IPrimaryLocationPlacement

Interface for accessing the primary location of a placement, if it has one.

IShopPlacement

Interface which exposes the stock methods of ShopPlacement for use by ShopLocation.

ISingleCostPlacement

Interface which indicates that placement expects all items to share a common cost.

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