Table of Contents
Class representing the UpgradeModel and changes for a particular Level for a ModHero
public abstract class ModHeroLevel : BTD_Mod_Helper.Api.Towers.ModUpgrade
Inheritance System.Object ModContent NamedModContent ModUpgrade ModHeroLevel
Derived
↳ ModHeroLevel<T>
Description of the ability added at this level, if any
public virtual string AbilityDescription { get; }
DisplayName field of the AbilityModel added at this level, if any
public virtual string AbilityName { get; }
No confirmation on hero upgrades
public sealed override string ConfirmationBody { get; }
No confirmation on hero upgrades
public sealed override string ConfirmationTitle { get; }
Hero upgrades have no cost
public sealed override int Cost { get; }
The tower that this is an upgrade for
public abstract BTD_Mod_Helper.Api.Towers.ModHero Hero { get; }
Hero upgrades don't have individual icons
public sealed override string Icon { get; }
Hero upgrades don't have individual icons
public sealed override SpriteReference IconReference { get; }
Il2CppNinjaKiwi.Common.ResourceUtils.SpriteReference
What level this
public abstract int Level { get; }
Internal naming scheme for hero levels
public sealed override string Name { get; }
No confirmation on hero upgrades
public sealed override bool NeedsConfirmation { get; }
All hero upgrades count as top path
public sealed override int Path { get; }
The filename without extension for the portrait this Level should make the hero start using
By default, the Portrait of the ModHero with the Level appended,
e.g. "IndustrialFarmer-Portrait3"
public override string Portrait { get; }
The upgrade's tier is the hero's level.
public sealed override int Tier { get; }
The ModTower is the ModHero
public sealed override BTD_Mod_Helper.Api.Towers.ModTower Tower { get; }
How much XP the hero needs to get to go from the previous level to this level.
Default is calculated the same way Ninja Kiwi does it using
public override int XpCost { get; }