public record class ItemRarityDefinitionA rarity tier: what it is called, how it sorts, and how many affixes it buys.
Remarks
⚠ A definition rather than an enum, which is a deviation from doc 28's sketch and the reason is sorting. The sketch authors rarity: Legendary, and the obvious readings are a closed C# enum — which fixes every game to one ladder — or a GameplayTag, which is open but orders alphabetically, so a bag sorted by rarity would put Common above Legendary for ever. A rarity needs a number, and a number a designer sets is a definition.
It still carries a tag, because every legendary drops a token is a tag query like every other rule.
Fields and properties (4)
public string DisplayNameWhat it is called in the UI.
public int OrderWhere it sits on the ladder. Higher is rarer; the numbers are a game's own.
public int AffixesHow many affixes an item of this rarity rolls.
public string TagWhat an item of this rarity is, for a rule to match — Item.Rarity.Legendary.
Methods (1)
public override void CollectTags(ICollection<string> tags)Every tag this definition mentions, so the content build can bake the tag table.
Used by (9)
- ContentVixen.Editor.Gameplay.Loot.Tests
- ContentVixen.Gameplay.Items.Tests
- ContentVixen.Gameplay.Loot.Tests
- ContentVixen.Gameplay.Inventory.Tests
- ItemLibraryVixen.Gameplay.Items
- ItemRarityTemplateVixen.Gameplay.Items
- ItemsModuleVixen.Gameplay.Items
- TypeRegistrationVixen.Gameplay.Items
- Vixen_Gameplay_Items_ItemRarityDefinitionSerializerVixen.Gameplay.Items