public static void Init() { string name = "Dark Prince"; string resourcePath = "NevernamedsItems/Resources/Companions/DarkPrince/darkprince_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Wicked Heir"; string longDesc = "This young Gunjurer is the unlikely heir to a vast magical empire, operating from beyond the curtain... he is also very impressionable, with his dark magics able to be put to fantastic use."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.S; companionItem.CompanionGuid = DarkPrince.guid; DarkPrince.BuildPrefab(); companionItem.AddToSubShop(ItemBuilder.ShopType.Cursula); DarkPrinceProjectile = (PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0].gameObject.InstantiateAndFakeprefab(); Projectile darkProj = DarkPrinceProjectile.GetComponent <Projectile>(); darkProj.baseData.damage = 1; darkProj.baseData.speed = 100; darkProj.SetProjectileSpriteRight("laserwelder_proj", 10, 3, true, tk2dBaseSprite.Anchor.MiddleCenter, 10, 3); ProjWeaknessModifier weakness = darkProj.gameObject.AddComponent <ProjWeaknessModifier>(); weakness.UsesSeparateStatsForBosses = true; weakness.isDarkPrince = true; HomingModifier homin = darkProj.gameObject.AddComponent <HomingModifier>(); homin.AngularVelocity = 400; homin.HomingRadius = 200; List <string> BeamAnimPaths = new List <string>() { "NevernamedsItems/Resources/TrailSprites/darkprince_trail_001", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_002", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_003", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_004", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_005", }; darkProj.AddTrailToProjectile( "NevernamedsItems/Resources/TrailSprites/darkprince_trail_001", new Vector2(21, 1), new Vector2(0, 10), BeamAnimPaths, 10, null, 20, 0.1f, 0.1f, -1, true ); }
public static void Init() { string name = "Angry Spirit"; string resourcePath = "NevernamedsItems/Resources/Companions/AngrySpirit/angryspirit_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Furious Friend"; string longDesc = "Aches to kill, but cannot generate it's own bullets, merely copying the firepower of it's owner." + "\n\nDon't let him in."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.B; companionItem.CompanionGuid = AngrySpirit.guid; AngrySpirit.BuildPrefab(); companionItem.AddToSubShop(ItemBuilder.ShopType.Cursula); }