Beispiel #1
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            TableTechAssassinHook.TableExplosionData = ExpandUtility.GenerateExplosionData(damage: 60);

            TableTechAssasinObject = expandSharedAssets1.LoadAsset <GameObject>("Table Tech Assassin");
            SpriteSerializer.AddSpriteToObject(TableTechAssasinObject, ExpandPrefabs.EXItemCollection, "tabletech_assassin");

            TableTechAssassin tableTechAssassin = TableTechAssasinObject.AddComponent <TableTechAssassin>();

            string shortDesc = "Betray the Flipper";
            string longDesc  = "A forbidden technique thought lost was recovered in the Gungeon.\n\nAll that was written was this: \n\n 'Do upon the flipper that which the flipper had done to you'";

            ItemBuilder.SetupItem(tableTechAssassin, shortDesc, longDesc, "ex");
            tableTechAssassin.quality = ItemQuality.D;
            if (!ExpandSettings.EnableEXItems)
            {
                tableTechAssassin.quality = ItemQuality.EXCLUDED;
            }
            TableTechAssasinID = tableTechAssassin.PickupObjectId;
        }
Beispiel #2
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            BabySitterobject = expandSharedAssets1.LoadAsset <GameObject>("Baby Sitter");

            BabySitter babysitItem = BabySitterobject.AddComponent <BabySitter>();

            ItemBuilder.AddSpriteToObject(BabySitterobject, expandSharedAssets1.LoadAsset <Texture2D>("babysitter"), false, false);

            string shortDesc = "You've got a friend in me...";
            string longDesc  = "Looks like you're stuck baby sitting him today.\n\nHe'll try his best to be useful.\nTry not to get him killed.";

            ItemBuilder.SetupItem(babysitItem, shortDesc, longDesc, "ex");
            babysitItem.quality           = ItemQuality.B;
            babysitItem.CompanionGuid     = "1d1e1070617842f09e6f45df3cb223f6";
            babysitItem.DeathStatModifier = new StatModifier()
            {
                amount      = 1.8f,
                statToBoost = PlayerStats.StatType.Damage,
                modifyType  = StatModifier.ModifyMethod.MULTIPLICATIVE,
            };
        }
Beispiel #3
0
        public static void Init(AssetBundle expandSharedAssets1)
        {
            CorruptedJunkObject = expandSharedAssets1.LoadAsset <GameObject>("Corrupted Junk");

            CorruptedJunk poopSack = CorruptedJunkObject.AddComponent <CorruptedJunk>();

            ItemBuilder.AddSpriteToObject(CorruptedJunkObject, expandSharedAssets1.LoadAsset <Texture2D>("corrupted_poopsack_09"), false, false);

            string shortDesc = "Next Time... What even is this!?";
            string longDesc  = "Just some corrupted junk.\n\nCarrying this around makes you question your sanity...";

            ItemBuilder.SetupItem(poopSack, shortDesc, longDesc, "ex");
            poopSack.quality      = ItemQuality.A;
            poopSack.CanBeDropped = false;

            m_SpriteNames = new List <string> {
                "corrupted_poopsack_01",
                "corrupted_poopsack_02",
                "corrupted_poopsack_03",
                "corrupted_poopsack_04",
                "corrupted_poopsack_05",
                "corrupted_poopsack_06",
                "corrupted_poopsack_07",
                "corrupted_poopsack_08",
                "corrupted_poopsack_09",
                "corrupted_poopsack_10"
            };

            foreach (string spritePath in m_SpriteNames)
            {
                if (spritePath != "corrupted_poopsack_09")
                {
                    SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset <Texture2D>(spritePath), CorruptedJunkObject.GetComponent <tk2dSprite>().Collection);
                }
            }

            ExpandUtility.GenerateSpriteAnimator(CorruptedJunkObject, playAutomatically: true);
            ExpandUtility.AddAnimation(CorruptedJunkObject.GetComponent <tk2dSpriteAnimator>(), CorruptedJunkObject.GetComponent <tk2dSprite>().Collection, m_SpriteNames, "idle", tk2dSpriteAnimationClip.WrapMode.RandomLoop, 20);
        }
        public static void Init(AssetBundle expandSharedAssets1)
        {
            CronebergItemObject = expandSharedAssets1.LoadAsset <GameObject>("Cronenberg Bullets");
            SpriteSerializer.AddSpriteToObject(CronebergItemObject, ExpandPrefabs.EXItemCollection, "cronenbergbullets");

            CronenbergBullets chronenbergBullets = CronebergItemObject.AddComponent <CronenbergBullets>();

            string shortDesc = "Creates abominations...";
            string longDesc  = "Legends say a mad scientist tried to experiment on the gundead to create monsters to do his bidding.\n\nHe ultimiately parished by the hands of his own abominations. The item he crafted was thought to be lost to the Gungeon...Until some lucky (or unlucky?) Gungeoneers found it.";

            ItemBuilder.SetupItem(chronenbergBullets, shortDesc, longDesc, "ex");
            chronenbergBullets.quality = ItemQuality.B;
            if (!ExpandSettings.EnableEXItems)
            {
                chronenbergBullets.quality = ItemQuality.EXCLUDED;
            }

            chronenbergBullets.CustomCost              = 50;
            chronenbergBullets.chanceOfActivating      = 0.055f;
            chronenbergBullets.chanceFromBeamPerSecond = 0.055f;
            chronenbergBullets.TintBullets             = false;
            chronenbergBullets.TintBeams                  = false;
            chronenbergBullets.TintColor                  = new Color(0.94f, 0f, 0.992f, 1f);
            chronenbergBullets.TintPriority               = 5;
            chronenbergBullets.AddsDamageType             = false;
            chronenbergBullets.DamageTypesToAdd           = CoreDamageTypes.None;
            chronenbergBullets.AppliesSpeedModifier       = false;
            chronenbergBullets.AppliesDamageOverTime      = false;
            chronenbergBullets.AppliesCharm               = false;
            chronenbergBullets.AppliesFreeze              = false;
            chronenbergBullets.FreezeScalesWithDamage     = false;
            chronenbergBullets.FreezeAmountPerDamage      = 1;
            chronenbergBullets.AppliesFire                = false;
            chronenbergBullets.ConfersElectricityImmunity = false;
            chronenbergBullets.AppliesTransmog            = true;
            chronenbergBullets.TransmogTargetGuid         = "76bc43539fc24648bff4568c75c686d1";
            chronenbergBullets.Synergies                  = new BulletStatusEffectItemSynergy[0];
            m_CachedCronenbergBulletsItem                 = chronenbergBullets;
        }
        public static void Init(AssetBundle expandSharedAssets1)
        {
            RockslideObject = expandSharedAssets1.LoadAsset <GameObject>("Rock Slide");
            ItemBuilder.AddSpriteToObject(RockslideObject, expandSharedAssets1.LoadAsset <Texture2D>("rockslide"), false, false);

            RockSlide rockslide = RockslideObject.AddComponent <RockSlide>();
            string    shortDesc = "Crushing Defeat";
            string    longDesc  = "Falling rocks are a well known threat to everyone, especially within the Gungeon.\n\nIt does not help that a long gone Gungeoneer accidentally popularized the idea of using falling debris as a weapon among the Gundead.\n\nHowever, they quickly grew tired of it, seeming too easy or effortless to eliminate Gungeoneers compared to the exhilarating experience of the combat they were forged for.";

            ItemBuilder.SetupItem(rockslide, shortDesc, longDesc, "ex");
            ItemBuilder.SetCooldownType(rockslide, ItemBuilder.CooldownType.Damage, 275f);
            rockslide.quality = ItemQuality.B;

            List <string> spritePaths = new List <string>()
            {
                "plunger_fire_001",
                "plunger_fire_002",
                "plunger_fire_003",
                "plunger_fire_004",
                "plunger_fire_005",
                "plunger_fire_006"
            };

            tk2dSprite rockslidesprite = RockslideObject.GetComponent <tk2dSprite>();

            foreach (string sprite in spritePaths)
            {
                SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset <Texture2D>(sprite), rockslidesprite.Collection);
            }

            ExpandUtility.GenerateSpriteAnimator(RockslideObject);

            tk2dSpriteAnimator rockslideAnimator = RockslideObject.GetComponent <tk2dSpriteAnimator>();

            ExpandUtility.AddAnimation(rockslideAnimator, rockslidesprite.Collection, spritePaths, "Activate", frameRate: 8);

            RockSlidePickupID = rockslide.PickupObjectId;
        }
        public static void Init(AssetBundle expandSharedAssets1)
        {
            CorruptedJunkObject = expandSharedAssets1.LoadAsset <GameObject>("Corrupted Junk");

            CorruptedJunk poopSack = CorruptedJunkObject.AddComponent <CorruptedJunk>();

            SpriteSerializer.AddSpriteToObject(CorruptedJunkObject, ExpandPrefabs.EXItemCollection, "corrupted_poopsack_09");

            string shortDesc = "Next Time... What even is this!?";
            string longDesc  = "Just some corrupted junk.\n\nCarrying this around makes you question your sanity...";

            ItemBuilder.SetupItem(poopSack, shortDesc, longDesc, "ex");
            poopSack.quality = ItemQuality.A;
            if (!ExpandSettings.EnableEXItems)
            {
                poopSack.quality = ItemQuality.EXCLUDED;
            }
            poopSack.CanBeDropped = false;
            CorruptedJunkID       = poopSack.PickupObjectId;

            m_SpriteNames = new List <string> {
                "corrupted_poopsack_01",
                "corrupted_poopsack_02",
                "corrupted_poopsack_03",
                "corrupted_poopsack_04",
                "corrupted_poopsack_05",
                "corrupted_poopsack_06",
                "corrupted_poopsack_07",
                "corrupted_poopsack_08",
                "corrupted_poopsack_09",
                "corrupted_poopsack_10"
            };

            ExpandUtility.GenerateSpriteAnimator(CorruptedJunkObject, playAutomatically: true);
            ExpandUtility.AddAnimation(CorruptedJunkObject.GetComponent <tk2dSpriteAnimator>(), ExpandPrefabs.EXItemCollection.GetComponent <tk2dSpriteCollectionData>(), m_SpriteNames, "idle", tk2dSpriteAnimationClip.WrapMode.RandomLoop, 20);
        }
        public static void Init(AssetBundle expandSharedAssets1)
        {
            hammerItemObject = expandSharedAssets1.LoadAsset <GameObject>("Baby Good Hammer");
            BabyGoodHammer babyGoodHammer = hammerItemObject.AddComponent <BabyGoodHammer>();

            SpriteSerializer.AddSpriteToObject(hammerItemObject, ExpandPrefabs.EXItemCollection, "babygoodhammer");

            string shortDesc = "It's Hammer Time!";
            string longDesc  = "Summons a Dead Blow Hammer.\n\nIt's cry sounds a lot like a whistle.\n\nThe closer you are to the Forge, the more powerful the hammers will be.";

            // ItemBuilder.SetupItem(babyGoodHammer, shortDesc, longDesc, "ex");
            ItemBuilder.SetupItem(babyGoodHammer, shortDesc, longDesc, "ex");
            ItemBuilder.SetCooldownType(babyGoodHammer, ItemBuilder.CooldownType.Damage, 350f);
            babyGoodHammer.quality = ItemQuality.B;
            if (!ExpandSettings.EnableEXItems)
            {
                babyGoodHammer.quality = ItemQuality.EXCLUDED;
            }

            // Hammer Spawn FX Object
            hammerSpawnFX = expandSharedAssets1.LoadAsset <GameObject>("HammerSpawningFX");
            tk2dSprite hammerSpawnFXSprite = SpriteSerializer.AddSpriteToObject(hammerSpawnFX, ExpandPrefabs.EXItemCollection, "babygoodhammer_spawn_00");

            List <string> spritePaths = new List <string>()
            {
                "babygoodhammer_spawn_00",
                "babygoodhammer_spawn_00",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_02",
                "babygoodhammer_spawn_03",
                "babygoodhammer_spawn_04",
                "babygoodhammer_spawn_05",
                "babygoodhammer_spawn_06",
                "babygoodhammer_spawn_07",
                "babygoodhammer_spawn_08",
                "babygoodhammer_spawn_09",
                "babygoodhammer_spawn_10",
                "babygoodhammer_spawn_11",
                "babygoodhammer_spawn_12",
                "babygoodhammer_spawn_13",
                "babygoodhammer_spawn_14",
                "babygoodhammer_spawn_15",
                "babygoodhammer_spawn_16",
                "babygoodhammer_spawn_17",
                "babygoodhammer_spawn_18",
                "babygoodhammer_spawn_19",
                "babygoodhammer_spawn_20",
                "babygoodhammer_spawn_21",
                "babygoodhammer_spawn_22",
                "babygoodhammer_spawn_23",
                "babygoodhammer_spawn_24",
                "babygoodhammer_spawn_25"
            };

            /*foreach (string spriteName in spritePaths) {
             *  if (spriteName != "babygoodhammer_spawn_00") {
             *      SpriteBuilder.AddSpriteToCollection(expandSharedAssets1.LoadAsset<Texture2D>(spriteName), hammerSpawnFXSprite.Collection);
             *  }
             * }*/

            ExpandUtility.GenerateSpriteAnimator(hammerSpawnFX);
            tk2dSpriteAnimator hammerAnimator = hammerSpawnFX.GetComponent <tk2dSpriteAnimator>();

            List <string> spritePaths_reversed = new List <string>()
            {
                "babygoodhammer_spawn_25",
                "babygoodhammer_spawn_24",
                "babygoodhammer_spawn_23",
                "babygoodhammer_spawn_22",
                "babygoodhammer_spawn_21",
                "babygoodhammer_spawn_20",
                "babygoodhammer_spawn_19",
                "babygoodhammer_spawn_18",
                "babygoodhammer_spawn_17",
                "babygoodhammer_spawn_16",
                "babygoodhammer_spawn_15",
                "babygoodhammer_spawn_14",
                "babygoodhammer_spawn_13",
                "babygoodhammer_spawn_12",
                "babygoodhammer_spawn_11",
                "babygoodhammer_spawn_10",
                "babygoodhammer_spawn_09",
                "babygoodhammer_spawn_08",
                "babygoodhammer_spawn_07",
                "babygoodhammer_spawn_06",
                "babygoodhammer_spawn_05",
                "babygoodhammer_spawn_04",
                "babygoodhammer_spawn_03",
                "babygoodhammer_spawn_02",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_01",
                "babygoodhammer_spawn_00"
            };


            ExpandUtility.AddAnimation(hammerAnimator, ExpandPrefabs.EXItemCollection.GetComponent <tk2dSpriteCollectionData>(), spritePaths, "HammerSpawn", tk2dSpriteAnimationClip.WrapMode.Once);
            ExpandUtility.AddAnimation(hammerAnimator, ExpandPrefabs.EXItemCollection.GetComponent <tk2dSpriteCollectionData>(), spritePaths_reversed, "HammerReturnSpawn", tk2dSpriteAnimationClip.WrapMode.Once);

            HammerPickupID = babyGoodHammer.PickupObjectId;
        }