Ejemplo n.º 1
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Butchers Knife", "butchersknife");

            Game.Items.Rename("outdated_gun_mods:butchers_knife", "nn:butchers_knife");
            var behav = gun.gameObject.AddComponent <ButchersKnife>();

            behav.preventNormalReloadAudio = true;
            behav.preventNormalFireAudio   = true;
            behav.overrideNormalFireAudio  = "Play_WPN_blasphemy_shot_01";
            gun.gunSwitchGroup             = (PickupObjectDatabase.GetById(417) as Gun).gunSwitchGroup;
            gun.SetShortDescription("Word of Kaliber");
            gun.SetLongDescription("Cuts enemies to bits." + "\n\nForged and sharpened by a Gun Cultist who believed she heard the voice of Kaliber speaking to her... asking her for a sacrifice... her son.");
            gun.SetupSprite(null, "butchersknife_idle_001", 8);
            gun.SetAnimationFPS(gun.shootAnimation, 16);
            gun.SetAnimationFPS(gun.chargeAnimation, 8);
            gun.SetAnimationFPS(gun.reloadAnimation, 1);
            gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false);
            gun.AddPassiveStatModifier(PlayerStats.StatType.Curse, 2f, StatModifier.ModifyMethod.ADDITIVE);
            //GUN STATS
            gun.DefaultModule.ammoCost      = 1;
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.Charged;
            gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random;
            gun.DefaultModule.cooldownTime  = 1f;
            gun.gunClass = GunClass.CHARGE;
            gun.DefaultModule.angleVariance       = 1f;
            gun.DefaultModule.numberOfShotsInClip = 1;
            Projectile projectile = DataCloners.CopyFields <SuperPierceProjectile>(Instantiate(gun.DefaultModule.projectiles[0]));

            gun.DefaultModule.projectiles[0] = projectile;
            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            projectile.baseData.damage           *= 0.2f;
            projectile.baseData.speed            *= 0.7f;
            projectile.pierceMinorBreakables      = true;
            projectile.AdditionalScaleMultiplier *= 1f;
            projectile.baseData.range            *= 1000f;
            projectile.SetProjectileSpriteRight("butchersknife_projectile", 29, 7, false, tk2dBaseSprite.Anchor.MiddleCenter, 35, 14);
            projectile.specRigidbody.CollideWithTileMap = false;

            NoCollideBehaviour nocollide = projectile.gameObject.GetOrAddComponent <NoCollideBehaviour>();

            nocollide.worksOnEnemies     = false;
            nocollide.worksOnProjectiles = true;

            PierceProjModifier pierce = projectile.gameObject.GetOrAddComponent <PierceProjModifier>();

            pierce.penetration = 1000;

            TickDamageBehaviour tickdmg = projectile.gameObject.GetOrAddComponent <TickDamageBehaviour>();

            tickdmg.damageSource  = "Butchers Knife";
            tickdmg.starterDamage = 3f;

            ProjectileModule.ChargeProjectile chargeProj = new ProjectileModule.ChargeProjectile
            {
                Projectile = projectile,
                ChargeTime = 0f,
            };
            gun.DefaultModule.chargeProjectiles = new List <ProjectileModule.ChargeProjectile> {
                chargeProj
            };

            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("ButchersKnife Clip", "NevernamedsItems/Resources/CustomGunAmmoTypes/butchersknife_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/butchersknife_clipempty");

            gun.reloadTime = 5f;
            gun.SetBaseMaxAmmo(35);
            gun.quality = PickupObject.ItemQuality.S;

            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).loopStart = 0;

            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.barrelOffset.transform.localPosition = new Vector3(0.87f, 0.25f, 0f);
            ButchersKnifeID = gun.PickupObjectId;
        }
Ejemplo n.º 2
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Guneonate", "guneonate");

            Game.Items.Rename("outdated_gun_mods:guneonate", "nn:guneonate");
            var behav = gun.gameObject.AddComponent <Guneonate>();

            behav.overrideNormalFireAudio   = "Play_VO_bashellisk_hiss_01";
            behav.overrideNormalReloadAudio = "Play_BOSS_bashellisk_swallow_01";
            behav.preventNormalFireAudio    = true;
            behav.preventNormalReloadAudio  = true;
            gun.SetShortDescription("Babyconda");
            gun.SetLongDescription("A hatchling ammoconda, formed from fresh discarded bullet casings." + "\n\nIt seems to have self esteem issues.");

            gun.SetupSprite(null, "guneonate_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 10);
            gun.SetAnimationFPS(gun.idleAnimation, 10);
            gun.SetAnimationFPS(gun.reloadAnimation, 1);

            gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false);

            //GUN STATS
            gun.DefaultModule.ammoCost      = 1;
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random;
            gun.reloadTime = 1f;
            gun.DefaultModule.cooldownTime           = 0.45f;
            gun.DefaultModule.angleVariance          = 0;
            gun.DefaultModule.numberOfShotsInClip    = 3;
            gun.barrelOffset.transform.localPosition = new Vector3(2.0f, 0.25f, 0f);
            gun.SetBaseMaxAmmo(200);
            gun.ammo     = 200;
            gun.gunClass = GunClass.SILLY;

            //BULLET STATS
            HelixProjectileButLessShit projectile = DataCloners.CopyFields <HelixProjectileButLessShit>(Instantiate(gun.DefaultModule.projectiles[0]));

            projectile.SpawnShadowBulletsOnSpawn = true;
            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            projectile.baseData.damage *= 2f;
            projectile.baseData.force  *= 1f;
            projectile.baseData.speed  *= 0.5f;
            projectile.baseData.range  *= 2f;
            PierceProjModifier pierce = projectile.gameObject.GetOrAddComponent <PierceProjModifier>();

            pierce.penetration++;
            pierce.penetratesBreakables = true;
            //AutoDoShadowChainOnSpawn snakeness = projectile.gameObject.GetOrAddComponent<AutoDoShadowChainOnSpawn>();

            projectile.NumberInChain = 5;
            projectile.pauseLength   = 0.05f;
            projectile.SetProjectileSpriteRight("12x12_yellowenemy_projectile", 12, 12, true, tk2dBaseSprite.Anchor.MiddleCenter, 10, 10);


            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("Guneonate Bullets", "NevernamedsItems/Resources/CustomGunAmmoTypes/guneonate_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/guneonate_clipempty");

            gun.DefaultModule.projectiles[0] = projectile;

            gun.quality = PickupObject.ItemQuality.S;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            GuneonateID = gun.PickupObjectId;
        }
Ejemplo n.º 3
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("The Thin Line", "thinline");

            Game.Items.Rename("outdated_gun_mods:the_thin_line", "nn:the_thin_line");
            gun.gameObject.AddComponent <TheThinLine>();
            gun.SetShortDescription("Scienced To The Max");
            gun.SetLongDescription("A slimmed down, pocket version of the tachyon projectile emmitter known as the Fat Line." + "\n\nIt's projectiles defy each other, and have volatile effects upon meeting.");

            gun.SetupSprite(null, "thinline_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 10);

            gun.gunSwitchGroup = (PickupObjectDatabase.GetById(562) as Gun).gunSwitchGroup;
            for (int i = 0; i < 2; i++)
            {
                gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(86) as Gun, true, false);
            }

            //GUN STATS
            gun.reloadTime = 1f;
            gun.barrelOffset.transform.localPosition = new Vector3(1.37f, 0.87f, 0f);
            gun.SetBaseMaxAmmo(260);
            gun.ammo     = 200;
            gun.gunClass = GunClass.PISTOL;
            foreach (ProjectileModule mod in gun.Volley.projectiles)
            {
                mod.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
                mod.sequenceStyle       = ProjectileModule.ProjectileSequenceStyle.Random;
                mod.cooldownTime        = 0.20f;
                mod.numberOfShotsInClip = 6;
                mod.angleVariance       = 0f;

                if (mod != gun.DefaultModule)
                {
                    Projectile projectile = DataCloners.CopyFields <TachyonProjectile>(Instantiate(mod.projectiles[0]));
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage      *= 2f;
                    projectile.baseData.speed       *= 0.5f;
                    projectile.pierceMinorBreakables = true;
                    ThinLineCollidee collidee = projectile.gameObject.GetOrAddComponent <ThinLineCollidee>();
                    mod.ammoCost = 0;
                    projectile.AnimateProjectile(new List <string> {
                        "thinline_pinkproj_001",
                        "thinline_pinkproj_002",
                        "thinline_pinkproj_003",
                        "thinline_pinkproj_004",
                        "thinline_pinkproj_005",
                        "thinline_pinkproj_006",
                    }, 10, true, new List <IntVector2> {
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                    }, AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 6), AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(false, 6),
                                                 AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 6));
                    mod.projectiles[0] = projectile;
                }
                else
                {
                    Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(mod.projectiles[0]);
                    projectile.gameObject.SetActive(false);
                    FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                    UnityEngine.Object.DontDestroyOnLoad(projectile);
                    projectile.baseData.damage *= 2f;
                    projectile.baseData.speed  *= 0.5f;
                    projectile.AnimateProjectile(new List <string> {
                        "thinline_blueproj_001",
                        "thinline_blueproj_002",
                        "thinline_blueproj_003",
                        "thinline_blueproj_004",
                        "thinline_blueproj_005",
                        "thinline_blueproj_006",
                    }, 10, true, new List <IntVector2> {
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                        new IntVector2(10, 10),
                    }, AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 6), AnimateBullet.ConstructListOfSameValues(true, 6), AnimateBullet.ConstructListOfSameValues(false, 6),
                                                 AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <IntVector2?>(null, 6), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 6));
                    mod.ammoCost = 1;
                    ThinLineCollision collider = projectile.gameObject.GetOrAddComponent <ThinLineCollision>();
                    mod.projectiles[0] = projectile;
                }
            }
            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("Thinline Bullets", "NevernamedsItems/Resources/CustomGunAmmoTypes/thinline_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/thinline_clipempty");

            gun.quality = PickupObject.ItemQuality.B;
            ETGMod.Databases.Items.Add(gun, null, "ANY");

            gun.SetupUnlockOnCustomFlag(CustomDungeonFlags.PURCHASED_THETHINLINE, true);
            gun.AddItemToDougMetaShop(25);
            ID = gun.PickupObjectId;
        }
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("W3irdstar", "w3irdstar");

            Game.Items.Rename("outdated_gun_mods:w3irdstar", "nn:w3irdstar");
            var behav = gun.gameObject.AddComponent <W3irdstar>();

            behav.overrideNormalFireAudio = "Play_WPN_seriouscannon_shot_01";
            behav.preventNormalFireAudio  = true;
            gun.SetShortDescription("Weird Champion");
            gun.SetLongDescription("This wiggly weapon proves that we are all made of... star... squooge.");

            gun.SetupSprite(null, "w3irdstar_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 10);
            gun.SetAnimationFPS(gun.idleAnimation, 10);
            gun.SetAnimationFPS(gun.reloadAnimation, 1);
            gun.SetAnimationFPS(gun.chargeAnimation, 6);

            gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false);

            GameObject bulletDeath = VFXToolbox.CreateVFX("W3irdstar MidairDeath",
                                                          new List <string>()
            {
                "NevernamedsItems/Resources/MiscVFX/GunVFX/W3irdstar/w3irdstar_impact_001",
                "NevernamedsItems/Resources/MiscVFX/GunVFX/W3irdstar/w3irdstar_impact_002",
                "NevernamedsItems/Resources/MiscVFX/GunVFX/W3irdstar/w3irdstar_impact_003",
                "NevernamedsItems/Resources/MiscVFX/GunVFX/W3irdstar/w3irdstar_impact_004",
            },
                                                          15,                                 //FPS
                                                          new IntVector2(20, 20),             //Dimensions
                                                          tk2dBaseSprite.Anchor.MiddleCenter, //Anchor
                                                          false,                              //Uses a Z height off the ground
                                                          0                                   //The Z height, if used
                                                          );

            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).loopStart = 2;

            //GUN STATS
            gun.DefaultModule.ammoCost      = 1;
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.Charged;
            gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random;
            gun.reloadTime = 1f;
            gun.DefaultModule.cooldownTime           = 0.45f;
            gun.DefaultModule.angleVariance          = 0;
            gun.DefaultModule.numberOfShotsInClip    = 2;
            gun.barrelOffset.transform.localPosition = new Vector3(35f / 16f, 12f / 16f, 0f);
            gun.SetBaseMaxAmmo(80);
            gun.ammo     = 80;
            gun.gunClass = GunClass.SILLY;

            GameObject baseproj = gun.DefaultModule.projectiles[0].gameObject.InstantiateAndFakeprefab();

            gun.DefaultModule.projectiles[0] = baseproj.GetComponent <Projectile>();

            //BULLET STATS
            HelixProjectileButLessShit projectile = DataCloners.CopyFields <HelixProjectileButLessShit>(Instantiate(gun.DefaultModule.projectiles[0]));

            projectile.SpawnShadowBulletsOnSpawn = false;
            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            projectile.baseData.damage = 20f;
            projectile.baseData.force *= 2f;
            projectile.baseData.speed *= 0.5f;
            projectile.baseData.range  = 12f;

            projectile.hitEffects.overrideMidairDeathVFX = bulletDeath;
            projectile.hitEffects.alwaysUseMidair        = true;
            projectile.SetProjectileSpriteRight("w3irdstar_largeproj", 20, 20, true, tk2dBaseSprite.Anchor.MiddleCenter, 10, 10);
            EvenRadialBurstHandler burst = projectile.gameObject.AddComponent <EvenRadialBurstHandler>();

            burst.numberToSpawn = 40;
            burst.PostProcess   = false;


            //MINI BULLETS
            GameObject split = (PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0].gameObject.InstantiateAndFakeprefab();

            HelixProjectileButLessShit projectile2 = DataCloners.CopyFields <HelixProjectileButLessShit>(split.GetComponent <Projectile>());

            projectile2.SpawnShadowBulletsOnSpawn = false;
            projectile2.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile2.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile2);
            projectile2.baseData.damage = 5f;
            projectile2.baseData.range  = 20f;
            projectile2.hitEffects.overrideMidairDeathVFX = bulletDeath;
            projectile2.hitEffects.alwaysUseMidair        = true;
            projectile2.SetProjectileSpriteRight("w3irdstar_smallproj", 12, 12, true, tk2dBaseSprite.Anchor.MiddleCenter, 6, 6);

            burst.projectileToSpawn = projectile2;

            ProjectileModule.ChargeProjectile chargeproj = new ProjectileModule.ChargeProjectile
            {
                Projectile = projectile,
                ChargeTime = 0.5f,
            };

            gun.DefaultModule.chargeProjectiles = new List <ProjectileModule.ChargeProjectile> {
                chargeproj
            };

            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = CustomClipAmmoTypeToolbox.AddCustomAmmoType("W3irdstar Bullets", "NevernamedsItems/Resources/CustomGunAmmoTypes/w3irdstar_clipfull", "NevernamedsItems/Resources/CustomGunAmmoTypes/w3irdstar_clipempty");



            gun.quality = PickupObject.ItemQuality.A;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            W3irdstarID = gun.PickupObjectId;
        }
Ejemplo n.º 5
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("CARRION", "carrion2");

            Game.Items.Rename("outdated_gun_mods:carrion", "nn:carrion");
            var behav = gun.gameObject.AddComponent <Carrion>();

            behav.preventNormalFireAudio = true;
            gun.SetShortDescription("Fresh Meat");
            gun.SetLongDescription("A wormlike colony of bizarre organisms. Unknown origin." + "\n\nIt has three base desires. \nTo grow. \nTo Spread. \nTo Feed.");

            gun.SetupSprite(null, "carrion2_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 13);
            gun.SetAnimationFPS(gun.idleAnimation, 13);
            gun.isAudioLoop = true;
            gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(86) as Gun, true, false);

            //GUN STATS
            gun.doesScreenShake             = false;
            gun.DefaultModule.ammoCost      = 5;
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.Beam;
            gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random;
            gun.reloadTime = 1f;
            gun.muzzleFlashEffects.type              = VFXPoolType.None;
            gun.DefaultModule.cooldownTime           = 0.001f;
            gun.DefaultModule.numberOfShotsInClip    = 600;
            gun.DefaultModule.ammoType               = GameUIAmmoType.AmmoType.BEAM;
            gun.barrelOffset.transform.localPosition = new Vector3(0.75f, 0.56f, 0f);
            gun.SetBaseMaxAmmo(600);
            gun.ammo     = 600;
            gun.gunClass = GunClass.SILLY;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).loopStart = 0;

            //SUB TENTACLE
            #region subtentacle
            Projectile subTendrilProj = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(86) as Gun).DefaultModule.projectiles[0]);

            BasicBeamController subTendrilComp = subTendrilProj.GenerateBeamPrefab(
                "NevernamedsItems/Resources/BeamSprites/carrionsubtendril_mid_001",
                new Vector2(4, 2),
                new Vector2(0, 1),
                new List <string>()
            {
                "NevernamedsItems/Resources/BeamSprites/carrionsubtendril_mid_001"
            },
                13,
                //Impact
                null,
                -1,
                null,
                null,
                //End
                new List <string>()
            {
                "NevernamedsItems/Resources/BeamSprites/carrionsubtendril_end_001"
            },
                13,
                new Vector2(6, 2),
                new Vector2(0, 1),
                //Beginning
                new List <string>()
            {
                "NevernamedsItems/Resources/BeamSprites/carrionsubtendril_start_001"
            },
                13,
                new Vector2(7, 2),
                new Vector2(0, 1),
                //Other Variables
                0
                );

            subTendrilProj.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(subTendrilProj.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(subTendrilProj);
            subTendrilProj.baseData.damage = 10f;
            subTendrilProj.baseData.force *= 1f;
            subTendrilProj.baseData.range  = 3.5f;
            subTendrilComp.ProjectileAndBeamMotionModule = new HelixProjectileMotionModule();
            subTendrilComp.boneType              = BasicBeamController.BeamBoneType.Projectile;
            subTendrilComp.penetration           = 1;
            subTendrilComp.homingRadius          = 10;
            subTendrilComp.homingAngularVelocity = 1000;
            CarrionSubTendrilController subtendril = subTendrilProj.gameObject.AddComponent <CarrionSubTendrilController>();
            #endregion

            //MAIN TENTACLE
            #region maintentacle
            List <string> BeamAnimPaths = new List <string>()
            {
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_001",
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_002",
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_003",
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_004",
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_005",
            };
            List <string> BeamEndPaths = new List <string>()
            {
                "NevernamedsItems/Resources/BeamSprites/carrion2_end_001",
                "NevernamedsItems/Resources/BeamSprites/carrion2_end_002",
                "NevernamedsItems/Resources/BeamSprites/carrion2_end_003",
                "NevernamedsItems/Resources/BeamSprites/carrion2_end_004",
                "NevernamedsItems/Resources/BeamSprites/carrion2_end_005",
            };

            //BULLET STATS
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(86) as Gun).DefaultModule.projectiles[0]);

            BasicBeamController beamComp = projectile.GenerateBeamPrefab(
                "NevernamedsItems/Resources/BeamSprites/carrion2_mid_001",
                new Vector2(16, 5),
                new Vector2(0, 6),
                BeamAnimPaths,
                13,
                //Impact
                null,
                -1,
                null,
                null,
                //End
                BeamEndPaths,
                13,
                new Vector2(10, 5),
                new Vector2(0, 6),
                //Beginning
                null,
                -1,
                null,
                null,
                //Other Variables
                0
                );

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            projectile.baseData.damage = 30f;
            projectile.baseData.force *= 1f;
            projectile.baseData.range  = 8;
            projectile.baseData.speed *= 3;

            beamComp.boneType              = BasicBeamController.BeamBoneType.Projectile;
            beamComp.startAudioEvent       = "Play_WPN_demonhead_shot_01";
            beamComp.endAudioEvent         = "Stop_WPN_All";
            beamComp.penetration           = 1;
            beamComp.homingRadius          = 5;
            beamComp.homingAngularVelocity = 300;

            CarrionMainTendrilController mainTendril = projectile.gameObject.AddComponent <CarrionMainTendrilController>();
            mainTendril.subTendrilPrefab = subTendrilProj.gameObject;

            gun.DefaultModule.projectiles[0] = projectile;
            #endregion

            //ESCAPING WIGGLER
            #region escapingwiggler
            Projectile wiggler = DataCloners.CopyFields <HelixProjectile>(Instantiate((PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0]));
            wiggler.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(wiggler.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(wiggler);
            wiggler.baseData.speed *= 1f;
            wiggler.baseData.damage = 20;
            wiggler.baseData.range *= 10f;
            HomingModifier homing = wiggler.gameObject.GetOrAddComponent <HomingModifier>();
            homing.HomingRadius    = 10;
            homing.AngularVelocity = 200;
            PierceProjModifier piercing = wiggler.gameObject.GetOrAddComponent <PierceProjModifier>();
            piercing.penetratesBreakables = true;
            piercing.penetration++;
            wiggler.SetProjectileSpriteRight("carrion_wiggler", 5, 5, true, tk2dBaseSprite.Anchor.MiddleCenter, 5, 5);
            EasyTrailBullet trail = wiggler.gameObject.AddComponent <EasyTrailBullet>();
            trail.TrailPos            = projectile.transform.position;
            trail.StartWidth          = 0.31f;
            trail.EndWidth            = 0;
            trail.LifeTime            = 0.3f;
            trail.BaseColor           = ExtendedColours.carrionRed;
            trail.EndColor            = ExtendedColours.carrionRed;
            EscapingWigglerProjectile = wiggler;
            #endregion
            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = "Carrion Clip";

            gun.quality = PickupObject.ItemQuality.S; //S
            ETGMod.Databases.Items.Add(gun, null, "ANY");

            CarrionForme1ID = gun.PickupObjectId;
        }