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
                );
        }
Ejemplo n.º 2
0
        public static void Add()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Redhawk", "redhawk");

            Game.Items.Rename("outdated_gun_mods:redhawk", "nn:redhawk");
            gun.gameObject.AddComponent <Redhawk>();
            gun.SetShortDescription("Rugged");
            gun.SetLongDescription("An ancient masterwork, rumoured to be an unreleased Edwin classical original." + "\n\nThe Redhawk's bullets seem to rip and rend the exact right strands of sinew and muscle to cripple any foe.");

            gun.SetupSprite(null, "redhawk_idle_001", 8);

            gun.SetAnimationFPS(gun.shootAnimation, 15);
            gun.SetAnimationFPS(gun.reloadAnimation, 0);

            gun.AddProjectileModuleFrom(PickupObjectDatabase.GetById(56) as Gun, true, false);
            gun.gunSwitchGroup = (PickupObjectDatabase.GetById(198) as Gun).gunSwitchGroup;

            //GUN STATS
            gun.muzzleFlashEffects          = (PickupObjectDatabase.GetById(58) as Gun).muzzleFlashEffects;
            gun.DefaultModule.ammoCost      = 1;
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random;
            gun.reloadTime = 1f;
            gun.DefaultModule.cooldownTime           = 0.2f;
            gun.DefaultModule.numberOfShotsInClip    = 6;
            gun.barrelOffset.transform.localPosition = new Vector3(26f / 16f, 11f / 16f, 0f);
            gun.SetBaseMaxAmmo(200);
            gun.gunClass = GunClass.PISTOL;
            gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.MEDIUM_BLASTER;

            //BULLET STATS
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(gun.DefaultModule.projectiles[0]);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0] = projectile;
            projectile.baseData.damage       = 8;
            projectile.baseData.force        = 4f;
            projectile.baseData.speed        = 45f;
            projectile.hitEffects            = (PickupObjectDatabase.GetById(32) as Gun).DefaultModule.projectiles[0].hitEffects;

            projectile.SetProjectileSpriteRight("laserwelder_proj", 10, 3, true, tk2dBaseSprite.Anchor.MiddleCenter, 10, 3);
            projectile.hitEffects.CenterDeathVFXOnProjectile = true;

            ProjWeaknessModifier weakness = projectile.gameObject.AddComponent <ProjWeaknessModifier>();

            weakness.chanceToApply = 0.33f;


            List <string> BeamAnimPaths = new List <string>()
            {
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_001",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_002",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_003",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_004",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_005",
            };
            List <string> ImpactAnimPaths = new List <string>()
            {
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trailstart_001",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trailstart_002",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trailstart_003",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trailstart_004",
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trailstart_005",
            };

            projectile.AddTrailToProjectile(
                "NevernamedsItems/Resources/TrailSprites/laserwelder_trail_001",
                new Vector2(17, 5),
                new Vector2(0, 6),
                BeamAnimPaths, 20,
                ImpactAnimPaths, 20,
                0.1f,
                -1,
                -1,
                true
                );

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

            ID = gun.PickupObjectId;
        }