Example #1
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Junk Sword", "junk1_sword");

            Game.Items.Rename("outdated_gun_mods:junk_sword", "spapi:junk_sword");
            gun.gameObject.AddComponent <JunkSwordController>();
            GunExt.SetShortDescription(gun, "Next Time... What is This?");
            GunExt.SetLongDescription(gun, "Just a sword made out of junk. Some of the junk seems enchanted and may react different the more normal junk is around.");
            GunExt.SetupSprite(gun, null, "junk1_sword_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 8);
            GunExt.AddProjectileModuleFrom(gun, "wonderboy", true, true);
            gun.DefaultModule.projectiles[0].baseData.damage = 5;
            gun.DefaultModule.shootStyle          = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance       = 0;
            gun.DefaultModule.ammoType            = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            gun.DefaultModule.numberOfShotsInClip = 999;
            gun.reloadTime   = 0;
            gun.InfiniteAmmo = true;
            gun.quality      = PickupObject.ItemQuality.C;
            gun.barrelOffset.transform.localPosition = new Vector3(1.750f, 0.3f, 0f);
            gun.muzzleFlashEffects = (PickupObjectDatabase.GetById(574) as Gun).muzzleFlashEffects;
            gun.encounterTrackable.EncounterGuid = "junkan1_sword";
            gun.OverrideNormalFireAudioEvent     = "Play_WPN_blasphemy_shot_01";
            gun.gunClass             = GunClass.SILLY;
            gun.gunSwitchGroup       = "Shotgun";
            gun.IsHeroSword          = true;
            gun.HeroSwordDoesntBlank = true;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            JunkSwordController.NormalSwordId = gun.PickupObjectId;
            JunkSwordController.InitFormes();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(417);
        }
Example #2
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Celebration", "mk1");

            Game.Items.Rename("outdated_gun_mods:celebration", "spapi:celebration");
            gun.gameObject.AddComponent <CelebrationMk1>();
            GunExt.SetShortDescription(gun, "Great For Gunparties!");
            GunExt.SetLongDescription(gun, "Shoots fireworks. Yes, fireworks.\n\nGun originally designed for being in highest-tier chests, but because of hate it got it was moved to lower-tier chests.");
            GunExt.SetupSprite(gun, null, "mk1_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 16);
            for (int i = 0; i < 3; i++)
            {
                GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            }
            foreach (ProjectileModule mod in gun.Volley.projectiles)
            {
                mod.shootStyle     = ProjectileModule.ShootStyle.SemiAutomatic;
                mod.angleVariance /= 1.25f;
                mod.ammoType       = GameUIAmmoType.AmmoType.GRENADE;
                Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(275) as Gun).DefaultModule.projectiles[0]);
                projectile.gameObject.SetActive(false);
                FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                UnityEngine.Object.DontDestroyOnLoad(projectile);
                mod.projectiles[0]          = projectile;
                projectile.transform.parent = gun.barrelOffset;
                projectile.name             = "Firework_Rocket";
                ExplosiveModifier explosiveMod = projectile.gameObject.AddComponent <ExplosiveModifier>();
                explosiveMod.explosionData = new ExplosionData();
                explosiveMod.explosionData.CopyFrom((PickupObjectDatabase.GetById(593) as Gun).DefaultModule.projectiles[0].GetComponent <ExplosiveModifier>().explosionData);
                explosiveMod.explosionData.effect = EnemyDatabase.GetOrLoadByGuid(RnGEnemyDatabase.GetRnGEnemyGuid(RnGEnemyDatabase.RnGEnemyType.DynaM80_Guy)).GetComponent <ExplodeOnDeath>().explosionData.effect;
                explosiveMod.IgnoreQueues         = true;
                projectile.SuppressHitEffects     = true;
                projectile.damageTypes            = CoreDamageTypes.None;
                projectile.AppliesFire            = false;
                mod.cooldownTime        = 1f;
                mod.numberOfShotsInClip = 1;
                if (mod != gun.DefaultModule)
                {
                    mod.ammoCost = 0;
                }
            }
            gun.Volley.UsesShotgunStyleVelocityRandomizer = true;
            gun.Volley.DecreaseFinalSpeedPercentMin       = -10f;
            gun.Volley.IncreaseFinalSpeedPercentMax       = 10f;
            gun.reloadTime     = 2.5f;
            gun.gunSwitchGroup = Toolbox.GetGunById(39).gunSwitchGroup;
            gun.SetBaseMaxAmmo(75);
            gun.quality = PickupObject.ItemQuality.A;
            gun.barrelOffset.transform.localPosition = new Vector3(1f, 0.35f, 0f);
            gun.encounterTrackable.EncounterGuid     = "celebration_mk1";
            gun.gunClass = GunClass.EXPLOSIVE;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToCursulaShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(275);
        }
Example #3
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Ugly Gun", "ugly_gun");

            Game.Items.Rename("outdated_gun_mods:ugly_gun", "spapi:ugly_gun");
            gun.gameObject.AddComponent <UglyGun>();
            GunExt.SetShortDescription(gun, "Ew!");
            GunExt.SetLongDescription(gun, "A very ugly gun. It doesn't even have a clip, how the heck does it shoot!?\n\nThis gun is a result of a mage trying to smith his own gun. That mage was very expirienced in magic and " +
                                      "enchantments, but he suck at gunsmithing.\n\nThis gun turned out to be a total fail. It has some parts missing, and light doesn't even affect it. Why the hell did you pick it up???");
            GunExt.SetupSprite(gun, null, "ugly_gun_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 16);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance = 0;
            gun.DefaultModule.ammoType      = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(35) as Gun).DefaultModule.projectiles[0]);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0] = projectile;
            projectile.transform.parent      = gun.barrelOffset;
            projectile.baseData.damage       = 12.123412342348102398f;
            projectile.baseData.speed       /= 4.412387401289374012438523f;
            projectile.SetProjectileSpriteRight("ugly_projectile_001", 11, 11);
            projectile.name        = "uGLy_PR0jeCt1L3";
            gun.clipObject         = Toolbox.CreateCustomClip("ugly_clip_001", 14, 10);
            gun.muzzleFlashEffects = Toolbox.CreateMuzzleflash("UglyMuzzleflash", new List <string> {
                "kill_me", "kill_me2"
            }, 1, new List <IntVector2> {
                new IntVector2(64, 46), new IntVector2(64, 46)
            }, new List <tk2dBaseSprite.Anchor> {
                tk2dBaseSprite.Anchor.MiddleLeft, tk2dBaseSprite.Anchor.MiddleLeft
            }, new List <Vector2> {
                Vector2.zero, Vector2.zero
            }, false, false, false, false, 0, VFXAlignment.Fixed, true, new List <float> {
                100f, 100f
            }, new List <Color> {
                Color.red,
                Color.red
            });
            gun.reloadClipLaunchFrame             = 0;
            gun.DefaultModule.cooldownTime        = 0.369817263493402345209387f;
            gun.DefaultModule.numberOfShotsInClip = 7;
            gun.reloadTime = 1.34871023948710239481f;
            gun.SetBaseMaxAmmo(513);
            gun.quality = PickupObject.ItemQuality.C;
            gun.barrelOffset.transform.localPosition = new Vector3(1.7f, 0.65f, 0f);
            gun.encounterTrackable.EncounterGuid     = "very_ugly_gun";
            gun.gunClass = GunClass.PISTOL;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
        }
Example #4
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Big Gun", "big_gun");

            Game.Items.Rename("outdated_gun_mods:big_gun", "spapi:big_gun");
            gun.gameObject.AddComponent <BigGunController>();
            GunExt.SetShortDescription(gun, "A Gun That's Big");
            GunExt.SetLongDescription(gun, "A big gun.\n\nIn comparison with the Magnum, this one is bigger.");
            GunExt.SetupSprite(gun, null, "big_gun_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 16);
            GunExt.AddProjectileModuleFrom(gun, PickupObjectDatabase.GetById(601) as Gun, true, false);
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance = 0;
            gun.DefaultModule.ammoType      = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(601) as Gun).DefaultModule.projectiles[0]);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0] = projectile;
            projectile.transform.parent      = gun.barrelOffset;
            projectile.baseData.damage      *= 2f;
            projectile.baseData.speed       *= 2f;
            projectile.name = "BigGun_Projectile";
            gun.DefaultModule.cooldownTime        = 0.15f;
            gun.DefaultModule.numberOfShotsInClip = 3;
            gun.reloadTime = 2.1f;
            gun.SetBaseMaxAmmo(60);
            gun.quality = PickupObject.ItemQuality.S;
            gun.barrelOffset.transform.localPosition = new Vector3(1.90f, 1.0f, 0f);
            gun.muzzleFlashEffects.type          = VFXPoolType.None;
            gun.encounterTrackable.EncounterGuid = "oh_look_this_gun_is_big";
            gun.gunClass = GunClass.PISTOL;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(601);
            AdvancedDualWieldSynergyProcessor dualWieldController = gun.gameObject.AddComponent <AdvancedDualWieldSynergyProcessor>();

            dualWieldController.SynergyNameToCheck = "#BIG_GUN_SHOTGUN-GUN";
            dualWieldController.PartnerGunID       = 601;
        }
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Infinity", "infinity");

            Game.Items.Rename("outdated_gun_mods:infinity", "spapi:infinity");
            gun.gameObject.AddComponent <InfinityController>();
            GunExt.SetShortDescription(gun, "[sprite \"infinite-big\"]");
            GunExt.SetLongDescription(gun, "A small piece of never ending time matter, this gun might be older than the universe itself.\nEven though it isn't very powerful, it has a great potential...");
            GunExt.SetupSprite(gun, null, "infinity_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 16);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            gun.DefaultModule.shootStyle     = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance  = 0;
            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = "infinity";
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(35) as Gun).DefaultModule.projectiles[0]);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0]      = projectile;
            projectile.transform.parent           = gun.barrelOffset;
            projectile.baseData.damage            = 12.123412342348102398f;
            projectile.baseData.speed            /= 4.412387401289374012438523f;
            gun.DefaultModule.cooldownTime        = 0.369817263493402345209387f;
            gun.DefaultModule.numberOfShotsInClip = 1;
            gun.reloadTime   = 0f;
            gun.InfiniteAmmo = false;
            gun.quality      = PickupObject.ItemQuality.C;
            gun.barrelOffset.transform.localPosition = new Vector3(1.7f, 0.65f, 0f);
            gun.encounterTrackable.EncounterGuid     = "infinity";
            gun.gunClass = GunClass.PISTOL;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
            //Toolbox.CreateAmmoType("", "");
            //gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.CUSTOM;
            //gun.DefaultModule.customAmmoType = "ExampleUIClip";
        }
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Bullat Launcher", "batlauncher");

            Game.Items.Rename("outdated_gun_mods:bullat_launcher", "spapi:bullat_launcher");
            GunExt.SetShortDescription(gun, "Fires Bullats");
            GunExt.SetLongDescription(gun, "Shoots angry bullats.\n\nCatching Bullats is fairly easy and every good gundead hunter has to have a Bullat collection. Frifle through had an idea to weaponize his collection, and made this gun.");
            GunExt.SetupSprite(gun, null, "batlauncher_idle_001", 16);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            gun.DefaultModule.shootStyle = ProjectileModule.ShootStyle.Charged;
            AdvancedGunBehaviour advancedGunBehaviour = gun.gameObject.AddComponent <AdvancedGunBehaviour>();

            advancedGunBehaviour.preventNormalFireAudio = true;
            gun.DefaultModule.angleVariance             = 0;
            gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            AIActor    bullat        = EnemyDatabase.GetOrLoadByGuid("2feb50a6a40f4f50982e89fd276f6f15");
            Projectile toInstantiate = null;

            foreach (AttackBehaviorBase behav in bullat.behaviorSpeculator.AttackBehaviors)
            {
                if (behav is AttackBehaviorGroup)
                {
                    foreach (AttackBehaviorGroup.AttackGroupItem item in (behav as AttackBehaviorGroup).AttackBehaviors)
                    {
                        if (item.Behavior is SuicideShotBehavior)
                        {
                            toInstantiate = bullat.bulletBank.GetBullet((item.Behavior as SuicideShotBehavior).bulletBankName).BulletObject.GetComponent <Projectile>();
                        }
                    }
                }
                else if (behav is SuicideShotBehavior)
                {
                    toInstantiate = bullat.bulletBank.GetBullet((behav as SuicideShotBehavior).bulletBankName).BulletObject.GetComponent <Projectile>();
                }
            }
            Projectile projectile = UnityEngine.Object.Instantiate(toInstantiate);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.chargeProjectiles = new List <ProjectileModule.ChargeProjectile>
            {
                new ProjectileModule.ChargeProjectile
                {
                    ChargeTime = 1.5f,
                    Projectile = projectile
                }
            };
            projectile.transform.parent    = gun.barrelOffset;
            projectile.collidesWithEnemies = true;
            projectile.baseData.damage     = 20f;
            gun.gunHandedness = GunHandedness.OneHanded;
            projectile.name   = "Bullat_Projectile";
            gun.DefaultModule.cooldownTime        = 0.5f;
            gun.DefaultModule.numberOfShotsInClip = 1;
            gun.DefaultModule.ammoType            = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType      = "finished small";
            gun.muzzleFlashEffects.type           = VFXPoolType.None;
            gun.reloadTime = 1.5f;
            gun.SetBaseMaxAmmo(50);
            gun.quality = PickupObject.ItemQuality.C;
            gun.barrelOffset.transform.localPosition = new Vector3(1.25f, 1.0625f, 0f);
            gun.encounterTrackable.EncounterGuid     = "batlauncher";
            gun.gunClass = GunClass.CHARGE;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[1].FrameToDefinition().MakeOffset(new Vector2(-0.0625f, 0.0625f));
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[3].FrameToDefinition().MakeOffset(new Vector2(-0.0625f, 0.0625f));
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames[0].eventAudio    = "Play_ENM_bullat_tackle_01";
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames[0].triggerEvent  = true;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[0].eventAudio   = "Play_ENM_bullat_charge_01";
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[0].triggerEvent = true;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).loopStart = 2;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
            AdvancedInfiniteAmmoSynergyProcessor processor = gun.gameObject.AddComponent <AdvancedInfiniteAmmoSynergyProcessor>();

            processor.RequiredSynergy = "#KING_BULLAT_SHOOTER";
            processor.PreventsReload  = false;
        }
Example #7
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Soul Orb", "soul_orb");

            Game.Items.Rename("outdated_gun_mods:soul_orb", "spapi:soul_orb");
            SoulOrbController component = gun.gameObject.AddComponent <SoulOrbController>();

            GunExt.SetShortDescription(gun, "Contains SOUL");
            GunExt.SetLongDescription(gun, "Charges up. Firing consumes 3 charges and casts a powerful spell. Reloading swaps the spell and holding \"reload\" consumes 3 charge to heal the owner.\n\nSOUL is the essence of life in a far away kingdom. " +
                                      "It somehow works here too, even through gundead do not contain it.");
            GunExt.SetupSprite(gun, null, "soul_orb_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 16);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance = 0;
            gun.SetBaseMaxAmmo(1);
            gun.DefaultModule.ammoType = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            Projectile oldProjectile           = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(47) as Gun).DefaultModule.projectiles[0]);
            SoulProjectileBehaviour projectile = Toolbox.CopyFields <SoulProjectileBehaviour>(oldProjectile);

            Destroy(oldProjectile);
            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0] = projectile;
            projectile.transform.parent      = gun.barrelOffset;
            projectile.AnimateProjectile(new List <string> {
                "vs_001",
                "vs_002",
                "vs_003",
                "vs_004",
                "vs_005"
            }, 16, true, new List <IntVector2> {
                new IntVector2(30, 12),
                new IntVector2(30, 12),
                new IntVector2(26, 12),
                new IntVector2(27, 14),
                new IntVector2(29, 12)
            }, Toolbox.ConstructListOfSameValues(true, 5), Toolbox.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 5), Toolbox.ConstructListOfSameValues(true, 5), Toolbox.ConstructListOfSameValues(true, 5),
                                         Toolbox.ConstructListOfSameValues <Vector3?>(null, 5), Toolbox.ConstructListOfSameValues <IntVector2?>(null, 5), Toolbox.ConstructListOfSameValues <IntVector2?>(null, 5), Toolbox.ConstructListOfSameValues <Projectile>(null, 5));
            gun.DefaultModule.cooldownTime       = 0f;
            component.preventNormalFireAudio     = true;
            component.overrideNormalFireAudio    = "Play_WPN_bsg_shot_01";
            projectile.AdditionalScaleMultiplier = 2f;
            projectile.hitEffects                 = Toolbox.GetGunById(417).DefaultModule.projectiles[0].hitEffects;
            projectile.ignoreDamageCaps           = true;
            projectile.baseData.damage            = 100f;
            gun.InfiniteAmmo                      = true;
            gun.DefaultModule.numberOfShotsInClip = 1;
            gun.reloadTime                   = 0f;
            gun.DefaultModule.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
            gun.DefaultModule.customAmmoType = "white";
            gun.quality = PickupObject.ItemQuality.S;
            gun.barrelOffset.transform.localPosition = new Vector3(1.7f, 0.65f, 0f);
            gun.encounterTrackable.EncounterGuid     = "soul_orb";
            gun.gunClass = GunClass.PISTOL;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
            SoulFocusVFX = (PickupObjectDatabase.GetById(538) as SilverBulletsPassiveItem).SynergyPowerVFX;
        }
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Super Bullat Launcher", "superbatlauncher");

            Game.Items.Rename("outdated_gun_mods:super_bullat_launcher", "spapi:bullat_launcher+king_bullat_shooter");
            GunExt.SetShortDescription(gun, "Fires Bullats");
            GunExt.SetLongDescription(gun, "Shoots angry bullats.\n\nCatching Bullats is fairly easy and every good gundead hunter has to have a Bullat collection. Frifle through had an idea to weaponize his collection, and made this gun.");
            GunExt.SetupSprite(gun, null, "superbatlauncher_idle_001", 12);
            for (int i = 0; i < 12; i++)
            {
                GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            }
            int j = 0;

            foreach (ProjectileModule mod in gun.Volley.projectiles)
            {
                mod.angleVariance       = 0;
                mod.shootStyle          = ProjectileModule.ShootStyle.Charged;
                mod.cooldownTime        = 0.5f;
                mod.numberOfShotsInClip = 10;
                Projectile projectile = Instantiate(Toolbox.GetGunById(38).DefaultModule.projectiles[0]);
                projectile.gameObject.SetActive(false);
                FakePrefab.MarkAsFakePrefab(projectile.gameObject);
                DontDestroyOnLoad(projectile);
                projectile.transform.parent = gun.barrelOffset;
                projectile.baseData.damage  = 15f;
                projectile.name             = "SuperBullat_Projectile";
                BounceProjModifier modifier = projectile.gameObject.GetOrAddComponent <BounceProjModifier>();
                modifier.numberOfBounces = 1;
                mod.chargeProjectiles    = new List <ProjectileModule.ChargeProjectile>
                {
                    new ProjectileModule.ChargeProjectile
                    {
                        ChargeTime = 1.5f,
                        Projectile = projectile
                    }
                };
                mod.ammoType       = GameUIAmmoType.AmmoType.CUSTOM;
                mod.customAmmoType = "finished small";
                mod.angleFromAim   = j * 30;
                j++;
            }
            AdvancedGunBehaviour advancedGunBehaviour = gun.gameObject.AddComponent <AdvancedGunBehaviour>();

            advancedGunBehaviour.preventNormalFireAudio = true;
            gun.muzzleFlashEffects.type = VFXPoolType.None;
            gun.reloadTime    = 1.5f;
            gun.gunHandedness = GunHandedness.OneHanded;
            gun.SetBaseMaxAmmo(50);
            gun.InfiniteAmmo = true;
            gun.quality      = PickupObject.ItemQuality.EXCLUDED;
            gun.barrelOffset.transform.localPosition = new Vector3(1.625f, 1.5625f, 0f);
            gun.encounterTrackable.EncounterGuid     = "superbatlauncher";
            gun.gunClass = GunClass.CHARGE;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames[0].eventAudio    = "Play_ENM_bullat_tackle_01";
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames[0].triggerEvent  = true;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[0].eventAudio   = "Play_ENM_bullat_charge_01";
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).frames[0].triggerEvent = true;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.chargeAnimation).loopStart = 1;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
        }
Example #9
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("Blue Chamber", "blue_chamber");

            Game.Items.Rename("outdated_gun_mods:blue_chamber", "spapi:blue_chamber");
            gun.gameObject.AddComponent <BlueChamberController>();
            GunExt.SetShortDescription(gun, "\"it shoots stuff\"");
            GunExt.SetLongDescription(gun, "Even through this gun seems a chamber, it's actually a gun.\n\nKills the weak.");
            GunExt.SetupSprite(gun, null, "blue_chamber_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 10);
            GunExt.SetAnimationFPS(gun, gun.chargeAnimation, 10);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.Charged;
            gun.DefaultModule.angleVariance = 0;
            gun.DefaultModule.ammoType      = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(761) as Gun).DefaultModule.projectiles[0]);

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.chargeProjectiles = new List <ProjectileModule.ChargeProjectile>
            {
                new ProjectileModule.ChargeProjectile
                {
                    Projectile = projectile,
                    ChargeTime = 1.6f
                }
            };
            projectile.transform.parent = gun.barrelOffset;
            projectile.RemoveComponent <KthuliberProjectileController>();
            projectile.gameObject.AddComponent <KillTheWeakBehaviour>();
            projectile.name                       = "BlueChamber_Projectile";
            gun.reloadClipLaunchFrame             = 0;
            gun.DefaultModule.cooldownTime        = 2f;
            gun.DefaultModule.numberOfShotsInClip = 10;
            gun.reloadTime             = 2f;
            gun.DefaultModule.ammoCost = 6;
            gun.SetBaseMaxAmmo(666);
            gun.quality = PickupObject.ItemQuality.C;
            gun.barrelOffset.transform.localPosition = new Vector3(1.3f, 0.65f, 0f);
            gun.gunSwitchGroup = "Kthulu";
            gun.encounterTrackable.EncounterGuid = "blue_chamber";
            gun.muzzleFlashEffects.type          = VFXPoolType.None;
            gun.gunClass = GunClass.PISTOL;
            ItemBuilder.AddPassiveStatModifier(gun, PlayerStats.StatType.Curse, 2f);
            ItemBuilder.AddPassiveStatModifier(gun, PlayerStats.StatType.Health, 2f);
            ItemBuilder.AddPassiveStatModifier(gun, PlayerStats.StatType.RateOfFire, 0.15f);
            tk2dSpriteAnimator animator = gun.GetComponent <tk2dSpriteAnimator>();

            for (int i = animator.GetClipByName(gun.chargeAnimation).frames.Length - 2; i > -1; i--)
            {
                tk2dSpriteAnimationFrame frame2 = animator.GetClipByName(gun.chargeAnimation).frames[i];
                tk2dSpriteAnimationFrame frame  = new tk2dSpriteAnimationFrame {
                    spriteId = frame2.spriteId, spriteCollection = frame2.spriteCollection
                };
                animator.GetClipByName(gun.shootAnimation).frames = animator.GetClipByName(gun.shootAnimation).frames.Concat(new tk2dSpriteAnimationFrame[] { frame }).ToArray();
            }
            animator.GetClipByName(gun.chargeAnimation).wrapMode  = tk2dSpriteAnimationClip.WrapMode.LoopSection;
            animator.GetClipByName(gun.chargeAnimation).loopStart = 15;
            animator.GetClipByName(gun.shootAnimation).frames[0].FrameToDefinition().MakeOffset(new Vector2(-0.125f, 0.125f));
            animator.GetClipByName(gun.shootAnimation).frames[1].FrameToDefinition().MakeOffset(new Vector2(0.0625f, -0.0625f));
            animator.GetClipByName(gun.shootAnimation).frames[2].FrameToDefinition().MakeOffset(new Vector2(-0.0625f, 0.0625f));
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
        }
Example #10
0
        public static void Init()
        {
            Gun gun = ETGMod.Databases.Items.NewGun("SpecialGUN", "special_gun");

            Game.Items.Rename("outdated_gun_mods:specialgun", "spapi:specialgun");
            GunExt.SetShortDescription(gun, "GunAPI When?");
            GunExt.SetLongDescription(gun, "Gun made by a sentient golden lock. Smites all things unworthy of living in Gungeon.\n\nThe word \"BAD\" can be heard from inside.");
            GunExt.SetupSprite(gun, null, "special_gun_idle_001", 8);
            GunExt.SetAnimationFPS(gun, gun.shootAnimation, 11);
            GunExt.SetAnimationFPS(gun, gun.reloadAnimation, 11);
            GunExt.AddProjectileModuleFrom(gun, "klobb", true, false);
            AdvancedGunBehaviour behav = gun.gameObject.AddComponent <AdvancedGunBehaviour>();

            behav.preventNormalReloadAudio  = true;
            behav.overrideNormalReloadAudio = "Play_WPN_magnum_reload_01";
            gun.gunSwitchGroup              = "BeholsterEye";
            gun.DefaultModule.shootStyle    = ProjectileModule.ShootStyle.SemiAutomatic;
            gun.DefaultModule.angleVariance = 0;
            gun.DefaultModule.ammoType      = GameUIAmmoType.AmmoType.MEDIUM_BULLET;
            SpecialGunProjectile projectile = Toolbox.CopyFields <SpecialGunProjectile>(UnityEngine.Object.Instantiate((PickupObjectDatabase.GetById(35) as Gun).DefaultModule.projectiles[0]));

            projectile.gameObject.SetActive(false);
            FakePrefab.MarkAsFakePrefab(projectile.gameObject);
            UnityEngine.Object.DontDestroyOnLoad(projectile);
            gun.DefaultModule.projectiles[0]      = projectile;
            projectile.transform.parent           = gun.barrelOffset;
            projectile.baseData.damage            = 10f;
            projectile.baseData.speed             = 20f;
            gun.carryPixelOffset                 += new IntVector2(1, 0);
            gun.DefaultModule.cooldownTime        = 0.15f;
            gun.DefaultModule.numberOfShotsInClip = 7;
            gun.reloadTime = 0.78f;
            gun.SetBaseMaxAmmo(100);
            gun.muzzleFlashEffects = Toolbox.GetGunById(53).muzzleFlashEffects;
            gun.quality            = PickupObject.ItemQuality.S;
            gun.barrelOffset.transform.localPosition = new Vector3(1.7f, 0.65f, 0f);
            gun.encounterTrackable.EncounterGuid     = "special_gun";
            gun.gunClass = GunClass.PISTOL;
            int index = 0;

            foreach (tk2dSpriteAnimationFrame frame in gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.idleAnimation).frames)
            {
                tk2dSpriteDefinition def = frame.spriteCollection.spriteDefinitions[frame.spriteId];
                if (def != null)
                {
                    def.MakeOffset(offsets[0][index]);
                }
                index++;
            }
            index = 0;
            foreach (tk2dSpriteAnimationFrame frame in gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames)
            {
                tk2dSpriteDefinition def = frame.spriteCollection.spriteDefinitions[frame.spriteId];
                if (def != null)
                {
                    def.MakeOffset(offsets[1][index]);
                }
                index++;
            }
            index = 0;
            foreach (tk2dSpriteAnimationFrame frame in gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).frames)
            {
                tk2dSpriteDefinition def = frame.spriteCollection.spriteDefinitions[frame.spriteId];
                if (def != null)
                {
                    def.MakeOffset(offsets[2][index]);
                }
                index++;
            }
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.idleAnimation).frames   = new tk2dSpriteAnimationFrame[0];
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames  = new tk2dSpriteAnimationFrame[0];
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).frames = new tk2dSpriteAnimationFrame[0];
            index = 0;
            foreach (string name in spriteNames[0])
            {
                tk2dSpriteAnimationFrame frame = new tk2dSpriteAnimationFrame {
                    spriteId = ETGMod.Databases.Items.WeaponCollection.GetSpriteIdByName(name), spriteCollection = ETGMod.Databases.Items.WeaponCollection
                };
                Toolbox.Add(ref gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.idleAnimation).frames, frame);
                index++;
            }
            index = 0;
            foreach (string name in spriteNames[1])
            {
                tk2dSpriteAnimationFrame frame = new tk2dSpriteAnimationFrame {
                    spriteId = ETGMod.Databases.Items.WeaponCollection.GetSpriteIdByName(name), spriteCollection = ETGMod.Databases.Items.WeaponCollection
                };
                Toolbox.Add(ref gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.shootAnimation).frames, frame);
                index++;
            }
            index = 0;
            foreach (string name in spriteNames[2])
            {
                tk2dSpriteAnimationFrame frame = new tk2dSpriteAnimationFrame {
                    spriteId = ETGMod.Databases.Items.WeaponCollection.GetSpriteIdByName(name), spriteCollection = ETGMod.Databases.Items.WeaponCollection
                };
                Toolbox.Add(ref gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).frames, frame);
                index++;
            }
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).frames[3].eventAudio   = "Play_WPN_SAA_spin_01";
            gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).frames[3].triggerEvent = true;
            ETGMod.Databases.Items.Add(gun, null, "ANY");
            gun.AddToTrorkShop();
            gun.AddToBlacksmithShop();
            gun.RemovePeskyQuestionmark();
            gun.PlaceItemInAmmonomiconAfterItemById(22);
            GameObject         obj      = SpriteBuilder.SpriteFromResource("SpecialItemPack/Resources/rad_vfx_bad_intro_001", new GameObject("SmiteVFX")).ProcessGameObject();
            tk2dSpriteAnimator animator = obj.AddComponent <tk2dSpriteAnimator>();

            animator.Library = obj.AddComponent <tk2dSpriteAnimation>();
            tk2dSpriteAnimationClip clip = new tk2dSpriteAnimationClip {
                name = "idle", fps = 7, frames = new tk2dSpriteAnimationFrame[0], wrapMode = tk2dSpriteAnimationClip.WrapMode.Once
            };

            foreach (string spritePath in smiteVFXSpritePaths)
            {
                int id = SpriteBuilder.AddSpriteToCollection(spritePath, SpriteBuilder.itemCollection);
                tk2dSpriteAnimationFrame frame = new tk2dSpriteAnimationFrame {
                    spriteId = id, spriteCollection = SpriteBuilder.itemCollection
                };
                frame.FrameToDefinition().ConstructOffsetsFromAnchor(tk2dBaseSprite.Anchor.MiddleCenter, frame.FrameToDefinition().position3);
                Toolbox.Add(ref clip.frames, frame);
            }
            animator.Library.clips     = new tk2dSpriteAnimationClip[] { clip };
            animator.playAutomatically = true;
            animator.DefaultClipId     = animator.GetClipIdByName("idle");
            SpriteAnimatorKiller kill = animator.gameObject.AddComponent <SpriteAnimatorKiller>();

            kill.fadeTime             = -1f;
            kill.animator             = animator;
            kill.delayDestructionTime = -1f;
            SmiteVFX = obj;
            GameObject         obj2      = SpriteBuilder.SpriteFromResource("SpecialItemPack/Resources/rad_vfx_bad_intro_001", new GameObject("SmiteVFX")).ProcessGameObject();
            tk2dSpriteAnimator animator2 = obj2.AddComponent <tk2dSpriteAnimator>();

            animator2.Library = obj2.AddComponent <tk2dSpriteAnimation>();
            tk2dSpriteAnimationClip clip2 = new tk2dSpriteAnimationClip {
                name = "idle", fps = 7, frames = new tk2dSpriteAnimationFrame[0], wrapMode = tk2dSpriteAnimationClip.WrapMode.Once
            };

            foreach (string spritePath in notSmiteVFXSpritePaths)
            {
                int id = SpriteBuilder.AddSpriteToCollection(spritePath, SpriteBuilder.itemCollection);
                tk2dSpriteAnimationFrame frame = new tk2dSpriteAnimationFrame {
                    spriteId = id, spriteCollection = SpriteBuilder.itemCollection
                };
                frame.FrameToDefinition().ConstructOffsetsFromAnchor(tk2dBaseSprite.Anchor.MiddleCenter, frame.FrameToDefinition().position3);
                Toolbox.Add(ref clip2.frames, frame);
            }
            animator2.Library.clips     = new tk2dSpriteAnimationClip[] { clip2 };
            animator2.playAutomatically = true;
            animator2.DefaultClipId     = animator2.GetClipIdByName("idle");
            SpriteAnimatorKiller kill2 = animator2.gameObject.AddComponent <SpriteAnimatorKiller>();

            kill2.fadeTime             = -1f;
            kill2.animator             = animator2;
            kill2.delayDestructionTime = -1f;
            NotSmiteVFX = obj2;
        }