private RoR2.CharacterBody CharacterMaster_SpawnBody(On.RoR2.CharacterMaster.orig_SpawnBody orig, RoR2.CharacterMaster self, UnityEngine.GameObject bodyPrefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation)
 {
     try
     {
         self.gameObject.AddCorriander();
         //Logger.LogInfo("CORRIANDER ADDED YAY!");
     }
     catch
     {
         Logger.LogDebug("There was a problem with adding corriander but shhh don't tell anyone...");
     }
     return(orig(self, bodyPrefab, position, rotation));
 }
        private CharacterBody CharacterMaster_SpawnBody(On.RoR2.CharacterMaster.orig_SpawnBody orig, CharacterMaster self, GameObject bodyPrefab, Vector3 position, Quaternion rotation)
        {
            CharacterBody body = orig(self, bodyPrefab, position, rotation);

            if (body)
            {
                Chat.AddMessage("Spawned body!");
                if (IsActiveAndEnabled())
                {
                    body.gameObject.AddComponent <HasteController>().Init(body);
                    Chat.AddMessage("A Haste controller was added to a unit!");
                }
            }
            return(body);
        }
Example #3
0
        private static CharacterBody RespawnItemApply(On.RoR2.CharacterMaster.orig_SpawnBody orig, CharacterMaster self, GameObject bodyPrefab, Vector3 position, Quaternion rotation)
        {
            CharacterBody body = orig(self, bodyPrefab, position, rotation);

            try
            {
                if (body.inventory)
                {
                    Inventory inventory = body.inventory;
                    body.baseDamage      *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.DamageBoostIndex)) + 1f;
                    body.baseMaxHealth   *= (ConfigHandler.HealthValue * 0.01f * inventory.GetItemCount(Items.HealthBoostIndex)) + 1f;
                    body.baseMoveSpeed   *= (ConfigHandler.SpeedValue * 0.01f * inventory.GetItemCount(Items.SpeedBoostIndex)) + 1f;
                    body.baseAttackSpeed *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.DexBoostIndex)) + 1f;
                    body.baseArmor       *= (ConfigHandler.DamageValue * 0.01f * inventory.GetItemCount(Items.ArmorBoostIndex)) + 1f;
                }
            }
            catch { }
            return(body);
        }