// Token: 0x06000032 RID: 50 RVA: 0x000042B8 File Offset: 0x000024B8 public static void MakeRadiantLightInfusion() { ImbueEffectPreset item = TinyEffectManager.MakeImbuePreset(269, "Radiant Light Imbue", "Weapon deals some Lightning Damage, applies Radiating and emits light.", null, 219, 6f, 0.25f, DamageType.Types.Electric, "Radiating", null, 0, 100); Item itemPrefab = ResourcesPrefabManager.Instance.GetItemPrefab(8200310); GameObject gameObject = (itemPrefab != null) ? itemPrefab.transform.Find("NormalBolt").gameObject : null; bool flag = gameObject != null; if (flag) { ImbueEffectORCondition component = gameObject.GetComponent <ImbueEffectORCondition>(); bool flag2 = component != null; if (flag2) { List <ImbueEffectPreset> list = component.ImbueEffectPresets.ToList <ImbueEffectPreset>(); list.Add(item); component.ImbueEffectPresets = list.ToArray(); } } Item itemPrefab2 = ResourcesPrefabManager.Instance.GetItemPrefab(8100200); GameObject gameObject2 = (itemPrefab2 != null) ? itemPrefab2.transform.Find("ElementalEffect/NormalLightning").gameObject : null; bool flag3 = gameObject2 != null; if (flag3) { ImbueEffectORCondition component2 = gameObject2.GetComponent <ImbueEffectORCondition>(); bool flag4 = component2 != null; if (flag4) { List <ImbueEffectPreset> list2 = component2.ImbueEffectPresets.ToList <ImbueEffectPreset>(); list2.Add(item); component2.ImbueEffectPresets = list2.ToArray(); } } }
// Token: 0x06000030 RID: 48 RVA: 0x00004188 File Offset: 0x00002388 public static StatusEffect MakeBurstOfDivinityPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Burst of Divinity", "Burst of Divinity", "Reduces the mana cost of spells, but stacks are expended when a spell is casted.", 30f, -1f, StatusEffectFamily.StackBehaviors.StackAll, "Mana Ratio Recovery 3", false, null, null, "com.ehaugw.templarclass"); statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["burstOfDivinityIcon"], 0); return(statusEffect); }
// Token: 0x0600002F RID: 47 RVA: 0x00004114 File Offset: 0x00002314 public static StatusEffect MakeSurgeOfDivinityPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Surge of Divinity", "Surge of Divinity", "Greatly increases Burst of Divinity buildup.", 90f, -1f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", false, null, null, "com.ehaugw.templarclass"); statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["surgeOfDivinityIcon"], 0); return(statusEffect); }
// Token: 0x0600002E RID: 46 RVA: 0x000040BC File Offset: 0x000022BC public static StatusEffect MakePrayerCooldownPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("PrayOnCooldownEffect", "PrayOnCooldownEffect", "Try to not bother Elatt too much.", 150f, -1f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", true, null, null, "com.ehaugw.templarclass"); statusEffect.IsHidden = true; statusEffect.DisplayInHud = false; return(statusEffect); }
// Token: 0x06000007 RID: 7 RVA: 0x00002370 File Offset: 0x00000570 private void MakeSittingPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab(SkilledAtSitting.SITTING_EFFECT_NAME, SkilledAtSitting.SITTING_EFFECT_NAME, "Regain health, burnt health and stamina while sitting.", -1f, 1f, StatusEffectFamily.StackBehaviors.Override, "Bandage", false, null, null, "com.ehaugw.skilledatsitting"); EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature; Sitting sitting = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <Sitting>(); sitting.UseOnce = false; statusEffectSignature.Effects = new List <Effect> { sitting }; statusEffect.IsHidden = false; statusEffect.DisplayInHud = true; }
// Token: 0x06000031 RID: 49 RVA: 0x000041FC File Offset: 0x000023FC public static StatusEffect MakeRadiatingPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Radiating", "Radiating", "Damages you and your nearby allies.", 15f, 1f, StatusEffectFamily.StackBehaviors.Override, "Doom", true, 134.ToString(), null, "com.ehaugw.templarclass"); EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature; Radiating radiating = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <Radiating>(); radiating.UseOnce = false; statusEffectSignature.Effects = new List <Effect> { radiating }; statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["radiatingIcon"], 0); return(statusEffect); }
// Token: 0x0600002D RID: 45 RVA: 0x00004028 File Offset: 0x00002228 public static StatusEffect MakePrayerPrefab() { StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Prayer", "Prayer", "You are praying...", -1f, 0.25f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", true, null, null, "com.ehaugw.templarclass"); EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature; PrayerEffect prayerEffect = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <PrayerEffect>(); prayerEffect.UseOnce = false; statusEffectSignature.Effects = new List <Effect> { prayerEffect }; statusEffect.IsHidden = true; statusEffect.DisplayInHud = false; return(statusEffect); }