private void AffectEnemy(AIActor aiactor)
 {
     aiactor.ApplyEffect(StaticStatusEffects.charmingRoundsEffect);
     if (Owner.PlayerHasActiveSynergy("Regular Hottie"))
     {
         aiactor.ApplyEffect(StaticStatusEffects.hotLeadEffect);
     }
 }
Exemple #2
0
 protected override void DoEffect(PlayerController user)
 {
     if (base.LastOwner && base.LastOwner.CurrentRoom != null)
     {
         try
         {
             AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid("f38686671d524feda75261e469f30e0b");
             IntVector2?intVector    = new IntVector2?(base.LastOwner.CurrentRoom.GetRandomVisibleClearSpot(1, 1));
             bool       flag         = intVector != null;
             if (flag)
             {
                 AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                 aiactor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                 aiactor.IgnoreForRoomClear              = true;
                 aiactor.bulletBank.OnProjectileCreated += this.NotDamagePlayer;
                 aiactor.gameObject.AddComponent <KillOnRoomClear>();
             }
         }
         catch (Exception ex)
         {
             ETGModConsole.Log(ex.Message, false);
         }
     }
     this.StartEffect(user);
     if (this.numberOfUses > 1)
     {
         base.StartCoroutine(this.Buff());
     }
     else
     {
         base.StartCoroutine(ItemBuilder.HandleDuration(this, this.duration, user, new Action <PlayerController>(this.EndEffect)));
     }
 }
 public void AIActorMods(AIActor target)
 {
     if (!target.healthHaver.IsBoss)
     {
         if (target.GetAbsoluteParentRoom().area.PrototypeRoomCategory == PrototypeDungeonRoom.RoomCategory.BOSS && (!target.IsHarmlessEnemy || target.EnemyGuid == EnemyGuidDatabase.Entries["mine_flayers_claymore"]) && target.GetAbsoluteParentRoom().IsSealed)
         {
             if (Owner.PlayerHasActiveSynergy("Frenemies"))
             {
                 target.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                 target.IsHarmlessEnemy = true;
             }
             else
             {
                 target.EraseFromExistenceWithRewards(true);
             }
             if (Owner.PlayerHasActiveSynergy("Dirty Tricks"))
             {
                 List <AIActor> activeEnemies = target.GetAbsoluteParentRoom().GetActiveEnemies(RoomHandler.ActiveEnemyType.All);
                 if (activeEnemies != null)
                 {
                     for (int i = 0; i < activeEnemies.Count; i++)
                     {
                         AIActor aiactor = activeEnemies[i];
                         if (aiactor.healthHaver.IsBoss)
                         {
                             aiactor.healthHaver.ApplyDamage(50, Vector2.zero, "Dirty Tricks", CoreDamageTypes.None, DamageCategory.Unstoppable, true, null, true);
                         }
                     }
                 }
             }
         }
     }
 }
Exemple #4
0
        protected override void DoEffect(PlayerController user)
        {
            base.DoEffect(user);
            AIActor actor = user.CurrentRoom.GetNearestEnemy(user.specRigidbody.UnitCenter, out _, false);

            actor.ApplyEffect(effect);
        }
Exemple #5
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        protected override void OnBlank(Vector2 centerPoint, PlayerController user)
        {
            List <AIActor> activeEnemies = GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(centerPoint.ToIntVector2(VectorConversions.Round)).GetActiveEnemies(RoomHandler.ActiveEnemyType.All);

            if (activeEnemies != null)
            {
                for (int j = 0; j < activeEnemies.Count; j++)
                {
                    AIActor             aiactor      = activeEnemies[j];
                    AIActorDebuffEffect debuffEffect = null;
                    foreach (AttackBehaviorBase attackBehaviour in EnemyDatabase.GetOrLoadByGuid((PickupObjectDatabase.GetById(492) as CompanionItem).CompanionGuid).behaviorSpeculator.AttackBehaviors)
                    {
                        if (attackBehaviour is WolfCompanionAttackBehavior)
                        {
                            debuffEffect = (attackBehaviour as WolfCompanionAttackBehavior).EnemyDebuff;
                        }
                    }
                    if (debuffEffect != null && !aiactor.IsBlackPhantom)
                    {
                        aiactor.ApplyEffect(debuffEffect, 1, null);
                    }
                    if (user != null && user.PlayerHasActiveSynergy("#FORBIDDEN_AMMOLET_OF_CONFUSION"))
                    {
                        if (aiactor.behaviorSpeculator != null)
                        {
                            aiactor.behaviorSpeculator.Stun(3, true);
                        }
                    }
                }
            }
        }
 public void OnActiveItemUsed(PlayerController user, PlayerItem item)
 {
     if (this.m_owner.IsInCombat)
     {
         RoomHandler currentroom = user.CurrentRoom;
         AIActor     randomenemy = currentroom.GetRandomActiveEnemy(false);
         if (randomenemy != null)
         {
             randomenemy.Transmogrify(EnemyDatabase.GetOrLoadByGuid("76bc43539fc24648bff4568c75c686d1"), (GameObject)ResourceCache.Acquire("Global VFX/VFX_Item_Spawn_Poof"));
         }
         if (user.PlayerHasActiveSynergy("#GUNGEON_WIZARDRY_SCHOOL"))
         {
             RoomHandler currentroom2 = user.CurrentRoom;
             AIActor     randomenemy2 = currentroom.GetRandomActiveEnemy(true);
             if (randomenemy2 != null)
             {
                 randomenemy2.ApplyEffect((PickupObjectDatabase.GetById(295) as BulletStatusEffectItem).FireModifierEffect);
             }
         }
     }
     if (item.consumable)
     {
         GameManager.Instance.StartCoroutine(this.ItemUseCoroutine(user, item));
     }
 }
        private void HandleTriggerCollision(SpeculativeRigidbody specRigidbody, SpeculativeRigidbody sourceSpecRigidbody, CollisionData collisionData)
        {
            PlayerController player  = specRigidbody.GetComponent <PlayerController>();
            AIActor          aiActor = specRigidbody.GetComponent <AIActor>();

            if (player)
            {
                if (!player.IsOnFire && player.IsGrounded && !player.IsSlidingOverSurface && player.healthHaver && player.healthHaver.IsVulnerable)
                {
                    player.IsOnFire = true;
                    player.CurrentFireMeterValue += BraveTime.DeltaTime * 0.5f;
                    player.ApplyEffect(m_GoopDefinition.fireEffect);
                }
            }
            else if (aiActor && aiActor.GetResistanceForEffectType(EffectResistanceType.Fire) < 1f)
            {
                float num = 0f;
                if (aiActor.GetResistanceForEffectType(EffectResistanceType.Fire) < 1f)
                {
                    num += 1f * BraveTime.DeltaTime;
                }
                aiActor.ApplyEffect(m_GoopDefinition.fireEffect);
                if (num > 0f)
                {
                    aiActor.healthHaver.ApplyDamage(num, Vector2.zero, StringTableManager.GetEnemiesString("#GOOP", -1), CoreDamageTypes.Fire, DamageCategory.Environment, false, null, false);
                }
            }
        }
 private void SpawnExtraWaves(PlayerController user)
 {
     if (user.PlayerHasActiveSynergy(SynNames[0]))
     {
         IntVector2?spawnPos = user.CurrentRoom.GetRandomVisibleClearSpot(1, 1);
         int        amount   = 2;
         for (int i = 0; i < amount; i++)
         {
             AIActor HeavyKin    = EnemyDatabase.GetOrLoadByGuid("df7fb62405dc4697b7721862c7b6b3cd");
             AIActor TargetActor = AIActor.Spawn(HeavyKin, spawnPos.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(spawnPos.Value), true, AIActor.AwakenAnimationType.Default, true);
             (TargetActor.behaviorSpeculator.AttackBehaviors[0] as ShootGunBehavior).Range = (EnemyDatabase.GetOrLoadByGuid("01972dee89fc4404a5c408d50007dad5").behaviorSpeculator.AttackBehaviors[0] as ShootGunBehavior).Range;
             TargetActor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
             PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(TargetActor.specRigidbody, null, false);
             TargetActor.gameObject.AddComponent <GoAwayAfterRoomClear>();
             TargetActor.IsHarmlessEnemy    = true;
             TargetActor.IgnoreForRoomClear = true;
             TargetActor.StartCoroutine(HandleTimer(TargetActor, duration));
             float hpMax = TargetActor.healthHaver.GetMaxHealth();
             TargetActor.healthHaver.SetHealthMaximum(hpMax * 3f);
             TargetActor.healthHaver.FullHeal();
             TargetActor.CanTargetPlayers = false;
             CompanionisedEnemyBulletModifiers mod = TargetActor.gameObject.AddComponent <CompanionisedEnemyBulletModifiers>();
             if (user.PlayerHasActiveSynergy("Great Leadership"))
             {
                 mod.doPostProcess = true;
             }
             mod.TintBullets = true;
             mod.TintColor   = new Color(252, 116, 216, 1);
             TargetActor.specRigidbody.AddCollisionLayerIgnoreOverride(CollisionMask.LayerToMask(CollisionLayer.PlayerCollider));
             GameObject gameObject = (GameObject)ResourceCache.Acquire("Global VFX/VFX_Teleport_Beam");
             SpawnManager.SpawnVFX(gameObject, TargetActor.specRigidbody.UnitCenter, Quaternion.Euler(0, 0, 0));
         }
     }
 }
 protected override void DoEffect(PlayerController user)
 {
     base.DoEffect(user);
     base.StartCoroutine(ItemBuilder.HandleDuration(this, 15f, user, this.EndEffect));
     AkSoundEngine.PostEvent("Play_ENM_darken_world_01", user.gameObject);
     GameManager.Instance.StartCoroutine(this.HandleColorLerp());
     this.spriteAnimator.Play("melt");
     this.LastOwner.CurrentRoom.GetActiveEnemies(RoomHandler.ActiveEnemyType.All, ref this.m_enemyList);
     for (int i = 0; i < this.m_enemyList.Count; i++)
     {
         AIActor aiactor = this.m_enemyList[i];
         if (!aiactor || !aiactor.IsNormalEnemy || !aiactor.healthHaver || aiactor.healthHaver.IsBoss || aiactor.IsHarmlessEnemy)
         {
             this.m_enemyList.RemoveAt(i);
             i--;
         }
     }
     if (this.m_enemyList.Count > 1)
     {
         this.EatCharmedEnemy();
         AIActor aiactor2 = this.m_enemyList[UnityEngine.Random.Range(0, this.m_enemyList.Count)];
         aiactor2.IgnoreForRoomClear = true;
         aiactor2.ParentRoom.ResetEnemyHPPercentage();
         aiactor2.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
         this.m_currentlyCharmedEnemy = aiactor2;
     }
 }
Exemple #10
0
 private static float DealSwordDamageToEnemy(PlayerController owner, AIActor targetEnemy, Vector2 arcOrigin, Vector2 contact, float angle, float damage, float knockback, List <GameActorEffect> statusEffects, float bossDMGMult, float jammedDMGMult)
 {
     if (targetEnemy.healthHaver)
     {
         float damageToDeal = damage;
         if (targetEnemy.healthHaver.IsBoss)
         {
             damageToDeal *= bossDMGMult;
         }
         if (targetEnemy.IsBlackPhantom)
         {
             damageToDeal *= jammedDMGMult;
         }
         targetEnemy.healthHaver.ApplyDamage(damageToDeal, contact - arcOrigin, owner.ActorName, CoreDamageTypes.None, DamageCategory.Normal, false, null, false);
     }
     if (targetEnemy.knockbackDoer)
     {
         targetEnemy.knockbackDoer.ApplyKnockback(contact - arcOrigin, knockback, false);
     }
     if (statusEffects != null && statusEffects.Count > 0)
     {
         foreach (GameActorEffect effect in statusEffects)
         {
             targetEnemy.ApplyEffect(effect);
         }
     }
     return(damage);
 }
Exemple #11
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 private void PreSpawn(AIActor aIActor)
 {
     if (badMenGoByeBye.Contains(aIActor.EnemyGuid))
     {
         aIActor.ApplyEffect(ERRORShellsDummyEffect);
     }
 }
Exemple #12
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 protected override void DoEffect(PlayerController user)
 {
     for (int i = 0; i < 4; i++)
     {
         try
         {
             var BulletKin = EnemyDatabase.GetOrLoadByGuid("01972dee89fc4404a5c408d50007dad5");
             //float radius = 5;
             //var random = UnityEngine.Random.insideUnitCircle * radius;
             //IntVector2 temp = random.ToIntVector2() + LastOwner.CurrentRoom.GetNearestCellToPosition(LastOwner.specRigidbody.UnitCenter).position; // or something like this to get the player's pos relative to the room
             //IntVector2? spawnPos = LastOwner.CurrentRoom.GetRandomAvailableCell(temp);
             IntVector2?spawnPos = LastOwner.CurrentRoom.GetRandomVisibleClearSpot(1, 1);
             if (spawnPos != null)
             {
                 AIActor TargetActor = AIActor.Spawn(BulletKin.aiActor, spawnPos.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(spawnPos.Value), true, AIActor.AwakenAnimationType.Default, true);
                 TargetActor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                 PhysicsEngine.Instance.RegisterOverlappingGhostCollisionExceptions(TargetActor.specRigidbody, null, false);
                 TargetActor.gameObject.AddComponent <KillOnRoomClear>();
                 TargetActor.IsHarmlessEnemy    = true;
                 TargetActor.IgnoreForRoomClear = true;
                 TargetActor.HandleReinforcementFallIntoRoom(0f);
             }
         }
         catch (Exception e)
         {
             ETGModConsole.Log(e.Message);
         }
     }
 }
            private IEnumerator Quake()
            {
                yield return(null);

                RoomHandler room = self.GetAbsoluteRoom();

                if (room != null)
                {
                    Exploder.DoRadialMinorBreakableBreak(base.transform.position, 20);
                    List <AIActor> enemies = room.GetActiveEnemies(RoomHandler.ActiveEnemyType.All);
                    if (enemies != null && enemies.Count > 0)
                    {
                        for (int i = 0; i < enemies.Count; i++)
                        {
                            AIActor enemy = enemies[i];
                            if (enemy && enemy.healthHaver && enemy.healthHaver.IsAlive)
                            {
                                float knockback = 20;

                                float dmg = self.baseData.damage;

                                if (self.ProjectilePlayerOwner())
                                {
                                    knockback *= self.ProjectilePlayerOwner().stats.GetStatValue(PlayerStats.StatType.KnockbackMultiplier);
                                    if (enemy.healthHaver.IsBoss)
                                    {
                                        dmg *= self.ProjectilePlayerOwner().stats.GetStatValue(PlayerStats.StatType.DamageToBosses);
                                    }
                                    if (enemy.aiActor.IsBlackPhantom)
                                    {
                                        dmg *= self.BlackPhantomDamageMultiplier;
                                    }
                                }

                                enemy.healthHaver.ApplyDamage(dmg, UnityEngine.Random.insideUnitCircle, "Quake");
                                if (enemy.knockbackDoer)
                                {
                                    enemy.knockbackDoer.ApplyKnockback(UnityEngine.Random.insideUnitCircle, knockback, false);
                                }

                                List <GameActorEffect> effects = self.GetFullListOfStatusEffects();
                                if (effects.Count > 0)
                                {
                                    foreach (GameActorEffect effect in effects)
                                    {
                                        enemy.ApplyEffect(effect);
                                    }
                                }
                                if (enemy.behaviorSpeculator && self.AppliesStun && UnityEngine.Random.value <= self.StunApplyChance)
                                {
                                    enemy.behaviorSpeculator.Stun(self.AppliedStunDuration);
                                }
                            }
                        }
                    }
                }
                UnityEngine.Object.Destroy(self.gameObject);
                yield break;
            }
Exemple #14
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 private void AuraAction(AIActor aiactor, float d)
 {
     if (this.roshamboItem.fireMode)
     {
         BulletStatusEffectItem f = (BulletStatusEffectItem)PickupObjectDatabase.GetById(295);
         aiactor.ApplyEffect(f.FireModifierEffect, 1, null);
     }
     else if (this.roshamboItem.poisonMode)
     {
         BulletStatusEffectItem f = (BulletStatusEffectItem)PickupObjectDatabase.GetById(204);
         aiactor.ApplyEffect(f.HealthModifierEffect, 1, null);
     }
     else if (this.roshamboItem.electricMode)
     {
         aiactor.healthHaver.ApplyDamage(0.45f, Vector2.zero, "Electricity", CoreDamageTypes.Electric, DamageCategory.Normal, false, null, false);
     }
 }
        private void OnPreCollision(SpeculativeRigidbody myRigidbody, PixelCollider myCollider, SpeculativeRigidbody otherRigidbody, PixelCollider otherCollider)
        {
            PlayerController player = this.Owner;

            PhysicsEngine.SkipCollision = true;
            RoomHandler currentRoom = GameManager.Instance.PrimaryPlayer.CurrentRoom;
            AIActor     component   = otherRigidbody.GetComponent <AIActor>();
            bool        flag        = component != null;

            if (flag)
            {
                if (component.healthHaver && component.CenterPosition.GetAbsoluteRoom() == currentRoom)
                {
                    if (didDamage == false && !player.IsStealthed)
                    {
                        didDamage = true;
                        GameManager.Instance.StartCoroutine(this.DamageTimer());

                        if (player.HasPickupID(822) || player.HasPickupID(457))
                        {
                            Gun gun = PickupObjectDatabase.GetById(616) as Gun;
                            GameActorHealthEffect bleedEffect = new GameActorHealthEffect
                            {
                                TintColor                = Color.red,
                                DeathTintColor           = Color.red,
                                AppliesTint              = true,
                                AppliesDeathTint         = true,
                                AffectsEnemies           = true,
                                AffectsPlayers           = false,
                                effectIdentifier         = "sharpguonbleed",
                                resistanceType           = EffectResistanceType.None,
                                duration                 = 3f,
                                DamagePerSecondToEnemies = 3f,
                                stackMode                = GameActorEffect.EffectStackingMode.Refresh
                            };
                            component.ApplyEffect(bleedEffect, 1, null);


                            Vector3 vector            = component.sprite.WorldBottomLeft.ToVector3ZisY(0);
                            Vector3 vector2           = component.sprite.WorldTopRight.ToVector3ZisY(0);
                            float   num               = (vector2.y - vector.y) * (vector2.x - vector.x);
                            float   num2              = 50f * num;
                            int     num3              = Mathf.CeilToInt(Mathf.Max(1f, num2 * BraveTime.DeltaTime));
                            int     num4              = num3;
                            Vector3 minPosition       = vector;
                            Vector3 maxPosition       = vector2;
                            Vector3 direction         = Vector3.up / 2f;
                            float   angleVariance     = 120f;
                            float   magnitudeVariance = 3f;
                            float?  startLifetime     = new float?(UnityEngine.Random.Range(12, 20f));
                            GlobalSparksDoer.DoRandomParticleBurst(num4, minPosition, maxPosition, direction, angleVariance, magnitudeVariance, null, startLifetime, null, GlobalSparksDoer.SparksType.BLOODY_BLOOD);
                        }

                        component.healthHaver.ApplyDamage(4f, Vector2.zero, "Sharp Guon", CoreDamageTypes.None, DamageCategory.Normal, false, null, false);
                    }
                }
            }
        }
Exemple #16
0
 public void AIActorMods(AIActor target)
 {
     if (target && target.aiActor && target.aiActor.EnemyGuid != null)
     {
         string enemyGuid = target?.aiActor?.EnemyGuid;
         if (!string.IsNullOrEmpty(enemyGuid))
         {
             try
             {
                 //ETGModConsole.Log("This enemy's Guid is: " + enemyGuid);
                 if (explosiveKin.Contains(enemyGuid))
                 {
                     target.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                     target.gameObject.AddComponent <KillOnRoomClear>();
                     target.IsHarmlessEnemy    = true;
                     target.IgnoreForRoomClear = true;
                     if (target.gameObject.GetComponent <SpawnEnemyOnDeath>())
                     {
                         Destroy(target.gameObject.GetComponent <SpawnEnemyOnDeath>());
                     }
                     return;
                 }
                 else if (Owner.HasPickupID(Gungeon.Game.Items["nn:shutdown_shells"].PickupObjectId))
                 {
                     if (shotgunEnemies.Contains(enemyGuid))
                     {
                         target.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                         target.gameObject.AddComponent <KillOnRoomClear>();
                         target.IsHarmlessEnemy    = true;
                         target.IgnoreForRoomClear = true;
                         if (target.gameObject.GetComponent <SpawnEnemyOnDeath>())
                         {
                             Destroy(target.gameObject.GetComponent <SpawnEnemyOnDeath>());
                         }
                         return;
                     }
                 }
             }
             catch (Exception e)
             {
                 ETGModConsole.Log(e.Message);
             }
         }
     }
 }
Exemple #17
0
 public static void AddPermanentCharm(this AIActor actor, GameActorCharmEffect charm = null)
 {
     if (charm == null)
     {
         actor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
     }
     else
     {
         actor.ApplyEffect(charm, 1f, null);
     }
     actor.gameObject.AddComponent <KillOnRoomClear>();
     actor.IsHarmlessEnemy    = true;
     actor.IgnoreForRoomClear = true;
     if (actor.gameObject.GetComponent <SpawnEnemyOnDeath>())
     {
         UnityEngine.Object.Destroy(actor.gameObject.GetComponent <SpawnEnemyOnDeath>());
     }
 }
Exemple #18
0
 private void ProcessEnemy(AIActor a, float distance)
 {
     if (a && a.IsNormalEnemy && a.healthHaver && !a.IsGone && !a.healthHaver.IsBoss)
     {
         a.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
         a.IgnoreForRoomClear = true;
         a.gameObject.AddComponent <KillOnRoomClear>();
     }
 }
Exemple #19
0
        private void AuraAction(AIActor aiactor, float d)
        {
            BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>();
            GameActorFreezeEffect  frostfreeze  = frostbullets.FreezeModifierEffect;

            if (aiactor != null && aiactor.healthHaver.CanCurrentlyBeKilled)
            {
                aiactor.ApplyEffect(frostfreeze, 0.04f, null);
            }
        }
Exemple #20
0
 public void DoBigPoison(PlayerController player)
 {
     if (player.healthHaver.Armor > 0)
     {
         DeadlyDeadlyGoopManager goopManagerForGoopType = DeadlyDeadlyGoopManager.GetGoopManagerForGoopType(EasyGoopDefinitions.PoisonDef);
         goopManagerForGoopType.AddGoopCircle(this.m_owner.specRigidbody.UnitCenter, 1f, -4, false, -4);
         RoomHandler absoluteRoom      = base.transform.position.GetAbsoluteRoom();
         AIActor     randomActiveEnemy = absoluteRoom.GetRandomActiveEnemy(false);
         randomActiveEnemy.ApplyEffect(Gungeon.Game.Items["irradiated_lead"].GetComponent <BulletStatusEffectItem>().HealthModifierEffect);
     }
 }
Exemple #21
0
 protected void FreezeAll(AIActor target)
 {
     if (target != null)
     {
         if (target != null && target.healthHaver.CanCurrentlyBeKilled)
         {
             BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>();
             GameActorFreezeEffect  frostfreeze  = frostbullets.FreezeModifierEffect;
             target.ApplyEffect(frostfreeze, 5f, null);
         }
     }
 }
Exemple #22
0
        public void Greenify(AIActor target)
        {
            PlayerController playerController = gun.CurrentOwner as PlayerController;

            if (playerController.PlayerHasActiveSynergy("No Running Away!") && UnityEngine.Random.value <= 0.25f)
            {
                target.ApplyEffect(this.NoMoveDebuff, 1f, null);
                GameActorHealthEffect tint = new GameActorHealthEffect()
                {
                    TintColor                = Color.green,
                    DeathTintColor           = Color.green,
                    AppliesTint              = true,
                    AppliesDeathTint         = true,
                    AffectsEnemies           = true,
                    DamagePerSecondToEnemies = 0f,
                    duration         = 10000000,
                    effectIdentifier = "SpearOfJusticeGreening",
                };
                target.ApplyEffect(tint);
            }
        }
            private void HandleRadialEffects()
            {
                if (dealsRadialCurseDamage || Owner.PlayerHasActiveSynergy("Teapotto"))
                {
                    List <AIActor> activeEnemies = base.transform.position.GetAbsoluteRoom().GetActiveEnemies(RoomHandler.ActiveEnemyType.All);
                    if (activeEnemies != null)
                    {
                        for (int i = 0; i < activeEnemies.Count; i++)
                        {
                            AIActor aiactor = activeEnemies[i];
                            if (aiactor.IsNormalEnemy)
                            {
                                float num = Vector2.Distance(base.specRigidbody.UnitCenter, aiactor.CenterPosition);
                                if (dealsRadialCurseDamage && num <= 4)
                                {
                                    float dmgToDo = 0.35f;
                                    dmgToDo += (Owner.stats.GetStatValue(PlayerStats.StatType.Curse)) * 0.1f;
                                    if (dmgToDo > 1.2f)
                                    {
                                        dmgToDo = 1.2f;
                                    }
                                    if (aiactor.healthHaver)
                                    {
                                        aiactor.healthHaver.ApplyDamage(dmgToDo, Vector2.zero, "Cursed Ceramics", CoreDamageTypes.Magic, DamageCategory.DamageOverTime);
                                    }
                                }

                                if (Owner.PlayerHasActiveSynergy("Teapotto") && num <= 4)
                                {
                                    aiactor.ApplyEffect(StaticStatusEffects.hotLeadEffect);
                                }
                                else if (Owner.PlayerHasActiveSynergy("Teapotto") && num <= 7 && Owner.CurrentGun && Owner.CurrentGun.PickupObjectId == 596)
                                {
                                    aiactor.ApplyEffect(StaticStatusEffects.hotLeadEffect);
                                }
                            }
                        }
                    }
                }
            }
 //----------------------------
 //EXPLOSIVE/RISEN code
 private void HandleApplyEffect(AIActor aiActor)
 {
     if (perilMod == PerilousMods.EXPLOSIVE)
     {
         SpawnRPGOnDeath spawnRPG = new SpawnRPGOnDeath()
         {
             duration       = 9999999999,
             AffectsEnemies = true,
             AffectsPlayers = false, // I cannot imagine why it would be applied to a player, but just in case.
         };
         aiActor.ApplyEffect(spawnRPG);
     }
     else if (perilMod == PerilousMods.RISEN) //It's "else if" in case of some godforsaken reason that this method gets applied when it shouldn't, it won't accidentally happen. I hope.
     {
         SpawnSpentOnDeathEffect spawnSpent = new SpawnSpentOnDeathEffect()
         {
             duration       = 9999999999,
             AffectsEnemies = true,
             AffectsPlayers = false, // I cannot imagine why it would be applied to a player, but just in case.
         };
         aiActor.ApplyEffect(spawnSpent);
     }
 }
Exemple #25
0
 private void HandleRigidbodyCollision(CollisionData rigidbodyCollision)
 {
     if (Owner.healthHaver.Armor > 0)
     {
         if (Owner && rigidbodyCollision.OtherRigidbody)
         {
             AIActor aiActor = rigidbodyCollision.OtherRigidbody.aiActor;
             if (aiActor != null && aiActor.healthHaver.CanCurrentlyBeKilled)
             {
                 aiActor.ApplyEffect(Gungeon.Game.Items["irradiated_lead"].GetComponent <BulletStatusEffectItem>().HealthModifierEffect);
             }
         }
     }
 }
Exemple #26
0
        private void HandleRigidbodyCollision(CollisionData rigidbodyCollision)
        {
            BulletStatusEffectItem frostbullets = PickupObjectDatabase.GetById(278).GetComponent <BulletStatusEffectItem>();
            GameActorFreezeEffect  frostfreeze  = frostbullets.FreezeModifierEffect;

            if (Owner && rigidbodyCollision.OtherRigidbody)
            {
                AIActor aiActor = rigidbodyCollision.OtherRigidbody.aiActor;
                if (aiActor != null && aiActor.healthHaver.CanCurrentlyBeKilled)
                {
                    aiActor.ApplyEffect(frostfreeze, 5f, null);
                }
            }
        }
 private void OnNewEnemyAppeared(AIActor aiactor)
 {
     if (this.Owner.HasMTGConsoleID("shotga_cola") || this.Owner.HasMTGConsoleID("shotgun_coffee") || this.Owner.HasMTGConsoleID("double_vision") || this.Owner.HasMTGConsoleID("potion_of_gun_friendship") || this.Owner.HasMTGConsoleID("potion_of_lead_skin") || this.Owner.HasMTGConsoleID("old_knight's_flask") || this.Owner.HasMTGConsoleID("Orange"))
     {
         this.charmChance = 1f;
     }
     else
     {
         this.charmChance = 0.75f;
     }
     if (aiactor != null && aiactor.IsBlackPhantom && UnityEngine.Random.value <= this.charmChance)
     {
         aiactor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
         aiactor.IgnoreForRoomClear = true;
         this.affectedEnemies.Add(aiactor);
     }
 }
Exemple #28
0
        public static void DoRadialIgnite(GameActorFireEffect fire, Vector3 position, float radius, VFXPool hitVFX = null)
        {
            List <HealthHaver> allHealthHavers = StaticReferenceManager.AllHealthHavers;

            if (allHealthHavers != null)
            {
                float num = radius * radius;
                for (int i = 0; i < allHealthHavers.Count; i++)
                {
                    HealthHaver healthHaver = allHealthHavers[i];
                    if (healthHaver)
                    {
                        if (healthHaver.gameObject.activeSelf)
                        {
                            if (healthHaver.aiActor)
                            {
                                AIActor aiActor = healthHaver.aiActor;
                                if (!aiActor.IsGone)
                                {
                                    if (aiActor.isActiveAndEnabled)
                                    {
                                        if ((aiActor.CenterPosition - position.XY()).sqrMagnitude <= num)
                                        {
                                            aiActor.ApplyEffect(fire, 1f, null);
                                            if (hitVFX != null)
                                            {
                                                if (aiActor.specRigidbody.HitboxPixelCollider != null)
                                                {
                                                    PixelCollider pixelCollider = aiActor.specRigidbody.GetPixelCollider(ColliderType.HitBox);
                                                    Vector2       v             = BraveMathCollege.ClosestPointOnRectangle(position, pixelCollider.UnitBottomLeft, pixelCollider.UnitDimensions);
                                                    hitVFX.SpawnAtPosition(v, 0f, null, null, null, null, false, null, null, false);
                                                }
                                                else
                                                {
                                                    hitVFX.SpawnAtPosition(aiActor.CenterPosition, 0f, null, null, null, null, false, null, null, false);
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Exemple #29
0
 protected override void DoEffect(PlayerController user)
 {
     if (base.LastOwner && base.LastOwner.CurrentRoom != null && this.x % 3 == 1)
     {
         base.StartCoroutine(this.cheeseWheel1());
         base.StartCoroutine(this.cheeseWheel2());
     }
     else if (base.LastOwner && base.LastOwner.CurrentRoom != null && this.x % 3 == 0)
     {
         this.crosshair();
     }
     else if (base.LastOwner && this.x % 3 == 2)
     {
         for (int i = 0; i < 12; i++)
         {
             try
             {
                 AIActor    orLoadByGuid = EnemyDatabase.GetOrLoadByGuid("be0683affb0e41bbb699cb7125fdded6");
                 IntVector2?intVector    = new IntVector2?(base.LastOwner.CurrentRoom.GetRandomVisibleClearSpot(1, 1));
                 bool       flag         = intVector != null;
                 if (flag)
                 {
                     AIActor aiactor = AIActor.Spawn(orLoadByGuid.aiActor, intVector.Value, GameManager.Instance.Dungeon.data.GetAbsoluteRoomFromPosition(intVector.Value), true, AIActor.AwakenAnimationType.Default, true);
                     aiactor.OverrideHitEnemies   = true;
                     aiactor.CollisionDamage      = 5f;
                     aiactor.CollisionDamageTypes = CoreDamageTypes.Electric;
                     aiactor.CollisionDamage      = 5f;
                     aiactor.ApplyEffect(GameManager.Instance.Dungeon.sharedSettingsPrefab.DefaultPermanentCharmEffect, 1f, null);
                     aiactor.IgnoreForRoomClear = true;
                     //aiactor.ApplyEffect(this.CharmEffect, 1f, null);
                     aiactor.gameObject.AddComponent <KillOnRoomClear>();
                 }
             }
             catch (Exception ex)
             {
                 ETGModConsole.Log(ex.Message, false);
             }
         }
     }
     this.x++;
 }
Exemple #30
0
 public void PostProjectile(Projectile proj, float f)
 {
     if (UnityEngine.Random.value <= 0.15f)
     {
         proj.AdjustPlayerProjectileTint(new Color(70f / 255f, 227f / 255f, 174f / 255f).WithAlpha(0.75f), 1, 0);
         proj.OnHitEnemy += this.OnProjectileHitEnemy;
     }
     if (this.m_owner.PlayerHasActiveSynergy("#HI_TECH"))
     {
         proj.OnHitEnemy += delegate(Projectile proj2, SpeculativeRigidbody enemyRigidbody, bool fatal)
         {
             if (enemyRigidbody.aiActor != null)
             {
                 AIActor aiactor = enemyRigidbody.aiActor;
                 if (aiactor.gameObject.GetComponent <SlicedBehavior>() != null)
                 {
                     aiactor.ApplyEffect((PickupObjectDatabase.GetById(204) as BulletStatusEffectItem).HealthModifierEffect);
                 }
             }
         };
     }
 }