Exemple #1
0
        // Token: 0x06000001 RID: 1 RVA: 0x00002050 File Offset: 0x00000250
        public static Item MakeItem()
        {
            float[] array = new float[]
            {
                4f,
                25f,
                1.1f,
                35f
            };
            SL_Weapon sl_Weapon = new SL_Weapon
            {
                Name          = "Blessed Longsword",
                Target_ItemID = 2000010,
                New_ItemID    = 2501013,
                Description   = "Augments lightning damage infusions that are applied to it.",
                Tags          = HolyAvengerItemPack.GetSafeTags(new List <string>
                {
                    "Finesse",
                    "Holy",
                    "Blade",
                    "Weapon",
                    "Item"
                }),
                StatsHolder = new SL_WeaponStats
                {
                    BaseValue     = new int?(1000),
                    RawWeight     = new float?(3.5f),
                    MaxDurability = new int?(500),
                    AttackSpeed   = new float?(array[2]),
                    BaseDamage    = new List <SL_Damage>
                    {
                        new SL_Damage
                        {
                            Damage = array[3],
                            Type   = DamageType.Types.Physical
                        }
                    },
                    Impact  = new float?(array[1]),
                    Attacks = new WeaponStats.AttackData[]
                    {
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2], array[3], 1f, 1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2], array[3], 1f, 1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.2f, 1.3f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.1f, 1.1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.1f, 1.1f)
                    }
                },
                ItemVisuals = new SL_ItemVisual
                {
                    Prefab_Name        = "keenlongsword_Prefab",
                    Prefab_AssetBundle = "keenlongsword",
                    Prefab_SLPack      = "HolyAvengerItemPack"
                },
                SLPackName    = "HolyAvengerItemPack",
                SubfolderName = "BlessedLongsword",
                SwingSound    = new SwingSoundWeapon?(SwingSoundWeapon.Weapon_2H)
            };

            return(CustomItems.CreateCustomItem(sl_Weapon.Target_ItemID, sl_Weapon.New_ItemID, "Blessed Longsword", sl_Weapon));
        }
Exemple #2
0
        // Token: 0x06000007 RID: 7 RVA: 0x000022EC File Offset: 0x000004EC
        public static Item MakeItem()
        {
            SL_Weapon sl_Weapon = new SL_Weapon
            {
                Name            = "Runic Scroll",
                Target_ItemID   = 5200001,
                New_ItemID      = 2501017,
                Description     = "A magic scroll inscribed with runes.\n\nA Runic Scroll can be used to cast a Rune spell without a lexicon, but it will be consumed in the process.",
                EffectBehaviour = EffectBehaviours.OverrideEffects,
                Tags            = new string[]
                {
                    "Lexicon",
                    "Item",
                    "Consummable",
                    "Misc"
                },
                EquipSlot   = EquipmentSlot.EquipmentSlotIDs.Quiver,
                TwoHandType = Equipment.TwoHandedType.None,
                WeaponType  = Weapon.WeaponType.Arrow,
                ItemVisuals = new SL_ItemVisual
                {
                    Prefab_Name        = "scrollquiver_Prefab",
                    Prefab_AssetBundle = "scrollquiver",
                    Prefab_SLPack      = "RunicScrolls"
                },
                SpecialItemVisuals = new SL_ItemVisual
                {
                    Prefab_Name        = "scrollquiverequipped_Prefab",
                    Prefab_AssetBundle = "scrollquiver",
                    Prefab_SLPack      = "RunicScrolls"
                },
                SLPackName    = "RunicScrolls",
                SubfolderName = "RunicScroll"
            };

            return(CustomItems.CreateCustomItem(sl_Weapon.Target_ItemID, sl_Weapon.New_ItemID, sl_Weapon.Name, sl_Weapon));
        }
Exemple #3
0
        // Token: 0x06000004 RID: 4 RVA: 0x000023D8 File Offset: 0x000005D8
        public static Item MakeItem()
        {
            float[] array = new float[]
            {
                4.8f,
                25f,
                0.9f,
                48f
            };
            SL_Weapon sl_Weapon = new SL_Weapon
            {
                Name          = "Holy Avenger",
                Target_ItemID = 2000010,
                New_ItemID    = 2501029,
                Description   = "Augments lightning damage infusions that are applied to it and inflicts Doomed on enemies.",
                Tags          = HolyAvengerItemPack.GetSafeTags(new List <string>
                {
                    "Bastard",
                    "Holy",
                    "Blade",
                    "Weapon",
                    "Item"
                }),
                StatsHolder = new SL_WeaponStats
                {
                    BaseValue     = new int?(2000),
                    RawWeight     = new float?(4.5f),
                    MaxDurability = new int?(-1),
                    AttackSpeed   = new float?(array[2]),
                    BaseDamage    = new List <SL_Damage>
                    {
                        new SL_Damage
                        {
                            Damage = array[3],
                            Type   = DamageType.Types.Physical
                        }
                    },
                    Impact  = new float?(array[1]),
                    Attacks = new WeaponStats.AttackData[]
                    {
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2], array[3], 1f, 1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2], array[3], 1f, 1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.2f, 1.3f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.1f, 1.1f),
                        HolyAvengerItemPack.MakeAttackData(array[0], array[1], array[2] + 0.1f, array[3], 1.1f, 1.1f)
                    }
                },
                EffectTransforms = new SL_EffectTransform[]
                {
                    new SL_EffectTransform
                    {
                        TransformName = "HitEffects",
                        Effects       = new SL_Effect[]
                        {
                            new SL_AddStatusEffectBuildUp
                            {
                                StatusEffect = "Doom",
                                Buildup      = 60f
                            }
                        }
                    }
                },
                SwingSound    = new SwingSoundWeapon?(SwingSoundWeapon.Weapon_2H),
                SLPackName    = "HolyAvengerItemPack",
                SubfolderName = "HolyAvenger",
                ItemVisuals   = new SL_ItemVisual
                {
                    Prefab_Name        = "holyavenger_Prefab",
                    Prefab_AssetBundle = "holyavenger",
                    Prefab_SLPack      = "HolyAvengerItemPack",
                    PositionOffset     = new Vector3?(new Vector3(-0.03f, 0f, 0f))
                }
            };

            return(CustomItems.CreateCustomItem(sl_Weapon.Target_ItemID, sl_Weapon.New_ItemID, sl_Weapon.Name, sl_Weapon));
        }