// 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)); }
// 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)); }
// 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)); }