Exemple #1
0
        public static void Init()
        {
            string           name         = "Hatred";
            string           resourcePath = "BunnyMod/Resources/Artifacts/hatred.png";
            GameObject       gameObject   = new GameObject();
            ArtifactOfHatred boomGuon     = gameObject.AddComponent <ArtifactOfHatred>();

            ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject);
            string shortDesc = "Watching over you.";
            string longDesc  = "Spawns a Guon stone that hurts you if you shoot it.";

            boomGuon.SetupItem(shortDesc, longDesc, "bny");
            boomGuon.quality = PickupObject.ItemQuality.EXCLUDED;
            ArtifactOfHatred.BuildPrefab();
            boomGuon.OrbitalPrefab = ArtifactOfHatred.orbitalPrefab;
            boomGuon.Identifier    = IounStoneOrbitalItem.IounStoneIdentifier.GENERIC;
        }
Exemple #2
0
        // Token: 0x0600025A RID: 602 RVA: 0x00019660 File Offset: 0x00017860
        private void OnPreCollison(SpeculativeRigidbody myRigidbody, PixelCollider myCollider, SpeculativeRigidbody other, PixelCollider otherCollider)
        {
            bool flag  = base.Owner != null;
            bool flag2 = flag;

            if (flag2)
            {
                Projectile component = other.GetComponent <Projectile>();
                bool       flag3     = component != null && (component.Owner is PlayerController);
                bool       flag4     = flag3;
                if (flag4)
                {
                    bool flag5 = !ArtifactOfHatred.onCooldown;
                    bool flag6 = flag5;
                    if (flag6)
                    {
                        ArtifactOfHatred.onCooldown = true;
                        GameManager.Instance.StartCoroutine(ArtifactOfHatred.StartCooldown(base.Owner));
                        {
                            PlayableCharacters characterIdentity = base.Owner.characterIdentity;
                            bool flag7 = characterIdentity != PlayableCharacters.Robot;
                            if (flag7)
                            {
                                AkSoundEngine.PostEvent("Play_VO_lichA_cackle_01", base.gameObject);
                                base.Owner.healthHaver.ApplyHealing(-0.5f);
                            }
                            else
                            {
                                bool flag8 = characterIdentity == PlayableCharacters.Robot;
                                if (flag8)
                                {
                                    AkSoundEngine.PostEvent("Play_VO_lichA_cackle_01", base.gameObject);
                                    base.Owner.healthHaver.Armor = base.Owner.healthHaver.Armor - 1f;
                                }
                            }
                        }
                    }
                }
            }
        }
        // Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8
        public override void Start()
        {
            ItemBuilder.Init();
            FakePrefabHooks.Init();
            HookYeah.Init();
            GungeonAPI.GungeonAP.Init();
            FakePrefabHooks.Init();
            GungeonAPI.Tools.Init();
            ItemAPI.FakePrefabHooks.Init();
            GungeonAP.Init();
            FakePrefabHooks.Init();
            ShrineFactory.Init();
            ShrineFactory.PlaceBnyBreachShrines();
            TestActiveItem.Init();
            VengeanceVlone.Init();
            ShatterEffect.Initialise();
            ShrineOfTheLeadLord.Add();


            ArtifactOfRevenge.Init();
            ArtifactOfAttraction.Init();
            ArtifactOfGlass.Init();
            ArtifactOfAvarice.Init();
            ArtifactOfDaze.Init();
            ArtifactOfPrey.Init();
            ArtifactOfMegalomania.Init();
            ArtifactOfFodder.Init();
            ArtifactOfBolster.Init();
            ArtifactOfHatred.Init();
            ArtifactOfEnigma.Init();
            ArtifactOfSacrifice.Init();



            ModuleCannon.Add();
            ModuleChip.Init();
            ModuleAmmoEater.Init();
            ModuleDamage.Init();
            ModuleClipSize.Init();
            ModuleFireRate.Init();
            ModuleReload.Init();
            T2ModuleYV.Init();
            T2ModuleCloak.Init();
            T2ModulePierce.Init();
            T2ModuleBounce.Init();
            T2ModuleEjector.Init();
            T2ModuleHoming.Init();
            T3ModuleRocket.Init();
            T3ModuleInaccurate.Init();
            T3ModuleColossus.Init();
            T3ModuleOverload.Init();
            T3ModuleReactive.Init();
            CorruptModuleSensor.Init();
            CorruptModuleAccuracy.Init();
            CorruptModuleLoose.Init();
            CorruptModuleCoolant.Init();
            CorruptModuleDamage.Init();


            //Gimmick Heavy Guns
            TrainGun.Add();
            LastStand.Add();
            SoulStealer.Add();
            Commiter.Add();
            Pickshot.Add();
            AerialBombardment.Add();


            //Mimic Guns
            Casemimic.Add();
            ABlasphemimic.Add();
            Gunthemimic.Add();

            Mimikey47.Add();

            //Mechanical Guns

            ThunderStorm.Add();
            CaptainsShotgun.Add();
            EnforcersLaw.Add();
            TimeZoner.Add();
            ArtemissileRocket.Add();
            BigNukeGun.Add();
            BoxGun.Add();
            REXNeedler.Add();
            FlakCannon.Add();
            GunslayerShotgun.Add();
            RogueLegendary.Add();


            //Otherworldly Guns
            HarvestersShotgun.Add();

            PrismaticShot.Add();
            Starbounder.Add();
            ReaverClaw.Add();
            ReaverHeart.Add();
            ChaosRevolver.Add();
            ChaosRevolverSynergyForme.Add();
            ChaosHand.Add();
            NuclearTentacle.Add();

            //Outright Wacky weaponry
            OppressorsCrossbow.Add();
            GunslayerGauntlets.Add();
            SuperFlakCannon.Add();
            MithrixHammer.Add();
            TungstenCube.Add();
            CoolStaff.Add();
            ASwordGun.Add();
            AGunSword.Add();

            //Dumb Guns
            StickGun.Add();
            BulletCaster.Add();
            SausageRevolver.Add();
            BloatedRevolver.Add();
            PocketPistol.Add();
            BrokenGunParts.Add();
            IDPDFreakGun.Add();
            FakeShotgun.Add();

            //Life Living
            PersonalGuard.Init();
            GlockOfTheDead.Init();
            LizardBloodTransfusion.Init();
            AbsoluteZeroPotion.Init();
            MatrixPotion.Init();
            GreandeParasite.Init();
            //Joke Items
            SpeckOfDust.Init();
            LastResort.Init();
            JokeBook.Init();
            //Mechanical Items
            OnPlayerItemUsedItem.Init();
            BloodyTrigger.Init();
            StaticCharger.Init();

            //Bullet Type Items
            ResurrectionBullets.Init();
            GuillotineRounds.Register();

            LunarGlassRounds.Init();
            ReaverRounds.Init();


            SimpBullets.Init();
            //Cursed Items   Risk Reward Items
            LeadHand.Init();
            JammedGuillotine.Init();

            CrownOfBlood.Init();
            RTG.Init();
            DGrenade.Init();
            MalachiteCrown.Init();
            AncientWhisper.Init();
            AncientEnigma.Init();
            LunarGlassSyringe.Init();
            SlayerKey.Init();
            DamocleanClip.Init();
            DeathMark.Init();
            TheMonolith.Init();
            LoopMarker.Init();
            BulletRelic.Init();
            GodLifesGift.Init();

            //Defense Items
            SuperShield.Init();
            GunslayerHelmet.Init();
            FreezeLighter.Init();
            //Stats Up
            Microscope.Init();
            EmpoweringCore.Init();
            BookOfEconomics.Register();
            CounterChamber.Register();
            Infusion.Init();
            MinigunRounds.Register();
            //Otherworldly
            SpiritOfStagnation.Init();
            SoulInAJar.Init();
            AmmoRepurposer.Init();
            SkyGrass.Init();
            ChaosChamber.Init();
            ChaosGodsWrath.Register();
            Coolrobes.Init();
            //Companion Items/CompanionAI
            Claycord.Init();
            Blastcore.Init();
            ClayCordStatue.ClayBuildPrefab();
            GunSoulBox.Init();
            GunSoulBlue.BlueBuildPrefab();
            GunSoulGreen.GreenBuildPrefab();
            GunSoulRed.RedBuildPrefab();
            GunSoulYellow.YellowBuildPrefab();
            GunSoulPink.PinkBuildPrefab();
            GunSoulPurple.PurpleBuildPrefab();
            PointZero.Init();
            BabyGoodModular.Init();
            //Guon Stones
            GuonPebble.Init();
            ChaosGuonStone.Init();
            BulluonStone.Init();
            DynamiteGuon.Init();
            GuonGeon.Init();
            //Ammolets
            LunarGlassAmmolet.Init();
            ReaverAmmolet.Init();
            //TableTechs
            TableTechReload.Init();
            TableTechBomb.Init();
            TableTechSoul.Init();
            TableTechKnife.Init();
            //OP???
            BunnysFoot.Init();
            //Random Weird Shit that just kinda exists
            GungeonInvestment.Init();
            BrokenLockpicker.Init();
            Dejammer.Init();
            Keylocator.Init();
            Keyceipt.Init();
            FrequentFlyer.Init();

            //Vengeance.Init();
            TestItemBNY.Init();
            DragunHeartThing.Init();
            MasteryReplacementRNG.InitDungeonHook();
            SynergyFormInitialiser.AddSynergyForms();
            InitialiseSynergies.DoInitialisation();
            BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR);
        }