public static void Init()
        {
            string     itemName     = "Gunslayer Key";
            string     resourceName = "BunnyMod/Resources/slayerkey";
            GameObject obj          = new GameObject(itemName);
            SlayerKey  slayerKey    = obj.AddComponent <SlayerKey>();

            ItemBuilder.AddSpriteToObject(itemName, resourceName, obj);
            string shortDesc = "Clip and Bear";
            string longDesc  = "A key made of bodies of powerful gundead. It is said that this key once belonged to the Gunslayer, who used it to combat great beasts for fun. To taunt them, he'd permanantly leave behind a piece of his arsenal.\n\n Noone knows where the Gunslayer is now, as he disappeared without a trace.";

            slayerKey.SetupItem(shortDesc, longDesc, "bny");
            slayerKey.SetCooldownType(ItemBuilder.CooldownType.Damage, 1250f);
            slayerKey.consumable = false;
            slayerKey.quality    = PickupObject.ItemQuality.A;
            slayerKey.AddToSubShop(ItemBuilder.ShopType.Flynt, 1f);
        }
Exemple #2
0
        // Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8
        public override void Start()
        {
            ItemAPI.Tools.Init();
            StaticReferences.Init();
            ShrineFakePrefabHooks.Init();
            ShrineFactory.Init();
            BreachShopTool.DoSetup();
            BossBuilder.Init()
            ;                       MultiActiveReloadManager.SetupHooks();
            ItemBuilder.Init();
            HookYeah.Init();
            //FakePrefabHooks.Init();
            GungeonAPI.Tools.Init();
            //GungeonAP.Init();
            //FakePrefabHooks.Init();
            //ShrineFactory.Init();
            //ShrineFactory.PlaceBnyBreachShrines();
            //TestActiveItem.Init();
            //VengeanceVlone.Init();
            //ShatterEffect.Initialise();
            ShrineOfTheLeadLord.Add();
            ChaosCorruptionShrine.Add();
            PleaseForgiveMe.Add();
            BunnyModule.Strings = new AdvancedStringDB();
            //SpecialDungeon.Init();

            EnemyBuilder.Init();
            HooksEnemy.Init();
            ToolsEnemy.Init();

            ArtifactOfRevenge.Init();
            ArtifactOfAttraction.Init();
            ArtifactOfGlass.Init();
            ArtifactOfAvarice.Init();
            ArtifactOfDaze.Init();
            ArtifactOfPrey.Init();
            ArtifactOfMegalomania.Init();
            ArtifactOfFodder.Init();
            ArtifactOfBolster.Init();
            ArtifactOfEnigma.Init();
            ArtifactOfSacrifice.Init();
            ArtifactOfFraility.Init();
            //ArtifactOfParanoia.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();
            WarningShot.Add();


            //Mimic Guns
            Casemimic.Add();
            ChambemimicGun.Add();
            ABlasphemimic.Add();
            Gunthemimic.Add();
            Mimikey47.Add();

            //Mechanical Guns
            MatterTranslocator.Add();
            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();
            SteveStaff.Add();

            //Outright Wacky weaponry
            Valkyrie.Add();
            OppressorsCrossbow.Add();
            GunslayerGauntlets.Add();
            SuperFlakCannon.Add();
            MithrixHammer.Add();
            TungstenCube.Add();
            CoolStaff.Add();
            ASwordGun.Add();
            AGunSword.Add();
            Microwave.Add();
            //Dumb Guns
            StickGun.Add();
            //BulletCaster.Add();
            SausageRevolver.Add();
            BloatedRevolver.Add();
            PocketPistol.Add();
            BrokenGunParts.Add();
            IDPDFreakGun.Add();
            FakeShotgun.Add();
            Bugun.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();
            StaticCharger.Init();

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

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


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

            //Defense Items
            SuperShield.Init();
            GunslayerHelmet.Init();
            FreezeLighter.Init();
            //Stats Up
            Microscope.Init();
            EmpoweringCore.Init();
            BookOfEconomics.Init();
            CounterChamber.Init();
            Infusion.Init();
            MinigunRounds.Init();
            //Otherworldly
            AstralCounterweight.Init();
            SpiritOfStagnation.Init();
            SoulInAJar.Init();
            AmmoRepurposer.Init();
            ZenithDesign.Init();
            ChaosGodsWrath.Init();
            SkyGrass.Init();
            ChaosChamber.Init();
            ChaosHammer.Init();
            BloodyTrigger.Init();

            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();

            Death.Add();
            Taxes.Add();
            Lacon1Scrap.Init();
            Lacon1.Add();
            Lacon2.Add();
            Lacon3.Add();
            Lacon4.Add();
            Lacon5.Add();
            Lacon6.Add();
            //Vengeance.Init();
            TestItemBNY.Init();
            DragunHeartThing.Init();
            MasteryReplacementRNG.InitDungeonHook();
            SynergyFormInitialiser.AddSynergyForms();
            InitialiseSynergies.DoInitialisation();
            //BunnyEnemies.InitPrefabs();
            //AbyssKinPlease.Init();
            //AbyssShotgunner.Init();
            ChaosBeing.Init();
            ChaosBeingLarge.Init();
            //DopplegamnerClone.Init();
            //	AncientWhisperInfinite.Init();
            CursedPearl.Init();
            RewardCrown.Init();
            ChaosMalice.Add();
            ChaosEmblem.Init();
            //Curse2Emblem.Init();


            DeathsDebt.Init();

            SteadyShotSniper.Add();
            TheStranger.Init();
            //TheStranger.Init();
            //AdrenalineAmmolet.Init();
            //Game.Items["bny:matter_translocator"].SetupUnlockOnCustomFlag(CustomDungeonFlags.EXAMPLE_BLUEPRINTTRUCK, true); //setups rolling eye's unlock
            //Game.Items["bny:matter_translocator"].AddItemToTrorcMetaShop(1123); //adds rolling eye to trorc's breach shop as the last item


            BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR);
        }
        // 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);
        }