public static void Init() { string itemName = "Over-Shield"; string resourceName = "BunnyMod/Resources/supershield.png"; GameObject obj = new GameObject(itemName); SuperShield counterChamber = obj.AddComponent <SuperShield>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Green Power"; string longDesc = "Negates 2 hits. Recharges on entering a new floor.\n\nA downsized replica of the Super Shields used by military vessels. Although to actually generate one requires as much energy as one FTL jump, the elevators of the Gungeon are good enough to power one of a smaller scale."; counterChamber.SetupItem(shortDesc, longDesc, "bny"); counterChamber.quality = PickupObject.ItemQuality.A; }
// 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); }