public static void Init() { string name = "Dark Prince"; string resourcePath = "NevernamedsItems/Resources/Companions/DarkPrince/darkprince_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Wicked Heir"; string longDesc = "This young Gunjurer is the unlikely heir to a vast magical empire, operating from beyond the curtain... he is also very impressionable, with his dark magics able to be put to fantastic use."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.S; companionItem.CompanionGuid = DarkPrince.guid; DarkPrince.BuildPrefab(); companionItem.AddToSubShop(ItemBuilder.ShopType.Cursula); DarkPrinceProjectile = (PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0].gameObject.InstantiateAndFakeprefab(); Projectile darkProj = DarkPrinceProjectile.GetComponent <Projectile>(); darkProj.baseData.damage = 1; darkProj.baseData.speed = 100; darkProj.SetProjectileSpriteRight("laserwelder_proj", 10, 3, true, tk2dBaseSprite.Anchor.MiddleCenter, 10, 3); ProjWeaknessModifier weakness = darkProj.gameObject.AddComponent <ProjWeaknessModifier>(); weakness.UsesSeparateStatsForBosses = true; weakness.isDarkPrince = true; HomingModifier homin = darkProj.gameObject.AddComponent <HomingModifier>(); homin.AngularVelocity = 400; homin.HomingRadius = 200; List <string> BeamAnimPaths = new List <string>() { "NevernamedsItems/Resources/TrailSprites/darkprince_trail_001", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_002", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_003", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_004", "NevernamedsItems/Resources/TrailSprites/darkprince_trail_005", }; darkProj.AddTrailToProjectile( "NevernamedsItems/Resources/TrailSprites/darkprince_trail_001", new Vector2(21, 1), new Vector2(0, 10), BeamAnimPaths, 10, null, 20, 0.1f, 0.1f, -1, true ); }
public static void Init() { string name = "Fun Guy"; string resourcePath = "NevernamedsItems/Resources/Companions/FunGuy/funguy_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <FunGuy>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Myc-inda Fella"; string longDesc = "This young fungun has become dissilusioned with the ways of the Gungeon. Or at least, it seems that way. It's unclear if it really knows what's going on."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.C; companionItem.CompanionGuid = FunGuy.guid; FunGuy.BuildPrefab(); synergyFungusProj = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(86) as Gun).DefaultModule.projectiles[0]); synergyFungusProj.gameObject.MakeFakePrefab(); synergyFungusProj.SetProjectileSpriteRight("yellowtriangleproj_001", 19, 17, true, tk2dBaseSprite.Anchor.MiddleCenter, 9, 9); FungoRandomBullets orAddComponent = synergyFungusProj.gameObject.GetOrAddComponent <FungoRandomBullets>(); synergyFungusProj.baseData.speed *= 0.2f; synergyFungusProj.baseData.damage = 12.5f; PierceProjModifier pierce = synergyFungusProj.gameObject.AddComponent <PierceProjModifier>(); pierce.penetration = 1; pierce.penetratesBreakables = true; synergyFungusProj.gameObject.AddComponent <PierceDeadActors>(); synergyFungusProj.pierceMinorBreakables = true; synergyFungusProj.AnimateProjectile(new List <string> { "yellowtriangleproj_001", "yellowtriangleproj_002", "yellowtriangleproj_003", "yellowtriangleproj_004", }, 10, true, new List <IntVector2> { new IntVector2(19, 17), new IntVector2(19, 17), new IntVector2(19, 17), new IntVector2(19, 17), }, AnimateBullet.ConstructListOfSameValues(true, 4), AnimateBullet.ConstructListOfSameValues(tk2dBaseSprite.Anchor.MiddleCenter, 4), AnimateBullet.ConstructListOfSameValues(true, 4), AnimateBullet.ConstructListOfSameValues(false, 4), AnimateBullet.ConstructListOfSameValues <Vector3?>(null, 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(new IntVector2(9, 9), 4), AnimateBullet.ConstructListOfSameValues <IntVector2?>(new IntVector2(5, 3), 4), AnimateBullet.ConstructListOfSameValues <Projectile>(null, 4)); }
public static void Init() { string name = "Lil Munchy"; string resourcePath = "NevernamedsItems/Resources/Companions/LilMunchy/lilmunchy_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Hungry Hungry"; string longDesc = "A juvenile muncher that hasn't yet found a suitable generic dungeon room in which to take root." + "\n\nHe has an endless appetite!"; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.C; companionItem.CompanionGuid = LilMunchy.guid; LilMunchy.BuildPrefab(); }
public static void Init() { string name = "Gusty"; string resourcePath = "NevernamedsItems/Resources/Companions/Gusty/gusty_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Windbag"; string longDesc = "Plomphs around, and doesn't let anyone get in his way." + "\n\nStore in a cool, dry place."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.D; companionItem.CompanionGuid = Gusty.guid; Gusty.BuildPrefab(); }
// Token: 0x0600009D RID: 157 RVA: 0x00006538 File Offset: 0x00004738 public static void Init() { string name = "Baby Good Chance Kin"; string resourcePath = "NevernamedsItems/Resources/babygoodchancekin_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Confused Friend"; string longDesc = "Can spawn supplies whenever the person they follow suffers damage." + "\n\nThis cute little lad is unable to look directly in front of himself, but in spite of this predicament he is eager to help you on your journey."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.C; companionItem.CompanionGuid = BabyGoodChanceKin.guid; BabyGoodChanceKin.BuildPrefab(); }
public static void Init() { string name = "Angry Spirit"; string resourcePath = "NevernamedsItems/Resources/Companions/AngrySpirit/angryspirit_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Furious Friend"; string longDesc = "Aches to kill, but cannot generate it's own bullets, merely copying the firepower of it's owner." + "\n\nDon't let him in."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.B; companionItem.CompanionGuid = AngrySpirit.guid; AngrySpirit.BuildPrefab(); companionItem.AddToSubShop(ItemBuilder.ShopType.Cursula); }
public static void Init() { string name = "Baby Good Det"; string resourcePath = "NevernamedsItems/Resources/Companions/BabyGoodDet/babygooddet_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <CompanionItem>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Laserbrained"; string longDesc = "A scale model Det, constructed as part of some asinine Gundead school project." + "\n\nFires powerful lasers, but can have a hard time hitting her target."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.C; companionItem.CompanionGuid = BabyGoodDet.guid; BabyGoodDet.BuildPrefab(); companionItem.SetupUnlockOnCustomFlag(CustomDungeonFlags.PURCHASED_BABYGOODDET, true); companionItem.AddItemToDougMetaShop(50); }
public static void Init() { string name = "Scroll of Exact Knowledge"; string resourcePath = "NevernamedsItems/Resources/Companions/ScrollOfExactKnowledge/scrollofexactknowledge_icon"; GameObject gameObject = new GameObject(); CompanionItem companionItem = gameObject.AddComponent <ScrollOfExactKnowledge>(); ItemBuilder.AddSpriteToObject(name, resourcePath, gameObject); string shortDesc = "Nerd"; string longDesc = "Offers useful information on the Gungeon around you." + "\n\nSeems to have a fear of being alone, and enjoys company."; companionItem.SetupItem(shortDesc, longDesc, "nn"); companionItem.quality = PickupObject.ItemQuality.C; companionItem.CompanionGuid = ScrollOfExactKnowledge.guid; ScrollOfExactKnowledge.BuildPrefab(); ScrollOfExactKnowledgeID = companionItem.PickupObjectId; companionItem.SetupUnlockOnCustomFlag(CustomDungeonFlags.ALLJAMMED_BEATEN_OFFICE, true); ChestToolbox.OnChestPostSpawn += ScrollOfExactKnowledge.OnChestSpawned; }