public override void Load() { JoJoStandsSounds = ModLoader.GetMod("JoJoStandsSounds"); //would just return null if nothing is there HamonBarState.hamonBarTexture = ModContent.GetTexture("JoJoStands/UI/HamonBar"); ToBeContinued.TBCArrowTexture = ModContent.GetTexture("JoJoStands/UI/TBCArrow"); BulletCounter.bulletCounterTexture = ModContent.GetTexture("JoJoStands/UI/BulletCounter"); AerosmithRadar.aerosmithRadarTexture = ModContent.GetTexture("JoJoStands/UI/AerosmithRadar"); GoldenSpinMeter.goldenRectangleTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeter"); GoldenSpinMeter.goldenRectangleSpinLineTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeterLine"); MyPlayer.standTier1List.Add(ItemType("AerosmithT1")); MyPlayer.standTier1List.Add(ItemType("GoldExperienceT1")); MyPlayer.standTier1List.Add(ItemType("HierophantGreenT1")); MyPlayer.standTier1List.Add(ItemType("KillerQueenT1")); MyPlayer.standTier1List.Add(ItemType("KingCrimsonT1")); MyPlayer.standTier1List.Add(ItemType("MagiciansRedT1")); MyPlayer.standTier1List.Add(ItemType("SexPistolsT1")); MyPlayer.standTier1List.Add(ItemType("StarPlatinumT1")); MyPlayer.standTier1List.Add(ItemType("StickyFingersT1")); MyPlayer.standTier1List.Add(ItemType("TheWorldT1")); MyPlayer.standTier1List.Add(ItemType("TuskAct1")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT2")); //only the timestop capable stands as people shouldn't switch anyway MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT3")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandFinal")); MyPlayer.stopImmune.Add(ProjectileType("StarPlatinumStandFinal")); //MyPlayer.stopImmune.Add(ProjectileType("StickyFingersFistExtended")); MyPlayer.stopImmune.Add(ProjectileType("RoadRoller")); MyPlayer.stopImmune.Add(ProjectileType("HamonPunches")); MyPlayer.stopImmune.Add(ProjectileType("Fists")); MyPlayer.stopImmune.Add(ProjectileType("GoldExperienceRequiemStand")); MyPlayer.stopImmune.Add(ProjectileType("TuskAct4Minion")); // Registers a new hotkey SpecialHotKey = RegisterHotKey("Special Ability", "P"); // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys StandOut = RegisterHotKey("Stand Out", "G"); PoseHotKey = RegisterHotKey("Pose", "V"); StandAutoMode = RegisterHotKey("Stand Auto Mode", "L"); if (!Main.dedServ) //Manages resource loading cause the server isn't able to load resources { //UI Stuff HamonBarInterface = new HamonBarState(); HamonBarInterface.Activate(); _hamonbarInterface = new UserInterface(); _hamonbarInterface.SetState(HamonBarInterface); TBCarrow = new ToBeContinued(); TBCarrow.Activate(); _tbcarrow = new UserInterface(); _tbcarrow.SetState(TBCarrow); bulletCounter = new BulletCounter(); bulletCounter.Activate(); _bulletcounter = new UserInterface(); _bulletcounter.SetState(bulletCounter); aerosmithRadar = new AerosmithRadar(); aerosmithRadar.Activate(); _aerosmithRadar = new UserInterface(); _aerosmithRadar.SetState(aerosmithRadar); betUI = new BetUI(); betUI.Activate(); _betUI = new UserInterface(); _betUI.SetState(betUI); GoldenSpinInterface = new GoldenSpinMeter(); GoldenSpinInterface.Activate(); _goldenSpinInterface = new UserInterface(); _goldenSpinInterface.SetState(GoldenSpinInterface); //Shader Stuff Ref <Effect> timestopShader = new Ref <Effect>(GetEffect("Effects/TimestopEffect")); // The path to the compiled shader file. Filters.Scene["TimestopEffectShader"] = new Filter(new ScreenShaderData(timestopShader, "TimestopEffectShader"), EffectPriority.VeryHigh); Filters.Scene["TimestopEffectShader"].Load(); Ref <Effect> greyscaleShader = new Ref <Effect>(GetEffect("Effects/Greyscale")); Filters.Scene["GreyscaleEffect"] = new Filter(new ScreenShaderData(greyscaleShader, "GreyscaleEffect"), EffectPriority.VeryHigh); Filters.Scene["GreyscaleEffect"].Load(); Ref <Effect> greenShader = new Ref <Effect>(GetEffect("Effects/GreenEffect")); Filters.Scene["GreenEffect"] = new Filter(new ScreenShaderData(greenShader, "GreenEffect"), EffectPriority.VeryHigh); Filters.Scene["GreenEffect"].Load(); /*MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT2")); //only the timestop capable stands as people shouldn't switch anyway * MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT3")); * MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandFinal")); * MyPlayer.stopImmune.Add(ProjectileType("StarPlatinumStandFinal"));/*/ } }
public override void Load() { JoJoStandsSounds = ModLoader.GetMod("JoJoStandsSounds"); //would just return null if nothing is there SoundsLoaded = JoJoStandsSounds != null; FanStandsLoaded = ModLoader.GetMod("JoJoFanStands") != null; HamonBarState.hamonBarTexture = ModContent.GetTexture("JoJoStands/UI/HamonBar"); ToBeContinued.TBCArrowTexture = ModContent.GetTexture("JoJoStands/UI/TBCArrow"); BulletCounter.bulletCounterTexture = ModContent.GetTexture("JoJoStands/UI/BulletCounter"); AerosmithRadar.aerosmithRadarTexture = ModContent.GetTexture("JoJoStands/UI/AerosmithRadar"); GoldenSpinMeter.goldenRectangleTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeter"); GoldenSpinMeter.goldenRectangleSpinLineTexture = ModContent.GetTexture("JoJoStands/UI/GoldenSpinMeterLine"); SexPistolsUI.sexPistolsUITexture = ModContent.GetTexture("JoJoStands/UI/SexPistolsUI"); VoidBar.VoidBarTexture = ModContent.GetTexture("JoJoStands/UI/VoidBar"); VoidBar.VoidBarBarTexture = ModContent.GetTexture("JoJoStands/UI/VoidBarBar"); MyPlayer.standTier1List.Add(ItemType("AerosmithT1")); MyPlayer.standTier1List.Add(ItemType("GoldExperienceT1")); MyPlayer.standTier1List.Add(ItemType("HierophantGreenT1")); MyPlayer.standTier1List.Add(ItemType("KillerQueenT1")); MyPlayer.standTier1List.Add(ItemType("KingCrimsonT1")); MyPlayer.standTier1List.Add(ItemType("MagiciansRedT1")); MyPlayer.standTier1List.Add(ItemType("SexPistolsT1")); MyPlayer.standTier1List.Add(ItemType("StarPlatinumT1")); MyPlayer.standTier1List.Add(ItemType("StickyFingersT1")); MyPlayer.standTier1List.Add(ItemType("TheWorldT1")); MyPlayer.standTier1List.Add(ItemType("TuskAct1")); MyPlayer.standTier1List.Add(ItemType("LockT1")); MyPlayer.standTier1List.Add(ItemType("GratefulDeadT1")); MyPlayer.standTier1List.Add(ItemType("TheHandT1")); MyPlayer.standTier1List.Add(ItemType("WhitesnakeT1")); MyPlayer.standTier1List.Add(ItemType("DollyDaggerT1")); MyPlayer.standTier1List.Add(ItemType("CenturyBoyT1")); MyPlayer.standTier1List.Add(ItemType("SilverChariotT1")); MyPlayer.standTier1List.Add(ItemType("HermitPurpleT1")); MyPlayer.standTier1List.Add(ItemType("BadCompanyT1")); MyPlayer.standTier1List.Add(ItemType("CreamT1")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT2")); //only the timestop capable stands as people shouldn't switch anyway MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandT3")); MyPlayer.stopImmune.Add(ProjectileType("TheWorldStandFinal")); MyPlayer.stopImmune.Add(ProjectileType("StarPlatinumStandFinal")); //MyPlayer.stopImmune.Add(ProjectileType("StickyFingersFistExtended")); MyPlayer.stopImmune.Add(ProjectileType("RoadRoller")); MyPlayer.stopImmune.Add(ProjectileType("HamonPunches")); MyPlayer.stopImmune.Add(ProjectileType("Fists")); MyPlayer.stopImmune.Add(ProjectileType("GoldExperienceRequiemStand")); MyPlayer.stopImmune.Add(ProjectileType("TuskAct4Minion")); // Registers a new hotkey SpecialHotKey = RegisterHotKey("Special Ability", "P"); // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys SecondSpecialHotKey = RegisterHotKey("Secondary Special Ability", "H"); StandOut = RegisterHotKey("Stand Out", "G"); PoseHotKey = RegisterHotKey("Pose", "V"); StandAutoMode = RegisterHotKey("Stand Auto Mode", "L"); if (!Main.dedServ) //Manages resource loading cause the server isn't able to load resources { //UI Stuff HamonBarInterface = new HamonBarState(); HamonBarInterface.Activate(); _hamonbarInterface = new UserInterface(); _hamonbarInterface.SetState(HamonBarInterface); TBCarrow = new ToBeContinued(); TBCarrow.Activate(); _tbcarrow = new UserInterface(); _tbcarrow.SetState(TBCarrow); bulletCounter = new BulletCounter(); bulletCounter.Activate(); _bulletcounter = new UserInterface(); _bulletcounter.SetState(bulletCounter); aerosmithRadar = new AerosmithRadar(); aerosmithRadar.Activate(); _aerosmithRadar = new UserInterface(); _aerosmithRadar.SetState(aerosmithRadar); betUI = new BetUI(); betUI.Activate(); _betUI = new UserInterface(); _betUI.SetState(betUI); GoldenSpinInterface = new GoldenSpinMeter(); GoldenSpinInterface.Activate(); _goldenSpinInterface = new UserInterface(); sexPistolsUI = new SexPistolsUI(); sexPistolsUI.Activate(); _sexPistolsUI = new UserInterface(); _sexPistolsUI.SetState(sexPistolsUI); _goldenSpinInterface.SetState(GoldenSpinInterface); VoidBarUI = new VoidBar(); VoidBarUI.Activate(); _voidbarUI = new UserInterface(); _voidbarUI.SetState(VoidBarUI); HamonSkillTreeUI = new HamonSkillTree(); HamonSkillTreeUI.Activate(); _hamonSkillTreeUI = new UserInterface(); _hamonSkillTreeUI.SetState(HamonSkillTreeUI); UnitsUI = new BadCompanyUnitsUI(); UnitsUI.Activate(); _unitsUI = new UserInterface(); _unitsUI.SetState(UnitsUI); //Shader Stuff Ref <Effect> timestopShader = new Ref <Effect>(GetEffect("Effects/TimestopEffect")); // The path to the compiled shader file. Filters.Scene["TimestopEffectShader"] = new Filter(new ScreenShaderData(timestopShader, "TimestopEffectShader"), EffectPriority.VeryHigh); Filters.Scene["TimestopEffectShader"].Load(); Ref <Effect> greyscaleShader = new Ref <Effect>(GetEffect("Effects/Greyscale")); Filters.Scene["GreyscaleEffect"] = new Filter(new ScreenShaderData(greyscaleShader, "GreyscaleEffect"), EffectPriority.VeryHigh); Filters.Scene["GreyscaleEffect"].Load(); Ref <Effect> greenShader = new Ref <Effect>(GetEffect("Effects/GreenEffect")); Filters.Scene["GreenEffect"] = new Filter(new ScreenShaderData(greenShader, "GreenEffect"), EffectPriority.VeryHigh); Filters.Scene["GreenEffect"].Load(); Ref <Effect> redShader = new Ref <Effect>(GetEffect("Effects/RedEffect")); Filters.Scene["RedEffect"] = new Filter(new ScreenShaderData(redShader, "RedEffect"), EffectPriority.VeryHigh); Filters.Scene["RedEffect"].Load(); Ref <Effect> colorChangeShader = new Ref <Effect>(GetEffect("Effects/ColorChangeEffect")); Filters.Scene["ColorChangeEffect"] = new Filter(new ScreenShaderData(colorChangeShader, "ColorChangeEffect"), EffectPriority.VeryHigh); Filters.Scene["ColorChangeEffect"].Load(); Ref <Effect> voidGradientShader = new Ref <Effect>(GetEffect("Effects/VoidBarGradient")); GameShaders.Misc["JoJoStandsVoidGradient"] = new MiscShaderData(voidGradientShader, "VoidBarGradient"); //Misc AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/VMMusic"), ItemType("ViralMusicBox"), TileType("ViralMusicBoxTile")); } }