//Call this method from the Start() method of your ETGModule extension public static void Register() { //The name of the item string itemName = "cooldude"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "ExampleMod/Resources/example_item_sprite"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <Shinypin>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Testing"; string longDesc = "Example Long Description\n\n" + "Wow this description is really looooooooooong!"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "example"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Health, 1, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Coolness, 1); //Set the rarity of the item item.quality = PickupObject.ItemQuality.C; }
//Call this method from the Start() method of your ETGModule extension public static void Register() { //The name of the item string itemName = "Mimic Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "BleakMod/Resources/door_lord_item"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <MimicBullets>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Shells of the Mimic Lord"; string longDesc = "The miniature husk of an elusive mimic lord.\n\nYou do 50% more damage, but your shots jam enemy bullets that pass through them."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "bb"); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Damage, 1.5f, StatModifier.ModifyMethod.MULTIPLICATIVE); //Adds the actual passive effect to the item //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; }
public static void Register() { //The name of the item string itemName = "Survivor"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "Knives/Resources/I_will_survive"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <Survivor>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "I will survive"; string longDesc = "You've been through bullet-hell and survived. At this point as long as you keep trying it feels like nothing can kill you.\n\n" + "Increases enemy bullet speed and gives chance to ignore damage." + "\n\n\n - Knife_to_a_Gunfight"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Coolness, 1f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.EnemyProjectileSpeedMultiplier, .20f, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.A; }
public static void Register() { string itemName = "Dizzy Ring"; string resourceName = "Knives/Resources/dizzy_ring"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <Dizzyring>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Disorienting"; string longDesc = "This ring was once owned by the Rollin Ronin, a student of Sir Manuel that went mad with rolling power! and also dizziness... mostly dizziness.\n\n" + "Feel how this ring becons you to tumble, but be warned excessive rolling can lead to head issues."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.DodgeRollDistanceMultiplier, .6f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.DodgeRollSpeedMultiplier, .2f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.DodgeRollDamage, 50f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ReloadSpeed, 1.75f, StatModifier.ModifyMethod.ADDITIVE); item.quality = PickupObject.ItemQuality.B; }
public static void Init() { string itemName = "Needle Bullets"; string resourceName = "Items/Resources/needle_bullets.png"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <NeedleBullets>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "You'll Shoot Your Eye Out!"; string longDesc = "Massively increases shot speed. Bullets pierce all enemies.\n\n" + "These old, limited edition Gungeon-themed thumb tacks can be found in large quantities throughout the Gungeon's depths. They have become a favorite among Gundead, despite their lack of thumbs. " + "Nobody knows why or how these bullets gained their arcane powers. Perhaps the Gungeon favors its own likeness..."; ItemBuilder.SetupItem(item, shortDesc, longDesc, "cel"); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, 2.5f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Damage, 1.10f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalShotPiercing, 100); item.quality = PickupObject.ItemQuality.A; item.sprite.IsPerpendicular = true; item.AddToSubShop(ItemBuilder.ShopType.Cursula); item.AddToSubShop(ItemBuilder.ShopType.Trorc); }
public static void Init() { string itemName = "Shatterblank"; string resourceName = "NevernamedsItems/Resources/shatterblank_icon"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <Shatterblank>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Fragmentation"; string longDesc = "Blanks release dangerous shrapnel." + "\n\nThis artefact was originally part of a brittle Ammolet, before the whole thing was shattered into a thousand tiny pieces."; ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); item.quality = PickupObject.ItemQuality.D; ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalBlanksPerFloor, 1f, StatModifier.ModifyMethod.ADDITIVE); item.AddToSubShop(ItemBuilder.ShopType.OldRed); ShatterblankID = item.PickupObjectId; Projectile projectile = UnityEngine.Object.Instantiate <Projectile>((PickupObjectDatabase.GetById(56) as Gun).DefaultModule.projectiles[0]); projectile.gameObject.SetActive(false); FakePrefab.MarkAsFakePrefab(projectile.gameObject); UnityEngine.Object.DontDestroyOnLoad(projectile); projectile.baseData.damage = 6f; projectile.baseData.range *= 4f; BounceProjModifier bounce = projectile.gameObject.AddComponent <BounceProjModifier>(); bounce.numberOfBounces += 3; shatterProj = projectile; }
public static void Register() { string itemName = "I'm blue"; string resourceName = "Knives/Resources/Im_blue"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <Im_blue>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "da ba de da ba DIE"; string longDesc = "Everything you see is blue. This depressing outlook on life makes every second seem to drag on.\n\n\n - Knife_to_a_Gunfight" + "\n\n"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.MovementSpeed, -2f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.EnemyProjectileSpeedMultiplier, -.30f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, -.30f, StatModifier.ModifyMethod.ADDITIVE); item.quality = PickupObject.ItemQuality.C; }
public static void Init() { //The name of the item string itemName = "Prima Bean"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/primabean_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <PrimaBean>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Magic?"; string longDesc = "There are strange magics coursing through this bean, like fiber! It’s good for your body damnit!"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Health, 3, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.S; item.AddToSubShop(ItemBuilder.ShopType.Cursula); }
public static void Register() { string itemName = "Kool Kat Bucks"; string resourceName = "Knives/Resources/koolkatbucks"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <koolbucks>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Way Past Koool!!"; string longDesc = "Despite their name these 'dollars' are the least cool form of currency in the known universe. They were originally tokens for a pizza arcade. Just having to touch them makes you feel less cool.\n\n" + "The tokens still hold some of their orignal power your coolness and pride can be traded for neat prizes."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.SetCooldownType(item, ItemBuilder.CooldownType.Timed, 1f); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 2f, StatModifier.ModifyMethod.ADDITIVE); item.quality = PickupObject.ItemQuality.B; item.CanBeDropped = false; }
public static void Init() { //The name of the item string itemName = "Titan Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/titanbullets_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <TitanBullets>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Absolute Unit"; string longDesc = "Bullets increase massively in size, and slightly in damage." + "\n\nThese bullets are so big that enemies are left in shock and awe."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.PlayerBulletScale, 10, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Damage, 1.05f, StatModifier.ModifyMethod.MULTIPLICATIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.D; item.SetupUnlockOnCustomStat(CustomTrackedStats.TITAN_KIN_KILLED, 4, DungeonPrerequisite.PrerequisiteOperation.GREATER_THAN); ID = item.PickupObjectId; }
public static void Init() { //The name of the item string itemName = "Spare Blank"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/spareblank_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <SpareBlank>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "+1 to Blank"; string longDesc = "Never hurts to have a spare."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalBlanksPerFloor, 1, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.D; item.AddToSubShop(ItemBuilder.ShopType.OldRed); }
public static void Init() { //The name of the item string itemName = "Egg Salad"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/egg_salad_001"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <EggSalad>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Tastes Fishy. Why."; string longDesc = "Somebody lost an egg salad down here a long, long time ago..."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Health, 1, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.D; }
public static void Init() { //The name of the item string itemName = "Bashing Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/BulletModifiers/bashingbullets_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <BashingBullets>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Punch Out"; string longDesc = "The thick leather gloves glued to the slugs of these bullets increases the kinetic force they apply to the target."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.KnockbackMultiplier, 10, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.D; BashingBulletsID = item.PickupObjectId; }
//Call this method from the Start() method of your ETGModule extension public static void Register() { //The name of the item string itemName = "Worn Out Patch"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "ExampleMod/Resources/Wornoutpatch"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <Wornoutpatch>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Do A Good Turn Daily"; string longDesc = "Increases Item capacity and ammo capacity\n\n" + "Worn by youth around the world as a symbol of their organization.\n\n" + "Someone, somewhere, is probably pissed that this old patch fell off."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "frm"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalItemCapacity, 1, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AmmoCapacityMultiplier, 2, StatModifier.ModifyMethod.MULTIPLICATIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; }
//Call this method from the Start() method of your ETGModule extension public static void Register() { //The name of the item string itemName = "Mystery Seed"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "TitansMod/Resources/seed"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <MysterySeed>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "What Will It Be?"; string longDesc = "Grants a very small damage boost.\n\n" + "Will grow into something great!..eventually. Might take a long time."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "tm"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Damage, 0.05f, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.D; }
public static void Init() { string itemName = "Micro Scope"; string resourceName = "BunnyMod/Resources/microscope"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <Microscope>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Laymans terms"; string longDesc = "An ineffective attachment made for the sole reason that it functions as a pun.\n\nAt least in the Gungeon it finds new life."; ItemBuilder.SetupItem(item, shortDesc, longDesc, "bny"); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Accuracy, .80f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalShotPiercing, 1f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, .2f, StatModifier.ModifyMethod.ADDITIVE); item.quality = PickupObject.ItemQuality.D; List <string> mandatoryConsoleIDs1 = new List <string> { "bny:micro_scope", }; List <string> optionalConsoleID1s = new List <string> { "scope", "laser_sight", "sniper_rifle", "awp" }; CustomSynergies.Add("Macro Scope", mandatoryConsoleIDs1, optionalConsoleID1s, true); }
//Call this method from the Start() method of your ETGModule extension public static void Init() { //The name of the item string itemName = "Nuclear Talisman"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "LostItems/NuclearThrone/NuclearThroneSprite/Nuclear Talisman2"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <NuclearTalisman>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "The Throne"; string longDesc = "wip"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "bot_nt"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.MoneyMultiplierFromEnemies, 0.4f, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.SPECIAL; item.CanBeDropped = false; }
public static void Init() { //The name of the item string itemName = "Boombox"; //Refers to an embedded png in the project. Make sure to embed your resources! string resourceName = "Blunderbeast/Resources/boombox"; //Create new GameObject GameObject obj = new GameObject(); //Add a ActiveItem component to the object var item = obj.AddComponent <Boombox>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Funky Beats"; string longDesc = "Plays music, stuns unaware enemies.\n\n" + "Unfortunately, this boombox seems to be stuck on shuffle play... At least the song selection is pretty solid."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //"example_pool" here is the item pool. In the console you'd type "give example_pool:sweating_bullets" ItemBuilder.SetupItem(item, shortDesc, longDesc, "rtr"); //Set the cooldown type and duration of the cooldown ItemBuilder.SetCooldownType(item, ItemBuilder.CooldownType.Timed, 0.5f); //Adds a passive modifier, like curse, coolness, damage, etc. to the item. Works for passives and actives. //Set some other fields item.consumable = false; item.quality = PickupObject.ItemQuality.B; ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Coolness, 2f); }
public static void Init() { //The name of the item string itemName = "Maiden-Shaped Box"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/maidenshapedbox_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <MaidenShapedBox>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Singlehandedly Ruining This Game"; string longDesc = "The itty bitty nanites contained within this peculiarly shaped container are specifically programmed to seek, destroy, and transmute Lead Maidens.\n\n" + "Whoever made this thing must have really hated Lead Maidens."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1f, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; item.SetupUnlockOnCustomFlag(CustomDungeonFlags.JAMMEDLEADMAIDEN_QUEST_REWARDED, true); }
//Call this method from the Start() method of your ETGModule extension public static void Init() { //The name of the item string itemName = "Tiny Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "Blunderbeast/Resources/tinybullets"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <Tinybullets>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "The Exception"; string longDesc = "Makes bullets tiny and much faster.\n\n" + "These ant-sized bullets have a bad habit of creating tiny holes in most of the Gungeon's furniture."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "rtr"); //Adds the actual passive effect to the item //Set the rarity of the item item.quality = PickupObject.ItemQuality.C; ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.PlayerBulletScale, 0.5f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, 1.5f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.RateOfFire, 1.15f, StatModifier.ModifyMethod.MULTIPLICATIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.KnockbackMultiplier, 0.35f, StatModifier.ModifyMethod.MULTIPLICATIVE); }
//Call this method from the Start() method of your ETGModule extension class public static void Init() { //The name of the item string itemName = "Ammoconda's Nest"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it. string resourceName = "BleakMod/Resources/ammocondas_nest"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a ActiveItem component to the object var item = obj.AddComponent <AmmocondasNest>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "How Did You Get This?"; string longDesc = "A curious nest full of brownish, spotted eggs."; item.numberOfUses = 3; item.UsesNumberOfUsesBeforeCooldown = true; item.consumable = false; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //"kts" here is the item pool. In the console you'd type kts:sweating_bullets ItemBuilder.SetupItem(item, shortDesc, longDesc, "bb"); //Set the cooldown type and duration of the cooldown ItemBuilder.SetCooldownType(item, ItemBuilder.CooldownType.Damage, 200); //Adds a passive modifier, like curse, coolness, damage, etc. to the item. Works for passives and actives. ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1, StatModifier.ModifyMethod.ADDITIVE); //Set some other fields item.quality = ItemQuality.C; }
public static void Init() { //The name of the item string itemName = "Blank Boots"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/blankboots_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <BlankBoots>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Boots of Banishment"; string longDesc = "Rolling over enemy bullets has a chance to trigger a microblank." + "\n\nMade by a senile old man who misheard a conversation about the legendary 'Blank Bullets'."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1f, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.A; item.AddToSubShop(ItemBuilder.ShopType.OldRed); }
public static void Init() { //The name of the item string itemName = "Springloaded Chamber"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/springloadedchamber_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <SpringloadedChamber>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Marvellous Mechanism"; string longDesc = "Increases damage by 30% for the first half of the clip, but decreases it by 20% for the second." + "\n\nA miraculous clockwork doodad cannibalised from the Wind Up Gun. Proof that springs are, and will always be, the best form of potential energy."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ReloadSpeed, 0.8f, StatModifier.ModifyMethod.MULTIPLICATIVE); //Adds the actual passive effect to the item //ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, -1f, StatModifier.ModifyMethod.MULTIPLICATIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; //B item.SetupUnlockOnCustomFlag(CustomDungeonFlags.PURCHASED_SPRINGLOADEDCHAMBER, true); item.AddItemToTrorcMetaShop(19); ID = item.PickupObjectId; }
public static void Init() { //The name of the item string itemName = "Lump of Space Metal"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/spacemetal_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <SpaceMetal>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Mined Fresh To You"; string longDesc = "This rich lump of unrefined space metal is prized throughout Hegemony of Man systems for all the useful minerals and materials that can be drawn from within it."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalBlanksPerFloor, 1, StatModifier.ModifyMethod.ADDITIVE); item.CanBeDropped = true; //Set the rarity of the item item.quality = PickupObject.ItemQuality.A; }
protected override void Update() { if (this.Owner != null) { if (dizzyness == 1) { if (counter == 25) { ItemBuilder.AddPassiveStatModifier(this, PlayerStats.StatType.MovementSpeed, -1f, StatModifier.ModifyMethod.MULTIPLICATIVE); AkSoundEngine.PostEvent("Play_BOSS_RatPunchout_Flash_01", base.gameObject); this.Owner.stats.RecalculateStats(Owner, true); counter = 0; } counter++; int random_correct = rng.Next(1, 500); if (random_correct == 1) { dizzyness = 0; boostamt = 0; Statcorrector(); AkSoundEngine.PostEvent("Play_NPC_magic_blessing_01", base.gameObject); } } RemoveStat(PlayerStats.StatType.Damage); AddStat(PlayerStats.StatType.Damage, boostamt * 2); this.Owner.stats.RecalculateStats(Owner, true); } base.Update(); }
public static void Register() { string itemName = "Dragun Roll"; string resourceName = "Knives/Resources/Dragun_roll"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <dragun_roll>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "spicy"; string longDesc = "This tightly packed roll contains the meat of a dragun. As you might assume obtaining this meat is quite hard so a roll of this type is a delicacy.\n\n" + "The meat of the dragun causes all the other items inside this roll to taste spicy even though no spices are used. You now understand how to cause pain with a roll." + "\n\n\n - Knife_to_a_Gunfight"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.DodgeRollDamage, 15f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.MovementSpeed, 1f, StatModifier.ModifyMethod.ADDITIVE); item.quality = PickupObject.ItemQuality.C; }
public static void Register() { string itemName = "Devilish Loan Note"; string resourceName = "Knives/Resources/loan"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <loan>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Already payed off"; string longDesc = "A sinister looking bank note signed with your own blood. The deal was simple, money now, soul later.\n\n Without a soul the gundead no longer see you as human and you will not gain from dropped casings."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "ski"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 2f, StatModifier.ModifyMethod.ADDITIVE); ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.MoneyMultiplierFromEnemies, -667f, StatModifier.ModifyMethod.ADDITIVE); item.CanBeDropped = false; item.IgnoredByRat = true; item.quality = PickupObject.ItemQuality.A; }
//Call this method from the Start() method of your ETGModule extension public static void Init() { //The name of the item string itemName = "Blank Spellbook"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "Blunderbeast/Resources/spellbook"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <BlankSpellbook>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Alakazam!"; string longDesc = "Old grimoire emanating magical energy.\n\n" + "The first page describes a spell that can be used to transmogrify enemies. The rest of its pages are blank."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "rtr"); //Adds the actual passive effect to the item //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.AdditionalBlanksPerFloor, 1f, StatModifier.ModifyMethod.ADDITIVE); SpellbookID = item.PickupObjectId; }
public static void Init() { //The name of the item string itemName = "Snail Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "NevernamedsItems/Resources/snailbullets_icon"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <SnailBullets>(); //Adds a tk2dSprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Slow as Slugs"; string longDesc = "It looks like a colony of snails has made it’s home in this empty shell to hide from predatory birds. \n\n" + "While the shell itself cannot be fired, the slime it oozes from the generations of snails within has interesting properties when paired with other ammunition."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "nn"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.ProjectileSpeed, 0.6f, StatModifier.ModifyMethod.MULTIPLICATIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.A; item.SetupUnlockOnCustomFlag(CustomDungeonFlags.PURCHASED_SNAILBULLETS, true); item.AddItemToGooptonMetaShop(30); }
//Call this method from the Start() method of your ETGModule extension public static void Register() { //The name of the item string itemName = "The Bullet Bullets"; //Refers to an embedded png in the project. Make sure to embed your resources! Google it string resourceName = "TitansMod/Resources/bullet_bullets"; //Create new GameObject GameObject obj = new GameObject(itemName); //Add a PassiveItem component to the object var item = obj.AddComponent <TheBulletBullets>(); //Adds a sprite component to the object and adds your texture to the item sprite collection ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Shrink Shrank Shrunk"; string longDesc = "Has a chance to fire a Blasphemy projectile when firing.\n\n" + "It's a small version of The Bullet. It doesn't seem to be alive. Who shrunk him anyway?"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. //Do this after ItemBuilder.AddSpriteToObject! ItemBuilder.SetupItem(item, shortDesc, longDesc, "tm"); //Adds the actual passive effect to the item ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1, StatModifier.ModifyMethod.ADDITIVE); //Set the rarity of the item item.quality = PickupObject.ItemQuality.B; }