static SerratedSpoon() { var rules = new BetterAPI.Items.CharacterItemDisplayRuleSet(); rules.AddDefaultRule(new ItemDisplayRule { ruleType = ItemDisplayRuleType.ParentedPrefab, childName = "Pelvis", localPos = new Vector3(0.25f, 0.25f, 0f), localAngles = new Vector3(180f, 0f, 9f), localScale = new Vector3(0.1f, 0.1f, 0.1f), followerPrefab = MoreItemsPlugin.bundle.LoadAsset <GameObject>($"Assets/Items/serratedspoon/prefab.prefab"), } ); itemDef = MoreItemsPlugin.AddItem( "Serrated Spoon", ItemTier.Lunar, "SerratedSpoon", "Your critical chance is always low, but your critical strikes get more damage from effects that add critical chance.", "Your <style=cIsDamage>critical chance</style> is <style=cIsHealth>fixed</style> to <style=cIsDamage>10%</style> <style=cStack>(halved per stack)</style>. <style=cIsDamage>Critical chance</style> effects grant you <style=cIsDamage>10% <style=cStack>(+10% per stack)(doubled per stack)</style> critical damage</style> per 1% critical chance", "<style=cMono>//--AUTO-TRANSCRIPTION FROM KITCHEN 16C OF UES [Redacted] --//</style>\n\n MAN 1: Why could you POSSIBLY need a serrated spoon?\n\nMAN 2: Just in case.\n\nMAN 1: In case what?\n\nMan 2: You'll see...", rules ); }
static SerratedKnife() { itemDef = MoreItemsPlugin.AddItem( "Serrated Knife", ItemTier.Tier1, "SerratedKnife", "Your critical strikes do more damage.", "Your critial strikes deal <style=cIsDamage>10%</style> <style=cStack>(+10% per stack)</style> more damage.", "You might think it would be cruel to use a knife like this, but I think it's more humane, ending their suffering far more quickly..." ); }
static StaticCharge() { itemDef = MoreItemsPlugin.AddItem( "Static Charge", ItemTier.Tier2, "StaticCharge", "Your critical strikes build up static charge to shock the next enemy to attack you.", "Gain <style=cIsDamage>5% critical chance</style>. <style=cIsDamage>Critical strikes</style> grant you a stack of <style=cIsDamage>static charge</style>. The next time you are attacked, <style=cIsUtility>shock</style> the attacker, dealing <style=cIsDamage>5% <style=cStack>(+5% per stack)</style> damage</style> for each stack of <style=cIsDamage>static charge</style>.", "I can feel a buzz in the air... Don't get to close to me... " ); }
static CrackedOrb() { BetterAPI.Items.CharacterItemDisplayRuleSet rules = new BetterAPI.Items.CharacterItemDisplayRuleSet(); rules.AddDefaultRule(new ItemDisplayRule { ruleType = ItemDisplayRuleType.ParentedPrefab, childName = "Head", localPos = new Vector3(0.45f, 0.45f, 0f), localAngles = new Vector3(0f, -40f, 0f), localScale = new Vector3(0.2f, 0.2f, 0.2f), followerPrefab = MoreItemsPlugin.bundle.LoadAsset <GameObject>($"Assets/Items/crackedorb/prefab.prefab"), } ); itemDef = MoreItemsPlugin.AddItem( "Cracked Orb", ItemTier.Lunar, "CrackedOrb", "You have an extra chance to duplicate your attacks, <color=#FF7F7F>but an equal chance to duplicate attacks that hit you.</color>", "You have a <style=cIsDamage>30%</style> <style=cStack>(+30% per stack)</style> chance to duplicate your attacks, <color=#FF7F7F>but an equal chance to duplicate attacks that hit you.</color>", "<style=cMono>NO DATA FOUND</style>", rules ); }