예제 #1
0
    public void OnStart()
    {
        SurvivorModInfo survivorModInfo = new SurvivorModInfo {
            bodyPrefabString       = "BanditBody",
            descriptionTokenString = "BANDIT_DESCRIPTION",
            portraitPrefabString   = "Prefabs/Characters/BanditDisplay",
            usedColor                      = new Color(0.8039216f, 0.482352942f, 0.843137264f),
            toReplace                      = 3,
            unlockableNameString           = "",
            primarySkillNameToken          = "Blast",
            primarySkillDescriptionToken   = "Fire a powerful slug for <style=cIsDamage>150% damage</style>.",
            secondarySkillNameToken        = "Lights Out",
            secondarySkillDescriptionToken = "Take aim for a headshot, dealing <style=cIsDamage>600% damage</style>. If the ability <style=cIsDamage>kills an enemy</style>, the Bandit's <style=cIsUtility>Cooldowns are all reset to 0</style>.",
            utilitySkillNameToken          = "Smokebomb",
            utilitySkillDescriptionToken   = "Turn invisible for <style=cIsDamage>3 seconds</style>, gaining <style=cIsUtility>increased movement speed</style>.",
            specialSkillNameToken          = "Thermite Toss",
            specialSkillDescriptionToken   = "Fire off a burning Thermite grenade, dealing <style=cIsDamage>damage over time</style>.",
        };
        var org_secondary = BodyCatalog.FindBodyPrefab(survivorModInfo.bodyPrefabString).GetComponents <GenericSkill>()[1];

        survivorModInfo.Primary = org_secondary;
        survivorModInfo.Primary.baseMaxStock = 6;
        var mult_secondary = BodyCatalog.FindBodyPrefab("ToolbotBody").GetComponents <GenericSkill>()[1];

        survivorModInfo.Secondary = mult_secondary;
        survivorModInfo.Secondary.activationState = mult_secondary.activationState;
        ModLoader.SurvivorMods.Add(survivorModInfo);
    }
예제 #2
0
    /* This method gets called as soon as the mod is loaded, you can call other methods you have created
     * as well as any method that exist in the RoR2 library.
     * However you don't have access to variables outside of your class yet.
     * Make sure you have SeikoML and UnityEngine.CoreModule
     * (found in your \Risk of Rain 2\Risk of Rain 2_Data\Managed folder)
     * added to your dependencies.*/
    public void OnStart()
    {
        //Define a new survivor mod info, which contains the information for a modded survivor.
        SurvivorModInfo survivorModInfo = new SurvivorModInfo
        {
            bodyPrefabString       = "LemurianBody",                       //The prefab that will be used for the survivor
            descriptionTokenString = "LEMURIAN_DESCRIPTION",               //This text is pulled from the game's language files, you might have to make your own
            portraitPrefabString   = "Prefabs/Characters/LemurianDisplay", //also pulled from the prefab, might have to make your own as well.
            usedColor            = new Color(0.42352942f, 0.81960785f, 0.91764706f),
            toReplace            = -1,                                     // placed here as an example, if your character tries to replace one of the vanilla characters, put their id here
            unlockableNameString = ""                                      //if you want to Tie your character to an achievement, add the name of the achivement here, leaving it empty means it's unlocked by default.
        };
        //You can define multiple at once!
        SurvivorModInfo survivorModInfo2 = new SurvivorModInfo
        {
            bodyPrefabString       = "LemurianBruiserBody",
            descriptionTokenString = "LEMURIANBRUISER_DESCRIPTION",
            portraitPrefabString   = "Prefabs/Characters/LemurianBruiserDisplay",
            usedColor = new Color(0.42352942f, 0.81960785f, 0.91764706f),
        };

        //Make sure to add your modded survivors to the SurvivorMods list! This will ensure they get added!
        BaseFramework.SurvivorMods.Add(survivorModInfo);
        BaseFramework.SurvivorMods.Add(survivorModInfo2);
    }