public static void Init() { string itemName = "Table Tech Knife"; string resourceName = "BunnyMod/Resources/actualtabletechknife.png"; GameObject obj = new GameObject(itemName); TableTechKnife minigunrounds = obj.AddComponent <TableTechKnife>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Violent Flips"; string longDesc = "This ancient technique allows the user to create daggers from table flipping.\n\nThis Chapter of the Table Sutra has been cut out, presumably with a dagger."; minigunrounds.SetupItem(shortDesc, longDesc, "bny"); //minigunrounds.AddToSubShop(ItemBuilder.ShopType.Cursula, 1f); minigunrounds.quality = PickupObject.ItemQuality.B; }
private KnifeShieldEffect CreateEffect(PlayerController user, float radiusMultiplier = 1f, float rotationSpeedMultiplier = 1f) { GameObject obj = new GameObject(); TableTechKnife f**k = obj.AddComponent <TableTechKnife>(); KnifeShieldEffect knifeShieldEffect = PickupObjectDatabase.GetById(65).GetComponent <KnifeShieldEffect>(); knifeShieldEffect.numKnives = f**k.numKnives; knifeShieldEffect.remainingHealth = f**k.knifeHealth; knifeShieldEffect.knifeDamage = f**k.knifeDamage; knifeShieldEffect.circleRadius = f**k.circleRadius * radiusMultiplier; knifeShieldEffect.rotationDegreesPerSecond = f**k.rotationDegreesPerSecond * rotationSpeedMultiplier; knifeShieldEffect.throwSpeed = f**k.throwSpeed; knifeShieldEffect.throwRange = f**k.throwRange; knifeShieldEffect.throwRadius = f**k.throwRadius; knifeShieldEffect.radiusChangeDistance = f**k.radiusChangeDistance; knifeShieldEffect.deathVFX = this.knifeDeathVFX; knifeShieldEffect.Initialize(user, this.knifePrefab); return(knifeShieldEffect); }
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8 public override void Start() { ItemAPI.Tools.Init(); StaticReferences.Init(); ShrineFakePrefabHooks.Init(); ShrineFactory.Init(); BreachShopTool.DoSetup(); BossBuilder.Init() ; MultiActiveReloadManager.SetupHooks(); ItemBuilder.Init(); HookYeah.Init(); //FakePrefabHooks.Init(); GungeonAPI.Tools.Init(); //GungeonAP.Init(); //FakePrefabHooks.Init(); //ShrineFactory.Init(); //ShrineFactory.PlaceBnyBreachShrines(); //TestActiveItem.Init(); //VengeanceVlone.Init(); //ShatterEffect.Initialise(); ShrineOfTheLeadLord.Add(); ChaosCorruptionShrine.Add(); PleaseForgiveMe.Add(); BunnyModule.Strings = new AdvancedStringDB(); //SpecialDungeon.Init(); EnemyBuilder.Init(); HooksEnemy.Init(); ToolsEnemy.Init(); ArtifactOfRevenge.Init(); ArtifactOfAttraction.Init(); ArtifactOfGlass.Init(); ArtifactOfAvarice.Init(); ArtifactOfDaze.Init(); ArtifactOfPrey.Init(); ArtifactOfMegalomania.Init(); ArtifactOfFodder.Init(); ArtifactOfBolster.Init(); ArtifactOfEnigma.Init(); ArtifactOfSacrifice.Init(); ArtifactOfFraility.Init(); //ArtifactOfParanoia.Init(); /* * ModuleCannon.Add(); * ModuleChip.Init(); * ModuleAmmoEater.Init(); * ModuleDamage.Init(); * ModuleClipSize.Init(); * ModuleFireRate.Init(); * ModuleReload.Init(); * T2ModuleYV.Init(); * T2ModuleCloak.Init(); * T2ModulePierce.Init(); * T2ModuleBounce.Init(); * T2ModuleEjector.Init(); * T2ModuleHoming.Init(); * T3ModuleRocket.Init(); * T3ModuleInaccurate.Init(); * T3ModuleColossus.Init(); * T3ModuleOverload.Init(); * T3ModuleReactive.Init(); * CorruptModuleSensor.Init(); * CorruptModuleAccuracy.Init(); * CorruptModuleLoose.Init(); * CorruptModuleCoolant.Init(); * CorruptModuleDamage.Init(); */ //Gimmick Heavy Guns TrainGun.Add(); LastStand.Add(); SoulStealer.Add(); Commiter.Add(); Pickshot.Add(); AerialBombardment.Add(); WarningShot.Add(); //Mimic Guns Casemimic.Add(); ChambemimicGun.Add(); ABlasphemimic.Add(); Gunthemimic.Add(); Mimikey47.Add(); //Mechanical Guns MatterTranslocator.Add(); ThunderStorm.Add(); CaptainsShotgun.Add(); EnforcersLaw.Add(); TimeZoner.Add(); ArtemissileRocket.Add(); BigNukeGun.Add(); BoxGun.Add(); REXNeedler.Add(); FlakCannon.Add(); GunslayerShotgun.Add(); RogueLegendary.Add(); //Otherworldly Guns HarvestersShotgun.Add(); PrismaticShot.Add(); Starbounder.Add(); ReaverClaw.Add(); ReaverHeart.Add(); ChaosRevolver.Add(); ChaosRevolverSynergyForme.Add(); ChaosHand.Add(); NuclearTentacle.Add(); SteveStaff.Add(); //Outright Wacky weaponry Valkyrie.Add(); OppressorsCrossbow.Add(); GunslayerGauntlets.Add(); SuperFlakCannon.Add(); MithrixHammer.Add(); TungstenCube.Add(); CoolStaff.Add(); ASwordGun.Add(); AGunSword.Add(); Microwave.Add(); //Dumb Guns StickGun.Add(); //BulletCaster.Add(); SausageRevolver.Add(); BloatedRevolver.Add(); PocketPistol.Add(); BrokenGunParts.Add(); IDPDFreakGun.Add(); FakeShotgun.Add(); Bugun.Add(); //Life Living PersonalGuard.Init(); GlockOfTheDead.Init(); LizardBloodTransfusion.Init(); AbsoluteZeroPotion.Init(); MatrixPotion.Init(); GreandeParasite.Init(); //Joke Items SpeckOfDust.Init(); LastResort.Init(); JokeBook.Init(); //Mechanical Items OnPlayerItemUsedItem.Init(); StaticCharger.Init(); //Bullet Type Items ResurrectionBullets.Init(); GuillotineRounds.Init(); LunarGlassRounds.Init(); ReaverRounds.Init(); SimpBullets.Init(); //Cursed Items Risk Reward Items LeadHand.Init(); JammedGuillotine.Init(); GestureOfTheJammed.Init(); CrownOfBlood.Init(); RTG.Init(); DGrenade.Init(); MalachiteCrown.Init(); AncientWhisper.Init(); AncientEnigma.Init(); LunarGlassSyringe.Init(); SlayerKey.Init(); DamocleanClip.Init(); DeathMark.Init(); TheMonolith.Init(); LoopMarker.Init(); BulletRelic.Init(); GodLifesGift.Init(); BloodGoldRing.Init(); //Defense Items SuperShield.Init(); GunslayerHelmet.Init(); FreezeLighter.Init(); //Stats Up Microscope.Init(); EmpoweringCore.Init(); BookOfEconomics.Init(); CounterChamber.Init(); Infusion.Init(); MinigunRounds.Init(); //Otherworldly AstralCounterweight.Init(); SpiritOfStagnation.Init(); SoulInAJar.Init(); AmmoRepurposer.Init(); ZenithDesign.Init(); ChaosGodsWrath.Init(); SkyGrass.Init(); ChaosChamber.Init(); ChaosHammer.Init(); BloodyTrigger.Init(); Coolrobes.Init(); //Companion Items/CompanionAI //Claycord.Init(); Blastcore.Init(); //ClayCordStatue.ClayBuildPrefab(); GunSoulBox.Init(); GunSoulBlue.BlueBuildPrefab(); GunSoulGreen.GreenBuildPrefab(); GunSoulRed.RedBuildPrefab(); GunSoulYellow.YellowBuildPrefab(); GunSoulPink.PinkBuildPrefab(); GunSoulPurple.PurpleBuildPrefab(); PointZero.Init(); //BabyGoodModular.Init(); //Guon Stones GuonPebble.Init(); ChaosGuonStone.Init(); BulluonStone.Init(); DynamiteGuon.Init(); GuonGeon.Init(); //Ammolets LunarGlassAmmolet.Init(); ReaverAmmolet.Init(); //TableTechs TableTechReload.Init(); TableTechBomb.Init(); TableTechSoul.Init(); TableTechKnife.Init(); //OP??? BunnysFoot.Init(); //Random Weird Shit that just kinda exists GungeonInvestment.Init(); BrokenLockpicker.Init(); Dejammer.Init(); Keylocator.Init(); Keyceipt.Init(); FrequentFlyer.Init(); Death.Add(); Taxes.Add(); Lacon1Scrap.Init(); Lacon1.Add(); Lacon2.Add(); Lacon3.Add(); Lacon4.Add(); Lacon5.Add(); Lacon6.Add(); //Vengeance.Init(); TestItemBNY.Init(); DragunHeartThing.Init(); MasteryReplacementRNG.InitDungeonHook(); SynergyFormInitialiser.AddSynergyForms(); InitialiseSynergies.DoInitialisation(); //BunnyEnemies.InitPrefabs(); //AbyssKinPlease.Init(); //AbyssShotgunner.Init(); ChaosBeing.Init(); ChaosBeingLarge.Init(); //DopplegamnerClone.Init(); // AncientWhisperInfinite.Init(); CursedPearl.Init(); RewardCrown.Init(); ChaosMalice.Add(); ChaosEmblem.Init(); //Curse2Emblem.Init(); DeathsDebt.Init(); SteadyShotSniper.Add(); TheStranger.Init(); //TheStranger.Init(); //AdrenalineAmmolet.Init(); //Game.Items["bny:matter_translocator"].SetupUnlockOnCustomFlag(CustomDungeonFlags.EXAMPLE_BLUEPRINTTRUCK, true); //setups rolling eye's unlock //Game.Items["bny:matter_translocator"].AddItemToTrorcMetaShop(1123); //adds rolling eye to trorc's breach shop as the last item BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR); }
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8 public override void Start() { ItemBuilder.Init(); FakePrefabHooks.Init(); HookYeah.Init(); GungeonAPI.GungeonAP.Init(); FakePrefabHooks.Init(); GungeonAPI.Tools.Init(); ItemAPI.FakePrefabHooks.Init(); GungeonAP.Init(); FakePrefabHooks.Init(); ShrineFactory.Init(); ShrineFactory.PlaceBnyBreachShrines(); TestActiveItem.Init(); VengeanceVlone.Init(); ShatterEffect.Initialise(); ShrineOfTheLeadLord.Add(); ArtifactOfRevenge.Init(); ArtifactOfAttraction.Init(); ArtifactOfGlass.Init(); ArtifactOfAvarice.Init(); ArtifactOfDaze.Init(); ArtifactOfPrey.Init(); ArtifactOfMegalomania.Init(); ArtifactOfFodder.Init(); ArtifactOfBolster.Init(); ArtifactOfHatred.Init(); ArtifactOfEnigma.Init(); ArtifactOfSacrifice.Init(); ModuleCannon.Add(); ModuleChip.Init(); ModuleAmmoEater.Init(); ModuleDamage.Init(); ModuleClipSize.Init(); ModuleFireRate.Init(); ModuleReload.Init(); T2ModuleYV.Init(); T2ModuleCloak.Init(); T2ModulePierce.Init(); T2ModuleBounce.Init(); T2ModuleEjector.Init(); T2ModuleHoming.Init(); T3ModuleRocket.Init(); T3ModuleInaccurate.Init(); T3ModuleColossus.Init(); T3ModuleOverload.Init(); T3ModuleReactive.Init(); CorruptModuleSensor.Init(); CorruptModuleAccuracy.Init(); CorruptModuleLoose.Init(); CorruptModuleCoolant.Init(); CorruptModuleDamage.Init(); //Gimmick Heavy Guns TrainGun.Add(); LastStand.Add(); SoulStealer.Add(); Commiter.Add(); Pickshot.Add(); AerialBombardment.Add(); //Mimic Guns Casemimic.Add(); ABlasphemimic.Add(); Gunthemimic.Add(); Mimikey47.Add(); //Mechanical Guns ThunderStorm.Add(); CaptainsShotgun.Add(); EnforcersLaw.Add(); TimeZoner.Add(); ArtemissileRocket.Add(); BigNukeGun.Add(); BoxGun.Add(); REXNeedler.Add(); FlakCannon.Add(); GunslayerShotgun.Add(); RogueLegendary.Add(); //Otherworldly Guns HarvestersShotgun.Add(); PrismaticShot.Add(); Starbounder.Add(); ReaverClaw.Add(); ReaverHeart.Add(); ChaosRevolver.Add(); ChaosRevolverSynergyForme.Add(); ChaosHand.Add(); NuclearTentacle.Add(); //Outright Wacky weaponry OppressorsCrossbow.Add(); GunslayerGauntlets.Add(); SuperFlakCannon.Add(); MithrixHammer.Add(); TungstenCube.Add(); CoolStaff.Add(); ASwordGun.Add(); AGunSword.Add(); //Dumb Guns StickGun.Add(); BulletCaster.Add(); SausageRevolver.Add(); BloatedRevolver.Add(); PocketPistol.Add(); BrokenGunParts.Add(); IDPDFreakGun.Add(); FakeShotgun.Add(); //Life Living PersonalGuard.Init(); GlockOfTheDead.Init(); LizardBloodTransfusion.Init(); AbsoluteZeroPotion.Init(); MatrixPotion.Init(); GreandeParasite.Init(); //Joke Items SpeckOfDust.Init(); LastResort.Init(); JokeBook.Init(); //Mechanical Items OnPlayerItemUsedItem.Init(); BloodyTrigger.Init(); StaticCharger.Init(); //Bullet Type Items ResurrectionBullets.Init(); GuillotineRounds.Register(); LunarGlassRounds.Init(); ReaverRounds.Init(); SimpBullets.Init(); //Cursed Items Risk Reward Items LeadHand.Init(); JammedGuillotine.Init(); CrownOfBlood.Init(); RTG.Init(); DGrenade.Init(); MalachiteCrown.Init(); AncientWhisper.Init(); AncientEnigma.Init(); LunarGlassSyringe.Init(); SlayerKey.Init(); DamocleanClip.Init(); DeathMark.Init(); TheMonolith.Init(); LoopMarker.Init(); BulletRelic.Init(); GodLifesGift.Init(); //Defense Items SuperShield.Init(); GunslayerHelmet.Init(); FreezeLighter.Init(); //Stats Up Microscope.Init(); EmpoweringCore.Init(); BookOfEconomics.Register(); CounterChamber.Register(); Infusion.Init(); MinigunRounds.Register(); //Otherworldly SpiritOfStagnation.Init(); SoulInAJar.Init(); AmmoRepurposer.Init(); SkyGrass.Init(); ChaosChamber.Init(); ChaosGodsWrath.Register(); Coolrobes.Init(); //Companion Items/CompanionAI Claycord.Init(); Blastcore.Init(); ClayCordStatue.ClayBuildPrefab(); GunSoulBox.Init(); GunSoulBlue.BlueBuildPrefab(); GunSoulGreen.GreenBuildPrefab(); GunSoulRed.RedBuildPrefab(); GunSoulYellow.YellowBuildPrefab(); GunSoulPink.PinkBuildPrefab(); GunSoulPurple.PurpleBuildPrefab(); PointZero.Init(); BabyGoodModular.Init(); //Guon Stones GuonPebble.Init(); ChaosGuonStone.Init(); BulluonStone.Init(); DynamiteGuon.Init(); GuonGeon.Init(); //Ammolets LunarGlassAmmolet.Init(); ReaverAmmolet.Init(); //TableTechs TableTechReload.Init(); TableTechBomb.Init(); TableTechSoul.Init(); TableTechKnife.Init(); //OP??? BunnysFoot.Init(); //Random Weird Shit that just kinda exists GungeonInvestment.Init(); BrokenLockpicker.Init(); Dejammer.Init(); Keylocator.Init(); Keyceipt.Init(); FrequentFlyer.Init(); //Vengeance.Init(); TestItemBNY.Init(); DragunHeartThing.Init(); MasteryReplacementRNG.InitDungeonHook(); SynergyFormInitialiser.AddSynergyForms(); InitialiseSynergies.DoInitialisation(); BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR); }