internal static void Init()
        {
            using (System.IO.Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("GiganticAmethyst.amethyst"))
            {
                AmethystBundle   = AssetBundle.LoadFromStream(stream);
                AmethystProvider = new AssetBundleResourcesProvider(ModPrefix.Trim(':'), AmethystBundle);
                ResourcesAPI.AddProvider(AmethystProvider);
                AmethystPrefab = AmethystBundle.LoadAsset <GameObject>("Assets/Amethyst.prefab");
            };

            AmethystAsEquip();
        }
Exemplo n.º 2
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        public static void Init()
        {
            if (Loaded)
            {
                return;
            }

            Loaded = true;
            var execAssembly = Assembly.GetExecutingAssembly();

            using (var stream = execAssembly.GetManifestResourceStream("JarlykMods.Hailstorm.hailstorm.assets"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(Prefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);

                DarknessShader = bundle.LoadAsset <Shader>("Assets/Effects/darkness.shader");

                PureBlack    = bundle.LoadAsset <Material>("Assets/Materials/PureBlack.mat");
                PurpleCracks = bundle.LoadAsset <Material>("Assets/Materials/PurpleCracks.mat");

                TwisterVisualPrefab = bundle.LoadAsset <GameObject>("Assets/Prefabs/TwisterVisual.prefab");
                TwisterPrefab       = bundle.LoadAsset <GameObject>("Assets/Prefabs/Twister.prefab");
                TwisterProjectileController.AugumentPrefab(TwisterPrefab);

                BarrierMaterial = Resources.Load <GameObject>("Prefabs/TemporaryVisualEffects/barriereffect")
                                  .GetComponentInChildren <MeshRenderer>().material;

                CataclysmPlatformPrefab = bundle.LoadAsset <GameObject>("Assets/Prefabs/CataclysmPlatform.prefab");
                CataclysmPlatformPrefab.AddComponent <MobilePlatform>();

                CataclysmSkyboxMaterial = bundle.LoadAsset <Material>("Assets/SpaceSkies Free/Skybox_3/Purple_4K_Resolution.mat");
                CataclysmArenaPrefab    = bundle.LoadAsset <GameObject>("Assets/Prefabs/CataclysmArena.prefab");

                GravBombPrefab = bundle.LoadAsset <GameObject>("Assets/Prefabs/GravBomb.prefab");
                GravBombEffect.AugmentPrefab(GravBombPrefab);

                AsteroidProjectilePrefab = bundle.LoadAsset <GameObject>("Assets/Prefabs/AsteroidProjectile.prefab");
                AsteroidProjectileController.AugmentPrefab(AsteroidProjectilePrefab);

                LaserChargerPrefab = bundle.LoadAsset <GameObject>("Assets/Prefabs/LaserCharger.prefab");
                LaserChargerInteraction.AugmentPrefab(LaserChargerPrefab);
            }

            using (var bankStream = execAssembly.GetManifestResourceStream("JarlykMods.Hailstorm.Hailstorm.bnk"))
            {
                var bytes = new byte[bankStream.Length];
                bankStream.Read(bytes, 0, bytes.Length);
                SoundBanks.Add(bytes);
            }

            On.RoR2.Networking.GameNetworkManager.OnStartClient += GameNetworkManager_OnStartClient;
        }
        public void Awake()
        {
            logger  = Logger;
            cfgFile = new ConfigFile(Path.Combine(Paths.ConfigPath, ModGuid + ".cfg"), true);

            mainMenuOpenDelay = cfgFile.Bind(new ConfigDefinition("Client", "MainMenuOpenDelay"), 0.2f,
                                             new ConfigDescription("Time between ping keydown and opening of the radial menu. Faster keyups will cause a quick ping (vanilla behavior).",
                                                                   new AcceptableValueRange <float>(0f, float.MaxValue))).Value;
            //todo: option to keep first ping preview as result

            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("RadialPings.radialpings_assets")) {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@RadialPings", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("RadialPings.lang_en.json"))
                using (var reader = new StreamReader(stream)) {
                    LanguageAPI.Add(reader.ReadToEnd());
                }

            RadialMenu.Setup();

            new MainPingMenuBindings();
            new PlayersMenuBindings();
            new DroneMenuBindings();
            new RespondablesMenuBindings();

            On.RoR2.PlayerCharacterMasterController.CheckPinging += On_PlayerCharacterMasterController_CheckPinging;
            On.RoR2.Run.OnDestroy += On_Run_OnDestroy;

            R2API.Networking.NetworkingAPI.RegisterMessageType <PingMenuHelper.MsgCustomPing>();

            #if DEBUG
            On.RoR2.Networking.GameNetworkManager.OnClientConnect += (orig, self, conn) => {
                if (!self.clientLoadedScene)
                {
                    ClientScene.Ready(conn);
                    if (self.autoCreatePlayer)
                    {
                        ClientScene.AddPlayer(0);
                    }
                }
                self.clientRttFrame         = 0f;
                self.filteredClientRttFixed = 0f;
                self.ClientSetPlayers(conn);
                RoR2.Networking.RttManager.OnConnectionDiscovered(conn);
            };
            On.RoR2.NetworkUser.UpdateUserName += (orig, self) => {
                self.userName = $"DEBUG USER NetID:{self.netId}";
            };
            #endif
        }
 public static void PopulateAssets()
 {
     // populate ASSets
     if (MainAssetBundle == null)
     {
         using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("FastArtiBolts.arti")) {
             MainAssetBundle = AssetBundle.LoadFromStream(assetStream);
             Provider        = new AssetBundleResourcesProvider("@FastArtiBolts", MainAssetBundle);
             ResourcesAPI.AddProvider(Provider);
         }
     }
     // gather assets
     FastBoltIcon = MainAssetBundle.LoadAsset <Sprite>("texMageSkillIcon");
 }
Exemplo n.º 5
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        public void Awake()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("GlassArtifactOHP.glassohp_assets")) {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@GlassArtifactOHP", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            IL.RoR2.CharacterBody.RecalculateStats += IL_CBRecalcStats;
            if (!ilFailed)
            {
                ArtifactCatalog.getAdditionalEntries += Evt_ACGetAdditionalEntries;
            }
        }
Exemplo n.º 6
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        internal static void PopulateAssets()
        {
            if (mainAssetBundle == null)
            {
                using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("HenryMod.pleasechangethisnameinyourprojectorelseyouwillcauseconflicts"))
                {
                    mainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                    var provider = new AssetBundleResourcesProvider("@Henry", mainAssetBundle);
                    ResourcesAPI.AddProvider(provider);
                }
            }

            using (Stream manifestResourceStream2 = Assembly.GetExecutingAssembly().GetManifestResourceStream("HenryMod.HenryBank.bnk"))
            {
                byte[] array = new byte[manifestResourceStream2.Length];
                manifestResourceStream2.Read(array, 0, array.Length);
                SoundAPI.SoundBanks.Add(array);
            }

            swordHitSoundEvent = CreateNetworkSoundEventDef("HenrySwordHit");
            punchHitSoundEvent = CreateNetworkSoundEventDef("HenryPunchHit");

            dustEffect          = LoadEffect("HenryDustEffect");
            bombExplosionEffect = LoadEffect("BombExplosionEffect");

            ShakeEmitter shakeEmitter = bombExplosionEffect.AddComponent <ShakeEmitter>();

            shakeEmitter.amplitudeTimeDecay             = true;
            shakeEmitter.duration                       = 0.5f;
            shakeEmitter.radius                         = 200f;
            shakeEmitter.scaleShakeRadiusWithLocalScale = false;

            shakeEmitter.wave = new Wave
            {
                amplitude   = 1f,
                frequency   = 40f,
                cycleOffset = 0f
            };

            swordSwingEffect     = Assets.LoadEffect("HenrySwordSwingEffect");
            swordHitImpactEffect = Assets.LoadEffect("ImpactHenrySlash");

            punchSwingEffect = Assets.LoadEffect("HenryFistSwingEffect");
            //punchImpactEffect = Assets.LoadEffect("ImpactHenryPunch");
            // on second thought my effect sucks so imma just clone loader's
            punchImpactEffect = PrefabAPI.InstantiateClone(Resources.Load <GameObject>("Prefabs/Effects/OmniEffect/OmniImpactVFXLoader"), "ImpactHenryPunch");
            punchImpactEffect.AddComponent <NetworkIdentity>();

            EffectAPI.AddEffect(punchImpactEffect);
        }
Exemplo n.º 7
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        public void Awake()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ExtraItems.extraitem_assets"))
            {
                MainAssets = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider($"@{ModName}", MainAssets);
                ResourcesAPI.AddProvider(provider);
            }

            //Item initialization
            var ItemTypes = Assembly.GetExecutingAssembly().GetTypes().Where(type => !type.IsAbstract && type.IsSubclassOf(typeof(ItemBase)));

            foreach (var itemType in ItemTypes)
            {
                ItemBase item = (ItemBase)System.Activator.CreateInstance(itemType);
                if (ValidateItem(item, Items))
                {
                    item.Init(Config);
                    ModLogger.LogInfo("Item: " + item.ItemName + " Initialized!");
                }
            }

            //Material Shader Conversion
            var materialAssets = MainAssets.LoadAllAssets <Material>();

            ModLogger.LogInfo("Intersection Shader is: " + IntersectionShader);

            foreach (Material material in materialAssets)
            {
                if (!material.shader.name.StartsWith("Fake"))
                {
                    continue;
                }
                switch (material.shader.name.ToLower())
                {
                case ("fake ror/hopoo games/deferred/hgstandard"):
                    material.shader = HopooShader;
                    break;

                case ("fake ror/hopoo games/fx/hgcloud intersection remap"):
                    material.shader = IntersectionShader;
                    break;

                case ("fake ror/hopoo games/fx/hgcloud remap"):
                    material.shader = CloudRemapShader;
                    break;
                }
            }
        }
Exemplo n.º 8
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        internal static void Init()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("GNCProtoRocket.exampleitemmod"))
            {
                Debug.Log(Assembly.GetExecutingAssembly().GetManifestResourceNames()[0]);
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);

                GNCProtoRocketPrefab = bundle.LoadAsset <GameObject>("Assets/Import/belt/belt.prefab");
            }

            AddTokens();
            AddGNCProtoRocket();
        }
Exemplo n.º 9
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        internal static void PopulateAssets()
        {
            if (mainAssetBundle == null)
            {
                using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("MonsterVariants.monstervariants"))
                {
                    mainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                    var provider = new AssetBundleResourcesProvider("@MonsterVariants", mainAssetBundle);
                    ResourcesAPI.AddProvider(provider);
                }
            }

            armoredMesh      = mainAssetBundle.LoadAsset <Mesh>("meshArmoredBeetle");
            speedyBeetleMesh = mainAssetBundle.LoadAsset <Mesh>("meshSpeedyBeetle");
        }
Exemplo n.º 10
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        internal static void PopulateAssets()
        {
            if (mainAssetBundle == null)
            {
                using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("HenryMod.PleaseChangeThisNameInYourProjectOrElseYouWillCauseConflicts"))
                {
                    mainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                    var provider = new AssetBundleResourcesProvider("@Henry", mainAssetBundle);
                    ResourcesAPI.AddProvider(provider);
                }
            }

            //swordSwingEffect = Assets.LoadEffect("HenrySwingEffect");
            //swordHitImpactEffect = Assets.LoadEffect("HenrySwingImpactEffect");
        }
Exemplo n.º 11
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        private void Awake()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Ares.ares_assets"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@Ares", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            AffixEquipment.Add(new TheirReminder());

            foreach (AffixEquipmentBase AffixEquip in AffixEquipment)
            {
                AffixEquip.Init(base.Config);
            }
        }
Exemplo n.º 12
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    public Assets()
    {
        Log.LogI("Loading assets...");


        commandoMaterial = Resources.Load <GameObject>("Prefabs/CharacterBodies/CommandoBody").GetComponentInChildren <CharacterModel>().baseRendererInfos[0].defaultMaterial;

        // populate ASSETS
        if (mainAssetBundle == null)
        {
            using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Henry.henrybundle"))
            {
                mainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                provider        = new AssetBundleResourcesProvider("@IGiveEnigmaAllRightsToMyMod", mainAssetBundle);
                ResourcesAPI.AddProvider(provider);
            }
        }
    }
Exemplo n.º 13
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        internal static void Init()
        {
            // First registering your AssetBundle into the ResourcesAPI with a modPrefix that'll also be used for your prefab and icon paths
            // note that the string parameter of this GetManifestResourceStream call will change depending on
            // your namespace and file name
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("CustomItem.rampage"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);

                BiscoLeashPrefab = bundle.LoadAsset <GameObject>("Assets/Import/belt/belt.prefab");
            }

            BiscoLeashAsRedTierItem();
            BiscoLeashAsEquipment();

            AddLanguageTokens();
        }
Exemplo n.º 14
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        public void Assets()
        {
            const string ModPrefix  = "@CustomItem:";
            const string PrefabPath = ModPrefix + "Assets/Import/belt/belt.prefab";
            const string IconPath   = ModPrefix + "Assets/Import/belt_icon/belt_icon.png";

            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ModItem.rampage"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);

                BiscoLeashPrefab = bundle.LoadAsset <GameObject>("Assets/Import/belt/belt.prefab");
            }

            ItemDef itemDef = new ItemDef
            {
                name             = "ThornsPotion",
                tier             = ItemTier.Tier2,
                pickupModelPath  = PrefabPath,
                pickupIconPath   = IconPath,
                nameToken        = "Thorn's Potion",
                pickupToken      = "Return to sender",
                descriptionToken = "Have a 30% chance to return the damage delt to you (+100%)",
                loreToken        = "Empty",
                tags             = new[]
                {
                    ItemTag.Utility,
                    ItemTag.Damage
                }
            };

            ItemDisplayRule[] itemDisplayRules = new ItemDisplayRule[1];           // keep this null if you don't want the item to show up on the survivor 3d model. You can also have multiple rules !
            itemDisplayRules[0].followerPrefab = BiscoLeashPrefab;                 // the prefab that will show up on the survivor
            itemDisplayRules[0].childName      = "Chest";                          // this will define the starting point for the position of the 3d model, you can see what are the differents name available in the prefab model of the survivors
            itemDisplayRules[0].localScale     = new Vector3(0.15f, 0.15f, 0.15f); // scale the model
            itemDisplayRules[0].localAngles    = new Vector3(0f, 180f, 0f);        // rotate the model
            itemDisplayRules[0].localPos       = new Vector3(-0.35f, -0.1f, 0f);   // position offset relative to the childName, here the survivor Chest

            var thornsPotion = new CustomItem(itemDef, itemDisplayRules);

            Class1.ThornsPotion = ItemAPI.Add(thornsPotion); // ItemAPI sends back the ItemIndex of your item
        }
Exemplo n.º 15
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        internal static void Init()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("FloppyCrabsItems.floppycrabsitems"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);
            }

            // null = Do not display on Character
            var nullDisplay = new ItemDisplayRuleDict(null);

            aPistolAsRedTierItem(nullDisplay);
            garbAsGreenTierItem(nullDisplay);

            lightArmourAsBuff();

            // Adds string definitions for the language tokens defined below
            AddLanguageTokens();
        }
Exemplo n.º 16
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        internal static void Init()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("GNCItemSuite.exampleitemmod"))
            {
                Debug.Log(Assembly.GetExecutingAssembly().GetManifestResourceNames()[0]);
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);


                PoisonOnHitPrefab  = bundle.LoadAsset <GameObject>("Assets/Import/belt/Poison.prefab");
                BlightOnHitPrefab  = bundle.LoadAsset <GameObject>("Assets/Import/belt/Blight.prefab");
                RitualDaggerPrefab = bundle.LoadAsset <GameObject>("Assets/Import/belt/dagger.prefab");
            }

            AddTokens();
            AddPoisonOnHit();
            AddBlightOnHit();
            AddRitualDagger();
        }
Exemplo n.º 17
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        public void Awake()
        {
            //acquire my assetbundle and give it to the resource api.
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("Diluvian.Resources.diluvian"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new R2API.AssetBundleResourcesProvider(assetPrefix, bundle);
                ResourcesAPI.AddProvider(provider);
            }
            //Check ESO existence.
            if (BepInEx.Bootstrap.Chainloader.PluginInfos.ContainsKey("com.jarlyk.eso"))
            {
                ESOenabled = true;
                Logger.LogWarning("Using ESO's elite cards!");
            }

            diluvianArtist = Config.Bind(new ConfigDefinition("Art", "Diluvian"), "avizvul", new ConfigDescription("The artist for the diluvian icon. Options: \"harb\",\"avizvul\",\"horus\"", new AcceptableValueList <string>(new string[] { "avizvul", "harb", "horus" })));
            syzygyArtist   = Config.Bind(new ConfigDefinition("Art", "OTHER"), "avizvul", new ConfigDescription("The artist for the other icon.Options: \"harb\",\"avizvul\"", new AcceptableValueList <string>(new string[] { "avizvul", "harb" })));

            UnlockablesAPI.AddUnlockable <DiluvianCompletedAchievement>(true);
            UnlockablesAPI.AddUnlockable <SZGAchievement>(true);
            LanguageAPI.Add("COMPLETE_MAINENDING_DILUVIAN_NAME", "Unobscured. Unblinking. Unrelenting.");
            LanguageAPI.Add("COMPLETE_MAINENDING_DILUVIAN_DESC", "Completed the game on Diluvian.");
            LanguageAPI.Add("COMPLETE_AAO_SYZYGY_NAME", "Crescendo");
            LanguageAPI.Add("COMPLETE_AAO_SYZYGY_DESC", "Obliterate on Syzygy difficulty with all artifacts enabled.");

            DiluvianDifficulty.def = new DiluvianDifficulty();
            Dindex = DifficultyAPI.AddDifficulty(DiluvianDifficulty.def.DifficultyDef);
            myDefs.Add(Dindex, DiluvianDifficulty.def);
            Syzygy.def = new Syzygy();
            EDindex    = DifficultyAPI.AddDifficulty(Syzygy.def.DifficultyDef, true);
            myDefs.Add(EDindex, Syzygy.def);

            On.RoR2.RuleDef.FromDifficulty            += RuleDef_FromDifficulty;
            On.RoR2.UI.RuleCategoryController.SetData += RuleCategoryController_SetData;


            //This is where my hooks live. They themselves are events, not ONhooks
            Run.onRunStartGlobal   += Run_onRunStartGlobal;
            Run.onRunDestroyGlobal += Run_onRunDestroyGlobal;
        }
Exemplo n.º 18
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        private void Awake()
        {
            _logger = Logger;

            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("SupplyDrop.supplydrop_assets"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@SupplyDrop", bundle);
                ResourcesAPI.AddProvider(provider);
            }
            ConfigFile = new ConfigFile(Path.Combine(Paths.ConfigPath, ModGuid + ".cfg"), true);

            masterItemList = T2Module.InitAll <CatalogBoilerplate>(new T2Module.ModInfo
            {
                displayName     = "Supply Drop",
                longIdentifier  = "SUPPLYDROP",
                shortIdentifier = "SUPPDRP",
                mainConfigFile  = ConfigFile
            });

            T2Module.SetupAll_PluginAwake(masterItemList);
        }
    public override void Initialize()
    {
        this.m_wordFilters = null;
        ResourcesAPI resources = base.m_battleNet.Resources;

        if (resources == null)
        {
            base.ApiLog.LogWarning("ResourcesAPI is not initialized! Unable to proceed.");
        }
        else
        {
            this.m_localeName = Localization.GetLocaleName();
            if (string.IsNullOrEmpty(this.m_localeName))
            {
                base.ApiLog.LogWarning("Unable to get Locale from Localization class");
                this.m_localeName = Localization.DEFAULT_LOCALE_NAME;
            }
            object[] args = new object[] { this.m_localeName };
            base.ApiLog.LogDebug("Locale is {0}", args);
            resources.LookupResource(new FourCC("BN"), new FourCC("apft"), new FourCC(this.m_localeName), new ResourcesAPI.ResourceLookupCallback(this.ResouceLookupCallback), null);
        }
    }
Exemplo n.º 20
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        internal static void Init()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("PocketPrinter.printer"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider(ModPrefix.TrimEnd(':'), bundle);
                ResourcesAPI.AddProvider(provider);

                PocketPrinterPrefab = bundle.LoadAsset <GameObject>(PrefabPath);
            }

            bool isRedItem = PocketPrinter.FilamentAsRedItem.Value;

            // Register pocket printer as item
            var pocketPrinterItemDef = new ItemDef
            {
                name             = "PocketPrinter",
                tier             = isRedItem ? ItemTier.Tier3 : ItemTier.Tier2,
                pickupModelPath  = PrefabPath,
                pickupIconPath   = isRedItem ? AltIconPath : IconPath,
                nameToken        = "Adaptive Filament",
                pickupToken      = "Duplicates the next item you pick up.\nOnly usable once",
                descriptionToken = "<style=cIsUtility>Turns into a copy</style> of the next item you pick up before being destroyed.",
                loreToken        = "",
                tags             = new[]
                {
                    ItemTag.Utility,
                    ItemTag.AIBlacklist
                }
            };

            // For now, we just won't render it - this might change in the future
            var itemDisplayRules = new ItemDisplayRule[1];
            var pocketPrinter    = new R2API.CustomItem(pocketPrinterItemDef, itemDisplayRules);

            PocketPrinterItemIndex = ItemAPI.Add(pocketPrinter);
        }
Exemplo n.º 21
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        public void Awake()
        {
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("PlayerBotsItemsMod.playerbotsitems_assets")) {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@PlayerBotsItems", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            VerifyItem(new CaptainBotSpawner(), Items);
            VerifyItem(new CommandoBotSpawner(), Items);
            VerifyItem(new CrocoBotSpawner(), Items);
            VerifyItem(new EngiBotSpawner(), Items);
            VerifyItem(new HuntressBotSpawner(), Items);
            VerifyItem(new LoaderBotSpawner(), Items);
            VerifyItem(new MageBotSpawner(), Items);
            VerifyItem(new MercBotSpawner(), Items);
            VerifyItem(new ToolbotBotSpawner(), Items);
            VerifyItem(new TreebotBotSpawner(), Items);

            foreach (ItemBase item in Items)
            {
                item.Init(base.Config);
            }
        }
Exemplo n.º 22
0
 public void Awake()
 {
     Setconfig();
     using (System.IO.Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("RoR1ItemRework.ror1item"))
     {
         Bundle   = AssetBundle.LoadFromStream(stream);
         Provider = new AssetBundleResourcesProvider(ModPrefix.Trim(':'), Bundle);
         ResourcesAPI.AddProvider(Provider);
     };
     if (cfgArmsrace.Value)
     {
         ArmsRace.ArmsRaceItem.ArmsRaceItemInit();
         ArmsRace.ArmsRaceItem.ArmsRaceItemHook();
     }
     if (cfgVial.Value)
     {
         Vial.VialItem.VialItemInit();
     }
     if (cfgLeech.Value)
     {
         Leech.LeechInit();
     }
     if (cfgThallium.Value)
     {
         Thallium.ThalliumItem.ThalliumItemInit();
     }
     ClassicCritThing.CritInit();
     if (cfgToughtime.Value)
     {
         ToughTimes.ToughTimesItemInit();
     }
     if (cfgRepulsionArmor.Value)
     {
         RepulsionArmor.RepulsionArmorItemInit();
     }
 }
        public static void PopulateAssets()
        {
            if (MainAssetBundle == null)
            {
                using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("CRCore3.crcore3"))
                {
                    MainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                    ResourcesAPI.AddProvider(new AssetBundleResourcesProvider("@CRC3", MainAssetBundle));
                }
            }

            // include this if you're using a custom soundbank

            /*using (Stream manifestResourceStream2 = Assembly.GetExecutingAssembly().GetManifestResourceStream("ExampleSurvivor.ExampleSurvivor.bnk"))
             * {
             *
             *  byte[] array = new byte[manifestResourceStream2.Length];
             *  manifestResourceStream2.Read(array, 0, array.Length);
             *  SoundAPI.SoundBanks.Add(array);
             * }*/

            // and now we gather the assets

            artifactChampionOn  = MainAssetBundle.LoadAsset <Sprite>("ArtifactChampionsOn");
            artifactChampionOff = MainAssetBundle.LoadAsset <Sprite>("ArtifactChampionsOff");

            voidRift       = MainAssetBundle.LoadAsset <GameObject>("VoidRift");
            teleporterRift = MainAssetBundle.LoadAsset <GameObject>("TeleporterRift");

            voidSickPPP = MainAssetBundle.LoadAsset <PostProcessProfile>("voidSickPPP");
            var sickFog = ScriptableObject.CreateInstance <RampFog>();

            sickFog.enabled.value              = true;
            sickFog.fogIntensity.value         = 1.0f;
            sickFog.fogIntensity.overrideState = true;
            sickFog.fogPower.value             = 0.75f;
            sickFog.fogPower.overrideState     = true;
            sickFog.fogOne.value                 = 0.05f;
            sickFog.fogOne.overrideState         = true;
            sickFog.fogZero.value                = -0.032f;
            sickFog.fogZero.overrideState        = true;
            sickFog.fogColorStart.value          = new Color32(130, 65, 62, 0);
            sickFog.fogColorStart.overrideState  = true;
            sickFog.fogColorMid.value            = new Color32(43, 51, 65, 100);
            sickFog.fogColorMid.overrideState    = true;
            sickFog.fogColorEnd.value            = new Color32(27, 10, 36, 230);
            sickFog.fogColorEnd.overrideState    = true;
            sickFog.skyboxStrength.value         = 0.15f;
            sickFog.skyboxStrength.overrideState = true;
            Assets.voidSickPPP.AddSettings(sickFog);

            voidSafePPP = MainAssetBundle.LoadAsset <PostProcessProfile>("voidSafePPP");
            var safeFog = ScriptableObject.CreateInstance <RampFog>();

            safeFog.enabled.value              = true;
            safeFog.fogIntensity.value         = 1.0f;
            safeFog.fogIntensity.overrideState = true;
            safeFog.fogPower.value             = 0.75f;
            safeFog.fogPower.overrideState     = true;
            safeFog.fogOne.value                 = 0.05f;
            safeFog.fogOne.overrideState         = true;
            safeFog.fogZero.value                = -0.032f;
            safeFog.fogZero.overrideState        = true;
            safeFog.fogColorStart.value          = new Color32(130, 65, 62, 0);
            safeFog.fogColorStart.overrideState  = true;
            safeFog.fogColorMid.value            = new Color32(43, 51, 65, 200);
            safeFog.fogColorMid.overrideState    = true;
            safeFog.fogColorEnd.value            = new Color32(27, 10, 36, 255);
            safeFog.fogColorEnd.overrideState    = true;
            safeFog.skyboxStrength.value         = 0;
            safeFog.skyboxStrength.overrideState = true;
            Assets.voidSafePPP.AddSettings(safeFog);
        }
Exemplo n.º 24
0
        private void Awake()
        {
            _logger = Logger;

            Logger.LogDebug("Performing plugin setup...");

            #if DEBUG
            Logger.LogWarning("Running test build with debug enabled! If you're seeing this after downloading the mod from Thunderstore, please panic.");
            #endif

            Logger.LogDebug("Loading assets...");
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ClassicItems.classicitems_assets")) {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@ClassicItems", bundle);
                ResourcesAPI.AddProvider(provider);
            }
            cfgFile = new ConfigFile(Path.Combine(Paths.ConfigPath, ModGuid + ".cfg"), true);


            Logger.LogDebug("Loading global configs...");

            globalConfig.BindAll(cfgFile, "ClassicItems", "Global");
            globalConfig.ConfigEntryChanged += (sender, args) => {
                if (args.target.boundProperty.Name == nameof(globalConfig.hSV2NoStomp))
                {
                    var toBind = (bool)args.newValue == true;
                    if (toBind && !globalConfig.hSV2Bound)
                    {
                        IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate += IL_ESHeadstompersIdleFixedUpdate;
                    }
                    else if (!toBind)
                    {
                        IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate -= IL_ESHeadstompersIdleFixedUpdate;
                    }
                }
            };

            Logger.LogDebug("Instantiating item classes...");
            masterItemList = ItemBoilerplate.InitAll("ClassicItems");

            Logger.LogDebug("Loading item configs...");
            foreach (ItemBoilerplate x in masterItemList)
            {
                x.ConfigEntryChanged += (sender, args) => {
                    if ((args.flags & (AutoUpdateEventFlags.InvalidateNameToken | (globalConfig.longDesc ? AutoUpdateEventFlags.InvalidateDescToken : AutoUpdateEventFlags.InvalidatePickupToken))) == 0)
                    {
                        return;
                    }
                    if (x.pickupDef != null)
                    {
                        var ctsf = x.pickupDef.displayPrefab?.transform;
                        if (!ctsf)
                        {
                            return;
                        }
                        var cfront = ctsf.Find("cardfront");
                        if (!cfront)
                        {
                            return;
                        }

                        cfront.Find("carddesc").GetComponent <TextMeshPro>().text = Language.GetString(globalConfig.longDesc ? x.descToken : x.pickupToken);
                        cfront.Find("cardname").GetComponent <TextMeshPro>().text = Language.GetString(x.nameToken);
                    }
                    if (x.logbookEntry != null)
                    {
                        x.logbookEntry.modelPrefab = x.pickupDef.displayPrefab;
                    }
                };
                x.SetupConfig(cfgFile);
            }

            Logger.LogDebug("Registering item attributes...");

            int longestName = 0;
            foreach (ItemBoilerplate x in masterItemList)
            {
                string mpnOvr = null;
                if (x is Item item)
                {
                    mpnOvr = "@ClassicItems:Assets/ClassicItems/models/" + modelNameMap[item.itemTier] + ".prefab";
                }
                else if (x is Equipment eqp)
                {
                    mpnOvr = "@ClassicItems:Assets/ClassicItems/models/" + (eqp.eqpIsLunar ? "LqpCard.prefab" : "EqpCard.prefab");
                }
                var ipnOvr = "@ClassicItems:Assets/ClassicItems/icons/" + x.itemCodeName + "_icon.png";

                if (mpnOvr != null)
                {
                    typeof(ItemBoilerplate).GetProperty(nameof(ItemBoilerplate.modelPathName)).SetValue(x, mpnOvr);
                    typeof(ItemBoilerplate).GetProperty(nameof(ItemBoilerplate.iconPathName)).SetValue(x, ipnOvr);
                }

                x.SetupAttributes("CLASSICITEMS", "CI");
                if (x.itemCodeName.Length > longestName)
                {
                    longestName = x.itemCodeName.Length;
                }
            }

            Logger.LogMessage("Index dump follows (pairs of name / index):");
            foreach (ItemBoilerplate x in masterItemList)
            {
                if (x is Equipment eqp)
                {
                    Logger.LogMessage("Equipment CI" + x.itemCodeName.PadRight(longestName) + " / " + ((int)eqp.regIndex).ToString());
                }
                else if (x is Item item)
                {
                    Logger.LogMessage("     Item CI" + x.itemCodeName.PadRight(longestName) + " / " + ((int)item.regIndex).ToString());
                }
                else if (x is Artifact afct)
                {
                    Logger.LogMessage(" Artifact CI" + x.itemCodeName.PadRight(longestName) + " / " + ((int)afct.regIndex).ToString());
                }
                else
                {
                    Logger.LogMessage("    Other CI" + x.itemCodeName.PadRight(longestName) + " / N/A");
                }
            }

            Logger.LogDebug("Tweaking vanilla stuff...");

            //Remove the H3AD-5T V2 state transition from idle to stomp, as Headstompers has similar functionality
            if (globalConfig.hSV2NoStomp && !globalConfig.hSV2Bound)
            {
                globalConfig.hSV2Bound = true;
                IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate += IL_ESHeadstompersIdleFixedUpdate;
            }

            On.RoR2.PickupCatalog.Init += On_PickupCatalogInit;
            On.RoR2.UI.LogBook.LogBookController.BuildPickupEntries += On_LogbookBuildPickupEntries;

            if (globalConfig.spinMod)
            {
                IL.RoR2.PickupDisplay.Update += IL_PickupDisplayUpdate;
            }

            Logger.LogDebug("Registering shared buffs...");
            //used only for purposes of Death Mark; applied by Permafrost and Snowglobe
            var freezeBuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.cyan,
                canStack  = false,
                isDebuff  = true,
                name      = "CIFreeze",
                iconPath  = "@ClassicItems:Assets/ClassicItems/icons/permafrost_icon.png"
            });
            freezeBuff = BuffAPI.Add(freezeBuffDef);

            var fearBuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.red,
                canStack  = false,
                isDebuff  = true,
                name      = "CIFear",
                iconPath  = "textures/miscicons/texSprintIcon"
            });
            fearBuff = BuffAPI.Add(fearBuffDef);
            IL.EntityStates.AI.Walker.Combat.UpdateAI += IL_ESAIWalkerCombatUpdateAI;

            Logger.LogDebug("Registering item behaviors...");

            foreach (ItemBoilerplate x in masterItemList)
            {
                x.SetupBehavior();
            }

            Logger.LogDebug("Initial setup done!");
        }
Exemplo n.º 25
0
        private void Awake()
        {
            using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("SkinTest.skintest"))
            {
                var MainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                ResourcesAPI.AddProvider(new AssetBundleResourcesProvider("@SkinTest", MainAssetBundle));
            }

            var commandoPrefab = Resources.Load <GameObject>("prefabs/characterbodies/CommandoBody").InstantiateClone("CommandoCopy");
            var commandoBody   = commandoPrefab.GetComponent <CharacterBody>();

            commandoBody.baseNameToken = "test";

            Debug.Log(string.Join(", ", commandoPrefab.GetComponentInChildren <SkinnedMeshRenderer>().bones.Select(el => "'" + el.name + "'")));
            BodyCatalog.getAdditionalEntries += (list) => list.Add(commandoPrefab);

            var mySurvivorDef = new SurvivorDef
            {
                name             = "Test commando" + Environment.NewLine,
                bodyPrefab       = commandoPrefab,
                descriptionToken = "Test commando",
                displayPrefab    = Resources.Load <GameObject>("prefabs/characterdisplays/CommandoDisplay").InstantiateClone("CommandoTestDisplay", false),
                primaryColor     = new Color(0.8039216f, 0.482352942f, 0.843137264f),
                unlockableName   = "",
            };

            SurvivorAPI.AddSurvivor(mySurvivorDef);

            var skinController = commandoPrefab.GetComponentInChildren <ModelSkinController>();
            var mdl            = skinController.gameObject;
            var renderer       = mdl.GetComponentInChildren <SkinnedMeshRenderer>();
            var renderers      = mdl.transform.GetChild(0).GetComponentsInChildren <Renderer>();

            var altSkin = new LoadoutAPI.SkinDefInfo();

            altSkin.Name           = "ComandoCustomAlt";
            altSkin.NameToken      = "TEST_SKIN";
            altSkin.RootObject     = mdl;
            altSkin.BaseSkins      = new SkinDef[0];// { skinController.skins[0] };
            altSkin.UnlockableName = "";
            altSkin.RendererInfos  = new CharacterModel.RendererInfo[]
            {
                new CharacterModel.RendererInfo()
                {
                    defaultMaterial          = Resources.Load <Material>("@SkinTest:Assets/Resources/matMercAlt.mat"),
                    defaultShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
                    ignoreOverlays           = false,
                    renderer = renderer
                },
                new CharacterModel.RendererInfo()
                {
                    defaultMaterial          = Resources.Load <Material>("@SkinTest:Assets/Resources/matMercAlt.mat"),
                    defaultShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
                    ignoreOverlays           = false,
                    renderer = renderers[0]
                },
                new CharacterModel.RendererInfo()
                {
                    defaultMaterial          = Resources.Load <Material>("@SkinTest:Assets/Resources/matMercAlt.mat"),
                    defaultShadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On,
                    ignoreOverlays           = false,
                    renderer = renderers[1]
                }
            };
            altSkin.GameObjectActivations = new SkinDef.GameObjectActivation[0];
            //altSkin.MinionSkinReplacements = new SkinDef.MinionSkinReplacement[0];
            //altSkin.ProjectileGhostReplacements = new SkinDef.ProjectileGhostReplacement[0];
            altSkin.MeshReplacements = new SkinDef.MeshReplacement[]
            {
                new SkinDef.MeshReplacement()
                {
                    mesh     = Resources.Load <Mesh>("@SkinTest:Assets/Resources/skintest.blend"),
                    renderer = renderer
                }
            };

            Array.Resize(ref skinController.skins, skinController.skins.Length + 1);
            skinController.skins[skinController.skins.Length - 1] = LoadoutAPI.CreateNewSkinDef(altSkin);
        }
Exemplo n.º 26
0
        private void Awake()
        {
            _logger = Logger;
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ArtifactOfDoom.artifactofdoom"))
            {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@ArtifactOfDoom", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            cfgFile = new ConfigFile(Path.Combine(Paths.ConfigPath, ModGuid + ".cfg"), true);

            masterItemList = ItemBoilerplate.InitAll("ArtifactOfDoom");
            foreach (ItemBoilerplate x in masterItemList)
            {
                x.SetupConfig(cfgFile);
            }

            averageItemsPerStage = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "averageItemsPerStage"), 3, new ConfigDescription(
                                                    "Base chance in percent that enemys steal items from you ((totalItems - currentStage * averageItemsPerStage) ^ exponentTriggerItems; \nIf that value is lower you'll need to kill more enemies to get an item"));
            exponentTriggerItems = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "exponentTriggerItems"), 2.0, new ConfigDescription(
                                                    "The exponent for calculation when you'll get an item. If it's 1 you have a linear increase. Default is 2"));

            minItemsPerStage = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "minItemsPerStage"), 2, new ConfigDescription(
                                                "The expected minimum item count per stage. If you have less Items than that you'll have a decreased chance that you lose items"));
            maxItemsPerStage = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "maxItemsPerStage"), 7, new ConfigDescription(
                                                "The expected maximum item count per stage. If you have more Items than that you'll have a chance to lose more than one item per hit"));
            exponentailFactorToCalculateSumOfLostItems = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "exponentailFactorToCalculateSumOfLostItems"), 1.5, new ConfigDescription(
                                                                          "The exponent to Calculate how many items you'll lose if you're over maxItemsPerStage"));
            exponentailFactorIfYouAreUnderAverageItemsPerStage = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "exponentailFactorIfYouAreUnderAverageItemsPerStage"), 0.0, new ConfigDescription(
                                                                                  "The exponent to Calculate how many kills you'll need if you're under averageItemsPerStage. The formula is totalitems^exponentailFactorIfYouAreUnderAverageItemsPerStage. Default is 0 so you'll need always two kills."));

            artifactOfSwarmNerf = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "artifactOfSwarmNerf"), false, new ConfigDescription(
                                                   "Enable the nerf for Artifact of Swarm where you've to kill double as many enemies"));

            useArtifactOfSacrificeCalculation = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "useArtifactOfSacreficeCalculation"), false, new ConfigDescription(
                                                                 "Chance the item gain to a specific drop rate of enemys"));
            multiplayerForArtifactOfSacrificeDropRate = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "multiplayerForArtifactOfSacrificeDropRate"), 2.0, new ConfigDescription(
                                                                         "Multiplier for the drop rate (base Chance is 5)"));

            disableItemProgressBar = cfgFile.Bind(new ConfigDefinition("UI Settings", "disableItemProgressBar"), false, new ConfigDescription(
                                                      "If true it disables the Progress bar in the bottom of the UI"));
            disableSideBars = cfgFile.Bind(new ConfigDefinition("UI Settings", "disableSideBars"), false, new ConfigDescription(
                                               "Disables the item Sidebars"));
            enableChatItemOutput = cfgFile.Bind(new ConfigDefinition("UI Settings", "enableChatItemOutput"), false, new ConfigDescription(
                                                    "Enables the chat output for gained/lost Items. This setting is not synced."));
            sizeOfSideBars = cfgFile.Bind(new ConfigDefinition("UI Settings", "sizeOfSideBars"), 0.02, new ConfigDescription(
                                              "Spezifies the size of the sidebars. 1 is whole window 0 is invisible (but for that plase use the disable setting)."));
            timeAfterHitToNotLoseItemDrizzly = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "timeAfterHitToNotLooseItemDrizzly"), 0.8, new ConfigDescription(
                                                                "The time in seconds where you will not lose items after you lost one on drizzly"));
            timeAfterHitToNotLoseItemRainstorm = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "timeAfterHitToNotLooseItemRainstorm"), 0.2, new ConfigDescription(
                                                                  "The time in seconds where you will not lose items after you lost one on rainstorm"));
            timeAfterHitToNotLoseItemMonsoon = cfgFile.Bind(new ConfigDefinition("Gameplay Settings", "timeAfterHitToNotLooseItemMonsoon"), 0.05, new ConfigDescription(
                                                                "The time in seconds where you will not lose items after you lost one on monsoon"));

            CommandoBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CommandoBonusItems"), 1.0, new ConfigDescription(
                                                  "The count of items which you get if you kill enough enemies"));
            CommandoMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "commandoMultiplyerForTimedBuff"), 1.0, new ConfigDescription(
                                                              "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            HuntressBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "HuntressBonusItems"), 1.0, new ConfigDescription(
                                                  "The count of items which you get if you kill enough enemies"));
            HuntressMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "HuntressMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                              "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            MULTBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "MULTBonusItems"), 1.0, new ConfigDescription(
                                              "The count of items which you get if you kill enough enemies"));
            MULTMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "MULTMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                          "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            EngineerBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "EngineerBonusItems"), 1.0, new ConfigDescription(
                                                  "The count of items which you get if you kill enough enemies"));
            EngineerMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "EngineerMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                              "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            ArtificerBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "ArtificerBonusItems"), 2.0, new ConfigDescription(
                                                   "The count of items which you get if you kill enough enemies"));
            ArtificerMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "ArtificerMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                               "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            MercenaryBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "MercenaryBonusItems"), 1.0, new ConfigDescription(
                                                   "The count of items which you get if you kill enough enemies"));
            MercenaryMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "MercenaryMultiplierForTimedBuff"), 4.0, new ConfigDescription(
                                                               "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            RexBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "RexBonusItems"), 1.0, new ConfigDescription(
                                             "The count of items which you get if you kill enough enemies"));
            RexMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "RexMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                         "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            LoaderBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "LoaderBonusItems"), 1.0, new ConfigDescription(
                                                "The count of items which you get if you kill enough enemies"));
            LoaderMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "LoaderMultiplierForTimedBuff"), 4.0, new ConfigDescription(
                                                            "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            AcridBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "AcridBonusItems"), 1.0, new ConfigDescription(
                                               "The count of items which you get if you kill enough enemies"));
            AcridMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "AcridMultiplierForTimedBuff"), 4.0, new ConfigDescription(
                                                           "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            CaptainBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CaptainBonusItems"), 1.0, new ConfigDescription(
                                                 "The count of items which you get if you kill enough enemies"));
            CaptainMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CaptainMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                             "The Multiplier for that specific character for the length of timeAfterHitToNotLooseItems"));
            CustomSurvivorBonusItems = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CustomSurvivorBonusItems"), 1.0, new ConfigDescription(
                                                        "The count of items which you get if you kill enough enemies"));
            CustomSurvivorMultiplierForTimedBuff = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CustomSurvivorMultiplierForTimedBuff"), 1.0, new ConfigDescription(
                                                                    "The Multiplier for that specific character for the length of timeAfterHitToNotLoseItems"));
            CustomChars = cfgFile.Bind(new ConfigDefinition("Character specific settings", "CustomCharacters"), "[{\"Name\": \"CUSTOM_CHAR_BODY_NAME1\", \"MultiplierForTimedBuff\": 1.0, \"BonusItems\": 1.0},{\"Name\": \"CUSTOM_CHAR_BODY_NAME2\", \"MultiplierForTimedBuff\": 2.0, \"BonusItems\": 2.0}]", new ConfigDescription(
                                           "The Multiplier for that specific character for the length of timeAfterHitToNotLoseItems"));



            int longestName = 0;

            foreach (ItemBoilerplate x in masterItemList)
            {
                x.SetupAttributes("ARTDOOM", "ADOOM");
                if (x.itemCodeName.Length > longestName)
                {
                    longestName = x.itemCodeName.Length;
                }
            }

            Logger.LogMessage("Index dump follows (pairs of name / index):");
            foreach (ItemBoilerplate x in masterItemList)
            {
                if (x is Artifact afct)
                {
                    Logger.LogMessage(" Artifact ADOOM" + x.itemCodeName.PadRight(longestName) + " / " + ((int)afct.regIndex).ToString());
                }
                else
                {
                    Logger.LogMessage("Other ADOOM" + x.itemCodeName.PadRight(longestName) + " / N/A");
                }
            }

            var didLoseItem = new R2API.CustomBuff("didLoseItem", "", Color.black, false, false);

            buffIndexDidLoseItem = BuffAPI.Add(didLoseItem);
            foreach (ItemBoilerplate x in masterItemList)
            {
                x.SetupBehavior();
            }
            //On.RoR2.UI.HUD.Awake +=myFunc
            // ArtifactOfDoomUI test = new ArtifactOfDoomUI();
        }
Exemplo n.º 27
0
        public void Awake()
        {
            Assembly execAssembly = Assembly.GetExecutingAssembly();

            System.IO.Stream stream = execAssembly.GetManifestResourceStream("ReinLunarWickedRing.Bundle.wickedring");
            this.bundle = AssetBundle.LoadFromStream(stream);

            ResourcesAPI.AddProvider(new AssetBundleResourcesProvider("@ReinWickedRing", this.bundle));

            On.RoR2.ItemCatalog.DefineItems += (orig) =>
            {
                orig();

                ItemCatalog.lunarItemList.Add(ItemIndex.CooldownOnCrit);
                var def = ItemCatalog.GetItemDef(ItemIndex.CooldownOnCrit);
                def.canRemove        = true;
                def.descriptionToken = "WICKEDRING_LOG_DESC";
                def.hidden           = false;
                def.pickupIconPath   = "@ReinWickedRing:Assets/AssetBundle/WickedRingIcon.png";
                def.pickupToken      = "WICKEDRING_PICKUP_DESC";
                def.tier             = ItemTier.Tier3;
                def.tags             = new ItemTag[]
                {
                    //ItemTag.Cleansable,
                    ItemTag.Damage,
                    ItemTag.Utility
                };
                def.unlockableName = "";
            };

            //On.RoR2.CharacterBody.RecalculateStats += (orig, self) =>
            //{
            //    orig(self);
            //    float startCrit = self.crit;
            //    //Debug.Log(startCrit);
            //    if( self.inventory && self.inventory.GetItemCount(ItemIndex.CooldownOnCrit) > 0 )
            //    {
            //        startCrit -= 5f;
            //        startCrit -= (self.baseCrit + self.levelCrit * (self.level - 1f));
            //    }
            //    //Debug.Log(startCrit);
            //    self.SetPropertyValue<float>("crit" , startCrit);
            //    //Debug.Log(self.crit);
            //};


            //On.RoR2.GlobalEventManager.OnHitEnemy += (orig, self, damageInfo, victim) =>
            //{
            //    orig(self, damageInfo, victim);
            //    if ( damageInfo.attacker && damageInfo.crit )
            //    {
            //        CharacterBody atBody = damageInfo.attacker.GetComponent<CharacterBody>();
            //        if( atBody )
            //        {
            //            if( !this.blacklistedBodies.Contains(atBody.bodyIndex ) )
            //            {
            //                CharacterMaster master = atBody.master;
            //                if (master)
            //                {
            //                    Inventory inv = master.inventory;
            //                    if (inv)
            //                    {
            //                        int count = inv.GetItemCount(ItemIndex.CooldownOnCrit);
            //                        if (count > 0 && damageInfo.crit && damageInfo.procCoefficient > 0f)
            //                        {
            //                            float val1 = damageInfo.procCoefficient * damageInfo.damage / atBody.damage * Mathf.Pow(2f, (float)(inv.GetItemCount(ItemIndex.LunarDagger) + 1f));
            //                            float val2 = 0.9f * (1f - Mathf.Pow(1.15f, -1f * Mathf.Sqrt(val1) * (float)count));
            //                            var hc = atBody.healthComponent;

            //                            DamageInfo recoil = new DamageInfo();
            //                            recoil.damage = ( hc.health + hc.shield + hc.barrier ) * val2;
            //                            recoil.position = atBody.corePosition;
            //                            recoil.force = Vector3.zero;
            //                            recoil.damageColorIndex = DamageColorIndex.Default;
            //                            recoil.crit = false;
            //                            recoil.attacker = null;
            //                            recoil.inflictor = null;
            //                            recoil.damageType = DamageType.BypassArmor | DamageType.NonLethal;
            //                            recoil.procCoefficient = 0f;
            //                            recoil.procChainMask = default;
            //                            hc.TakeDamage(recoil);
            //                        }
            //                    }
            //                }
            //            }
            //        }
            //    }

            //};

            //IL.RoR2.HealthComponent.TakeDamage += ( il ) =>
            //{
            //    ILCursor c = new ILCursor( il );

            //    c.GotoNext( MoveType.After,
            //        x => x.MatchLdcI4( 90 ),
            //        x => x.MatchCallOrCallvirt<RoR2.Inventory>( "GetItemCount" )
            //    );
            //    c.Emit( OpCodes.Ldarg_1 );
            //    c.EmitDelegate<Func<Int32, DamageInfo, Int32>>( ( count, damage ) =>
            //    {
            //        if( ( damage.damageType & DamageType.NonLethal ) > DamageType.Generic )
            //        {
            //            return 0;
            //        } else
            //        {
            //            return count;
            //        }
            //    } );

            //    c.GotoNext( MoveType.After, x => x.MatchCallOrCallvirt<RoR2.CharacterBody>( "RollCrit" ) );
            //    c.Index -= 3;
            //    c.RemoveRange( 3 );
            //    c.Emit( OpCodes.Ldc_I4_0 );
            //};

            R2API.AssetPlus.Languages.AddToken("WICKEDRING_PICKUP_DESC", "<style=cIsDamage>Critical Strikes</style> <style=cIsUtility>reduce all cooldowns</style>"); // +
                                                                                                                                                                      //"<style=cIsHealth>at the cost of health.</style>" );
            R2API.AssetPlus.Languages.AddToken("WICKEDRING_LOG_DESC", "On <style=cIsDamage>Critical Strike</style> <style=cIsUtility>reduce all cooldowns</style> " +
                                               "by <style=cIsUtility>1s</style><style=cStack>(+1s per stack)</style>");                                               // <style=cIsHealth>but, lose a percentage of current health</style> based on " +
            //"the damage of the attack." );
        }
Exemplo n.º 28
0
 public UnbundledResourcesProviderFixture()
 {
     this.Provider = new UnbundledResourcesProvider("@test");
     ResourcesAPI.AddProvider(this.Provider);
 }
Exemplo n.º 29
0
        private void Awake()
        {
            _logger = Logger;

            Logger.LogDebug("Performing plugin setup:");

            #if DEBUG
            Logger.LogWarning("Running test build with debug enabled! If you're seeing this after downloading the mod from Thunderstore, please panic.");
            #endif

            Logger.LogDebug("Loading assets...");
            using (var stream = Assembly.GetExecutingAssembly().GetManifestResourceStream("ClassicItems.classicitems_assets")) {
                var bundle   = AssetBundle.LoadFromStream(stream);
                var provider = new AssetBundleResourcesProvider("@ClassicItems", bundle);
                ResourcesAPI.AddProvider(provider);
            }

            cfgFile = new ConfigFile(Path.Combine(Paths.ConfigPath, ModGuid + ".cfg"), true);

            Logger.LogDebug("Loading global configs...");

            globalConfig.BindAll(cfgFile, "ClassicItems", "Global");
            globalConfig.ConfigEntryChanged += (sender, args) => {
                if (args.target.boundProperty.Name == nameof(globalConfig.hSV2NoStomp))
                {
                    var toBind = (bool)args.newValue == true;
                    if (toBind && !globalConfig.hSV2Bound)
                    {
                        IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate += IL_ESHeadstompersIdleFixedUpdate;
                    }
                    else if (!toBind)
                    {
                        IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate -= IL_ESHeadstompersIdleFixedUpdate;
                    }
                }
            };

            Logger.LogDebug("Instantiating item classes...");
            masterItemList = T2Module.InitAll <CatalogBoilerplate>(new T2Module.ModInfo {
                displayName     = "Classic Items",
                longIdentifier  = "ClassicItems",
                shortIdentifier = "CI",
                mainConfigFile  = cfgFile
            });

            var itemType    = typeof(Item <>);
            var scep        = (Scepter)FormatterServices.GetUninitializedObject(typeof(Scepter));
            var embryo      = (Embryo)FormatterServices.GetUninitializedObject(typeof(Embryo));
            var scepGenType = itemType.MakeGenericType(typeof(Scepter));
            var embGenType  = itemType.MakeGenericType(typeof(Embryo));
            scepGenType.GetProperty("instance", BindingFlags.Public | BindingFlags.Static).GetSetMethod(true).Invoke(null, new[] { scep });
            embGenType.GetProperty("instance", BindingFlags.Public | BindingFlags.Static).GetSetMethod(true).Invoke(null, new[] { embryo });

            Logger.LogDebug("Loading item configs...");
            foreach (CatalogBoilerplate x in masterItemList)
            {
                x.SetupConfig();
            }

            Logger.LogDebug("Registering item attributes...");

            foreach (CatalogBoilerplate x in masterItemList)
            {
                string mpnOvr = null;
                if (x is Item_V2 item)
                {
                    mpnOvr = "@ClassicItems:Assets/ClassicItems/models/" + modelNameMap[item.itemTier] + ".prefab";
                }
                else if (x is Equipment_V2 eqp)
                {
                    mpnOvr = "@ClassicItems:Assets/ClassicItems/models/" + (eqp.isLunar ? "LqpCard.prefab" : "EqpCard.prefab");
                }
                var ipnOvr = "@ClassicItems:Assets/ClassicItems/icons/" + x.name.Replace("_V2", "") + "_icon.png";

                if (mpnOvr != null)
                {
                    typeof(CatalogBoilerplate).GetProperty(nameof(CatalogBoilerplate.modelResourcePath)).SetValue(x, mpnOvr);
                    typeof(CatalogBoilerplate).GetProperty(nameof(CatalogBoilerplate.iconResourcePath)).SetValue(x, ipnOvr);
                }

                x.SetupAttributes();
            }

            Logger.LogDebug("Tweaking vanilla stuff...");

            //Remove the H3AD-5T V2 state transition from idle to stomp, as Headstompers has similar functionality
            if (globalConfig.hSV2NoStomp && !globalConfig.hSV2Bound)
            {
                globalConfig.hSV2Bound = true;
                IL.EntityStates.Headstompers.HeadstompersIdle.FixedUpdate += IL_ESHeadstompersIdleFixedUpdate;
            }

            On.RoR2.PickupCatalog.Init += On_PickupCatalogInit;
            On.RoR2.UI.LogBook.LogBookController.BuildPickupEntries += On_LogbookBuildPickupEntries;
            Language.onCurrentLanguageChanged += Language_onCurrentLanguageChanged;

            if (globalConfig.spinMod)
            {
                IL.RoR2.PickupDisplay.Update += IL_PickupDisplayUpdate;
            }

            Logger.LogDebug("Registering shared buffs...");
            //used only for purposes of Death Mark; applied by Permafrost and Snowglobe
            var freezeBuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.cyan,
                canStack  = false,
                isDebuff  = true,
                name      = "CIFreeze",
                iconPath  = "@ClassicItems:Assets/ClassicItems/icons/permafrost_icon.png"
            });
            freezeBuff = BuffAPI.Add(freezeBuffDef);

            var fearBuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.red,
                canStack  = false,
                isDebuff  = true,
                name      = "CIFear",
                iconPath  = "textures/miscicons/texSprintIcon"
            });
            fearBuff = BuffAPI.Add(fearBuffDef);
            IL.EntityStates.AI.Walker.Combat.UpdateAI += IL_ESAIWalkerCombatUpdateAI;

            Logger.LogDebug("Registering item behaviors...");

            foreach (CatalogBoilerplate x in masterItemList)
            {
                x.SetupBehavior();
            }

            Logger.LogDebug("Initial setup done!");
        }
Exemplo n.º 30
0
        public static void PopulateAssets()
        {
            if (mainAssetBundle == null)
            {
                using (var assetStream = Assembly.GetExecutingAssembly().GetManifestResourceStream("PaladinMod.paladin"))
                {
                    mainAssetBundle = AssetBundle.LoadFromStream(assetStream);
                    var provider = new AssetBundleResourcesProvider("@Paladin", mainAssetBundle);
                    ResourcesAPI.AddProvider(provider);
                }
            }

            using (Stream manifestResourceStream2 = Assembly.GetExecutingAssembly().GetManifestResourceStream("PaladinMod.PaladinBank.bnk"))
            {
                byte[] array = new byte[manifestResourceStream2.Length];
                manifestResourceStream2.Read(array, 0, array.Length);
                SoundAPI.SoundBanks.Add(array);
            }

            #region Icons
            charPortrait = mainAssetBundle.LoadAsset <Sprite>("texPaladinIcon").texture;

            iconP   = mainAssetBundle.LoadAsset <Sprite>("PassiveIcon");
            icon1   = mainAssetBundle.LoadAsset <Sprite>("SlashIcon");
            icon2   = mainAssetBundle.LoadAsset <Sprite>("SpinSlashIcon");
            icon2b  = mainAssetBundle.LoadAsset <Sprite>("LightningSpearIcon");
            icon2c  = mainAssetBundle.LoadAsset <Sprite>("LunarShardIcon");
            icon3   = mainAssetBundle.LoadAsset <Sprite>("DashIcon");
            icon3b  = mainAssetBundle.LoadAsset <Sprite>("HealIcon");
            icon4   = mainAssetBundle.LoadAsset <Sprite>("HealZoneIcon");
            icon4b  = mainAssetBundle.LoadAsset <Sprite>("TorporIcon");
            icon4c  = mainAssetBundle.LoadAsset <Sprite>("WarcryIcon");
            icon4S  = mainAssetBundle.LoadAsset <Sprite>("ScepterHealZoneIcon");
            icon4bS = mainAssetBundle.LoadAsset <Sprite>("ScepterTorporIcon");
            icon4cS = mainAssetBundle.LoadAsset <Sprite>("ScepterWarcryIcon");
            #endregion

            #region ProjectileGhosts
            lightningSpear = mainAssetBundle.LoadAsset <GameObject>("LightningSpear");
            swordBeam      = mainAssetBundle.LoadAsset <GameObject>("SwordBeam");
            swordBeamGhost = mainAssetBundle.LoadAsset <GameObject>("SwordBeamGhost");
            swordBeamGhost.AddComponent <ProjectileGhostController>();
            tornadoEffect = mainAssetBundle.LoadAsset <GameObject>("PaladinTornadoEffect");
            tornadoEffect.AddComponent <ProjectileGhostController>();
            #endregion

            #region SpellEffects
            healEffectPrefab     = mainAssetBundle.LoadAsset <GameObject>("HealEffect");
            healZoneEffectPrefab = mainAssetBundle.LoadAsset <GameObject>("HealZoneEffect");
            torporEffectPrefab   = mainAssetBundle.LoadAsset <GameObject>("TorporEffect");
            warcryEffectPrefab   = mainAssetBundle.LoadAsset <GameObject>("HealZoneEffect").InstantiateClone("WarcryEffect", false);

            GameObject engiShieldObj = Resources.Load <GameObject>("Prefabs/Projectiles/EngiBubbleShield");

            Material shieldFillMat  = UnityEngine.Object.Instantiate <Material>(engiShieldObj.transform.Find("Collision").Find("ActiveVisual").GetComponent <MeshRenderer>().material);
            Material shieldOuterMat = UnityEngine.Object.Instantiate <Material>(engiShieldObj.transform.Find("Collision").Find("ActiveVisual").Find("Edge").GetComponent <MeshRenderer>().material);

            GameObject voidExplosionObj = Resources.Load <GameObject>("Prefabs/Effects/NullifierDeathExplosion");//DeathExplosion
            Material   voidMat          = voidExplosionObj.transform.Find("AreaIndicator (1)").GetComponent <ParticleSystemRenderer>().material;
            torporMat = voidMat;

            GameObject healNovaObj = Resources.Load <GameObject>("Prefabs/Effects/TPHealNovaEffect");
            Material   healMat     = healNovaObj.transform.Find("AreaIndicator").GetComponent <ParticleSystemRenderer>().material;

            healZoneEffectPrefab.transform.GetChild(0).GetComponent <ParticleSystemRenderer>().material             = shieldOuterMat;
            healZoneEffectPrefab.transform.GetChild(0).GetChild(0).GetComponent <ParticleSystemRenderer>().material = healMat;

            torporEffectPrefab.transform.GetChild(0).GetComponent <ParticleSystemRenderer>().material = voidMat;

            warcryEffectPrefab.transform.GetChild(0).GetComponent <ParticleSystemRenderer>().material = shieldOuterMat;
            warcryEffectPrefab.transform.GetChild(0).GetComponent <ParticleSystemRenderer>().material.SetColor("_TintColor", Color.red);
            warcryEffectPrefab.transform.GetChild(0).GetChild(0).GetComponent <ParticleSystemRenderer>().material = Resources.Load <Material>("materials/matFullCrit");
            //
            //GameObject warbannerEffect = Resources.Load<GameObject>("Prefabs/NetworkedObjects/WarbannerWard").InstantiateClone("x", true);
            #endregion

            #region SwordEffects
            swordSwing               = Assets.LoadEffect("PaladinSwing", "");
            spinningSlashFX          = Assets.LoadEffect("SpinSlashEffect", "");
            spinningSlashEmpoweredFX = Assets.LoadEffect("EmpSpinSlashEffect", "");
            hitFX = Assets.LoadEffect("ImpactPaladinSwing", "");

            swordSwingGreen               = Assets.LoadEffect("PaladinSwingGreen", "");
            spinningSlashFXGreen          = Assets.LoadEffect("SpinSlashEffectGreen", "");
            spinningSlashEmpoweredFXGreen = Assets.LoadEffect("EmpSpinSlashEffectGreen", "");
            hitFXGreen = Assets.LoadEffect("ImpactPaladinSwingGreen", "");

            swordSwingYellow               = Assets.LoadEffect("PaladinSwingYellow", "");
            spinningSlashFXYellow          = Assets.LoadEffect("SpinSlashEffectYellow", "");
            spinningSlashEmpoweredFXYellow = Assets.LoadEffect("EmpSpinSlashEffectYellow", "");
            hitFXYellow = Assets.LoadEffect("ImpactPaladinSwingYellow", "");

            swordSwingWhite = Assets.LoadEffect("PaladinSwingWhite", "");
            hitFXBlunt      = Assets.LoadEffect("ImpactPaladinSwingBlunt", "");

            swordSwingBat = Assets.LoadEffect("PaladinSwingBat", "");

            swordSwingRed               = Assets.LoadEffect("PaladinSwingRed", "");
            spinningSlashFXRed          = Assets.LoadEffect("SpinSlashEffectRed", "");
            spinningSlashEmpoweredFXRed = Assets.LoadEffect("EmpSpinSlashEffectRed", "");
            hitFXRed = Assets.LoadEffect("ImpactPaladinSwingRed", "");

            swordSwingClay               = Assets.LoadEffect("PaladinSwingClay", "");
            spinningSlashFXClay          = Assets.LoadEffect("SpinSlashEffectClay", "");
            spinningSlashEmpoweredFXClay = Assets.LoadEffect("EmpSpinSlashEffectClay", "");
            hitFXClay = Assets.LoadEffect("ImpactPaladinSwingClay", "");

            swordSwingPurple               = Assets.LoadEffect("PaladinSwingPurple", "");
            spinningSlashFXPurple          = Assets.LoadEffect("SpinSlashEffectPurple", "");
            spinningSlashEmpoweredFXPurple = Assets.LoadEffect("EmpSpinSlashEffectPurple", "");
            hitFXPurple = Assets.LoadEffect("ImpactPaladinSwingPurple", "");

            swordSwingFlame               = Assets.LoadEffect("PaladinSwingFlame", "");
            spinningSlashFXFlame          = Assets.LoadEffect("SpinSlashEffectFlame", "");
            spinningSlashEmpoweredFXFlame = Assets.LoadEffect("EmpSpinSlashEffectFlame", "");

            swordSwingBlack               = Assets.LoadEffect("PaladinSwingBlack", "");
            spinningSlashFXBlack          = Assets.LoadEffect("SpinSlashEffectBlack", "");
            spinningSlashEmpoweredFXBlack = Assets.LoadEffect("EmpSpinSlashEffectBlack", "");
            hitFXBlack = Assets.LoadEffect("ImpactPaladinSwingBlack", "");
            #endregion

            #region MiscEffects
            lightningHitFX    = Assets.LoadEffect("LightningHitFX", "");
            lightningImpactFX = Assets.LoadEffect("LightningImpact", "Play_mage_R_lightningBlast");
            torporVoidFX      = Assets.LoadEffect("TorporVoidFX", "RoR2_nullifier_attack1_explode_02");
            #endregion

            #region Meshes
            defaultMesh      = mainAssetBundle.LoadAsset <Mesh>("meshPaladin");
            defaultSwordMesh = mainAssetBundle.LoadAsset <Mesh>("meshSword");
            lunarMesh        = mainAssetBundle.LoadAsset <Mesh>("meshLunarPaladin");
            lunarSwordMesh   = mainAssetBundle.LoadAsset <Mesh>("meshLunarSword");
            poisonMesh       = mainAssetBundle.LoadAsset <Mesh>("meshNkuhanaPaladin");
            poisonSwordMesh  = mainAssetBundle.LoadAsset <Mesh>("meshNkuhanaSword");
            //hunterMesh = mainAssetBundle.LoadAsset<Mesh>("HunterMesh");
            dripMesh           = mainAssetBundle.LoadAsset <Mesh>("meshDripPaladin");
            batMesh            = mainAssetBundle.LoadAsset <Mesh>("meshBat");
            clayMesh           = mainAssetBundle.LoadAsset <Mesh>("meshClayPaladin");
            claySwordMesh      = mainAssetBundle.LoadAsset <Mesh>("meshClaySword");
            minecraftMesh      = mainAssetBundle.LoadAsset <Mesh>("meshMinecraftPaladin");
            minecraftSwordMesh = mainAssetBundle.LoadAsset <Mesh>("meshMinecraftSword");
            #endregion

            //weird shit to get the lightning effect looking how i want it
            altLightningImpactFX = PrefabAPI.InstantiateClone(Resources.Load <GameObject>("Prefabs/Effects/ImpactEffects/LightningStrikeImpact"), "PaladinLightningStrikeImpact", true);

            PaladinPlugin.Destroy(altLightningImpactFX.transform.Find("LightningRibbon").gameObject);

            foreach (ParticleSystemRenderer i in altLightningImpactFX.GetComponentsInChildren <ParticleSystemRenderer>())
            {
                if (i)
                {
                    i.material.SetColor("_TintColor", Color.yellow);
                }
            }

            altLightningImpactFX.AddComponent <NetworkIdentity>();

            EffectAPI.AddEffect(altLightningImpactFX);

            //clone mithrix's dash effect and resize it for my dash
            dashFX = PrefabAPI.InstantiateClone(Resources.Load <GameObject>("Prefabs/Effects/BrotherDashEffect"), "PaladinDashEffect", true);
            dashFX.AddComponent <NetworkIdentity>();
            dashFX.transform.localScale *= 0.3f;

            EffectAPI.AddEffect(dashFX);

            InitCustomItems();
        }