示例#1
0
        public override void SetupAttributes()
        {
            base.SetupAttributes();

            var markDebuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.yellow,
                canStack  = false,
                isDebuff  = true,
                name      = modInfo.shortIdentifier + "HitListDebuff",
                iconPath  = "@ClassicItems:Assets/ClassicItems/icons/hitlist_debuff_icon.png"
            });

            markDebuff = BuffAPI.Add(markDebuffDef);

            var tallyBuffDef = new CustomBuff(new BuffDef {
                buffColor = Color.yellow,
                canStack  = true,
                isDebuff  = false,
                name      = modInfo.shortIdentifier + "HitListBuff",
                iconPath  = "@ClassicItems:Assets/ClassicItems/icons/hitlist_buff_icon.png"
            });

            tallyBuff = BuffAPI.Add(tallyBuffDef);

            var hitListTallyDef = new CustomItem(new ItemDef {
                hidden    = true,
                name      = modInfo.shortIdentifier + "INTERNALTally",
                tier      = ItemTier.NoTier,
                canRemove = false
            }, new ItemDisplayRuleDict(null));

            hitListTally = ItemAPI.Add(hitListTallyDef);
        }
示例#2
0
        public static CustomElite TestElite()
        {
            LoadAssets();

            var eliteDef = new EliteDef
            {
                modifierToken = "Cloaky",
                color         = new Color32(255, 105, 180, 255)
            };
            var equipDef = new EquipmentDef
            {
                cooldown         = 10f,
                pickupModelPath  = "",
                pickupIconPath   = "",
                nameToken        = "Cloaky",
                pickupToken      = "Cloaky",
                descriptionToken = "Cloaky",
                canDrop          = false,
                enigmaCompatible = false
            };
            var buffDef = new BuffDef
            {
                buffColor = eliteDef.color,
                canStack  = false
            };

            var equip = new CustomEquipment(equipDef, _prefab, _icon, _itemDisplayRules);
            var buff  = new CustomBuff("Affix_Cloaky", buffDef, null);
            var elite = new CustomElite("Cloaky", eliteDef, equip, buff, 1);

            return(elite);
        }
        public DivinationDistillate() : base()
        {
            const string cShield = "<style=cIsHealing>shield</style>";
            const string cHealth = "<style=cIsHealing>health</style>";

            Cooldown   = 30;
            Name       = new TokenValue("HC_LUCKJUICE", "Divination Distillate");
            PickupText = new TokenValue("HC_LUCKJUICE_PICKUP",
                                        $"<style=cIsHealing>Heal</style> both {cHealth} and {cShield} for a short period of time. <style=cIsUtility>Luck</style> increased while active.");
            Description = new TokenValue("HC_LUCKJUICE_DESC",
                                         $"Heal both {cHealth} and {cShield} for {DistillateDuration} seconds. Effects stops at full {cHealth} and full {cShield}." +
                                         $" While under effect, your <style=cIsUtility>luck</style> is greatly increased.");
            Lore = new TokenValue("HC_LUCKJUICE_LORE",
                                  "Knowledge is fermented in pain and loss\nDistilled with reflection\nTo quench the thirst of those\nWho dream of enlightenment\n\nOpportunity is ripened in risk and rain\nRefined in a single moment\nTo fuel the hunger of those\nWho crave for avarice\n\n<i>Divination Distillate's model, effect and lore are deratives of Grinding Gear Games' version.</i>");
            var cbuff = new CustomBuff(
                name: "HC_LUCKJUICE_BUFF",
                iconPath: HarbCratePlugin.assetPrefix + "Assets/HarbCrate/DivDistillate/texBuffLuck",
                buffColor: Color.Lerp(Color.red, Color.yellow, 0.5f),
                canStack: false,
                isDebuff: false
                );

            BuffAPI.Add(cbuff);
            DistillateBuff = cbuff.BuffDef;
            IsLunar        = false;
            IsEnigmaCompat = false;
            AssetPath      = HarbCratePlugin.assetPrefix + "Assets/HarbCrate/DivDistillate/LuckJuice.prefab";
            SpritePath     = HarbCratePlugin.assetPrefix + "Assets/HarbCrate/DivDistillate/luckjuice.png";
            DefaultScale  *= 21;
            SetupDisplayRules();
        }
示例#4
0
        public void Awake()
        {
            ConfigInit();

            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixLunar"), AffixLunarTokens);
            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixPoison"), AffixPoisonTokens);
            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixHaunted"), AffixHauntedTokens);
            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixRed"), AffixRedTokens);
            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixBlue"), AffixBlueTokens);
            AspectsToItems.AspectsToItems.YellowAspectDef(Resources.Load <EquipmentDef>("equipmentdefs/AffixWhite"), AffixWhiteTokens);

            if (AffixWhiteToggle.Value)
            {
                FreezingBlood            = ScriptableObject.CreateInstance <BuffDef>();
                FreezingBlood.name       = "FreezingBlood";
                FreezingBlood.iconSprite = Resources.Load <BuffDef>("buffdefs/Bleeding").iconSprite;
                FreezingBlood.buffColor  = new Color(0.64705884f, 0.87058824f, 0.92941177f);
                FreezingBlood.canStack   = true;
                FreezingBlood.isDebuff   = true;
                CustomBuff FreezingBloodC = new CustomBuff(FreezingBlood);
                BuffAPI.Add(FreezingBloodC);
            }

            Hook();
        }
示例#5
0
        public override void SetupAttributes()
        {
            base.SetupAttributes();

            var freezeStackDebuff = new CustomBuff(
                new BuffDef
            {
                name      = "Freezing",
                buffColor = new Color(10, 125, 125),
                canStack  = true,
                isDebuff  = true,
            });

            GungeonFreezeStackDebuff = BuffAPI.Add(freezeStackDebuff);

            var frozenDebuff = new CustomBuff(
                new BuffDef
            {
                name      = "Frozen!",
                buffColor = new Color(10, 255, 255),
                canStack  = false,
                isDebuff  = true,
            });

            GungeonFrozenDebuff = BuffAPI.Add(frozenDebuff);
        }
示例#6
0
        public HitList()
        {
            onAttrib += (tokenIdent, namePrefix) => {
                var markDebuffDef = new CustomBuff(new BuffDef {
                    buffColor = Color.yellow,
                    canStack  = false,
                    isDebuff  = true,
                    name      = namePrefix + "HitListDebuff",
                    iconPath  = "@ClassicItems:Assets/ClassicItems/icons/hitlist_debuff_icon.png"
                });
                markDebuff = BuffAPI.Add(markDebuffDef);

                var tallyBuffDef = new CustomBuff(new BuffDef {
                    buffColor = Color.yellow,
                    canStack  = true,
                    isDebuff  = false,
                    name      = namePrefix + "HitListBuff",
                    iconPath  = "@ClassicItems:Assets/ClassicItems/icons/hitlist_buff_icon.png"
                });
                tallyBuff = BuffAPI.Add(tallyBuffDef);

                var hitListTallyDef = new CustomItem(new ItemDef {
                    hidden    = true,
                    name      = namePrefix + "INTERNALTally",
                    tier      = ItemTier.NoTier,
                    canRemove = false
                }, new ItemDisplayRuleDict(null));
                hitListTally = ItemAPI.Add(hitListTallyDef);
            };
        }
示例#7
0
        public StormElitesManager()
        {
            var eliteDef = new EliteDef
            {
                modifierToken = EliteName,
                color         = new Color32(162, 179, 241, 255)
            };
            var equipDef = new EquipmentDef
            {
                cooldown         = 10f,
                pickupModelPath  = "",
                pickupIconPath   = HailstormAssets.IconStormElite,
                nameToken        = EquipName,
                pickupToken      = "Storm Bringer",
                descriptionToken = "Storm Bringer",
                canDrop          = false,
                enigmaCompatible = false
            };
            var buffDef = new BuffDef
            {
                buffColor = eliteDef.color,
                iconPath  = HailstormAssets.IconStormElite,
                canStack  = false
            };

            var equip = new CustomEquipment(equipDef, new ItemDisplayRule[0]);
            var buff  = new CustomBuff(BuffName, buffDef);
            var elite = new CustomElite(EliteName, eliteDef, equip, buff, 1);

            EliteIndex = (EliteIndex)ItemAPI.AddCustomElite(elite);
            BuffIndex  = (BuffIndex)ItemAPI.AddCustomBuff(buff);
            EquipIndex = (EquipmentIndex)ItemAPI.AddCustomEquipment(equip);
            eliteDef.eliteEquipmentIndex = EquipIndex;
            equipDef.passiveBuff         = BuffIndex;
            buffDef.eliteIndex           = EliteIndex;

            //Storm elites are immune to twisters
            TwisterProjectileController.ImmunityBuff = BuffIndex;
            TornadoLauncher.StormBuff = BuffIndex;

            //Storm elites are tier 2 elites, on the same order as malachites
            //They're a bit less tanky than malachites, but even more dangerous in terms of damage
            var card = new EliteAffixCard
            {
                spawnWeight      = 1.0f,
                costMultiplier   = 30.0f,
                damageBoostCoeff = 6.0f,
                healthBoostCoeff = 20.0f,
                eliteType        = EliteIndex,
                isAvailable      = () => Run.instance.loopClearCount > 0,
                onSpawned        = OnSpawned
            };

            //Register the card for spawning if ESO is enabled
            EsoLib.Cards.Add(card);
            Card = card;
        }
示例#8
0
文件: SkillUtils.cs 项目: 517752548/-
    public static CustomBuff MakeCustomBuff(string BuffId)
    {
        object     ect        = Assembly.Load("Assembly-CSharp").CreateInstance(BuffId);//加载程序集,创建程序集里面的 命名空间.类型名 实例
        CustomBuff custombuff = (CustomBuff)ect;

        custombuff.guid = System.Guid.NewGuid().ToString();
        custombuff.Init();
        return(custombuff);//类型转换并返回
    }
示例#9
0
 public override IEnumerator DoSkillLogic()
 {
     yield return(MoveSkillOB(() =>
     {
         CustomBuff buff = SkillUtils.MakeCustomBuff("YanShiBaoBuff");
         selfOnly.ActionTarget.ApplyCustomBuff(buff);
         AttackTarget(new SkillAttackDamage(20, 0.5f, 0));
     }));
 }
示例#10
0
    public override IEnumerator ApplyBuffLogic()
    {
        CustomBuff buff001 = SkillUtils.MakeCustomBuff("Buff001");

        buff001.SetGiver(selfOnly);
        GetSelf().ApplyCustomBuff(buff001);
        Debug.Log("执行了 添加自定义buff 001");
        yield return(null);
    }
示例#11
0
    public override IEnumerator DoSkillLogic()
    {
        yield return(MoveToTarget());

        CustomBuff buff = SkillUtils.MakeCustomBuff("MuBiaoJiZhongBuff");

        selfOnly.ActionTarget.ApplyCustomBuff(buff);

        yield return(MoveToSelfPos());
    }
示例#12
0
        private static void SetupBuffs()
        {
            var buffDef = ScriptableObject.CreateInstance <BuffDef>();

            buffDef.buffColor  = Color.green;
            buffDef.canStack   = true;
            buffDef.isDebuff   = true;
            buffDef.iconSprite = RoR2Content.Buffs.Poisoned.iconSprite;

            OriginalPoisonBuff = new CustomBuff(buffDef);
        }
示例#13
0
        public static void RegisterBuffs()
        {
            BuffDef paladinWarcryBuff = new BuffDef
            {
                name       = "Divine Blessing",
                iconPath   = "Textures/BuffIcons/texBuffGenericShield",
                buffColor  = PaladinPlugin.characterColor,
                canStack   = false,
                isDebuff   = false,
                eliteIndex = EliteIndex.None
            };
            CustomBuff paladinWarcry = new CustomBuff(paladinWarcryBuff);

            warcryBuff = BuffAPI.Add(paladinWarcry);

            BuffDef scepterPaladinWarcryBuff = new BuffDef
            {
                name       = "Divine Blessing (Scepter)",
                iconPath   = "Textures/BuffIcons/texBuffGenericShield",
                buffColor  = PaladinPlugin.characterColor,
                canStack   = false,
                isDebuff   = false,
                eliteIndex = EliteIndex.None
            };
            CustomBuff scepterPaladinWarcry = new CustomBuff(scepterPaladinWarcryBuff);

            scepterWarcryBuff = BuffAPI.Add(scepterPaladinWarcry);

            BuffDef torporDebuffDef = new BuffDef
            {
                name       = "Torpor",
                iconPath   = "Textures/BuffIcons/texBuffCloakIcon",
                buffColor  = Color.black,
                canStack   = false,
                isDebuff   = true,
                eliteIndex = EliteIndex.None
            };
            CustomBuff torpor = new CustomBuff(torporDebuffDef);

            torporDebuff = BuffAPI.Add(torpor);

            BuffDef scepterTorporDebuffDef = new BuffDef
            {
                name       = "Torpor (Scepter)",
                iconPath   = "Textures/BuffIcons/texBuffCloakIcon",
                buffColor  = Color.black,
                canStack   = false,
                isDebuff   = true,
                eliteIndex = EliteIndex.None
            };
            CustomBuff scepterTorpor = new CustomBuff(scepterTorporDebuffDef);

            scepterTorporDebuff = BuffAPI.Add(scepterTorpor);
        }
示例#14
0
    }//

    public override IEnumerator ApplyBuffLogic()
    {
        List <BaseCharacterEntity> list = GetSelfFriends();

        for (int i = 0; i < list.Count; i++)
        {
            CustomBuff buff = SkillUtils.MakeCustomBuff("ShengMingXuYuanBuff");
            (list[i] as CharacterEntity).ApplyCustomBuff(buff);
        }
        yield return(null);
    }
示例#15
0
        public static void RegisterBuffs()
        {
            BuffDef scaredDef = new BuffDef
            {
                name       = "Scared!\nUnable to attack!",
                iconPath   = "textures/itemicons/texMaskIcon",
                buffColor  = Color.yellow,
                canStack   = false,
                isDebuff   = true,
                eliteIndex = EliteIndex.None
            };
            CustomBuff scared = new CustomBuff(scaredDef);

            scaredDebuff = BuffAPI.Add(scared);

            BuffDef scaredBuildingDef = new BuffDef
            {
                name       = "Scared!\nUnable to attack! (Mechanical)",
                iconPath   = "textures/itemicons/texMaskIcon",
                buffColor  = Color.yellow,
                canStack   = false,
                isDebuff   = true,
                eliteIndex = EliteIndex.None
            };
            CustomBuff scaredBuilding = new CustomBuff(scaredBuildingDef);

            scaredBuildingDebuff = BuffAPI.Add(scaredBuilding);

            BuffDef weighdownDef = new BuffDef
            {
                name       = "Knockback Immunity!\nImmunity to knockback.",
                iconPath   = "Textures/BuffIcons/texBuffGenericShield",
                buffColor  = Color.blue,
                canStack   = false,
                isDebuff   = false,
                eliteIndex = EliteIndex.None
            };
            CustomBuff weighdown = new CustomBuff(weighdownDef);

            weighdownBuff = BuffAPI.Add(weighdown);

            BuffDef crouchingDef = new BuffDef
            {
                name       = "Crouching!\nSlowed and shorter hitbox.",
                iconPath   = "Textures/BuffIcons/texBuffGenericShield",
                buffColor  = Color.blue,
                canStack   = false,
                isDebuff   = false,
                eliteIndex = EliteIndex.None
            };
            CustomBuff crouching = new CustomBuff(crouchingDef);

            crouchingBuff = BuffAPI.Add(crouching);
        }
示例#16
0
 public override IEnumerator DoSkillLogic()
 {
     yield return(MoveSkillOB(() =>
     {
         List <BaseCharacterEntity> selfList = GetSelfFriends();
         for (int i = 0; i < selfList.Count; i++)
         {
             CustomBuff buff = SkillUtils.MakeCustomBuff("JuShiHuDunBuff");
             (selfList[i] as CharacterEntity).ApplyCustomBuff(buff);
         }
     }));
 }
示例#17
0
 public virtual void ApplyCustomBuff(CustomBuff buff)
 {
     buff.SetSelf(this as CharacterEntity);
     if (Item.GetBuffs().ContainsKey(buff.guid))
     {
         Item.GetBuffs()[buff.guid] = buff;
         Debug.Log("有这个buff" + buff.guid);
         return;
     }
     Item.GetBuffs().Add(buff.guid, buff);
     buff.BattleStart();
 }
示例#18
0
        private static void AddDexBoostBuff()
        {
            BuffDef def = new BuffDef
            {
                name     = "Aspect of Fury",
                canStack = true,
                isDebuff = false,
                iconPath = "@WDBP:Assets/WDBP/DexItem.png"
            };
            CustomBuff buff = new CustomBuff(def);

            DexBoostIndex = BuffAPI.Add(buff);
        }
示例#19
0
        private static void AddHealthBoostBuff()
        {
            BuffDef def = new BuffDef
            {
                name     = "Aspect of Vitality",
                canStack = true,
                isDebuff = false,
                iconPath = "@WDBP:Assets/WDBP/HealthItem.png"
            };
            CustomBuff buff = new CustomBuff(def);

            HealthBoostIndex = BuffAPI.Add(buff);
        }
示例#20
0
        private static void AddArmorBoostBuff()
        {
            BuffDef def = new BuffDef
            {
                name     = "Aspect of Toughness",
                canStack = true,
                isDebuff = false,
                iconPath = "@WDBP:Assets/WDBP/ArmorItem.png"
            };
            CustomBuff buff = new CustomBuff(def);

            ArmorBoostIndex = BuffAPI.Add(buff);
        }
示例#21
0
        private static void AddDamageBoostBuff()
        {
            BuffDef def = new BuffDef
            {
                name     = "Aspect of Strength",
                canStack = true,
                isDebuff = false,
                iconPath = "@WDBP:Assets/WDBP/StrengthIcon.png"
            };
            CustomBuff buff = new CustomBuff(def);

            DamageBoostIndex = BuffAPI.Add(buff);
        }
示例#22
0
    public override IEnumerator DoSkillLogic()
    {
        yield return(MoveToTarget());

        CustomBuff buff = SkillUtils.MakeCustomBuff("TieBiTongQiangBuff");
        List <BaseCharacterEntity> enemys = GetRandomEnemy(9);

        for (int i = 0; i < enemys.Count; i++)
        {
            (enemys[i] as CharacterEntity).ApplyCustomBuff(buff);
        }
        yield return(MoveToSelfPos());
    }
示例#23
0
        public override void SetupAttributes()
        {
            base.SetupAttributes();
            equipmentDef.canDrop          = false;
            equipmentDef.enigmaCompatible = false;
            equipmentDef.cooldown         = 40;

            var buffDef = new BuffDef
            {
                name      = EliteBuffName,
                buffColor = new Color32(255, 255, 255, byte.MaxValue),
                iconPath  = EliteBuffIconPath,
                canStack  = false,
            };

            buffDef.eliteIndex = EliteIndex;
            var buffIndex = new CustomBuff(buffDef);

            EliteBuffIndex           = BuffAPI.Add(buffIndex);
            equipmentDef.passiveBuff = EliteBuffIndex;

            var eliteDef = new EliteDef
            {
                name          = ElitePrefixName,
                modifierToken = EliteModifierString,
                color         = buffDef.buffColor,
            };

            eliteDef.eliteEquipmentIndex = equipmentDef.equipmentIndex;
            var eliteIndex = new CustomElite(eliteDef, EliteTier);

            EliteIndex = EliteAPI.Add(eliteIndex);

            var card = new EliteAffixCard
            {
                spawnWeight      = 0.5f,
                costMultiplier   = 30.0f,
                damageBoostCoeff = 2.0f,
                healthBoostCoeff = 4.5f,
                eliteOnlyScaling = 0.5f,
                eliteType        = EliteIndex
            };

            EsoLib.Cards.Add(card);
            EliteCard = card;

            LanguageAPI.Add(eliteDef.modifierToken, ElitePrefixName + " {0}");

            //If we want to load our own, uncomment the one below.
            EliteMaterial = Resources.Load <Material>("@Aetherium:Assets/Textures/Materials/ApollosBrillianceMain.mat");
        }
示例#24
0
        public override void SetupBehavior()
        {
            base.SetupBehavior();
            GameObject engiMinePrefab = Resources.Load <GameObject>("prefabs/projectiles/EngiMine");

            minePrefab = engiMinePrefab.InstantiateClone("FootMine", true);
            Object.Destroy(minePrefab.GetComponent <ProjectileDeployToOwner>());

            GameObject engiMineGhostPrefab = Resources.Load <GameObject>("prefabs/projectileghosts/EngiMineGhost");

            mineGhostPrefab = engiMineGhostPrefab.InstantiateClone("FootMineGhost", false);
            SkinnedMeshRenderer mesh = mineGhostPrefab.GetComponentInChildren <SkinnedMeshRenderer>();

            mesh.material.color = Color.green;
            minePrefab.GetComponent <ProjectileController>().ghostPrefab = mineGhostPrefab;

            ProjectileAPI.Add(minePrefab);

            poisonBuff = ScriptableObject.CreateInstance <BuffDef>();
            //poisonBuff.buffColor = new Color32(1, 121, 91, 255);
            poisonBuff.isDebuff   = true;
            poisonBuff.canStack   = true;
            poisonBuff.name       = "CCIFootPoison";
            poisonBuff.iconSprite = assetBundle.LoadAsset <Sprite>("Assets/ClassicItems/icons/footmine_buff_icon.png");

            CustomBuff poisonCustomBuff = new CustomBuff(poisonBuff);

            BuffAPI.Add(poisonCustomBuff);

            DotController.DotDef poisonDotDef = new DotController.DotDef
            {
                interval          = 1,
                damageCoefficient = 1,
                damageColorIndex  = DamageColorIndex.Poison,
                associatedBuff    = poisonBuff
            };
            poisonDot = DotAPI.RegisterDotDef(poisonDotDef);

            if (Compat_ItemStats.enabled)
            {
                Compat_ItemStats.CreateItemStatDef(itemDef,
                                                   (
                                                       (count, inv, master) => { return(baseDmg + (count - 1) * stackDmg); },
                                                       (value, inv, master) => { return($"Poison Damage/Second: {Pct(value, 1)}"); }
                                                   ),
                                                   (
                                                       (count, inv, master) => { return(baseTicks + (count - 1) * stackTicks); },
                                                       (value, inv, master) => { return($"Duration: {value} seconds"); }
                                                   ));
            }
        }
示例#25
0
        public BarrierElitesManager()
        {
            var eliteDef = new EliteDef
            {
                modifierToken = BarrierElitesManager.EliteName,
                color         = new Color32(162, 179, 241, 255)
            };
            var equipDef = new EquipmentDef
            {
                cooldown         = 10f,
                pickupModelPath  = "",
                pickupIconPath   = HailstormAssets.IconBarrierElite,
                nameToken        = EquipName,
                pickupToken      = "Shield-Bearer",
                descriptionToken = "Shield-Bearer",
                canDrop          = false,
                enigmaCompatible = false
            };
            var buffDef = new BuffDef
            {
                buffColor = eliteDef.color,
                iconPath  = HailstormAssets.IconBarrierElite,
                canStack  = false
            };

            var equip = new CustomEquipment(equipDef, new ItemDisplayRule[0]);
            var buff  = new CustomBuff(BuffName, buffDef);
            var elite = new CustomElite(EliteName, eliteDef, equip, buff, 1);

            _eliteIndex = (EliteIndex)ItemAPI.AddCustomElite(elite);
            _buffIndex  = (BuffIndex)ItemAPI.AddCustomBuff(buff);
            _equipIndex = (EquipmentIndex)ItemAPI.AddCustomEquipment(equip);
            eliteDef.eliteEquipmentIndex = _equipIndex;
            equipDef.passiveBuff         = _buffIndex;
            buffDef.eliteIndex           = _eliteIndex;

            //Barrier elites are a bit more uncommon than regular tier 1 elites
            //They're also a bit tankier than usual, but not more damaging
            var card = new EliteAffixCard
            {
                spawnWeight      = 0.5f,
                costMultiplier   = 10.0f,
                damageBoostCoeff = 1.0f,
                healthBoostCoeff = 10.0f,
                eliteType        = _eliteIndex
            };

            //Register the card for spawning if ESO is enabled
            EsoLib.Cards.Add(card);
            Card = card;
        }
示例#26
0
文件: Buffs.cs 项目: alltucki/WispMod
        internal static BuffIndex AddNewBuff(string buffName, string iconPath, Color buffColor, bool canStack, bool isDebuff)
        {
            CustomBuff customBuff = new CustomBuff(new BuffDef
            {
                name       = buffName,
                iconPath   = iconPath,
                buffColor  = buffColor,
                canStack   = canStack,
                isDebuff   = isDebuff,
                eliteIndex = EliteIndex.None
            });

            return(BuffAPI.Add(customBuff));
        }
示例#27
0
        public static void Initialize()
        {
            BuffDef sacrificeBuffDef = ScriptableObject.CreateInstance <BuffDef>();

            {
                sacrificeBuffDef.name       = "Sacrifice";
                sacrificeBuffDef.iconSprite = Resources.Load <Sprite>("textures/bufficons/texMovespeedBuffIcon");
                sacrificeBuffDef.buffColor  = Color.yellow;
                sacrificeBuffDef.canStack   = false;
            };
            CustomBuff sacrificeCustomBuff = new CustomBuff(sacrificeBuffDef);

            BuffAPI.Add(sacrificeCustomBuff);
        }
        public override void SetupAttributes()
        {
            base.SetupAttributes();
            var ImpExtractBuffDef = new CustomBuff(new BuffDef
            {
                buffColor = Color.white,
                canStack  = false,
                isDebuff  = false,
                name      = "KAIImpExtract",
                iconPath  = "@KevinsAdditions:Assets/KevinsAdditions/textures/icons/ImpExtractBuff_icon.png"
            });

            ImpExtractBuff = BuffAPI.Add(ImpExtractBuffDef);
        }
示例#29
0
        public override void SetupAttributes()
        {
            base.SetupAttributes();
            var dmgBuff = new CustomBuff(
                new BuffDef
            {
                buffColor = Color.yellow,
                canStack  = false,
                isDebuff  = false,
                name      = "MachoBrace_Boost",
            });

            MachoBrace_Boost = BuffAPI.Add(dmgBuff);
        }
示例#30
0
        public override void SetupBehavior()
        {
            base.SetupBehavior();

            regenBuff            = ScriptableObject.CreateInstance <BuffDef>();
            regenBuff.buffColor  = Color.green;
            regenBuff.canStack   = true;
            regenBuff.isDebuff   = false;
            regenBuff.name       = "CCIDroneRepairKit";
            regenBuff.iconSprite = assetBundle.LoadAsset <Sprite>("Assets/ClassicItems/Icons/dronerepairkit_buff_icon.png");

            CustomBuff regenCustomBuff = new CustomBuff(regenBuff);

            BuffAPI.Add(regenCustomBuff);
        }