public override void Start() { try { GungeonAP.Init(); ETGModConsole.Commands.AddUnit("botflow", delegate(string[] args) { DungeonHandler.debugFlow = !DungeonHandler.debugFlow; string str = DungeonHandler.debugFlow ? "enabled" : "disabled"; string color = DungeonHandler.debugFlow ? "00FF00" : "FF0000"; LostItemsMod.Log("Debug flow " + str, color); }); } catch (Exception e) { LostItemsMod.Log("Command Broke", TEXT_COLOR_BAD); LostItemsMod.Log(string.Format(e + ""), TEXT_COLOR_BAD); } try { //GungeonAP.Init(); //NuclearShrine.Add(); FakePrefabHooks.Init(); ItemBuilder.Init(); ShrineFactory.Init(); GungeonAPI.Tools.Init(); EnemyAPI.Tools.Init(); EnemyAPI.Hooks.Init(); //CustomSynergiesBaseGame.Init(); hooks.Init(); //MoreBreachShrine.Add(); //BreachRoomShrine.Add(); // ConfigManager sta = new ConfigManager(); // GunConfigManager gcf = new GunConfigManager(); //sta.Init(); //gcf.Init(); //CustomGun.Add(); //GunBuffs.Init(); // MagicSpriteStuff.Init(); //Ping.Init(); NuclearTalisman.Init(); //potato BotGhost.Init(); //potato LostGun.Add(); //1 change sounds //SaiGun.Add();//2 book sprite LostOrb.Init(); //3 sprite is boring LostRobe.Init(); //4 RoboticMuncher.Init(); //5 JunkHeart.Init(); //6 i think this is done LootBox.Init(); //7 CNerfGun.Add(); //8 pretty much everything //MopController.Add();//9 fix charge animation, add water projectile CoopTest.Init(); //10 pretty much everything Bond.Init(); //11 rework or remove Bob.Init(); //12 this ones just a joke Children.Init(); //13 maybe add some nice vfx BlessedOrb.Init(); //14 BanGun.Add(); //15 disintergration effect, new projectile sprite? RetoStarter.Init(); //16 add flight and knockback, lessen the light it gives off RetoStarterOld.Init(); //17 add flight and knockback, lessen the light it gives off Test.Init(); //18 add new items when i get to making them MistakeCharm.Init(); //19 i think this one is fine Revenge.Init(); //21 //CNerfGun2.Add();//22 //ETGModConsole.Log("up to pet works"); BabyGoodMistake.Init();//20 make the synergy work //Demonitization.Init(); //23 // syntest.Add(); //24 //syntest2.Add(); //25 CosmicSludge.Init(); // 26 //StarterGun.Add(); // 27 ScatedyCat.Init(); // 28 Shine.Init(); //29 Kunia.Add(); //30 BalencePatch.Init(); //31 ChlorophyteRounds.Init(); //32 LostGunAlt.Add(); //33 Apache.Add(); //TestGun.Add();// TestActive.Init(); //35 //RageRifle.Add();//34 TestPassive.Init(); //36 Gundertale.Add(); MyItem.Init(); RuinousEffigy.Add(); Log($"Begining to load Nuclear Throne related stuff...", TEXT_COLOR_NT); //2.1 // NuclearTalisman.Init(); MutaionBolt.Init(); //1 MutaionBullet.Init(); //2`` MutaionEnergy.Init(); //3`` MutaionShell.Init(); //4`` MutaionMelee.Init(); //5`` MutaionStress.Init(); //6 MutaionTriggerFingers.Init(); //7 MutaionTeeth.Init(); //8 MutaionFace.Init(); //9 MutaionSkin.Init(); //10 MutaionEyes.Init(); //11 MutaionMuscle.Init(); //12 MutaionFeet.Init(); //13 MutaionPaw.Init(); //14 MutaionWish.Init(); //15 MutaionEuphoria.Init(); //16 MutaionWrists.Init(); //17 MutaionBlood.Init(); //18 MutaionStomach.Init(); //19 MutaionLucky.Init(); //20 MutaionExplosive.Init(); //21 MutaionGuts.Init(); //22 MutaionMind.Init(); //23 MutaionSpirit.Init(); //24 MutaionWait.Init(); //25 //Tools.Print<string>("Did Start()", "00FF00", false); //NuclearShrine.Add(); SnareGoop.Init(); AbilityMelting.Init(); //1 AbilityRobot.Init(); //2 AbilitySteroids.Init(); //3 AbilityRogue.Init(); //4 AbilityRebel.Init(); //5 AbilityCrystal.Init(); //6 AbilityPlant.Init(); //7 AbilityYV.Init(); //8 AbilityEyes.Init(); //9 AbilityChicken.Init(); // RebelGun.Add();//1 CharacterShrine.Add();//2 Revolver.Add(); AssaultRifle.Add(); SmartGun.Add(); //Katana.Init(); Directory.CreateDirectory("NTConfig"); bool flag = !File.Exists("NTsConfig/protochest.json"); if (flag) { File.WriteAllText("NTConfig/protochest.json", "1"); } // bool flag2 = !LostItemsMod.AvailableNailModes.Contains(File.ReadAllText("NTConfig/nailmode.json")); // if (flag2) //{ // File.WriteAllText("NTConfig/protochest.json", "normal"); // } LostItemsMod.ProtoChestContent = File.ReadAllText("NTConfig/protochest.json"); ProtoChest.Add(); ShrineFactory.PlaceBreachShrines(); ETGModConsole.Commands.AddGroup("nt", delegate(string[] args) { ETGModConsole.Log("shoop has my family", false); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("level", delegate(string[] args) { header = "test"; text = "test"; Notify(header, text); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("character", delegate(string[] args) { header = NuclearShrine.header; text = "Character"; Notify(header, text); }); ETGModConsole.Commands.GetGroup("nt").AddUnit("protochest", delegate(string[] args) { LostItemsMod.Log("Current stored gun has the id " + ProtoChest.StoredGunID, LostItemsMod.TEXT_COLOR_NT); }); LostItemsMod.Log(LostItemsMod.MOD_NAME + " v" + LostItemsMod.VERSION + " started successfully.", LostItemsMod.TEXT_COLOR); LostItemsMod.Log("It worked", LostItemsMod.TEXT_COLOR_GOOD); } catch (Exception arg) { LostItemsMod.Log(string.Format(LostItemsMod.MOD_NAME + " v" + LostItemsMod.VERSION + " Failed to load ", LostItemsMod.MOD_NAME, LostItemsMod.VERSION, arg), LostItemsMod.TEXT_COLOR_BAD); LostItemsMod.Log("it did not work", LostItemsMod.TEXT_COLOR_BAD); } }
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8 public override void Start() { ItemBuilder.Init(); FakePrefabHooks.Init(); HookYeah.Init(); GungeonAPI.GungeonAP.Init(); FakePrefabHooks.Init(); GungeonAPI.Tools.Init(); ItemAPI.FakePrefabHooks.Init(); GungeonAP.Init(); FakePrefabHooks.Init(); ShrineFactory.Init(); ShrineFactory.PlaceBnyBreachShrines(); TestActiveItem.Init(); VengeanceVlone.Init(); ShatterEffect.Initialise(); ShrineOfTheLeadLord.Add(); ArtifactOfRevenge.Init(); ArtifactOfAttraction.Init(); ArtifactOfGlass.Init(); ArtifactOfAvarice.Init(); ArtifactOfDaze.Init(); ArtifactOfPrey.Init(); ArtifactOfMegalomania.Init(); ArtifactOfFodder.Init(); ArtifactOfBolster.Init(); ArtifactOfHatred.Init(); ArtifactOfEnigma.Init(); ArtifactOfSacrifice.Init(); ModuleCannon.Add(); ModuleChip.Init(); ModuleAmmoEater.Init(); ModuleDamage.Init(); ModuleClipSize.Init(); ModuleFireRate.Init(); ModuleReload.Init(); T2ModuleYV.Init(); T2ModuleCloak.Init(); T2ModulePierce.Init(); T2ModuleBounce.Init(); T2ModuleEjector.Init(); T2ModuleHoming.Init(); T3ModuleRocket.Init(); T3ModuleInaccurate.Init(); T3ModuleColossus.Init(); T3ModuleOverload.Init(); T3ModuleReactive.Init(); CorruptModuleSensor.Init(); CorruptModuleAccuracy.Init(); CorruptModuleLoose.Init(); CorruptModuleCoolant.Init(); CorruptModuleDamage.Init(); //Gimmick Heavy Guns TrainGun.Add(); LastStand.Add(); SoulStealer.Add(); Commiter.Add(); Pickshot.Add(); AerialBombardment.Add(); //Mimic Guns Casemimic.Add(); ABlasphemimic.Add(); Gunthemimic.Add(); Mimikey47.Add(); //Mechanical Guns ThunderStorm.Add(); CaptainsShotgun.Add(); EnforcersLaw.Add(); TimeZoner.Add(); ArtemissileRocket.Add(); BigNukeGun.Add(); BoxGun.Add(); REXNeedler.Add(); FlakCannon.Add(); GunslayerShotgun.Add(); RogueLegendary.Add(); //Otherworldly Guns HarvestersShotgun.Add(); PrismaticShot.Add(); Starbounder.Add(); ReaverClaw.Add(); ReaverHeart.Add(); ChaosRevolver.Add(); ChaosRevolverSynergyForme.Add(); ChaosHand.Add(); NuclearTentacle.Add(); //Outright Wacky weaponry OppressorsCrossbow.Add(); GunslayerGauntlets.Add(); SuperFlakCannon.Add(); MithrixHammer.Add(); TungstenCube.Add(); CoolStaff.Add(); ASwordGun.Add(); AGunSword.Add(); //Dumb Guns StickGun.Add(); BulletCaster.Add(); SausageRevolver.Add(); BloatedRevolver.Add(); PocketPistol.Add(); BrokenGunParts.Add(); IDPDFreakGun.Add(); FakeShotgun.Add(); //Life Living PersonalGuard.Init(); GlockOfTheDead.Init(); LizardBloodTransfusion.Init(); AbsoluteZeroPotion.Init(); MatrixPotion.Init(); GreandeParasite.Init(); //Joke Items SpeckOfDust.Init(); LastResort.Init(); JokeBook.Init(); //Mechanical Items OnPlayerItemUsedItem.Init(); BloodyTrigger.Init(); StaticCharger.Init(); //Bullet Type Items ResurrectionBullets.Init(); GuillotineRounds.Register(); LunarGlassRounds.Init(); ReaverRounds.Init(); SimpBullets.Init(); //Cursed Items Risk Reward Items LeadHand.Init(); JammedGuillotine.Init(); CrownOfBlood.Init(); RTG.Init(); DGrenade.Init(); MalachiteCrown.Init(); AncientWhisper.Init(); AncientEnigma.Init(); LunarGlassSyringe.Init(); SlayerKey.Init(); DamocleanClip.Init(); DeathMark.Init(); TheMonolith.Init(); LoopMarker.Init(); BulletRelic.Init(); GodLifesGift.Init(); //Defense Items SuperShield.Init(); GunslayerHelmet.Init(); FreezeLighter.Init(); //Stats Up Microscope.Init(); EmpoweringCore.Init(); BookOfEconomics.Register(); CounterChamber.Register(); Infusion.Init(); MinigunRounds.Register(); //Otherworldly SpiritOfStagnation.Init(); SoulInAJar.Init(); AmmoRepurposer.Init(); SkyGrass.Init(); ChaosChamber.Init(); ChaosGodsWrath.Register(); Coolrobes.Init(); //Companion Items/CompanionAI Claycord.Init(); Blastcore.Init(); ClayCordStatue.ClayBuildPrefab(); GunSoulBox.Init(); GunSoulBlue.BlueBuildPrefab(); GunSoulGreen.GreenBuildPrefab(); GunSoulRed.RedBuildPrefab(); GunSoulYellow.YellowBuildPrefab(); GunSoulPink.PinkBuildPrefab(); GunSoulPurple.PurpleBuildPrefab(); PointZero.Init(); BabyGoodModular.Init(); //Guon Stones GuonPebble.Init(); ChaosGuonStone.Init(); BulluonStone.Init(); DynamiteGuon.Init(); GuonGeon.Init(); //Ammolets LunarGlassAmmolet.Init(); ReaverAmmolet.Init(); //TableTechs TableTechReload.Init(); TableTechBomb.Init(); TableTechSoul.Init(); TableTechKnife.Init(); //OP??? BunnysFoot.Init(); //Random Weird Shit that just kinda exists GungeonInvestment.Init(); BrokenLockpicker.Init(); Dejammer.Init(); Keylocator.Init(); Keyceipt.Init(); FrequentFlyer.Init(); //Vengeance.Init(); TestItemBNY.Init(); DragunHeartThing.Init(); MasteryReplacementRNG.InitDungeonHook(); SynergyFormInitialiser.AddSynergyForms(); InitialiseSynergies.DoInitialisation(); BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR); }