示例#1
0
 private void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     orig(self, damageReport);
     if (damageReport.attackerBody && damageReport.attackerBody == body)
     {
         GiveScrap(damageReport.victimIsElite, damageReport.victimIsBoss);
     }
 }
示例#2
0
 private void CalculateBFBuffGain(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     if (damageReport.attackerBody)
     {
         var inventoryCount = GetCount(damageReport.attackerBody);
         if (inventoryCount > 0)
         {
             damageReport.attackerBody.AddBuff(BFBuff);
         }
     }
     orig(self, damageReport);
 }
        //private void GrantBaseShield(ILContext il)
        //{
        //    //Provided by Harb from their HarbCrate mod. Thanks Harb!
        //    ILCursor c = new ILCursor(il);
        //    int shieldsLoc = 33;
        //    c.GotoNext(
        //        MoveType.Before,
        //        x => x.MatchLdloc(out shieldsLoc),
        //        x => x.MatchCallvirt<CharacterBody>("set_maxShield")
        //    );
        //    c.Emit(OpCodes.Ldloc, shieldsLoc);
        //    c.EmitDelegate<Func<CharacterBody, float, float>>((self, shields) =>
        //    {
        //        var InventoryCount = GetCount(self);
        //        if (InventoryCount > 0)
        //        {
        //            shields += self.maxHealth * 0.08f;
        //        }
        //        return shields;
        //    });
        //    c.Emit(OpCodes.Stloc, shieldsLoc);
        //    c.Emit(OpCodes.Ldarg_0);
        //}

        private void GrantShieldReward(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, RoR2.GlobalEventManager self, RoR2.DamageReport damageReport)
        {
            if (damageReport?.attackerBody)
            {
                int inventoryCount = GetCount(damageReport.attackerBody);
                if (inventoryCount > 0)
                {
                    var percentage = shieldPercentageRestoredPerKill + (maximumPercentageShieldRestoredPerKill - maximumPercentageShieldRestoredPerKill / (1 + additionalShieldPercentageRestoredPerKillDiminishing * (inventoryCount - 1)));
                    damageReport.attackerBody.healthComponent.RechargeShield(damageReport.attackerBody.healthComponent.fullShield * percentage);
                }
            }
            orig(self, damageReport);
        }
示例#4
0
        //Method to allow turrets to give bonus to owner
        private void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
        {
            var attacker = damageReport?.attackerMaster;

            if (attacker &&
                TurretGivesEngineerLifeOrbs.Value &&
                attacker.name.ToLower().Contains("turret"))
            {
                var ownerInventory = attacker.minionOwnership.ownerMaster.inventory;
                ownerInventory.AddInfusionBonus((uint)ownerInventory.GetItemCount(ItemIndex.Infusion));
            }
            orig(self, damageReport);
        }
示例#5
0
 private void CalculateShellBuffApplications(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     orig(self, damageReport);
     if (damageReport.attackerBody)
     {
         var inventoryCount       = GetCount(damageReport.attackerBody);
         var currentShellStackMax = (baseMaxArmorGain / armorOnKillAmount + ((inventoryCount - 1) * addMaxArmorGain / armorOnKillAmount));
         var currentShellStack    = damageReport.attackerBody.inventory.GetItemCount(shellStack);
         if (inventoryCount > 0 && currentShellStack < currentShellStackMax)
         {
             damageReport.attackerBody.inventory.GiveItem(shellStack);
         }
     }
 }
        private void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
        {
            var attackerBody = damageReport?.attackerBody;

            if (attackerBody) //if not world
            {
                int inventoryCount = GetCount(attackerBody);
                if (inventoryCount > 0)
                {
                    var componentExists = attackerBody.GetComponent <MetronomeTrackKills>();
                    if (componentExists && componentExists.enabled)
                    {
                        componentExists.IncrementKills();
                    }
                }
            }
            orig(self, damageReport);
        }
示例#7
0
 private void AddDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     if (base.isUserAlive && base.meetsBodyRequirement)
     {
         if (damageReport.attacker)
         {
             if (damageReport.attacker.GetComponent <CharacterBody>().master.netId != null && damageReport.attacker.GetComponent <CharacterBody>().master.netId == base.localUser.cachedMasterController.master.netId)
             {
                 BreathingroomAchievementHandler component = damageReport.attacker.GetComponent <BreathingroomAchievementHandler>();
                 if (component)
                 {
                     component.AddKill(damageReport.victimBody);
                 }
             }
         }
     }
     orig(self, damageReport);
 }
示例#8
0
文件: Hooks.cs 项目: 6len/game-mods
        private static void RitualDagger_OnKill(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager gem,
                                                DamageReport damageReport)
        {
            try
            {
                if (damageReport.damageInfo.attacker)
                {
                    Inventory Inv = damageReport.damageInfo.attacker.GetComponent <CharacterBody>().inventory;
                    int       RitualDaggerCount = Inv.GetItemCount(GNCItemSuite.RitualDaggerItemIndex);
                    if (RitualDaggerCount > 0)
                    {
                        CharacterBody component  = damageReport.damageInfo.attacker.GetComponent <CharacterBody>();
                        TeamComponent component2 = component.GetComponent <TeamComponent>();
                        TeamIndex     teamIndex  = component2 ? component2.teamIndex : TeamIndex.Neutral;

                        if (component)
                        {
                            CharacterMaster master = component.master;
                            if (master)
                            {
                                if ((RitualDaggerCount + GNCItemSuiteConfig.RitualDaggerProcChance.Value) >=
                                    UnityEngine.Random.Range(0, 100))
                                {
                                    ProcMissile(RitualDaggerCount, component, master, teamIndex,
                                                damageReport.damageInfo.procChainMask, null, damageReport.damageInfo);
                                    for (var i = 0; i < RitualDaggerCount; i += 2)
                                    {
                                        ProcMissile(RitualDaggerCount, component, master, teamIndex,
                                                    damageReport.damageInfo.procChainMask, null, damageReport.damageInfo);
                                    }
                                }
                            }
                        }
                    }
                }
            }
            catch
            {
            }

            orig(gem, damageReport);
        }
        private void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
        {
            orig.Invoke(self, damageReport);

            GameObject attacker = damageReport.damageInfo.attacker;

            if (attacker)
            {
                CharacterBody component = attacker.GetComponent <CharacterBody>();
                if (component)
                {
                    GameObject masterObject = component.masterObject;
                    if (masterObject)
                    {
                        PlayerCharacterMasterController component2;
                        //Engineer Turrret Fix
                        if (masterObject.name == "EngiTurretMaster(Clone)")
                        {
                            component2 = masterObject.GetComponent <Deployable>()?.ownerMaster?.GetComponent <PlayerCharacterMasterController>();
                        }
                        else
                        {
                            component2 = masterObject.GetComponent <PlayerCharacterMasterController>();
                        }

                        //Debug.Log("Killed");

                        bool isBoss  = damageReport.victimBody.isBoss;
                        bool isElite = damageReport.victimBody.isElite;

                        int monsterType = isElite ? 1 : isBoss ? 2 : 0;

                        ExampleCommandClientCustom.Invoke(x =>
                        {
                            x.Write("Kill");
                            x.Write(component2.gameObject);
                            x.Write((double)monsterType);
                        });
                    }
                }
            }
        }
示例#10
0
 private void BulletAchievementComponentHandler(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     orig(self, damageReport);
     if (base.meetsBodyRequirement && base.isUserAlive)
     {
         if (damageReport.attacker)
         {
             if (damageReport.attacker.GetComponent <CharacterBody>().master.netId != null && damageReport.attacker.GetComponent <CharacterBody>().master.netId == base.localUser.cachedMasterController.master.netId)
             {
                 BulletAchievementHandler component = damageReport.attacker.GetComponent <BulletAchievementHandler>();
                 if (!component)
                 {
                     component = damageReport.attacker.AddComponent <BulletAchievementHandler>();
                 }
                 component.AddKill();
                 if (component.IsReqMet())
                 {
                     base.Grant();
                 }
             }
         }
     }
 }
示例#11
0
        private static void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
        {
            orig(self, damageReport);

            if (damageReport.victimBody.HasBuff(_buffIndex))
            {
                if (ExplosivePotDeath.chargePrefab)
                {
                    UnityEngine.Object.Instantiate <GameObject>(ExplosivePotDeath.chargePrefab, damageReport.victimBody.transform);

                    if (ExplosivePotDeath.explosionEffectPrefab)
                    {
                        EffectManager.SpawnEffect(ExplosivePotDeath.explosionEffectPrefab, new EffectData
                        {
                            origin   = damageReport.victimBody.transform.position,
                            scale    = ExplosivePotDeath.explosionRadius,
                            rotation = Quaternion.identity,
                        }, true);
                    }
                    new BlastAttack
                    {
                        attacker          = damageReport.victimBody.gameObject,
                        damageColorIndex  = DamageColorIndex.Item,
                        baseDamage        = damageReport.victimBody.damage * 0.1f,
                        radius            = ExplosivePotDeath.explosionRadius,
                        falloffModel      = BlastAttack.FalloffModel.None,
                        procCoefficient   = ExplosivePotDeath.explosionProcCoefficient,
                        teamIndex         = TeamIndex.None,
                        damageType        = DamageType.ClayGoo,
                        position          = damageReport.victimBody.transform.position,
                        baseForce         = ExplosivePotDeath.explosionForce * 4f,
                        attackerFiltering = AttackerFiltering.NeverHit
                    }.Fire();
                }
            }
        }
示例#12
0
        private void CalculateShellBuffApplications(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
        {
            orig(self, damageReport);
            var inventoryCount = GetCount(damageReport.attackerBody);

            if (inventoryCount > 0)
            {
                var shellStackTrackerComponent = damageReport.attackerBody.gameObject.GetComponent <ShellStackTracker>();
                if (!shellStackTrackerComponent)
                {
                    damageReport.attackerBody.gameObject.AddComponent <ShellStackTracker>();
                }

                if (damageReport.attackerBody)
                {
                    var currentShellStackMax = (baseMaxArmorGain / armorOnKillAmount + ((inventoryCount - 1) * addMaxArmorGain / armorOnKillAmount));
                    var currentShellStack    = shellStackTrackerComponent.shellStacks;
                    if (currentShellStack < currentShellStackMax)
                    {
                        shellStackTrackerComponent.shellStacks++;
                    }
                }
            }
        }
示例#13
0
 private void GalaticAquaticAquarium(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport report)
 {
     //This is the entire spawning logic & by god it's a mess, but it works & I'll change it eventually, just not right now.
     //This starts off with if the attacker has an inventory, simple check for 90% of scenarios that enemies don't have inventories to prevent all deaths from being checked.
     if (report.attackerBody.inventory)
     {
         //Three variables are created, one for how many squidTurretItems the attacker has.
         //One for counting the chance of monster spawning, which is 5 + count of squidTurretItem in the attackers inventory.
         //Finally the squid team itself, 1/20 chance to become an enemy at base value, value increases for every stack the attacker has.
         int HowManySquidsAreInYourPocket = report.attackerBody.inventory.GetItemCount(squidTurretItem.itemIndex);
         int squidStackCheck = 5 + HowManySquidsAreInYourPocket;
         var squidTeam       = Util.CheckRoll(squidStackCheck) ? TeamIndex.Monster : TeamIndex.Player;
         //Three if statements are created, one for checking if CharacterMaster is null, then do nothing.
         //One is created if DamageReport is null, then do nothing
         //One for if there's a victim and if there's an attacker, which is what starts the spawning itself.
         if (self is null)
         {
             return;
         }
         if (report is null)
         {
             return;
         }
         if (report.victimBody && report.attacker)
         {
             //A check is then performed to see if the attackers count of squidTurretItem is greater than 0
             if (HowManySquidsAreInYourPocket > 0)
             {
                 //A spawn card is created utilizing the SquidTurret spawn card.
                 SpawnCard spawnCard = Resources.Load <CharacterSpawnCard>("SpawnCards/CharacterSpawnCards/cscSquidTurret");
                 //A placement rule is created so that the Squid Turrets spawn on the victims body.
                 DirectorPlacementRule placementRule = new DirectorPlacementRule
                 {
                     placementMode = DirectorPlacementRule.PlacementMode.Approximate,
                     minDistance   = 5f,
                     maxDistance   = 25f,
                     spawnOnTarget = report.victimBody.transform,
                 };
                 //A spawn request is generated using the aforementioned variables of Spawn Card and the Placement Rule.
                 DirectorSpawnRequest directorSpawnRequest = new DirectorSpawnRequest(spawnCard, placementRule, RoR2Application.rng)
                 {
                     teamIndexOverride = squidTeam
                 };
                 //A secondary spawn request is then made using the first one as a baseline
                 //The second spawn request delagates the initial spawn request into a new Action which is Spawn Result and names it result.
                 DirectorSpawnRequest directorSpawnRequest2 = directorSpawnRequest;
                 directorSpawnRequest2.onSpawnedServer = (Action <SpawnCard.SpawnResult>) Delegate.Combine(directorSpawnRequest2.onSpawnedServer, new Action <SpawnCard.SpawnResult>(delegate(SpawnCard.SpawnResult result)
                 {
                     //A pseudo character named squidTurret which is the result of the spawned instance in the aforementioned directorSpawnRequest 2 and its Character Master is then inherited into it.
                     //The squid is then given 15 stacks of Health Decay (Half of a regular squid)
                     //It is also given 20 BoostAttackSpeeds which is then amplified by the amount of squidTurretItems the attacker has (Double the regular squid)
                     CharacterMaster squidTurret = result.spawnedInstance.GetComponent <CharacterMaster>();
                     if (squidTeam == TeamIndex.Monster)
                     {
                         squidTurret.inventory.GiveItem(ItemIndex.HealthDecay, 20);
                         squidTurret.inventory.GiveItem(ItemIndex.BoostAttackSpeed, 5 * HowManySquidsAreInYourPocket);
                     }
                     else
                     {
                         squidTurret.inventory.GiveItem(ItemIndex.HealthDecay, 45);
                         squidTurret.inventory.GiveItem(ItemIndex.BoostAttackSpeed, 20 * HowManySquidsAreInYourPocket);
                     }
                     //Three variables are created here, one being the current run in order to invoke the next two.
                     //The current fixed time is then generated & divided by 60 to turn the current chance to a 1:1 for 1% every 1 minute.
                     //A fixed rate of base being 1%, then adding whatever the current additional chance is.
                     float AdditionalChance = Run.instance.fixedTime;
                     float squidSpawnAsBuffedSquidChance = 1 + (AdditionalChance / 60) + (HowManySquidsAreInYourPocket * 2);
                     //A check is them performed to check if the squid is on the player index.
                     //If this check if passed, a 1/100 roll is performed to see if the squid inherits a random item from the SquidItemIndex created at the top of page.
                     //If this fails, a secondary 1/100 roll is performed to see if the squid inherits a random elite buff from the SquidBuffIndex created in "JackedSquidsGettingBuffed" method.
                     if (squidTeam == TeamIndex.Player)
                     {
                         if (Util.CheckRoll(squidSpawnAsBuffedSquidChance))
                         {
                             squidTurret.GetBody().AddBuff(SquidBuffIndex[UnityEngine.Random.Range(0, SquidBuffIndex.Count())]);
                         }
                         else if (Util.CheckRoll(squidSpawnAsBuffedSquidChance))
                         {
                             squidTurret.inventory.GiveItem(SquidItemIndex[UnityEngine.Random.Range(0, SquidItemIndex.Count())]);
                         }
                     }
                     //Once these checks have passed, the squidTurrets ownership is passed onto the attacker who initially spawned it.
                     squidTurret.minionOwnership.SetOwner(report.attackerMaster);
                 }));
                 //Finally the squid is attempted to be spawned.
                 if (Util.CheckRoll(25))
                 {
                     DirectorCore.instance.TrySpawnObject(directorSpawnRequest);
                 }
             }
         }
     }
     //The damage report is returned to itself, the character deaths are returned to itself and finally globaleventmanger is returned to itself.
     orig(self, report);
 }
示例#14
0
 private void GlobalEventManager_OnCharacterDeath(On.RoR2.GlobalEventManager.orig_OnCharacterDeath orig, GlobalEventManager self, DamageReport damageReport)
 {
     ignoreMugs = true;
     orig(self, damageReport);
     ignoreMugs = false;
 }