public Mozam_fools() { this.NameKey = "Hop-up: April Fools"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId }; this.OptionalItemIDs = new List <int> { 241,// skatter //PickupObjectDatabase.GetByEncounterName("Table Tech Dizzy").PickupObjectId, //PickupObjectDatabase.GetByEncounterName("Slide Tech Slide").PickupObjectId, PickupObjectDatabase.GetByEncounterName("Tiger Eye").PickupObjectId, //409,//tv 216 // box }; this.OptionalGunIDs = new List <int> { 539, // boxing glove 340, //lower r 10, //watergun 503, //bullet 512 // shell }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public flurry_of_blows() { this.NameKey = "Flurry rush"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Hail 2 U").PickupObjectId }; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { }; this.OptionalItemIDs = new List <int> { ETGMod.Databases.Items["Jar of Stardust"].PickupObjectId, ETGMod.Databases.Items["Fate's Blessing"].PickupObjectId }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { StatModifier.Create(PlayerStats.StatType.RateOfFire, StatModifier.ModifyMethod.ADDITIVE, 8f), StatModifier.Create(PlayerStats.StatType.Damage, StatModifier.ModifyMethod.ADDITIVE, -.7f), StatModifier.Create(PlayerStats.StatType.DamageToBosses, StatModifier.ModifyMethod.ADDITIVE, -.7f), StatModifier.Create(PlayerStats.StatType.AdditionalClipCapacityMultiplier, StatModifier.ModifyMethod.ADDITIVE, 8f), StatModifier.Create(PlayerStats.StatType.AdditionalGunCapacity, StatModifier.ModifyMethod.ADDITIVE, 1f), }; this.bonusSynergies = new List <CustomSynergyType>(); }
public override void PostProcessProjectile(Projectile projectile) { if (projectile.GetCachedBaseDamage == 8f) { //slash Gun swipeFlash = (Gun)PickupObjectDatabase.GetByEncounterName("Silencer"); PlayerController player = (PlayerController)this.gun.CurrentOwner; Vector2 vector = player.unadjustedAimPoint.XY() - player.CenterPosition; ProjectileSlashingBehaviour slasher = projectile.gameObject.AddComponent <ProjectileSlashingBehaviour>(); slasher.SlashDimensions = 45; slasher.SlashRange = 3f; slasher.playerKnockback = 0; slasher.SlashVFX = swipeFlash.muzzleFlashEffects; player.knockbackDoer.ApplyKnockback(vector, 25, true); slasher.InteractMode = SlashDoer.ProjInteractMode.DESTROY; gun.MoveBulletsIntoClip(1); } if (projectile.GetCachedBaseDamage == 15f) { //shelling } if (projectile.GetCachedBaseDamage == 40f) { //wyvernstake PierceProjModifier stabby = projectile.gameObject.AddComponent <PierceProjModifier>(); stabby.penetration = 5; stabby.penetratesBreakables = true; projectile.OnHitEnemy += this.OnHitEnemy; } base.PostProcessProjectile(projectile); }
// Token: 0x06000334 RID: 820 RVA: 0x0001E460 File Offset: 0x0001C660 public static void AddSynergyForms() { AdvancedDualWieldSynergyProcessor advancedDualWieldSynergyProcessor = (PickupObjectDatabase.GetById(9) as Gun).gameObject.AddComponent <AdvancedDualWieldSynergyProcessor>(); advancedDualWieldSynergyProcessor.PartnerGunID = OrnatePistol.OrnatePistolID; advancedDualWieldSynergyProcessor.SynergyNameToCheck = "Antiquated"; AdvancedDualWieldSynergyProcessor advancedDualWieldSynergyProcessor2 = (PickupObjectDatabase.GetById(OrnatePistol.OrnatePistolID) as Gun).gameObject.AddComponent <AdvancedDualWieldSynergyProcessor>(); advancedDualWieldSynergyProcessor2.PartnerGunID = 9; advancedDualWieldSynergyProcessor2.SynergyNameToCheck = "Antiquated"; AdvancedDualWieldSynergyProcessor advancedDualWieldSynergyProcessor3 = (PickupObjectDatabase.GetById(339) as Gun).gameObject.AddComponent <AdvancedDualWieldSynergyProcessor>(); advancedDualWieldSynergyProcessor3.PartnerGunID = Leafblower.LeafblowerID; advancedDualWieldSynergyProcessor3.SynergyNameToCheck = "Dendrology"; AdvancedDualWieldSynergyProcessor advancedDualWieldSynergyProcessor4 = (PickupObjectDatabase.GetById(Leafblower.LeafblowerID) as Gun).gameObject.AddComponent <AdvancedDualWieldSynergyProcessor>(); advancedDualWieldSynergyProcessor4.PartnerGunID = 339; advancedDualWieldSynergyProcessor4.SynergyNameToCheck = "Dendrology"; AdvancedHoveringGunSynergyProcessor PlagueDoctorSynergy = (PickupObjectDatabase.GetByEncounterName("Alchemical Gun") as Gun).gameObject.AddComponent <AdvancedHoveringGunSynergyProcessor>(); PlagueDoctorSynergy.ConsumesTargetGunAmmo = false; PlagueDoctorSynergy.AimType = HoveringGunController.AimType.PLAYER_AIM; PlagueDoctorSynergy.PositionType = HoveringGunController.HoverPosition.CIRCULATE; PlagueDoctorSynergy.FireType = HoveringGunController.FireType.ON_FIRED_GUN; PlagueDoctorSynergy.UsesMultipleGuns = false; PlagueDoctorSynergy.TargetGunID = 207; PlagueDoctorSynergy.RequiredSynergy = "Plague Doctor"; PlagueDoctorSynergy.FireCooldown = 0.3f; PlagueDoctorSynergy.FireDuration = 0.1f; }
public override void PostProcessProjectile(Projectile projectile) { AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); PlayerController player = this.gun.CurrentOwner as PlayerController; if (projectile.GetCachedBaseDamage == 15) { } if (projectile.GetCachedBaseDamage == 16) { if (this.gun.ClipShotsRemaining >= 2) { int getclip = this.gun.ClipShotsRemaining; Projectile projectile1 = ((PickupObjectDatabase.GetByEncounterName("Sling") as Gun)).DefaultModule.chargeProjectiles[0].Projectile; GameObject gameObject1 = SpawnManager.SpawnProjectile(projectile1.gameObject, player.sprite.WorldCenter, Quaternion.Euler(0f, 0f, (player.CurrentGun == null) ? 0f : player.CurrentGun.CurrentAngle), true); Projectile component1 = gameObject1.GetComponent <Projectile>(); component1.Owner = player; component1.baseData.damage = 16; component1.Shooter = player.specRigidbody; component1.BossDamageMultiplier = 3.3f; PierceProjModifier stab3 = component1.gameObject.GetOrAddComponent <PierceProjModifier>(); AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); AkSoundEngine.PostEvent("Play_sling_fire_001", base.gameObject); stab3.penetration = 1; this.gun.ClipShotsRemaining = getclip - 1; this.gun.GainAmmo(-1); } } }
public Mozam_hammer() { this.NameKey = "Hop-up: Hammer Point Rounds"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId }; this.OptionalItemIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Can't Touch This").PickupObjectId, 111, //heavy bullets 256, // heavy boots 457, //spiked armor 271 //riddle of lead }; this.OptionalGunIDs = new List <int> { 390, //cobalt hammer 91, //the hammer 610, //woodbeam 393, //anvilain, 157, // big iron 545, //ac15 601, //big shotgun }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
private void OnPreDodgeRoll(PlayerController player) { if (this.Owner.CurrentGun == PickupObjectDatabase.GetByEncounterName("TaurenTails") as Gun) { int randomizer = rand.Next(1, 30); if (randomizer == 1) { if (player.CurrentGun.ClipCapacity != player.CurrentGun.ClipShotsRemaining && !player.CurrentGun.IsReloading) { AkSoundEngine.PostEvent("Play_ITM_Crisis_Stone_Reload_01", base.gameObject); player.CurrentGun.MoveBulletsIntoClip(player.CurrentGun.ClipCapacity - player.CurrentGun.ClipShotsRemaining); } } } else { int randomizer = rand.Next(1, 10); if (randomizer == 1) { if (player.CurrentGun.ClipCapacity != player.CurrentGun.ClipShotsRemaining && !player.CurrentGun.IsReloading) { AkSoundEngine.PostEvent("Play_ITM_Crisis_Stone_Reload_01", base.gameObject); player.CurrentGun.MoveBulletsIntoClip(player.CurrentGun.ClipCapacity - player.CurrentGun.ClipShotsRemaining); } } } }
public Mozam_Throw() { this.NameKey = "Hop-up: Throw Away Joke"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId }; this.OptionalItemIDs = new List <int> { 500, // hip holdster }; this.OptionalGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Jk-47").PickupObjectId, 126, // shotbow 8, // bow 31, // klobbe }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { StatModifier.Create(PlayerStats.StatType.ThrownGunDamage, StatModifier.ModifyMethod.ADDITIVE, 20f), }; this.bonusSynergies = new List <CustomSynergyType>(); }
public override void OnPostFired(PlayerController player, Gun gun) { AkSoundEngine.PostEvent("Stop_WPN_All", base.gameObject); gun.PreventNormalFireAudio = true; targetPoint = player.unadjustedAimPoint; if (shotcountcontroller == 1) { AkSoundEngine.PostEvent("Play_OBJ_hook_shot_01", base.gameObject); Projectile projectile1 = ((Gun)ETGMod.Databases.Items[25]).DefaultModule.projectiles[0]; GameObject gameObject1 = SpawnManager.SpawnProjectile(projectile1.gameObject, player.CurrentGun.sprite.WorldTopLeft, Quaternion.Euler(0f, 0f, (player.CurrentGun == null) ? 0f : player.CurrentGun.CurrentAngle), true); Projectile component1 = gameObject1.GetComponent <Projectile>(); setup = setup + 1; PierceProjModifier stab = component1.GetComponent <PierceProjModifier>(); stab.MaxBossImpacts = 0; stab.penetration = 0; bool flag = component1 != null; if (flag) { component1.Owner = player; component1.Shooter = player.specRigidbody; component1.baseData.speed = 30f; component1.baseData.range *= 1f; component1.baseData.damage = 10f; component1.AppliedStunDuration = 1f; component1.AppliesStun = true; component1.pierceMinorBreakables = true; } current_ball = component1; shotcountcontroller = 0; Gun gun3 = (Gun)PickupObjectDatabase.GetByEncounterName("Silencer"); gun.muzzleFlashEffects = gun3.muzzleFlashEffects; } else { Vector2 vector = player.unadjustedAimPoint.XY() - player.CenterPosition; float zRotation = BraveMathCollege.Atan2Degrees(vector); player.StartCoroutine(this.HandleSwing(player, vector, 100f, 2.25f)); if (Hooked_enemy != null) { Hooked_enemy.knockbackDoer.ApplyKnockback(-1 * vector, 100f); } Gun gun3 = (Gun)PickupObjectDatabase.GetByEncounterName("Silencer"); gun.muzzleFlashEffects = gun3.muzzleFlashEffects; gun.Update(); } current_ball.OnHitEnemy = (Action <Projectile, SpeculativeRigidbody, bool>)Delegate.Combine(current_ball.OnHitEnemy, new Action <Projectile, SpeculativeRigidbody, bool>(this.attach)); }
public override void Pickup(PlayerController player) { if (!this.m_pickedUpThisRun) { player.inventory.AddGunToInventory(PickupObjectDatabase.GetByEncounterName("Hyper Disc") as Gun, true); } base.Pickup(player); player.PostProcessProjectile += this.PostProcessProjectile; player.PostProcessThrownGun += this.PostProcessThrownGun; GameManager.Instance.OnNewLevelFullyLoaded += this.RecoverDisc; }
private IEnumerator RecoverDisc2() { PlayerController player = this.Owner; yield return(new WaitForSeconds(0.15f)); if (!player.inventory.AllGuns.Contains(PickupObjectDatabase.GetByName("Hyper Disc") as Gun) && player.CurrentGun != (PickupObjectDatabase.GetByName("Hyper Disc") as Gun)) { player.inventory.AddGunToInventory(PickupObjectDatabase.GetByEncounterName("Hyper Disc") as Gun, true); } yield break; }
public static void Add() { // Get yourself a new gun "base" first. // Let's just call it "Basic Gun", and use "jpxfrd" for all sprites and as "codename" All sprites must begin with the same word as the codename. For example, your firing sprite would be named "jpxfrd_fire_001". Gun gun = ETGMod.Databases.Items.NewGun("Toy AK", "T_ak"); // "kp:basic_gun determines how you spawn in your gun through the console. You can change this command to whatever you want, as long as it follows the "name:itemname" template. Game.Items.Rename("outdated_gun_mods:toy_ak", "ski:toy_ak"); gun.gameObject.AddComponent <ToyAK>(); //These two lines determines the description of your gun, ".SetShortDescription" being the description that appears when you pick up the gun and ".SetLongDescription" being the description in the Ammonomicon entry. gun.SetShortDescription("Design Flaw"); gun.SetLongDescription("This particular model of toy gun fires bullets at a much increased rate to its smaller counterparts. However due to shotty spring mechanisms it is prone to jamming.\n This gun jams less the cooler you are. \n\n Press reload any time the gun is jammed to clear the mechanism." + "\n\n\n - Knife_to_a_Gunfight");; gun.SetupSprite(null, "T_ak_idle_001", 8); gun.SetAnimationFPS(gun.shootAnimation, 20); gun.SetAnimationFPS(gun.reloadAnimation, 4); Gun gun2 = (Gun)PickupObjectDatabase.GetByEncounterName("Dart Gun"); gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).wrapMode = tk2dSpriteAnimationClip.WrapMode.LoopSection; gun.GetComponent <tk2dSpriteAnimator>().GetClipByName(gun.reloadAnimation).loopStart = 3; gun.AddProjectileModuleFrom(PickupObjectDatabase.GetByEncounterName("Dart Gun") as Gun, true, false); gun.DefaultModule.ammoCost = 1; gun.DefaultModule.angleVariance = 4; gun.gunHandedness = GunHandedness.TwoHanded; gun.DefaultModule.shootStyle = ProjectileModule.ShootStyle.Automatic; gun.DefaultModule.sequenceStyle = ProjectileModule.ProjectileSequenceStyle.Random; gun.reloadTime = .7f; gun.DefaultModule.numberOfShotsInClip = 20; gun.DefaultModule.cooldownTime = .17f; gun.SetBaseMaxAmmo(400); gun.quality = PickupObject.ItemQuality.C; gun.muzzleFlashEffects = gun2.muzzleFlashEffects; gun.PreventNormalFireAudio = true; Projectile projectile = UnityEngine.Object.Instantiate <Projectile>(gun.DefaultModule.projectiles[0]); gun.barrelOffset.transform.localPosition = new Vector3(.8f, .4f, 0f); projectile.gameObject.SetActive(false); FakePrefab.MarkAsFakePrefab(projectile.gameObject); UnityEngine.Object.DontDestroyOnLoad(projectile); gun.DefaultModule.projectiles[0] = projectile; projectile.baseData.damage = 4f; projectile.baseData.speed *= 2f; projectile.baseData.range *= 1f; projectile.transform.parent = gun.barrelOffset; ETGMod.Databases.Items.Add(gun, null, "ANY"); }
public DendrologySynergy() { this.NameKey = "Dendrology"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Verdant Blaster").PickupObjectId, 339 }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public PlagueDoctorSynergy() { this.NameKey = "Plague Doctor"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Alchemical Gun").PickupObjectId, 207 }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public AntiquatedSynergy() { this.NameKey = "Antiquated"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Ornate Pistol").PickupObjectId, 9 }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public Big_problem() { this.NameKey = "A really big problem"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { ETGMod.Databases.Items["dog problem"].PickupObjectId, PickupObjectDatabase.GetByEncounterName("Turtle problem").PickupObjectId }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public GoldenRatioSynergy() { this.NameKey = "The Golden Ratio"; this.MandatoryItemIDs = new List <int> { ETGMod.Databases.Items["Infinity Guontlet"].PickupObjectId }; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Infinigun").PickupObjectId }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public sharkbait() { this.NameKey = "Sharkbait hoo ha ha!"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Cpt Boombeard's Cutlass").PickupObjectId, 359, }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public AbsoluteChaosSynergy() { this.NameKey = "Absolute Chaos"; this.OptionalItemIDs = new List <int> { 524 }; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Berserker Rifle").PickupObjectId }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public override void Pickup(PlayerController player) { if (!m_pickedUpThisRun) { bowWeapons.Add(IceBow.IceBowID); bowWeapons.Add(Hwacha.HwachaID); if (PickupObjectDatabase.GetByEncounterName("Exalted Armbow") != null) { bowWeapons.Add(PickupObjectDatabase.GetByEncounterName("Exalted Armbow").PickupObjectId); } if (PickupObjectDatabase.GetByEncounterName("Stake Launcher") != null) { bowWeapons.Add(PickupObjectDatabase.GetByEncounterName("Stake Launcher").PickupObjectId); } } base.Pickup(player); }
public override void PostProcessProjectile(Projectile projectile) { if (shotcountcontroller != 1) { Gun swipeFlash = (Gun)PickupObjectDatabase.GetByEncounterName("Silencer"); PlayerController player = (PlayerController)this.gun.CurrentOwner; Vector2 vector = player.unadjustedAimPoint.XY() - player.CenterPosition; ProjectileSlashingBehaviour slasher = projectile.gameObject.AddComponent <ProjectileSlashingBehaviour>(); slasher.SlashDimensions = 60; slasher.SlashRange = 3f; slasher.playerKnockback = 0; slasher.SlashVFX = swipeFlash.muzzleFlashEffects; player.knockbackDoer.ApplyKnockback(vector, 25, true); slasher.InteractMode = SlashDoer.ProjInteractMode.IGNORE; } base.PostProcessProjectile(projectile); }
public PotceptionSynergy() { this.NameKey = "Potception"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("The Kiln").PickupObjectId }; this.MandatoryItemIDs = new List <int> { ETGMod.Databases.Items["War Vase"].PickupObjectId }; this.IgnoreLichEyeBullets = true; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public static void AddDual() { DualWieldController doubleup = PickupObjectDatabase.GetByEncounterName("Regular Shotgun").gameObject.AddComponent <DualWieldController>(); doubleup.PartnerGunID = PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId; DualWieldController doubleup2 = PickupObjectDatabase.GetByEncounterName("Old Goldie").gameObject.AddComponent <DualWieldController>(); doubleup2.PartnerGunID = PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId; DualWieldController doubleup3 = PickupObjectDatabase.GetByEncounterName("Blunderbuss").gameObject.AddComponent <DualWieldController>(); doubleup3.PartnerGunID = PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId; DualWieldController doubleup4 = PickupObjectDatabase.GetByEncounterName("Zilla Shotgun").gameObject.AddComponent <DualWieldController>(); doubleup4.PartnerGunID = PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId; }
public AlchemySynergy() { this.NameKey = "Overflowing Vial"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Alchemical Gun").PickupObjectId }; this.OptionalItemIDs = new List <int> { 205, 313 }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public ToolKitSynergy() { this.NameKey = "Builder's Toolkit"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("The Constructor").PickupObjectId }; this.OptionalItemIDs = new List <int> { 131, 239 }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0); this.bonusSynergies = new List <CustomSynergyType>(); }
public override void Update() { bool flag = this.LastOwner; if (flag) { bool flag2 = this.LastOwner.HasPickupID(PickupObjectDatabase.GetByEncounterName("Turtle Problem").PickupObjectId); if (flag2) { this.hasSynergy = true; } else { this.hasSynergy = false; } base.Update(); } }
public MonsterHunter() { this.NameKey = "Dragun Slayer"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Sir lot o lance").PickupObjectId, PickupObjectDatabase.GetByEncounterName("Anchor Rage").PickupObjectId }; this.OptionalItemIDs = new List <int> { }; this.OptionalGunIDs = new List <int> { }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public Iron_grip() { this.NameKey = "Iron Grip"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Half Gauge Shotgun").PickupObjectId, }; this.OptionalItemIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Heavy Boots").PickupObjectId, }; this.OptionalGunIDs = new List <int> { }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public Mozam_Shatter() { this.NameKey = "Hop-up: Shattering Tier Lists"; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { PickupObjectDatabase.GetByEncounterName("Mozambique").PickupObjectId, PickupObjectDatabase.GetByEncounterName("World Shatter").PickupObjectId }; this.OptionalItemIDs = new List <int> { }; this.OptionalGunIDs = new List <int> { }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }
public Chariot() { this.NameKey = "Droppable Armor"; this.MandatoryGunIDs = new List <int> { PickupObjectDatabase.GetByEncounterName("Copper Chariot").PickupObjectId }; this.MandatoryItemIDs = new List <int> //Look in the items ID map in the gungeon code for the ids. { 545, }; this.OptionalItemIDs = new List <int> { }; this.IgnoreLichEyeBullets = false; this.statModifiers = new List <StatModifier>(0) { }; this.bonusSynergies = new List <CustomSynergyType>(); }