// Token: 0x06000032 RID: 50 RVA: 0x000042B8 File Offset: 0x000024B8
        public static void MakeRadiantLightInfusion()
        {
            ImbueEffectPreset item = TinyEffectManager.MakeImbuePreset(269, "Radiant Light Imbue", "Weapon deals some Lightning Damage, applies Radiating and emits light.", null, 219, 6f, 0.25f, DamageType.Types.Electric, "Radiating", null, 0, 100);
            Item       itemPrefab  = ResourcesPrefabManager.Instance.GetItemPrefab(8200310);
            GameObject gameObject  = (itemPrefab != null) ? itemPrefab.transform.Find("NormalBolt").gameObject : null;
            bool       flag        = gameObject != null;

            if (flag)
            {
                ImbueEffectORCondition component = gameObject.GetComponent <ImbueEffectORCondition>();
                bool flag2 = component != null;
                if (flag2)
                {
                    List <ImbueEffectPreset> list = component.ImbueEffectPresets.ToList <ImbueEffectPreset>();
                    list.Add(item);
                    component.ImbueEffectPresets = list.ToArray();
                }
            }
            Item       itemPrefab2 = ResourcesPrefabManager.Instance.GetItemPrefab(8100200);
            GameObject gameObject2 = (itemPrefab2 != null) ? itemPrefab2.transform.Find("ElementalEffect/NormalLightning").gameObject : null;
            bool       flag3       = gameObject2 != null;

            if (flag3)
            {
                ImbueEffectORCondition component2 = gameObject2.GetComponent <ImbueEffectORCondition>();
                bool flag4 = component2 != null;
                if (flag4)
                {
                    List <ImbueEffectPreset> list2 = component2.ImbueEffectPresets.ToList <ImbueEffectPreset>();
                    list2.Add(item);
                    component2.ImbueEffectPresets = list2.ToArray();
                }
            }
        }
        // Token: 0x06000030 RID: 48 RVA: 0x00004188 File Offset: 0x00002388
        public static StatusEffect MakeBurstOfDivinityPrefab()
        {
            StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Burst of Divinity", "Burst of Divinity", "Reduces the mana cost of spells, but stacks are expended when a spell is casted.", 30f, -1f, StatusEffectFamily.StackBehaviors.StackAll, "Mana Ratio Recovery 3", false, null, null, "com.ehaugw.templarclass");

            statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["burstOfDivinityIcon"], 0);
            return(statusEffect);
        }
        // Token: 0x0600002F RID: 47 RVA: 0x00004114 File Offset: 0x00002314
        public static StatusEffect MakeSurgeOfDivinityPrefab()
        {
            StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("Surge of Divinity", "Surge of Divinity", "Greatly increases Burst of Divinity buildup.", 90f, -1f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", false, null, null, "com.ehaugw.templarclass");

            statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["surgeOfDivinityIcon"], 0);
            return(statusEffect);
        }
        // Token: 0x0600002E RID: 46 RVA: 0x000040BC File Offset: 0x000022BC
        public static StatusEffect MakePrayerCooldownPrefab()
        {
            StatusEffect statusEffect = TinyEffectManager.MakeStatusEffectPrefab("PrayOnCooldownEffect", "PrayOnCooldownEffect", "Try to not bother Elatt too much.", 150f, -1f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", true, null, null, "com.ehaugw.templarclass");

            statusEffect.IsHidden     = true;
            statusEffect.DisplayInHud = false;
            return(statusEffect);
        }
示例#5
0
        // Token: 0x06000007 RID: 7 RVA: 0x00002370 File Offset: 0x00000570
        private void MakeSittingPrefab()
        {
            StatusEffect    statusEffect          = TinyEffectManager.MakeStatusEffectPrefab(SkilledAtSitting.SITTING_EFFECT_NAME, SkilledAtSitting.SITTING_EFFECT_NAME, "Regain health, burnt health and stamina while sitting.", -1f, 1f, StatusEffectFamily.StackBehaviors.Override, "Bandage", false, null, null, "com.ehaugw.skilledatsitting");
            EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature;
            Sitting         sitting = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <Sitting>();

            sitting.UseOnce = false;
            statusEffectSignature.Effects = new List <Effect>
            {
                sitting
            };
            statusEffect.IsHidden     = false;
            statusEffect.DisplayInHud = true;
        }
        // Token: 0x06000031 RID: 49 RVA: 0x000041FC File Offset: 0x000023FC
        public static StatusEffect MakeRadiatingPrefab()
        {
            StatusEffect    statusEffect          = TinyEffectManager.MakeStatusEffectPrefab("Radiating", "Radiating", "Damages you and your nearby allies.", 15f, 1f, StatusEffectFamily.StackBehaviors.Override, "Doom", true, 134.ToString(), null, "com.ehaugw.templarclass");
            EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature;
            Radiating       radiating             = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <Radiating>();

            radiating.UseOnce             = false;
            statusEffectSignature.Effects = new List <Effect>
            {
                radiating
            };
            statusEffect.OverrideIcon = CustomTextures.CreateSprite(SL.Packs["Templar"].Texture2D["radiatingIcon"], 0);
            return(statusEffect);
        }
        // Token: 0x0600002D RID: 45 RVA: 0x00004028 File Offset: 0x00002228
        public static StatusEffect MakePrayerPrefab()
        {
            StatusEffect    statusEffect          = TinyEffectManager.MakeStatusEffectPrefab("Prayer", "Prayer", "You are praying...", -1f, 0.25f, StatusEffectFamily.StackBehaviors.Override, "Mana Ratio Recovery 3", true, null, null, "com.ehaugw.templarclass");
            EffectSignature statusEffectSignature = statusEffect.StatusEffectSignature;
            PrayerEffect    prayerEffect          = TinyEffectManager.MakeFreshObject("Effects", true, true, statusEffectSignature.transform).AddComponent <PrayerEffect>();

            prayerEffect.UseOnce          = false;
            statusEffectSignature.Effects = new List <Effect>
            {
                prayerEffect
            };
            statusEffect.IsHidden     = true;
            statusEffect.DisplayInHud = false;
            return(statusEffect);
        }