public static void Init() { string itemName = "Kelocator"; string resourceName = "BunnyMod/Resources/keylocator"; GameObject obj = new GameObject(itemName); Keylocator whisper = obj.AddComponent <Keylocator>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Remember to keep your receipt!"; string longDesc = "Introducing the new Kelocator! Are you tired of having spare, useless keys in your pocket? Now you can transport them into the future! Simply deposit your key into the slot, and press the button. Voila! Your key will be with you, in the future!\n\nTimeBanks.Inc does not claim any responsibility for accidental replication or deletion of your keys."; whisper.SetupItem(shortDesc, longDesc, "bny"); whisper.SetCooldownType(ItemBuilder.CooldownType.Timed, 5f); whisper.consumable = false; whisper.quality = PickupObject.ItemQuality.C; whisper.AddToSubShop(ItemBuilder.ShopType.Flynt, 1f); }
// Token: 0x0600001B RID: 27 RVA: 0x000028E8 File Offset: 0x00000AE8 public override void Start() { ItemAPI.Tools.Init(); StaticReferences.Init(); ShrineFakePrefabHooks.Init(); ShrineFactory.Init(); BreachShopTool.DoSetup(); BossBuilder.Init() ; MultiActiveReloadManager.SetupHooks(); ItemBuilder.Init(); HookYeah.Init(); //FakePrefabHooks.Init(); GungeonAPI.Tools.Init(); //GungeonAP.Init(); //FakePrefabHooks.Init(); //ShrineFactory.Init(); //ShrineFactory.PlaceBnyBreachShrines(); //TestActiveItem.Init(); //VengeanceVlone.Init(); //ShatterEffect.Initialise(); ShrineOfTheLeadLord.Add(); ChaosCorruptionShrine.Add(); PleaseForgiveMe.Add(); BunnyModule.Strings = new AdvancedStringDB(); //SpecialDungeon.Init(); EnemyBuilder.Init(); HooksEnemy.Init(); ToolsEnemy.Init(); ArtifactOfRevenge.Init(); ArtifactOfAttraction.Init(); ArtifactOfGlass.Init(); ArtifactOfAvarice.Init(); ArtifactOfDaze.Init(); ArtifactOfPrey.Init(); ArtifactOfMegalomania.Init(); ArtifactOfFodder.Init(); ArtifactOfBolster.Init(); ArtifactOfEnigma.Init(); ArtifactOfSacrifice.Init(); ArtifactOfFraility.Init(); //ArtifactOfParanoia.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(); WarningShot.Add(); //Mimic Guns Casemimic.Add(); ChambemimicGun.Add(); ABlasphemimic.Add(); Gunthemimic.Add(); Mimikey47.Add(); //Mechanical Guns MatterTranslocator.Add(); 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(); SteveStaff.Add(); //Outright Wacky weaponry Valkyrie.Add(); OppressorsCrossbow.Add(); GunslayerGauntlets.Add(); SuperFlakCannon.Add(); MithrixHammer.Add(); TungstenCube.Add(); CoolStaff.Add(); ASwordGun.Add(); AGunSword.Add(); Microwave.Add(); //Dumb Guns StickGun.Add(); //BulletCaster.Add(); SausageRevolver.Add(); BloatedRevolver.Add(); PocketPistol.Add(); BrokenGunParts.Add(); IDPDFreakGun.Add(); FakeShotgun.Add(); Bugun.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(); StaticCharger.Init(); //Bullet Type Items ResurrectionBullets.Init(); GuillotineRounds.Init(); LunarGlassRounds.Init(); ReaverRounds.Init(); SimpBullets.Init(); //Cursed Items Risk Reward Items LeadHand.Init(); JammedGuillotine.Init(); GestureOfTheJammed.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(); BloodGoldRing.Init(); //Defense Items SuperShield.Init(); GunslayerHelmet.Init(); FreezeLighter.Init(); //Stats Up Microscope.Init(); EmpoweringCore.Init(); BookOfEconomics.Init(); CounterChamber.Init(); Infusion.Init(); MinigunRounds.Init(); //Otherworldly AstralCounterweight.Init(); SpiritOfStagnation.Init(); SoulInAJar.Init(); AmmoRepurposer.Init(); ZenithDesign.Init(); ChaosGodsWrath.Init(); SkyGrass.Init(); ChaosChamber.Init(); ChaosHammer.Init(); BloodyTrigger.Init(); 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(); Death.Add(); Taxes.Add(); Lacon1Scrap.Init(); Lacon1.Add(); Lacon2.Add(); Lacon3.Add(); Lacon4.Add(); Lacon5.Add(); Lacon6.Add(); //Vengeance.Init(); TestItemBNY.Init(); DragunHeartThing.Init(); MasteryReplacementRNG.InitDungeonHook(); SynergyFormInitialiser.AddSynergyForms(); InitialiseSynergies.DoInitialisation(); //BunnyEnemies.InitPrefabs(); //AbyssKinPlease.Init(); //AbyssShotgunner.Init(); ChaosBeing.Init(); ChaosBeingLarge.Init(); //DopplegamnerClone.Init(); // AncientWhisperInfinite.Init(); CursedPearl.Init(); RewardCrown.Init(); ChaosMalice.Add(); ChaosEmblem.Init(); //Curse2Emblem.Init(); DeathsDebt.Init(); SteadyShotSniper.Add(); TheStranger.Init(); //TheStranger.Init(); //AdrenalineAmmolet.Init(); //Game.Items["bny:matter_translocator"].SetupUnlockOnCustomFlag(CustomDungeonFlags.EXAMPLE_BLUEPRINTTRUCK, true); //setups rolling eye's unlock //Game.Items["bny:matter_translocator"].AddItemToTrorcMetaShop(1123); //adds rolling eye to trorc's breach shop as the last item BunnyModule.Log(BunnyModule.MOD_NAME + " v" + BunnyModule.VERSION + " started successfully.", BunnyModule.TEXT_COLOR); }
// 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); }