public static void Init() { string itemName = "iLevel"; //The name of the item string resourceName = "CustomItems/Resources/P3/ilevel"; //Refers to an embedded png in the project. Make sure to embed your resources! //Create new GameObject GameObject obj = new GameObject(); //Add a ActiveItem component to the object var item = obj.AddComponent <Leveler>(); //Generate a new GameObject with a sprite component ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Hold [Reload] to use"; string longDesc = "All stats down. Collect XP by killing enemies and convert it into stat upgrades." + "\n\nThis exciting new app uses Blockchain and machine learning algorithms to modify your genetic code!" + "\n\nStrength! Dexterity! Charisma! Luck! No aspect of the human form is immutable."; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. ItemBuilder.SetupItem(item, shortDesc, longDesc, "kts"); CustomSynergies.Add("Wanna develop an app?", new List <string>() { "kts:ilevel", "ibomb_companion_app" }, ignoreLichEyeBullets: true); //Set the rarity of the item item.AddStatDowns(); item.quality = PickupObject.ItemQuality.A; }
public static void Init() { //The name of the item string itemName = "Mimic Whistle"; //Refers to an embedded png in the project. Make sure to embed your resources! string resourceName = "CustomItems/Resources/P1/mimic_whistle"; //Create new GameObject GameObject obj = new GameObject(); //Add a ActiveItem component to the object var item = obj.AddComponent <MimicWhistle>(); //Generate a new GameObject with a sprite component ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); //Ammonomicon entry variables string shortDesc = "Here Doggy!"; string longDesc = "Summons mimics.\n\n" + "Surprisingly, mimics can be tamed! Sort of. They seem to come to " + "the sound of a whistle at least. \n\nThey won't bite, will they?"; //Adds the item to the gungeon item list, the ammonomicon, the loot table, etc. ItemBuilder.SetupItem(item, shortDesc, longDesc, "kts"); //Set the cooldown type and duration of the cooldown ItemBuilder.SetCooldownType(item, ItemBuilder.CooldownType.Damage, 3000f); //Adds a passive modifier, like curse, coolness, damage, etc. to the item. Works for passives and actives. ItemBuilder.AddPassiveStatModifier(item, PlayerStats.StatType.Curse, 1); //Set some other fields item.consumableHandlesOwnDuration = true; item.canStack = true; item.numberOfUses = 1; item.quality = ItemQuality.B; item.AddToSubShop(ItemBuilder.ShopType.Flynt, 1f); CustomSynergies.Add("Mimicreed", new List <string>() { "kts:mimic_whistle", "mimic_tooth_necklace" }, ignoreLichEyeBullets: true); }
public static void Init() { string itemName = "Toy Drone"; string resourceName = "CustomItems/Resources/P2/drone_controller"; GameObject obj = new GameObject(itemName); var item = obj.AddComponent <Drone>(); ItemBuilder.AddSpriteToObject(itemName, resourceName, obj); string shortDesc = "Zoom Zoom Boom"; string longDesc = "A toy for children that was recalled soon after its release.\n\n" + "In a remarkable feat of entrepreneurialism, the maker of this toy sold its patent to the " + "Imperial Hegemony of Man, who repurposed it for combat."; ItemBuilder.SetupItem(item, shortDesc, longDesc, "kts"); ItemBuilder.SetCooldownType(item, ItemBuilder.CooldownType.Damage, cooldown); item.quality = ItemQuality.C; BuildDronePrefab(); item.AddToSubShop(ItemBuilder.ShopType.Trorc, 1f); CustomSynergies.Add("The Fire and the Flames", new List <string>() { "kts:toy_drone", "napalm_strike" }); CustomSynergies.Add("Apache Thunder", new List <string>() { "kts:toy_drone", "air_strike" }); CustomSynergies.Add("Remote Control", new List <string>() { "kts:toy_drone" }, new List <string>() { "remote_bullets", "3rd_party_controller" }); }