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EffectInitializer.cs
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using System.Collections.Generic;
using TinyHelper;
using InstanceIDs;
using SideLoader;
using UnityEngine;
using System.Linq;
using EffectSourceConditions;
namespace Crusader
{
using EffectSourceConditions;
using ImpendingDoom;
class EffectInitializer
{
public static StatusEffect MakeOnConsecrationAllyPrefab()
{
new SL_StatusEffect()
{
Name = ModTheme.ConsecratedGroundEffectName,
Description = "You stand on " + ModTheme.ConsecratedGroundEffectName + ".",
StatusIdentifier = ModTheme.ConsecratedGroundEffectName,
DisplayedInHUD = false,
IsHidden = true,
IsMalusEffect = false,
Lifespan = 1.5f,
TargetStatusIdentifier = "Mana Ratio Recovery 3",
EffectBehaviour = EditBehaviours.Destroy,
Effects = new SL_EffectTransform[] {
new SL_EffectTransform() {
Effects = new SL_Effect[] {
new SL_AffectStat() {
AffectQuantity = 2,
Stat_Tag = IDs.statTagProtection
},
new SL_AffectStat() {
AffectQuantity = 10,
Stat_Tag = IDs.statTagImpactResistance
},
new SL_AffectStat() {
AffectQuantity = 50,
Stat_Tag = IDs.statTagCorruptionResistance
}
}
}
}
}.ApplyTemplate();
return ResourcesPrefabManager.Instance.GetStatusEffectPrefab(ModTheme.ConsecratedGroundEffectName);
}
public static StatusEffect MakeAuraOfSmitingPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: "Aura of Smiting",
familyName: "Aura of Smiting",
description: "Grants you and your nearby allies bonus " + HolyDamageManager.HolyDamageManager.GetDamageType().ToString() + " damage on your weapon attacks, but also drains your mana over time.",
lifespan: -1,
refreshRate: AuraOfSmitingEffect.UPDATERATE,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Doom",
isMalusEffect: false,
modGUID: Crusader.GUID);
var effectSignature = statusEffect.StatusEffectSignature;
var effectComponent = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectSignature.transform).AddComponent<AuraOfSmitingEffect>();
effectComponent.UseOnce = false;
effectSignature.Effects = new List<Effect>() { effectComponent };
statusEffect.OverrideIcon = CustomTexture.MakeSprite(CustomTexture.LoadTexture(Crusader.ModFolderName + @"\SideLoader\Texture2D\radiatingIcon.png", 0, true, FilterMode.Point), CustomTexture.SpriteBorderTypes.None);
return statusEffect;
}
public static StatusEffect MakeMeditationPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: MeditateSpell.MEDITATION_EFFECT_NAME,
familyName: MeditateSpell.MEDITATION_EFFECT_NAME,
description: "You are meditating...",
lifespan: -1,
refreshRate: 0.25f,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: true,
modGUID: Crusader.GUID);
var effectSignature = statusEffect.StatusEffectSignature;
var effectComponent = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectSignature.transform).AddComponent<MeditationEffect>();
effectComponent.UseOnce = false;
effectSignature.Effects = new List<Effect>() { effectComponent };
statusEffect.IsHidden = true;
statusEffect.DisplayInHud = false;
return statusEffect;
}
public static StatusEffect MakeMeditationCooldownPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: MeditateSpell.MEDITATION_COOLDOWN_EFFECT_NAME,
familyName: MeditateSpell.MEDITATION_COOLDOWN_EFFECT_NAME,
description: ModTheme.MeditationCooldownNotification,
lifespan: MeditateSpell.Cooldown,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: true,
modGUID: Crusader.GUID);
statusEffect.IsHidden = true;
statusEffect.DisplayInHud = false;
return statusEffect;
}
public static StatusEffect MakeSurgeOfDivinityPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: "Surge of Divinity",
familyName: "Surge of Divinity",
description: "Greatly increases Burst of Divinity buildup.",
lifespan: 90,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: false,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\surgeOfDivinityIcon.png");
return statusEffect;
}
public static StatusEffect MakeSurgeOfMemoriesPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: "Surge of Memories",
familyName: "Surge of Memories",
description: "Greatly increases Ancestral Memory buildup.",
lifespan: 90,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: false,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\surgeOfMemoriesIcon.png");
return statusEffect;
}
public static StatusEffect MakeBurstOfDivinityPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: ModTheme.BurstOfDivinityEffectIdentifierName,
displayName: ModTheme.BurstOfDivinityEffectName,
familyName: ModTheme.BurstOfDivinityEffectIdentifierName,
//description: "Augments Spark and reduces the mana cost of spells, but stacks are expended when a spell is casted.",
description: "Reduces the mana cost of spells, but stacks are expended when a spell is casted.",
lifespan: BlessedDeterminationSpell.FREECAST_LIFESPAN,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.StackAll,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: false,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\burstOfDivinityIcon.png");;
return statusEffect;
}
public static StatusEffect MakeAncestralMemoryPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: IDs.ancestralMemoryNameID,
displayName: ModTheme.AncestralMemoryEffectName,
familyName: IDs.ancestralMemoryNameID,
description: "Reduces the mana cost of spells, but stacks are expended when a spell is casted.",
lifespan: BlessedDeterminationSpell.FREECAST_LIFESPAN,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.StackAll,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: false,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\ancestralMemoryIcon.png"); ;
return statusEffect;
}
public static StatusEffect MakeHealingSurgePrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: "Healing Surge",
familyName: "Healing Surge",
description: "Increases the range and potency of Cure Wounds.",
lifespan: 120,
refreshRate: -1,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Mana Ratio Recovery 3",
isMalusEffect: false,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\healingSurgeIcon.png");
return statusEffect;
}
public static StatusEffect MakeRadiatingPrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: ModTheme.RadiatingEffectName,
familyName: ModTheme.RadiatingEffectName,
description: "Damages you and your nearby allies.",
lifespan: Radiating.LIFE_SPAN,
refreshRate: 1,
stackBehavior: StatusEffectFamily.StackBehaviors.Override,
targetStatusName: "Doom",
isMalusEffect: true,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\radiatingIcon.png"
);
var effectSignature = statusEffect.StatusEffectSignature;
var effectComponent = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectSignature.transform).AddComponent<Radiating>();
effectComponent.UseOnce = false;
effectSignature.Effects = new List<Effect>() { effectComponent };
return statusEffect;
}
public static StatusEffect MakeSoulPlaguePrefab()
{
var statusEffect = TinyEffectManager.MakeStatusEffectPrefab(
effectName: ModTheme.BoneChillName,
familyName: ModTheme.BoneChillName,
description: "Drains your soul",
lifespan: SoulPlague.LIFE_SPAN,
refreshRate: 1,
stackBehavior: StatusEffectFamily.StackBehaviors.IndependantUnique,
targetStatusName: "Curse",
isMalusEffect: true,
modGUID: Crusader.GUID,
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\radiatingIcon.png" //???
);
var effectSignature = statusEffect.StatusEffectSignature;
var effectComponent = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectSignature.transform).AddComponent<Radiating>();
effectComponent.UseOnce = false;
effectSignature.Effects = new List<Effect>() { effectComponent };
return statusEffect;
}
public static void AddCondemnToDivineLightImbue()
{
//Dictionary<int, EffectPreset> dictionary = (Dictionary<int, EffectPreset>) TinyHelper.At.GetValue(typeof(ResourcesPrefabManager), null, "EFFECTPRESET_PREFABS");
var effectPreset = TinyEffectManager.GetEffectPreset(IDs.divineLightImbueID);
var effectTransform = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectPreset.transform).transform;
TinyEffectManager.MakeStatusEffectChance(effectTransform, ImpendingDoomMod.Instance.impendingDoomInstance.IdentifierName, 100);
//TinyEffectManager.AddWeaponDamage(effectTransform, 4, 0, HolyDamageManager.HolyDamageManager.GetDamageType(), 0);
var requirementTransform = TinyGameObjectManager.GetOrMake(effectTransform, EffectSourceConditions.SOURCE_CONDITION_CONTAINER, true, true);
var skillReq = requirementTransform.gameObject.AddComponent<SourceConditionSkill>();
skillReq.RequiredSkillID = IDs.divineFavourID;// = Crusader.Instance.divineFavourInstance;
}
//public static void MakeRadiantLightInfusion()
//{
// var infusion = TinyEffectManager.MakeImbuePreset(IDs.radiantLightImbueID, "Radiant Light Imbue", "Weapon deals some " + HolyDamageManager.HolyDamageManager.GetDamageType().ToString() + " Damage, applies Radiating and emits light.", null, IDs.divineLightImbueID, 6, 0.25f, HolyDamageManager.HolyDamageManager.GetDamageType(), 0, "Radiating", null, buildUp: 100);
// if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.elementalDischargeID)?.transform.Find("NormalBolt").gameObject is GameObject lightningEffectElemental)
// //if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
// {
// if (lightningEffectElemental.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
// {
// var listOfImubes = orCondition.ImbueEffectPresets.ToList();
// listOfImubes.Add(infusion);
// orCondition.ImbueEffectPresets = listOfImubes.ToArray();
// }
// }
// if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.gongStrikeID)?.transform.Find("ElementalEffect/NormalLightning").gameObject is GameObject lightningEffectGong)
// //if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
// {
// if (lightningEffectGong.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
// {
// var listOfImubes = orCondition.ImbueEffectPresets.ToList();
// listOfImubes.Add(infusion);
// orCondition.ImbueEffectPresets = listOfImubes.ToArray();
// }
// }
//}
public static ImbueEffectPreset MakeBlueChamberInfusion()
{
//var requireDivineFavour = false;
ImbueEffectPreset effectPreset = TinyEffectManager.MakeImbuePreset(
imbueID: IDs.blueChamberImbueID,
name: ModTheme.BlueChamberImbueName,
description: "Weapon deals some Frost and Ethereal damage, inflicts Haunted and Chill, and absorbs 10% of damage dealt as Health.",
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\impendingDoomImbueIcon.png",
visualEffectID: IDs.iceVarnishImbueID
);
Transform effectTransform;
effectTransform = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectPreset.transform).transform;
TinyEffectManager.MakeWeaponDamage(effectTransform, 0, 0.05f, DamageType.Types.Ethereal, 1.5f);
TinyEffectManager.MakeWeaponDamage(effectTransform, 0, 0.05f, DamageType.Types.Frost, 1.5f);
TinyEffectManager.MakeAbsorbHealth(effectTransform, 0.1f);
TinyEffectManager.MakeStatusEffectBuildup(effectTransform, IDs.hauntedNameID, 33);
TinyEffectManager.MakeStatusEffectBuildup(effectTransform, IDs.chillNameID, 33);
var fx = effectPreset.ImbueFX;
fx = Object.Instantiate(fx);
fx.gameObject.SetActive(false);
Object.DontDestroyOnLoad(fx);
effectPreset.ImbueFX= fx;
GameObject.Destroy(fx.Find("IceParticlesCore").gameObject);
GameObject.Destroy(fx.Find("IceParticlesCoreModeled").gameObject);
var main = fx.Find("Smoke").GetComponent<ParticleSystem>().main;
main.startColor = FactionSelector.blueChamberCollectiveMinMaxGradient;
if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.elementalDischargeID)?.transform.Find("NormalEthereal").gameObject is GameObject lightningEffectElemental)
//if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
{
if (lightningEffectElemental.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
{
var listOfImubes = orCondition.ImbueEffectPresets.ToList();
listOfImubes.Add(effectPreset);
orCondition.ImbueEffectPresets = listOfImubes.ToArray();
}
}
if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.gongStrikeID)?.transform.Find("ElementalEffect/NormalEthereal").gameObject is GameObject lightningEffectGong)
//if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
{
if (lightningEffectGong.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
{
var listOfImubes = orCondition.ImbueEffectPresets.ToList();
listOfImubes.Add(effectPreset);
orCondition.ImbueEffectPresets = listOfImubes.ToArray();
}
}
return effectPreset;
}
public static ImbueEffectPreset MakeHolyMissionInfusion()
{
var requireDivineFavour = false;
ImbueEffectPreset effectPreset = TinyEffectManager.MakeImbuePreset(
imbueID: IDs.holyMissionImbueID,
name: ModTheme.HolyMissionImbueName,
description: "Weapon deals some " + HolyDamageManager.HolyDamageManager.GetDamageType().ToString() + " Damage" + /*", applies " + ModTheme.RadiatingEffectName + */ " and emits light.",
iconFileName: Crusader.ModFolderName + @"\SideLoader\Texture2D\impendingDoomImbueIcon.png",
visualEffectID: IDs.divineLightImbueID
);
Transform effectTransform;
effectTransform = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectPreset.transform).transform;
TinyEffectManager.MakeWeaponDamage(effectTransform, 5, 0.25f, HolyDamageManager.HolyDamageManager.GetDamageType(), 3);
if (requireDivineFavour)
{
effectTransform = TinyGameObjectManager.MakeFreshObject("Effects", true, true, effectPreset.transform).transform;
}
TinyEffectManager.MakeStatusEffectChance(effectTransform, ImpendingDoomMod.Instance.impendingDoomInstance.IdentifierName, 100);
if (requireDivineFavour)
{
var requirementTransform = TinyGameObjectManager.GetOrMake(effectTransform, EffectSourceConditions.SOURCE_CONDITION_CONTAINER, true, true);
var skillReq = requirementTransform.gameObject.AddComponent<SourceConditionSkill>();
skillReq.RequiredSkillID = IDs.divineFavourID;// = Crusader.Instance.divineFavourInstance;
}
//var prefab = UnityEngine.Object.Instantiate(SL.GetSLPack(Crusader.ModFolderName).AssetBundles["divinesmite"].LoadAsset<GameObject>("divineinfusion_Prefab"));
//effectPreset.ImbueFX = SL.GetSLPack(Crusader.ModFolderName).AssetBundles["divinesmite"].LoadAsset<GameObject>("divineinfusion_Prefab").transform;
//UnityEngine.Object.DontDestroyOnLoad(effectPreset.ImbueFX.gameObject);
//prefab.transform.SetParent(effectTransform.transform);
if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.elementalDischargeID)?.transform.Find("NormalBolt").gameObject is GameObject lightningEffectElemental)
//if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
{
if (lightningEffectElemental.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
{
var listOfImubes = orCondition.ImbueEffectPresets.ToList();
listOfImubes.Add(effectPreset);
orCondition.ImbueEffectPresets = listOfImubes.ToArray();
}
}
if (ResourcesPrefabManager.Instance.GetItemPrefab(IDs.gongStrikeID)?.transform.Find("ElementalEffect/NormalLightning").gameObject is GameObject lightningEffectGong)
//if (gongStrike.transform.Find("ElementalEffect/NormalLight").gameObject is GameObject normalLightEffectObject)
{
if (lightningEffectGong.GetComponent<ImbueEffectORCondition>() is ImbueEffectORCondition orCondition)
{
var listOfImubes = orCondition.ImbueEffectPresets.ToList();
listOfImubes.Add(effectPreset);
orCondition.ImbueEffectPresets = listOfImubes.ToArray();
}
}
return effectPreset;
}
}
}