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First, include a mutations.xml in your mod that defines a new mutation.
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<?xml version="1.0" encoding="utf-8" ?>
<mutations>
<category Name="Physical">
<mutation Name="Udder" Cost="1" MaxSelected="1" Class="FreeholdTutorial_Udder" Exclusions="" Code="ea"></mutation>
</category>
</mutations> |
Then add a new .cs file in your mod that implements the class. Here's a skeletal implementation of the entry above. It must be in the XRL.World.Parts.Mutation namespace and must ultimately descend from BaseMutation. (Though not necessarily directly, if you have a very complex mod)
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using System; using System.Collections.Generic; using System.Text; using XRL.Rules; using XRL.Messages; using ConsoleLib.Console; namespace XRL.World.Parts.Mutation { [Serializable] class FreeholdTutorial_Udder : BaseMutation { public FreeholdTutorial_Udder() |
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{ |
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Name = " |
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FreeholdTutorial_Udder" |
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;
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DisplayName = "Udder"; |
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} |
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public override void Register(GameObject Object) |
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{ |
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} |
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public override string |
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GetDescription( |
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) { return ""; |
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} |
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public override string GetLevelText(int Level) |
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{ |
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string Ret |
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= " |
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You have udders.\n"; return Ret; |
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} |
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public override bool BeforeRender(Event E) |
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{ |
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if (ParentObject.IsPlayer()) { |
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if (ParentObject.pPhysics != null && ParentObject.pPhysics.CurrentCell != null) |
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{ |
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ParentObject.pPhysics.CurrentCell.ParentZone.AddLight(ParentObject.pPhysics.CurrentCell.X, ParentObject.pPhysics.CurrentCell.Y, Level, LightLevel.Darkvision); |
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} } |
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return true; |
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} public override |
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bool |
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FireEvent(Event E) { |
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return base.FireEvent(E); } |
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public override bool ChangeLevel(int NewLevel) { |
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return true; } |
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public override bool Mutate(GameObject GO, int Level) { |
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return |
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true; |
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} public override |
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bool Unmutate(GameObject GO) { return true; } |
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} |
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} |
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Here's a full example of the Flaming Hands mutation from the game's source code.
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using System; using System.Collections.Generic; using XRL.UI; using ConsoleLib.Console; namespace XRL.World.Parts.Mutation { [Serializable] class FlamingHands : BaseMutation { |
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public FlamingHands( |
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) |
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{ |
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Name = "FlamingHands"; |
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DisplayName = "Flaming Hands"; } |
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public Guid FlamingHandsActivatedAbilityID = Guid.Empty; |
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public |
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ActivatedAbilityEntry FlamingHandsActivatedAbility = null; public override void Register(GameObject Object) |
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{ |
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Object.RegisterPartEvent(this, "BeginEquip"); Object.RegisterPartEvent(this, "CommandFlamingHands"); |
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Object.RegisterPartEvent(this, "AIGetOffensiveMutationList"); } |
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public |
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override |
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string |
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GetDescription() { return "You |
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emit jets of flame from your hands."; } |
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public override string GetLevelText(int Level) { string |
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Ret = |
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"Emits a 9-square ray of flame in the direction of your choice\n"; Ret += |
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"Cooldown: 10 rounds\n"; Ret += "Damage: " + Level |
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+ "d6\n"; Ret += "Cannot wear gloves"; |
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return Ret; } public void |
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Flame(Cell C, |
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ScreenBuffer Buffer) { string Damage = |
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Level + "d6"; Body pBody = ParentObject.GetPart("Body") as Body; |
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int nHandCount = pBody.GetPart("Hands").Count-1; |
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if (nHandCount > 0) Damage += "+" + nHandCount.ToString(); |
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if |
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(C |
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!= null) |
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{ |
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List<GameObject> |
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Objects = |
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C. |
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GetObjectsInCell(); |
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foreach ( |
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GameObject GO in Objects) { |
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if( GO.PhasedMatches( |
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ParentObject |
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) |
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) |
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{ |
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GO.FireEvent(Event.New("TemperatureChange", "Amount", 310 |
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+ ( |
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30 |
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* |
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Level) |
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, |
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" |
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Owner", ParentObject)); |
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for (int x = 0; x < |
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5; x++) GO.ParticleText("&r" + (char)(219 + Rules.Stat.Random(0, 4)), 2.9f, 1); |
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for (int x |
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= |
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0; x < 5; |
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x++) GO.ParticleText("&R" + (char)(219 + Rules.Stat.Random(0, 4)), 2.9f, 1); |
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for (int x = 0; x < 5; x++) |
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GO.ParticleText("&W" + (char)(219 + Rules.Stat.Random(0, 4)), 2.9f, 1); |
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}
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} |
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foreach ( |
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GameObject GO in C.GetObjectsWithPart("Combat")) { |
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if( |
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GO.PhasedMatches( ParentObject ) ) { |
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Damage Dmg = new Damage( |
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Rules. |
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Stat.Roll(Damage)); |
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Dmg.AddAttribute("Fire"); |
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Dmg.AddAttribute("Heat"); |
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Event |
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eTakeDamage |
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= |
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Event.New(" |
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TakeDamage"); |
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eTakeDamage.AddParameter("Damage", Dmg); |
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eTakeDamage.AddParameter("Owner", ParentObject); |
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eTakeDamage.AddParameter("Attacker", |
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ParentObject); |
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eTakeDamage.AddParameter("Message", "from %o flames!"); |
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GO.FireEvent(eTakeDamage); |
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} |
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} |
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} Buffer.Goto(C.X, C.Y); |
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string sColor = "&C"; int r |
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= Rules.Stat.Random(1, 3); if (r == 1) sColor = "&R"; if ( |
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r == 2) sColor = "&r"; if (r == 3) sColor = "&W"; |
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r = Rules.Stat.Random(1, 3); if (r == 1) sColor += "^R"; |
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if (r == 2) sColor += "^r"; if (r == 3) sColor += "^W"; |
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if( C.ParentZone == XRL.Core.XRLCore.Core.Game.ZoneManager.ActiveZone ) |
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{ |
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r |
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Rules.Stat.Random(1, 3); Buffer.Write(sColor + (char)(219 + |
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Rules. |
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Stat. |
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Random( |
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0, |
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4))); Popup._TextConsole.DrawBuffer(Buffer); System.Threading.Thread.Sleep(10); |
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} |
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} |
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public override bool FireEvent(Event E) { if (E.ID == "AIGetOffensiveMutationList") |
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{ |
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int Distance = (int)E.GetParameter("Distance"); |
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GameObject Target = E.GetParameter("Target") as GameObject; |
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List<XRL.World.AI.GoalHandlers.AICommandList> CommandList = (List<XRL.World.AI.GoalHandlers.AICommandList>)E.GetParameter("List"); if (FlamingHandsActivatedAbility != null && FlamingHandsActivatedAbility.Cooldown <= 0 |
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&& Distance <= 9 && ParentObject.HasLOSTo(Target) ) CommandList.Add(new XRL.World.AI.GoalHandlers.AICommandList("CommandFlamingHands", 1)); return true; |
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} if (E.ID == "CommandFlamingHands") |
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{ ScreenBuffer Buffer = new ScreenBuffer(80, 25); |
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Core.XRLCore.Core.RenderMapToBuffer(Buffer); List<Cell> |
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TargetCell = PickLine(9, AllowVis.Any); if (TargetCell == null) return true; |
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if (TargetCell.Count <= 0) return true; |
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if (TargetCell != null) |
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{ |
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if (TargetCell.Count == 1) |
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{ |
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if |
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(ParentObject. |
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IsPlayer( |
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)) |
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if (UI.Popup.ShowYesNoCancel("Are you sure you want to target yourself?") != DialogResult.Yes) |
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{ |
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return true; |
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} |
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} |
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if( FlamingHandsActivatedAbility |
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!= null ) FlamingHandsActivatedAbility.Cooldown = 110; |
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ParentObject.FireEvent(Event.New("UseEnergy", "Amount", 1000, "Type", "Physical Mutation")); |
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for (int x = 0; x < |
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9 && x < TargetCell.Count; x++) |
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{ |
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if (TargetCell.Count == |
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|| TargetCell[x] != ParentObject.pPhysics.CurrentCell) |
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Flame(TargetCell[x],Buffer); |
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foreach( |
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GameObject |
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GO |
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in TargetCell[x].GetObjectsWithPart(" |
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Physics") ) |
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{ |
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if |
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( |
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GO.pPhysics.Solid) |
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{ |
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x = 999; |
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break; |
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} |
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} |
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} |
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} |
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} if |
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( |
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E.ID == "BeginEquip") { GameObject |
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Equipment = |
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E. |
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GetParameter(" |
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Object") as GameObject; |
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string |
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BodyPartName = |
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E. |
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GetParameter(" |
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BodyPartName") |
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as string; |
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if (BodyPartName == "Hands") |
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{ |
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if (IsPlayer()) |
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{ |
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UI.Popup.Show("Your flaming hands prevents you from |
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equipping |
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" + Equipment.DisplayName + "!"); |
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} |
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E.bCancelled = true; |
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return false; |
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} |
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} |
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return |
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true; } |
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int OldFlame = -1; |
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int OldVapor = -1; public override bool ChangeLevel(int NewLevel) |
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{ |
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Physics pPhysics = ParentObject.GetPart("Physics") as Physics; TemperatureOnHit |
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pTemp = |
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FlamesObject.GetPart(" |
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TemperatureOnHit") as |
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TemperatureOnHit; |
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pTemp.Amount = (Level*2) + "d8"; |
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return base.ChangeLevel(NewLevel); } |
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public override bool Mutate(GameObject GO, int Level) |
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{ |
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Unmutate(GO); ActivatedAbilities pAA |
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= GO.GetPart("ActivatedAbilities") as ActivatedAbilities; Physics pPhysics |
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= GO.GetPart("Physics") as Physics; if (pPhysics != null) |
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{ |
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OldFlame = pPhysics.FlameTemperature; OldVapor |
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= pPhysics.VaporTemperature; } |
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Body pBody |
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= GO.GetPart("Body") as Body; |
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if ( |
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pBody != |
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null) { |
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GO.FireEvent(Event. |
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New(" |
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CommandForceUnequipObject", "BodyPartName", "Hands")); FlamesObject = |
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GameObjectFactory.Factory. |
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CreateObject("Ghostly Flames"); |
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Event eCommandEquipObject = |
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Event.New("CommandEquipObject"); |
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eCommandEquipObject.AddParameter("Object", FlamesObject); |
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eCommandEquipObject.AddParameter("BodyPartName", |
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"Hands"); |
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GO.FireEvent(eCommandEquipObject); } FlamingHandsActivatedAbilityID = pAA.AddAbility("Flaming Hands", "CommandFlamingHands", "Physical Mutation"); FlamingHandsActivatedAbility = pAA.AbilityByGuid[FlamingHandsActivatedAbilityID]; return true; } public GameObject FlamesObject = null; public override bool Unmutate(GameObject GO) { Physics pPhysics = GO.GetPart("Physics") as Physics; if (pPhysics != null) { if (OldFlame != -1) pPhysics.FlameTemperature = OldFlame; if (OldVapor != -1) pPhysics.BrittleTemperature = OldVapor; OldFlame = -1; OldVapor = -1; pPhysics.Temperature = 25; } Body pBody = GO.GetPart("Body") as Body; if (pBody != null) { BodyPart pMainBody = pBody.GetPartByName("Hands"); if( pMainBody != null ) if (pMainBody.Equipped != null) { if (pMainBody.Equipped.Blueprint == "Ghostly Flames") { pMainBody.Equipped.FireEvent(Event.New(" |
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Unequipped", " |
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UnequippingObject", |
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ParentObject, "BodyPart", pMainBody));
pMainBody.Unequip();
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}
}
if (FlamingHandsActivatedAbilityID != Guid.Empty)
{
ActivatedAbilities pAA = GO.GetPart("ActivatedAbilities") as ActivatedAbilities;
pAA.RemoveAbility(FlamingHandsActivatedAbilityID);
FlamingHandsActivatedAbilityID = Guid.Empty;
}
return true;
}
}
} |
Your namespace should be XRL.World.Parts.Mutations, the class should be marked serializeable and derived from BaseMutation.
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using System;
using System.Collections.Generic;
using XRL.UI;
using ConsoleLib.Console;
namespace XRL.World.Parts.Mutation
{
[Serializable]
class FlamingHands : BaseMutation
{ |
GetDescription and GetLevelText are called to generate the descriptive for a given level of the mutation.
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public override string GetDescription()
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return "You emit jets of flame from your hands.";
}
public override string GetLevelText(int Level)
{
string Ret = "Emits a 9-square ray of flame in the direction of your choice\n";
Ret += "Cooldown: 10 rounds\n";
Ret += "Damage: " + Level + "d6\n";
Ret += "Cannot wear gloves";
return Ret;
} |
Change level is called any time the mutation changes level.
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public override bool ChangeLevel(int NewLevel)
{
Physics pPhysics = ParentObject.GetPart("Physics") as Physics;
TemperatureOnHit pTemp = FlamesObject.GetPart("TemperatureOnHit") as TemperatureOnHit;
pTemp.Amount = (Level*2) + "d8";
return base.ChangeLevel(NewLevel);
} |
Mutate and Unmutate are called on an object when it gains or loses the mutation.
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public override bool Mutate(GameObject GO, int Level)
public override bool Unmutate(GameObject GO) |
BaseMutation derives from Part, so the typical event registration and handling functions are available
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public override void Register(GameObject Object)
public override bool FireEvent(Event E) |
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You can remove mutations by including a tag with just the Name of the mutation you want with a - in front. For example:
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