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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 = "FreeholdTutorial_Udder"; |
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DisplayName = "Udder"; |
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} public override void Register(GameObject Object) { } |
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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 |
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GetLevelText(int Level) { string |
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Ret = "You |
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have udders.\n"; |
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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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{ |
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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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} |
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return |
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true; } |
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public |
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override |
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bool |
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FireEvent(Event E) { |
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return |
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base. |
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FireEvent( |
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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, |
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int Level) { |
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return true; } |
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public override bool Unmutate(GameObject GO) { |
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return true; } } } |
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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 |
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: BaseMutation { public FlamingHands() { |
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Name = |
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"FlamingHands"; |
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DisplayName = "Flaming Hands"; } public Guid FlamingHandsActivatedAbilityID = Guid.Empty; |
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public |
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ActivatedAbilityEntry |
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FlamingHandsActivatedAbility = |
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null; |
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public override void Register(GameObject Object) { Object.RegisterPartEvent(this, "BeginEquip"); |
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Object. |
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RegisterPartEvent(this, " |
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CommandFlamingHands"); |
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Object.RegisterPartEvent(this, "AIGetOffensiveMutationList"); } |
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public override string GetDescription() { |
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return "You emit jets of flame |
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from |
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your hands."; } |
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public override string GetLevelText(int Level) { |
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string Ret = "Emits a 9-square ray of flame in the direction of your choice\n"; |
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Ret += "Cooldown: 10 rounds\n"; Ret += "Damage: |
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" + |
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Level |
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+ "d6\n"; Ret += "Cannot wear gloves"; |
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return Ret; } |
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public void Flame(Cell C, ScreenBuffer Buffer) { string Damage |
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= |
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Level |
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+ |
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" |
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d6" |
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; Body pBody |
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= ParentObject.GetPart("Body") as Body; int nHandCount |
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= pBody.GetPart("Hands").Count-1; if (nHandCount > 0) Damage += "+" + |
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nHandCount.ToString(); if (C != |
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null) |
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{ List<GameObject> Objects = |
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C. |
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GetObjectsInCell( |
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); foreach (GameObject GO |
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in Objects) |
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{ |
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if( GO.PhasedMatches( ParentObject ) ) |
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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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"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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0; x < 5; x++) GO.ParticleText("&R" + (char)(219 + Rules.Stat.Random(0, 4)), 2.9f, 1); |
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for ( |
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int x |
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= |
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0; |
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x |
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< 5; x++) 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 (GameObject GO |
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in C.GetObjectsWithPart("Combat")) |
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{ |
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if( GO.PhasedMatches( ParentObject ) ) |
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{ |
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Damage Dmg = |
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new Damage( |
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Rules.Stat.Roll(Damage)); Dmg.AddAttribute("Fire"); |
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Dmg.AddAttribute(" |
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Heat"); |
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Event eTakeDamage = |
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Event. |
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New(" |
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TakeDamage"); |
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eTakeDamage.AddParameter("Damage", Dmg); |
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eTakeDamage.AddParameter("Owner", ParentObject); eTakeDamage.AddParameter("Attacker", 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); string sColor = "&C"; |
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int |
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r = |
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Rules.Stat.Random(1, |
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3); |
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if ( |
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r == |
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1) |
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sColor = "&R"; |
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if ( |
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r |
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== |
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2) |
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sColor = "&r"; |
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if ( |
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r |
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== |
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3) sColor = "&W"; |
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r = Rules.Stat.Random(1, 3); |
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if ( |
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r == 1) sColor += "^R"; if (r == 2) sColor |
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+= "^r"; if (r == 3) sColor += "^W"; |
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if( C.ParentZone == XRL.Core.XRLCore.Core.Game.ZoneManager.ActiveZone ) { |
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r = Rules.Stat.Random(1, 3); |
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Buffer.Write(sColor + (char)(219 + |
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Rules.Stat.Random(0, 4))); Popup._TextConsole.DrawBuffer(Buffer); |
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System.Threading.Thread.Sleep(10); } } |
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public override bool FireEvent(Event E) { |
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if (E.ID == "AIGetOffensiveMutationList") |
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{ |
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int Distance |
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= (int)E.GetParameter("Distance"); GameObject Target = E.GetParameter("Target") as GameObject; List<XRL.World.AI.GoalHandlers.AICommandList> CommandList = |
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(List<XRL.World.AI.GoalHandlers.AICommandList>)E.GetParameter("List"); if (FlamingHandsActivatedAbility != null && FlamingHandsActivatedAbility.Cooldown <= 0 && Distance <= |
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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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{ |
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ScreenBuffer |
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Buffer |
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= |
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new ScreenBuffer(80, 25); |
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Core.XRLCore.Core.RenderMapToBuffer(Buffer); |
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List<Cell> TargetCell = |
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PickLine(9, AllowVis.Any); if (TargetCell == null) return true; |
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if (TargetCell.Count <= 0) return true; if |
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(TargetCell != |
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null) { |
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if (TargetCell.Count == 1) |
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{ |
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if (ParentObject.IsPlayer()) |
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if (UI.Popup.ShowYesNoCancel("Are you sure you want to target |
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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 != 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 < 9 && x < TargetCell.Count; x++) |
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{ |
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if (TargetCell.Count == |
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1 |
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|| TargetCell[x] != ParentObject.pPhysics.CurrentCell) |
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Flame(TargetCell[x],Buffer); |
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foreach( GameObject GO in TargetCell[x].GetObjectsWithPart("Physics") ) |
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{ |
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if (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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} |
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if (E.ID == "BeginEquip") |
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{ GameObject |
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Equipment |
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= |
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E. |
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GetParameter(" |
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Object") as |
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GameObject; |
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string BodyPartName = E.GetParameter("BodyPartName") 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 equipping " + Equipment.DisplayName + "!"); } |
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E.bCancelled = |
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true; return |
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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 |
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OldVapor |
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= |
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-1; public override bool ChangeLevel(int NewLevel) |
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{ |
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Physics pPhysics |
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= |
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ParentObject.GetPart("Physics") as Physics; TemperatureOnHit |
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pTemp |
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= |
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FlamesObject.GetPart("TemperatureOnHit") |
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as TemperatureOnHit; pTemp.Amount = (Level*2) |
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+ "d8"; return base.ChangeLevel(NewLevel); |
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} public override |
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bool Mutate(GameObject GO, int Level) { |
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Unmutate(GO); ActivatedAbilities |
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pAA |
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= GO.GetPart(" |
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ActivatedAbilities") as |
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ActivatedAbilities; |
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Physics |
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pPhysics |
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GO.GetPart("Physics") as Physics; |
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if (pPhysics != null) |
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{ |
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OldFlame |
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= |
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pPhysics.FlameTemperature; |
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OldVapor |
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= |
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pPhysics. |
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VaporTemperature; |
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} |
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Body |
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pBody = GO.GetPart("Body") as Body; if (pBody != null) |
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{ |
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GO. |
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FireEvent(Event.New(" |
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CommandForceUnequipObject", " |
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BodyPartName", |
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" |
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Hands" |
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)); FlamesObject |
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= GameObjectFactory.Factory.CreateObject("Ghostly Flames"); Event eCommandEquipObject = |
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Event.New("CommandEquipObject"); |
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eCommandEquipObject.AddParameter("Object", FlamesObject); |
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eCommandEquipObject.AddParameter("BodyPartName", "Hands"); |
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GO.FireEvent(eCommandEquipObject); |
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} |
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FlamingHandsActivatedAbilityID = |
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pAA. |
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AddAbility("Flaming Hands", "CommandFlamingHands", "Physical Mutation"); FlamingHandsActivatedAbility = |
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pAA. |
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AbilityByGuid[FlamingHandsActivatedAbilityID |
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]; return true; |
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} |
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public GameObject FlamesObject = null; |
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public override bool Unmutate(GameObject GO) { Physics pPhysics = GO.GetPart("Physics") as Physics; |
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if (pPhysics != null) { |
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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("Unequipped", "UnequippingObject", ParentObject, "BodyPart", pMainBody));
pMainBody.Unequip();
}
}
}
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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