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Nikedemos

Untitled

Jul 31st, 2021
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  1.  
  2.             //DAMAGE BOOST
  3.             RegisterEnchantmentDefinition(new EnchantmentWeaponDamageModifierDefinition
  4.             {
  5.                 Key = "damage_boost",
  6.                 DefaultFullName = "Damage Boost",
  7.                 DefaultDescription = "When a weapon with this enchantment deals damage to any entity, bonus damage is applied based on the enchantment level. This enchantment can be combined with others. The final damage applied might be affected by other enchantments.",
  8.             });
  9.  
  10.             //DAMAGE PROTECTION
  11.             RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
  12.             {
  13.                 Key = "damage_protection",
  14.                 DefaultFullName = "Damage Protection",
  15.                 DefaultDescription = "Protects the covered body parts from any type of damage. The higher the enchantment level, the higher the protection multiplier. This enchantment can be combined with others. The final damage taken might be affected by other enchantments.",
  16.                 MustHaveCondition = false,
  17.                 InterestedInDamage = Rust.DamageType.LAST //means it's all kinds of damage
  18.             });
  19.  
  20.             //UNBREAKING
  21.             RegisterEnchantmentDefinition(new EnchantmentUnbreakingDefinition
  22.             {
  23.                 Key = "unbreaking",
  24.                 DefaultFullName = "Unbreaking",
  25.                 DefaultDescription = "When an Item with this enchantment loses condition via natural means, the higher the enchantment level, the less condition is lost and the longer the item will last.",
  26.             });
  27.  
  28.             //LACERATION
  29.             RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
  30.             {
  31.                 Key = "laceration",
  32.                 DefaultFullName = "Laceration",
  33.                 DefaultDescription = "Slash damage of eligible melee weapons (swords, knives, chainsaws etc) has bonus damage applied based on the enchantment level.",
  34.                 InterestedInType = Rust.DamageType.Slash
  35.             });
  36.  
  37.             //BATTERING
  38.             RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
  39.             {
  40.                 Key = "battering",
  41.                 DefaultFullName = "Battering",
  42.                 DefaultDescription = "Blunt damage of eligible melee weapons (rocks, canes, clubs etc) has bonus damage applied based on the enchantment level.",
  43.                 InterestedInType = Rust.DamageType.Blunt
  44.             });
  45.  
  46.             //PIERCING
  47.             RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
  48.             {
  49.                 Key = "penetration",
  50.                 DefaultFullName = "Penetration",
  51.                 DefaultDescription = "Stab damage of eligible melee weapons (spears, jackhammers etc) has bonus damage applied based on the enchantment level.",
  52.                 InterestedInType = Rust.DamageType.Stab
  53.             });
  54.  
  55.             //FEATHER FALLING
  56.             RegisterEnchantmentDefinition(new EnchantmentFeatherFallingDefinition
  57.             {
  58.                 Key = "feather_falling",
  59.                 DefaultFullName = "Feather Falling",
  60.                 DefaultDescription = "Footware with this enchantment will have a chance to absorb all fall damage taken, but when that happens, also a chance to be destroyed. The higher your level, the higher probability of absorbing and the lower the probability of being destroyed.",
  61.                 MustHaveCondition = false
  62.             });
  63.  
  64.             //STEADY FEET
  65.             RegisterEnchantmentDefinition(new EnchantmentSteadyFeetDefinition
  66.             {
  67.                 Key = "steady_feet",
  68.                 DefaultFullName = "Steady Feet",
  69.                 DefaultDescription = "Footware with this enchantment will have a chance to get you up when you get wounded, but when that happens, also a chance to be destroyed. The higher your level, the higher probability of absorbing and the lower the probability of being destroyed.",
  70.                 MustHaveCondition = false
  71.             });
  72.  
  73.             //FIRE PROTECTION
  74.             RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
  75.             {
  76.                 Key = "fire_protection",
  77.                 DefaultFullName = "Fire Protection",
  78.                 DefaultDescription = "Protects the covered body parts from Heat damage. The higher the enchantment level, the higher the protection multiplier.",
  79.                 MustHaveCondition = false,
  80.                 InterestedInDamage = Rust.DamageType.Heat
  81.             });
  82.  
  83.             //ICE PROTECTION
  84.             RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
  85.             {
  86.                 Key = "ice_protection",
  87.                 DefaultFullName = "Ice Protection",
  88.                 DefaultDescription = "Protects the covered body parts from Cold damage. The higher the enchantment level, the higher the protection multiplier.",
  89.                 MustHaveCondition = false,
  90.                 InterestedInDamage = Rust.DamageType.Cold
  91.             });
  92.  
  93.             //RADIATION PROTECTION
  94.             RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
  95.             {
  96.                 Key = "radiation_protection",
  97.                 DefaultFullName = "Radiation Protection",
  98.                 DefaultDescription = "Protects the covered body parts from Radiation damage. The higher the enchantment level, the higher the protection multiplier.",
  99.                 MustHaveCondition = false,
  100.                 InterestedInDamage = Rust.DamageType.Radiation
  101.             });
  102.  
  103.             //AMMO RECOVERY
  104.             RegisterEnchantmentDefinition(new EnchantmentAmmoRecoveryDefinition
  105.             {
  106.                 Key = "ammo_recovery",
  107.                 DefaultFullName = "Ammo Recovery",
  108.                 DefaultDescription = "When shooting weapons with this enchantment spend ammo, it has a chance of being returned back in your inventory. The higher the enchantment level, the higher the probability. ",
  109.                 ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
  110.             });
  111.  
  112.             //INSTANT RELOAD
  113.             RegisterEnchantmentDefinition(new EnchantmentInstantReloadDefinition
  114.             {
  115.                 Key = "instant_reload",
  116.                 DefaultFullName = "Instant Reload",
  117.                 DefaultDescription = "When an item with this enchantment starts being reloaded, it has a chance of being instantly reloaded and ready to shoot. The higher the enchantment level, the higher the probability.",
  118.                 ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM | Rust.AmmoTypes.AMMO_40MM | Rust.AmmoTypes.ROCKET
  119.             });
  120.  
  121.             //ORE GALORE
  122.             RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
  123.             {
  124.                 Key = "ore_galore",
  125.                 DefaultFullName = "Ore Galore",
  126.                 DefaultDescription = "When gathering Ore (stones, sulfur, frags, HQ), each hit has a chance of giving the player bonus yield (double by default). The higher the enchantment level, the higher the probability of a bonus.",
  127.                 InterestedInType = ResourceDispenser.GatherType.Ore
  128.             });
  129.  
  130.             //FLESH FRENZY
  131.             RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
  132.             {
  133.                 Key = "flesh_frenzy",
  134.                 DefaultFullName = "Flesh Frenzy",
  135.                 DefaultDescription = "When gathering Flesh (bones, animal fat, cloth, meat, leather, skulls), each hit has a chance of giving the player bonus yield (double by default). The higher the enchantment level, the higher the probability of a bonus.",
  136.                 InterestedInType = ResourceDispenser.GatherType.Flesh
  137.             });
  138.  
  139.             //TREE TIME
  140.             RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
  141.             {
  142.                 Key = "tree_time",
  143.                 DefaultFullName = "Tree Time",
  144.                 DefaultDescription = "When gathering Tree (wood), each hit has a chance of giving the player bonus yield (double by default). The higher the enchantment level, the higher the probability of a bonus.",
  145.                 InterestedInType = ResourceDispenser.GatherType.Tree
  146.             });
  147.  
  148.             //POISON ARROW
  149.             RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
  150.             {
  151.                 Key = "poison_tip",
  152.                 DefaultFullName = "Poison Tip",
  153.                 DefaultDescription = "Bows and nailguns with this enchantment have a chance of inflicting Poison onto the hit target, based on the damage. The higher your level, the higher the probability.",
  154.                 MetabolismAffected = MetabolismAttribute.Type.Poison,
  155.                 ExpectedAmmoTypes = Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS
  156.             });
  157.  
  158.             //NUCLEAR BULLET
  159.             RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
  160.             {
  161.                 Key = "nuclear_bullet",
  162.                 DefaultFullName = "Nuclear Bullet",
  163.                 DefaultDescription = "Pistols, rifles and machine guns with this enchantment have a chance of inflicting Radiation onto the hit target, based on the damage. The higher your level, the higher the probability.",
  164.                 MetabolismAffected = MetabolismAttribute.Type.Radiation,
  165.                 ExpectedAmmoTypes = Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM,
  166.             });
  167.  
  168.             //BLEEDING SHELL
  169.             RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
  170.             {
  171.                 Key = "bleeding_shell",
  172.                 DefaultFullName = "Bleeding Shell",
  173.                 DefaultDescription = "Shotguns with this enchantment have a chance of inflicting Bleeding onto the hit target, based on the damage. The higher your level, the higher the probability.",
  174.                 MetabolismAffected = MetabolismAttribute.Type.Bleeding,
  175.                 ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL
  176.             });
  177.  
  178.             //MELEERANG
  179.             RegisterEnchantmentDefinition(new EnchantmentDefinitionMeleerang
  180.             {
  181.                 Key = "meleerang",
  182.                 DefaultFullName = "Meleerang",
  183.                 DefaultDescription = "When a melee weapon with this enchantment is thrown, it has a chance of flying back to you. The higher the enchantment level, the higher the chance of returning.",
  184.             });
  185.  
  186.             //HOLLOW POINT
  187.             RegisterEnchantmentDefinition(new EnchantmentHollowPointDefinition
  188.             {
  189.                 Key = "hollow_point",
  190.                 DefaultFullName = "Hollow Point",
  191.                 DefaultDescription = "Shooting weapons with this enchantment will inflict bonus damage against uncovered body parts, and also bonus damage to all animals, based on the enchantment level. This conflicts with Armour Piercing.",
  192.                 ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
  193.             });
  194.  
  195.             //LAUNCH BOOSTER
  196.             RegisterEnchantmentDefinition(new EnchantmentLaunchBoosterDefinition
  197.             {
  198.                 Key = "launch_booster",
  199.                 DefaultFullName = "Launch Booster",
  200.                 DefaultDescription = "Rockets ejected from launchers with this enchantment will have their velocity boosted based on the enchantment level, allowing them to reach targets further ahead",
  201.                 ExpectedAmmoTypes = Rust.AmmoTypes.ROCKET
  202.             });
  203.  
  204.             //ARMOUR PIERCING
  205.             RegisterEnchantmentDefinition(new EnchantmentArmourPiercingDefinition
  206.             {
  207.                 Key = "armour_piercing",
  208.                 DefaultFullName = "Armour Piercing",
  209.                 DefaultDescription = "Shooting weapons with this enchantment will inflict bonus damage against uncovered body parts, and also bonus damage to all vehicles, based on the enchantment level. This conflicts with Hollow Point.",
  210.                 ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
  211.             });
  212.  
  213.             //ROUGH EXTERIOR
  214.             RegisterEnchantmentDefinition(new EnchantmentDefinitionRoughExterior
  215.             {
  216.                 Key = "rough_exterior",
  217.                 DefaultFullName = "Rough Exterior",
  218.                 DefaultDescription = "When you take direct melee damage from a player (not via projectile) to the protected body parts, the attacker will have a chance to be hurt back. The higher the enchantment level, the higher the chance.",
  219.             });
  220.  
  221.             //BULLET BOUNCE
  222.             RegisterEnchantmentDefinition(new EnchantmentBulletBounceDefinition
  223.             {
  224.                 Key = "bullet_bounce",
  225.                 DefaultFullName = "Bullet Bounce",
  226.                 DefaultDescription = "When you take a bullet to the protected body part, it has a chance of deflecting it back at the attacker at half the damage. The higher the enchantment level, the higher the chance.",
  227.             });
  228.  
  229.             //BULLET EATER
  230.             RegisterEnchantmentDefinition(new EnchantmentBulletEaterDefinition
  231.             {
  232.                 MustHaveCondition = false,
  233.                 Key = "bullet_eater",
  234.                 DefaultFullName = "Bullet Eater",
  235.                 DefaultDescription = "When you take a bullet to the protected body part, it will replenish your calories and hydration based on the damage taken. The higher the enchantment level, the higher the replenishment.",
  236.             });
  237.  
  238.             //BULLET SPONGE
  239.             RegisterEnchantmentDefinition(new EnchantmentBulletSpongeDefinition
  240.             {
  241.                 MustHaveCondition = false,
  242.                 Key = "bullet_sponge",
  243.                 DefaultFullName = "Bullet Sponge",
  244.                 DefaultDescription = "When you take a bullet to the protected body part, it has a chance of reappearing in your inventory. The higher the enchantment level, the higher the chance.",
  245.             });
  246.  
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