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- //DAMAGE BOOST
- RegisterEnchantmentDefinition(new EnchantmentWeaponDamageModifierDefinition
- {
- Key = "damage_boost",
- DefaultFullName = "Damage Boost",
- 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.",
- });
- //DAMAGE PROTECTION
- RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
- {
- Key = "damage_protection",
- DefaultFullName = "Damage Protection",
- 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.",
- MustHaveCondition = false,
- InterestedInDamage = Rust.DamageType.LAST //means it's all kinds of damage
- });
- //UNBREAKING
- RegisterEnchantmentDefinition(new EnchantmentUnbreakingDefinition
- {
- Key = "unbreaking",
- DefaultFullName = "Unbreaking",
- 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.",
- });
- //LACERATION
- RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
- {
- Key = "laceration",
- DefaultFullName = "Laceration",
- DefaultDescription = "Slash damage of eligible melee weapons (swords, knives, chainsaws etc) has bonus damage applied based on the enchantment level.",
- InterestedInType = Rust.DamageType.Slash
- });
- //BATTERING
- RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
- {
- Key = "battering",
- DefaultFullName = "Battering",
- DefaultDescription = "Blunt damage of eligible melee weapons (rocks, canes, clubs etc) has bonus damage applied based on the enchantment level.",
- InterestedInType = Rust.DamageType.Blunt
- });
- //PIERCING
- RegisterEnchantmentDefinition(new EnchantmentDamageTypeBasedDefinition
- {
- Key = "penetration",
- DefaultFullName = "Penetration",
- DefaultDescription = "Stab damage of eligible melee weapons (spears, jackhammers etc) has bonus damage applied based on the enchantment level.",
- InterestedInType = Rust.DamageType.Stab
- });
- //FEATHER FALLING
- RegisterEnchantmentDefinition(new EnchantmentFeatherFallingDefinition
- {
- Key = "feather_falling",
- DefaultFullName = "Feather Falling",
- 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.",
- MustHaveCondition = false
- });
- //STEADY FEET
- RegisterEnchantmentDefinition(new EnchantmentSteadyFeetDefinition
- {
- Key = "steady_feet",
- DefaultFullName = "Steady Feet",
- 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.",
- MustHaveCondition = false
- });
- //FIRE PROTECTION
- RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
- {
- Key = "fire_protection",
- DefaultFullName = "Fire Protection",
- DefaultDescription = "Protects the covered body parts from Heat damage. The higher the enchantment level, the higher the protection multiplier.",
- MustHaveCondition = false,
- InterestedInDamage = Rust.DamageType.Heat
- });
- //ICE PROTECTION
- RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
- {
- Key = "ice_protection",
- DefaultFullName = "Ice Protection",
- DefaultDescription = "Protects the covered body parts from Cold damage. The higher the enchantment level, the higher the protection multiplier.",
- MustHaveCondition = false,
- InterestedInDamage = Rust.DamageType.Cold
- });
- //RADIATION PROTECTION
- RegisterEnchantmentDefinition(new EnchantmentForAttireDamageTypeProtectionDefinition
- {
- Key = "radiation_protection",
- DefaultFullName = "Radiation Protection",
- DefaultDescription = "Protects the covered body parts from Radiation damage. The higher the enchantment level, the higher the protection multiplier.",
- MustHaveCondition = false,
- InterestedInDamage = Rust.DamageType.Radiation
- });
- //AMMO RECOVERY
- RegisterEnchantmentDefinition(new EnchantmentAmmoRecoveryDefinition
- {
- Key = "ammo_recovery",
- DefaultFullName = "Ammo Recovery",
- 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. ",
- ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
- });
- //INSTANT RELOAD
- RegisterEnchantmentDefinition(new EnchantmentInstantReloadDefinition
- {
- Key = "instant_reload",
- DefaultFullName = "Instant Reload",
- 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.",
- 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
- });
- //ORE GALORE
- RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
- {
- Key = "ore_galore",
- DefaultFullName = "Ore Galore",
- 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.",
- InterestedInType = ResourceDispenser.GatherType.Ore
- });
- //FLESH FRENZY
- RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
- {
- Key = "flesh_frenzy",
- DefaultFullName = "Flesh Frenzy",
- 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.",
- InterestedInType = ResourceDispenser.GatherType.Flesh
- });
- //TREE TIME
- RegisterEnchantmentDefinition(new EnchatmentDefinitionGatheringTool
- {
- Key = "tree_time",
- DefaultFullName = "Tree Time",
- 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.",
- InterestedInType = ResourceDispenser.GatherType.Tree
- });
- //POISON ARROW
- RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
- {
- Key = "poison_tip",
- DefaultFullName = "Poison Tip",
- 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.",
- MetabolismAffected = MetabolismAttribute.Type.Poison,
- ExpectedAmmoTypes = Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS
- });
- //NUCLEAR BULLET
- RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
- {
- Key = "nuclear_bullet",
- DefaultFullName = "Nuclear Bullet",
- 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.",
- MetabolismAffected = MetabolismAttribute.Type.Radiation,
- ExpectedAmmoTypes = Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM,
- });
- //BLEEDING SHELL
- RegisterEnchantmentDefinition(new EnchantmentDefinitionMetabolismChanger
- {
- Key = "bleeding_shell",
- DefaultFullName = "Bleeding Shell",
- 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.",
- MetabolismAffected = MetabolismAttribute.Type.Bleeding,
- ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL
- });
- //MELEERANG
- RegisterEnchantmentDefinition(new EnchantmentDefinitionMeleerang
- {
- Key = "meleerang",
- DefaultFullName = "Meleerang",
- 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.",
- });
- //HOLLOW POINT
- RegisterEnchantmentDefinition(new EnchantmentHollowPointDefinition
- {
- Key = "hollow_point",
- DefaultFullName = "Hollow Point",
- 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.",
- ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
- });
- //LAUNCH BOOSTER
- RegisterEnchantmentDefinition(new EnchantmentLaunchBoosterDefinition
- {
- Key = "launch_booster",
- DefaultFullName = "Launch Booster",
- 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",
- ExpectedAmmoTypes = Rust.AmmoTypes.ROCKET
- });
- //ARMOUR PIERCING
- RegisterEnchantmentDefinition(new EnchantmentArmourPiercingDefinition
- {
- Key = "armour_piercing",
- DefaultFullName = "Armour Piercing",
- 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.",
- ExpectedAmmoTypes = Rust.AmmoTypes.SHOTGUN_12GUAGE | Rust.AmmoTypes.HANDMADE_SHELL | Rust.AmmoTypes.BOW_ARROW | Rust.AmmoTypes.NAILS | Rust.AmmoTypes.PISTOL_9MM | Rust.AmmoTypes.RIFLE_556MM
- });
- //ROUGH EXTERIOR
- RegisterEnchantmentDefinition(new EnchantmentDefinitionRoughExterior
- {
- Key = "rough_exterior",
- DefaultFullName = "Rough Exterior",
- 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.",
- });
- //BULLET BOUNCE
- RegisterEnchantmentDefinition(new EnchantmentBulletBounceDefinition
- {
- Key = "bullet_bounce",
- DefaultFullName = "Bullet Bounce",
- 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.",
- });
- //BULLET EATER
- RegisterEnchantmentDefinition(new EnchantmentBulletEaterDefinition
- {
- MustHaveCondition = false,
- Key = "bullet_eater",
- DefaultFullName = "Bullet Eater",
- 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.",
- });
- //BULLET SPONGE
- RegisterEnchantmentDefinition(new EnchantmentBulletSpongeDefinition
- {
- MustHaveCondition = false,
- Key = "bullet_sponge",
- DefaultFullName = "Bullet Sponge",
- 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.",
- });
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