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- SkillLocator skillComponent = BodyCatalog.FindBodyPrefab("BanditBody").GetComponent<SkillLocator>();
- SkillDef primaryDef = SkillDef.CreateInstance<SkillDef>();
- primaryDef.activationState = new EntityStates.SerializableEntityStateType(typeof(EntityStates.Bandit.Blast));
- var field = typeof(EntityStates.SerializableEntityStateType)?.GetField("_typeName", BindingFlags.NonPublic | BindingFlags.Instance);
- field?.SetValue(primaryDef.activationState, typeof(EntityStates.Bandit.Blast)?.AssemblyQualifiedName);
- primaryDef.baseRechargeInterval = 1.2f;
- primaryDef.baseMaxStock = 8;
- primaryDef.skillDescriptionToken = "Fire a powerful slug for <color=#E5C962>200% damage.</color>";
- primaryDef.skillDescriptionToken += " Reload every 8 shots.";
- primaryDef.skillName = "Blast";
- primaryDef.skillNameToken = "Blast";
- primaryDef.activationStateMachineName = skillComponent.primary.skillFamily.variants[0].skillDef.activationStateMachineName;
- primaryDef.isBullets = true;
- primaryDef.shootDelay = 0;
- primaryDef.beginSkillCooldownOnSkillEnd = false;
- primaryDef.interruptPriority = EntityStates.InterruptPriority.Any;
- primaryDef.isCombatSkill = true;
- primaryDef.noSprint = true;
- primaryDef.canceledFromSprinting = false;
- primaryDef.mustKeyPress = false;
- primaryDef.icon = skillComponent.primary.skillFamily.variants[0].skillDef.icon;
- primaryDef.requiredStock = 1;
- primaryDef.stockToConsume = 1;
- SkillDef primaryShotgunDef = SkillDef.CreateInstance<SkillDef>();
- SkillDef primaryShotgunDef = SkillDef.CreateInstance<SkillDef>();
- primaryShotgunDef.activationState = new EntityStates.SerializableEntityStateType(typeof(EntityStates.Bandit.Shotgun));
- field = typeof(EntityStates.SerializableEntityStateType)?.GetField("_typeName", BindingFlags.NonPublic | BindingFlags.Instance);
- field?.SetValue(primaryShotgunDef.activationState, typeof(EntityStates.Bandit.Shotgun)?.AssemblyQualifiedName);
- primaryShotgunDef.baseRechargeInterval = 1.2f;
- primaryShotgunDef.baseMaxStock = 6;
- primaryShotgunDef.rechargeStock = 6;
- primaryShotgunDef.skillDescriptionToken = "Fire a shotgun blast for <color=#E5C962>6x60% damage.</color>";
- primaryShotgunDef.skillDescriptionToken += " Reload every 6 shots.";
- primaryShotgunDef.skillName = "Scatter";
- primaryShotgunDef.skillNameToken = "Scatter";
- primaryShotgunDef.activationStateMachineName = skillComponent.primary.skillFamily.variants[0].skillDef.activationStateMachineName;
- primaryShotgunDef.isBullets = true;
- primaryShotgunDef.shootDelay = 0;
- primaryShotgunDef.beginSkillCooldownOnSkillEnd = false;
- primaryShotgunDef.interruptPriority = EntityStates.InterruptPriority.Any;
- primaryShotgunDef.isCombatSkill = true;
- primaryShotgunDef.noSprint = true;
- primaryShotgunDef.canceledFromSprinting = false;
- primaryShotgunDef.mustKeyPress = false;
- primaryShotgunDef.icon = BodyCatalog.FindBodyPrefab("CommandoBody").GetComponent<SkillLocator>().primary.skillFamily.variants[0].skillDef.icon;
- primaryShotgunDef.requiredStock = 1;
- primaryShotgunDef.stockToConsume = 1;
- SkillFamily.Variant[] primaryVariants = new SkillFamily.Variant[2];
- primaryVariants[0].skillDef = primaryDef;
- primaryVariants[0].unlockableName = "";
- primaryVariants[1].skillDef = primaryShotgunDef;
- primaryVariants[1].unlockableName = "";
- skillComponent.primary.skillFamily.variants = primaryVariants;
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