using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Logging;
using CustomParams;
using HarmonyLib;
using Microsoft.CodeAnalysis;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.0", FrameworkDisplayName = ".NET Standard 2.0")]
[assembly: AssemblyCompany("sulfie's items")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("adds some items")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("sulfie's items")]
[assembly: AssemblyTitle("sulfie's items")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace sulfie
{
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "sulfie's items";
public const string PLUGIN_NAME = "sulfie's items";
public const string PLUGIN_VERSION = "1.0.0";
}
}
namespace sulfiesmod
{
public static class MyPluginInfo
{
public const string PLUGIN_GUID = "sulfie";
public const string PLUGIN_NAME = "sulfie";
public const string PLUGIN_VERSION = "1.0.0";
}
[BepInPlugin("sulfie", "sulfie", "1.0.0")]
[BepInDependency(/*Could not decode attribute arguments.*/)]
public class Plugin : BaseUnityPlugin
{
public static ManualLogSource Log;
private void Awake()
{
//IL_0029: Unknown result type (might be due to invalid IL or missing references)
//IL_002f: Expected O, but got Unknown
Log = ((BaseUnityPlugin)this).Logger;
((BaseUnityPlugin)this).Logger.LogInfo((object)"Plugin sulfie, v 1.0.0 is loaded!");
RegisterUpgrade();
Harmony val = new Harmony("sulfie");
val.PatchAll();
}
private void RegisterUpgrade()
{
//IL_0015: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Expected O, but got Unknown
//IL_0070: Unknown result type (might be due to invalid IL or missing references)
//IL_0076: Expected O, but got Unknown
//IL_00b8: Unknown result type (might be due to invalid IL or missing references)
//IL_00be: Expected O, but got Unknown
//IL_011a: Unknown result type (might be due to invalid IL or missing references)
//IL_0121: Expected O, but got Unknown
//IL_017e: Unknown result type (might be due to invalid IL or missing references)
//IL_0185: Expected O, but got Unknown
//IL_01e2: Unknown result type (might be due to invalid IL or missing references)
//IL_01e9: Expected O, but got Unknown
//IL_024f: Unknown result type (might be due to invalid IL or missing references)
//IL_0256: Expected O, but got Unknown
//IL_02a5: Unknown result type (might be due to invalid IL or missing references)
//IL_02ac: Expected O, but got Unknown
//IL_02e4: Unknown result type (might be due to invalid IL or missing references)
//IL_02eb: Expected O, but got Unknown
//IL_033a: Unknown result type (might be due to invalid IL or missing references)
//IL_0341: Expected O, but got Unknown
//IL_03d5: Unknown result type (might be due to invalid IL or missing references)
//IL_03dc: Expected O, but got Unknown
Upgrade val = new Upgrade("trio", "one of each farm friend.", "trio.png", Assembly.GetExecutingAssembly());
Dictionary<string, int> dictionary = new Dictionary<string, int>();
dictionary.Add("cow", 1);
dictionary.Add("pig", 1);
dictionary.Add("chickenweed", 1);
val.AddFriends(dictionary);
val.AddUpgradeToLootPool("Main");
Upgrade val2 = new Upgrade("swarm", "add two drones and two bees.", "swarm.png", Assembly.GetExecutingAssembly());
dictionary.Add("drone", 2);
dictionary.Add("bee", 2);
val2.AddFriends(dictionary);
val2.AddUpgradeToLootPool("Main");
Upgrade val3 = new Upgrade("arsenal", "two turrets and a drone.", "arsenal.png", Assembly.GetExecutingAssembly());
Dictionary<string, int> dictionary2 = new Dictionary<string, int>();
dictionary2.Add("drone", 1);
val3.AddFriends(dictionary2);
Dictionary<string, int> dictionary3 = new Dictionary<string, int>();
dictionary3.Add("turret", 2);
val3.AddTurrets(dictionary3);
val3.AddUpgradeToLootPool("Main");
Upgrade val4 = new Upgrade("combat boots", "faster stronger more resiliant.", "combatboots.png", Assembly.GetExecutingAssembly());
val4.AddVanillaParam("Player.BarkSkin", 0.05f, "Add");
val4.AddVanillaParam("Player.Speed", 2f, "Multiply");
val4.AddLoot("FightStat", 2);
val4.AddUpgradeToLootPool("Main");
Upgrade val5 = new Upgrade("workman's boot", "faster stronger more resiliant.", "workmansboot.png", Assembly.GetExecutingAssembly());
val5.AddVanillaParam("Player.BarkSkin", 0.05f, "Add");
val5.AddVanillaParam("Player.Speed", 2f, "Multiply");
val5.AddLoot("FarmStat", 2);
val5.AddUpgradeToLootPool("Main");
Upgrade val6 = new Upgrade("steel toe boots", "+speed +bark skin +bonus mod.", "steeltoeboots.png", Assembly.GetExecutingAssembly());
val6.AddVanillaParam("Player.BarkSkin", 0.07f, "Add");
val6.AddVanillaParam("Shop.ChanceGunWontBreak", 0.35f, "Add");
val6.AddVanillaParam("Player.Speed", 1.5f, "Multiply");
val6.AddUpgradeToLootPool("Main");
Upgrade val7 = new Upgrade("gold hour glass", "gain time when growing roses or heart beets.", "goldglass.png", Assembly.GetExecutingAssembly());
val7.AddVanillaParam("Farm.AddTimeOnRoseHarvest", 10f, "Add");
val7.AddVanillaParam("Farm.AddTimeOnHearBeetHarvest", 10f, "Add");
val7.AddUpgradeToLootPool("Main");
Upgrade val8 = new Upgrade("white hour glass", "longer days.", "whiteglass.png", Assembly.GetExecutingAssembly());
val8.AddVanillaParam("GameState.DayDuration", 30f, "Add");
val8.AddUpgradeToLootPool("GoldenChest");
Upgrade val9 = new Upgrade("black hour glass", "longer nights and more time between waves.", "blackglass.png", Assembly.GetExecutingAssembly());
val9.AddVanillaParam("GameState.NightDuration", 30f, "Add");
val9.AddVanillaParam("GameState.NightWaveDuration", 10f, "Add");
val9.AddUpgradeToLootPool("GoldenChest");
Upgrade val10 = new Upgrade("blue hour glass", "slower days.", "blueglass.png", Assembly.GetExecutingAssembly());
val10.AddVanillaParam("GameState.DayProgressMultTundra", 0.9f, "Add");
val10.AddVanillaParam("GameState.DayProgressMultPlains", 0.9f, "Add");
val10.AddVanillaParam("GameState.DayProgressMultJungle", 0.9f, "Add");
val10.AddVanillaParam("GameState.DayProgressMultDesert", 0.9f, "Add");
val10.AddVanillaParam("GameState.DayProgressMultFarm", 0.9f, "Add");
val10.AddUpgradeToLootPool("GoldenChest");
Upgrade val11 = new Upgrade("medbox", "instant heart beets +beetdrop.", "medbox.png", Assembly.GetExecutingAssembly());
val11.AddVanillaParam("Farm.DoInstantHeartBeet", true);
val11.AddVanillaParam("Player.HeartBeetOnDamageChance", 0.1f, "Add");
val11.AddUpgradeToLootPool("Main");
}
}
}