Decompiled source of VoiceOfTheCommunity ZH v1.0.9

plugins/VoiceOfTheCommunity-v1.0.9_ZH.dll

Decompiled a month ago
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using Characters;
using Characters.Abilities;
using Characters.Abilities.CharacterStat;
using Characters.Actions;
using Characters.Gear;
using Characters.Gear.Items;
using Characters.Gear.Quintessences;
using Characters.Gear.Synergy.Inscriptions;
using Characters.Gear.Weapons;
using Characters.Player;
using Data;
using GameResources;
using HarmonyLib;
using Level;
using Microsoft.CodeAnalysis;
using Services;
using Singletons;
using UnityEngine;
using UnityEngine.AddressableAssets;
using VoiceOfTheCommunity.CustomAbilities;
using VoiceOfTheCommunity.CustomBehaviors;

[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETFramework,Version=v4.6.2", FrameworkDisplayName = ".NET Framework 4.6.2")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp-firstpass")]
[assembly: IgnoresAccessChecksTo("Assembly-CSharp")]
[assembly: IgnoresAccessChecksTo("Plugins.Common")]
[assembly: IgnoresAccessChecksTo("Plugins.Singletons")]
[assembly: IgnoresAccessChecksTo("Unity.Addressables")]
[assembly: AssemblyCompany("VoiceOfTheCommunity")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyDescription("From the community, for the community!")]
[assembly: AssemblyFileVersion("1.0.7.0")]
[assembly: AssemblyInformationalVersion("1.0.7+bef3e0896c54dc50b053ae8edb1d9f5defc02dc2")]
[assembly: AssemblyProduct("VoiceOfTheCommunity")]
[assembly: AssemblyTitle("VoiceOfTheCommunity")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.7.0")]
[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]
	internal sealed class IsReadOnlyAttribute : Attribute
	{
	}
	[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;
		}
	}
}
[Serializable]
public sealed class BrokenHeartEvolveBehavior : MonoBehaviour
{
	[SerializeField]
	private Item _item = null;

	private void Update()
	{
		Character player = Singleton<Service>.Instance.levelManager.player;
		if (((Object)ExtensionMethods.Random<Quintessence>((IEnumerable<Quintessence>)player.playerComponents.inventory.quintessence.items)).name.Equals("Succubus"))
		{
			ChangeItem();
		}
	}

	private void ChangeItem()
	{
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0041: Invalid comparison between Unknown and I4
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		ItemReference val = default(ItemReference);
		if (GearResource.instance.TryGetItemReferenceByName(((Object)_item).name + "_2", ref val))
		{
			ItemRequest val2 = val.LoadAsync();
			((Request<Item>)(object)val2).WaitForCompletion();
			if ((int)((Gear)_item).state == 1)
			{
				Item val3 = Singleton<Service>.Instance.levelManager.DropItem(val2, Vector3.zero);
				_item.ChangeOnInventory(val3);
			}
		}
	}
}
[Serializable]
public sealed class SmallTwigEvolveBehavior : MonoBehaviour
{
	[SerializeField]
	private Item _item = null;

	private bool _hasEquipped = false;

	private Character player = Singleton<Service>.Instance.levelManager.player;

	private void Awake()
	{
		//IL_004b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0055: Expected O, but got Unknown
		_hasEquipped = false;
		player.playerComponents.inventory.weapon.onSwap += CheckEvolveCondition;
		player.playerComponents.inventory.weapon.onChanged += new OnChangeDelegate(OnSkullChanged);
	}

	private void OnDestroy()
	{
		//IL_0044: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Expected O, but got Unknown
		player.playerComponents.inventory.weapon.onSwap -= CheckEvolveCondition;
		player.playerComponents.inventory.weapon.onChanged -= new OnChangeDelegate(OnSkullChanged);
	}

	private void Update()
	{
		//IL_0007: Unknown result type (might be due to invalid IL or missing references)
		//IL_000d: Invalid comparison between Unknown and I4
		if ((int)((Gear)_item).state == 1 && !_hasEquipped)
		{
			CheckEvolveCondition();
			_hasEquipped = true;
		}
	}

	private void OnSkullChanged(Weapon old, Weapon @new)
	{
		CheckEvolveCondition();
	}

	private void CheckEvolveCondition()
	{
		if (((Object)player.playerComponents.inventory.weapon.current).name.Equals("Skul") || ((Object)player.playerComponents.inventory.weapon.current).name.Equals("HeroSkul"))
		{
			ChangeItem();
		}
	}

	private void ChangeItem()
	{
		//IL_003b: Unknown result type (might be due to invalid IL or missing references)
		//IL_0041: Invalid comparison between Unknown and I4
		//IL_0053: Unknown result type (might be due to invalid IL or missing references)
		ItemReference val = default(ItemReference);
		if (GearResource.instance.TryGetItemReferenceByName(((Object)_item).name + "_2", ref val))
		{
			ItemRequest val2 = val.LoadAsync();
			((Request<Item>)(object)val2).WaitForCompletion();
			if ((int)((Gear)_item).state == 1)
			{
				Item val3 = Singleton<Service>.Instance.levelManager.DropItem(val2, Vector3.zero);
				_item.ChangeOnInventory(val3);
			}
		}
	}
}
[Serializable]
public sealed class SmallTwigRevertBehavior : MonoBehaviour
{
	[SerializeField]
	private Item _item = null;

	private Character player = Singleton<Service>.Instance.levelManager.player;

	private void Awake()
	{
		//IL_0044: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Expected O, but got Unknown
		player.playerComponents.inventory.weapon.onSwap += CheckEvolveCondition;
		player.playerComponents.inventory.weapon.onChanged += new OnChangeDelegate(OnSkullChanged);
		CheckEvolveCondition();
	}

	private void OnDestroy()
	{
		//IL_0044: Unknown result type (might be due to invalid IL or missing references)
		//IL_004e: Expected O, but got Unknown
		player.playerComponents.inventory.weapon.onSwap -= CheckEvolveCondition;
		player.playerComponents.inventory.weapon.onChanged -= new OnChangeDelegate(OnSkullChanged);
		CheckEvolveCondition();
	}

	private void OnSkullChanged(Weapon old, Weapon @new)
	{
		CheckEvolveCondition();
	}

	private void CheckEvolveCondition()
	{
		if (!((Object)player.playerComponents.inventory.weapon.current).name.Equals("Skul") && !((Object)player.playerComponents.inventory.weapon.current).name.Equals("HeroSkul"))
		{
			ChangeItem();
		}
	}

	private void ChangeItem()
	{
		//IL_0049: Unknown result type (might be due to invalid IL or missing references)
		//IL_004f: Invalid comparison between Unknown and I4
		//IL_0061: Unknown result type (might be due to invalid IL or missing references)
		ItemReference val = default(ItemReference);
		if (GearResource.instance.TryGetItemReferenceByName(((Object)_item).name.Substring(0, ((Object)_item).name.Length - 2), ref val))
		{
			ItemRequest val2 = val.LoadAsync();
			((Request<Item>)(object)val2).WaitForCompletion();
			if ((int)((Gear)_item).state == 1)
			{
				Item val3 = Singleton<Service>.Instance.levelManager.DropItem(val2, Vector3.zero);
				_item.ChangeOnInventory(val3);
			}
		}
	}
}
[Serializable]
public sealed class TaintedFingerEvolveBehavior : MonoBehaviour
{
	[SerializeField]
	private Item _item = null;

	public Character player = Singleton<Service>.Instance.levelManager.player;

	public ItemInventory inventory = Singleton<Service>.Instance.levelManager.player.playerComponents.inventory.item;

	private void Awake()
	{
		player.playerComponents.inventory.item.onChanged += CheckEvolveCondition;
	}

	private void OnDestroy()
	{
		player.playerComponents.inventory.item.onChanged -= CheckEvolveCondition;
	}

	private void CheckEvolveCondition()
	{
		//IL_0097: Unknown result type (might be due to invalid IL or missing references)
		//IL_009d: Invalid comparison between Unknown and I4
		//IL_00b2: Unknown result type (might be due to invalid IL or missing references)
		bool flag = false;
		for (int i = 0; i < inventory.items.Count; i++)
		{
			Item val = inventory.items[i];
			if (!((Object)(object)val == (Object)null) && ((Object)val).name.Equals("GraceOfLeonia"))
			{
				flag = true;
			}
		}
		ItemReference val2 = default(ItemReference);
		if (flag && GearResource.instance.TryGetItemReferenceByName("Custom-TaintedFinger_3", ref val2))
		{
			ItemRequest val3 = val2.LoadAsync();
			((Request<Item>)(object)val3).WaitForCompletion();
			if ((int)((Gear)_item).state == 1)
			{
				Item val4 = Singleton<Service>.Instance.levelManager.DropItem(val3, Vector3.zero);
				_item.ChangeOnInventory(val4);
			}
		}
	}
}
[Serializable]
public sealed class TaintedRedScarfEvolveBehavior : MonoBehaviour
{
	[SerializeField]
	private Item _item = null;

	public Character player = Singleton<Service>.Instance.levelManager.player;

	public ItemInventory inventory = Singleton<Service>.Instance.levelManager.player.playerComponents.inventory.item;

	private void Awake()
	{
		player.playerComponents.inventory.item.onChanged += CheckEvolveCondition;
	}

	private void OnDestroy()
	{
		player.playerComponents.inventory.item.onChanged -= CheckEvolveCondition;
	}

	private void CheckEvolveCondition()
	{
		//IL_002e: Unknown result type (might be due to invalid IL or missing references)
		//IL_0034: Invalid comparison between Unknown and I4
		//IL_00af: Unknown result type (might be due to invalid IL or missing references)
		//IL_00b5: Invalid comparison between Unknown and I4
		//IL_00ca: Unknown result type (might be due to invalid IL or missing references)
		bool flag = false;
		for (int i = 0; i < inventory.items.Count; i++)
		{
			Item val = inventory.items[i];
			if (!((Object)(object)val == (Object)null) && (int)((Gear)_item).state == 1 && ((Object)val).name.Equals("VoodooDoll_2"))
			{
				flag = true;
				val.RemoveOnInventory();
			}
		}
		ItemReference val2 = default(ItemReference);
		if (flag && GearResource.instance.TryGetItemReferenceByName("Custom-TatteredCatPlushie", ref val2))
		{
			ItemRequest val3 = val2.LoadAsync();
			((Request<Item>)(object)val3).WaitForCompletion();
			if ((int)((Gear)_item).state == 1)
			{
				Item val4 = Singleton<Service>.Instance.levelManager.DropItem(val3, Vector3.zero);
				_item.ChangeOnInventory(val4);
			}
		}
	}
}
namespace VoiceOfTheCommunity
{
	[Serializable]
	public class CustomItemReference : ItemReference
	{
		private string _originalName;

		public string itemName_ZH;

		public string itemName_KR;

		public string itemDescription_ZH;

		public string itemDescription_KR;

		public string itemLore_ZH;

		public string itemLore_KR;

		public Values stats;

		public Ability[] abilities;

		public Type[] extraComponents;

		public string[] forbiddenDrops = new string[0];

		public Sprite miniIcon;

		private Item item = null;

		private static GameObject rootObj;

		public string name
		{
			get
			{
				return ((GearReference)this).name;
			}
			set
			{
				_originalName = value;
				((GearReference)this).name = "Custom-" + _originalName;
				((GearReference)this).guid = "custom_item://" + value;
				((GearReference)this).displayNameKey = "item/" + ((GearReference)this).name + "/name";
			}
		}

		public string itemName => itemName_ZH;

		public string itemDescription => itemDescription_ZH;

		public string itemLore => itemLore_ZH;

		public CustomItemReference()
		{
			((GearReference)this).obtainable = true;
			((GearReference)this).needUnlock = false;
			((GearReference)this).path = "Assets/Gear/Items/BasicCarleonSword.prefab";
		}

		public Item GetItem(Item baseItem)
		{
			//IL_008c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0091: Unknown result type (might be due to invalid IL or missing references)
			//IL_009d: Unknown result type (might be due to invalid IL or missing references)
			//IL_00a2: Unknown result type (might be due to invalid IL or missing references)
			//IL_00bf: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d0: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_002a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0034: Expected O, but got Unknown
			//IL_0147: Unknown result type (might be due to invalid IL or missing references)
			//IL_014e: Expected O, but got Unknown
			//IL_0171: Unknown result type (might be due to invalid IL or missing references)
			//IL_0176: Unknown result type (might be due to invalid IL or missing references)
			//IL_0179: Expected O, but got Unknown
			//IL_017e: Expected O, but got Unknown
			//IL_01e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01e8: Expected O, but got Unknown
			//IL_0269: Unknown result type (might be due to invalid IL or missing references)
			//IL_0270: Expected O, but got Unknown
			if ((Object)(object)item == (Object)null)
			{
				if ((Object)(object)rootObj == (Object)null)
				{
					rootObj = new GameObject("CustomItems");
					rootObj.SetActive(false);
					Object.DontDestroyOnLoad((Object)(object)rootObj);
				}
				item = Object.Instantiate<Item>(baseItem, rootObj.transform);
				Object.DontDestroyOnLoad((Object)(object)item);
				((Object)((Component)item).gameObject).name = name;
				item.keyword1 = base.prefabKeyword1;
				item.keyword2 = base.prefabKeyword2;
				((Gear)item)._stat = stats;
				((Gear)item)._rarity = ((GearReference)this).rarity;
				((Gear)item)._gearTag = ((GearReference)this).gearTag;
				((Gear)item)._groupItemKeys = forbiddenDrops.ToArray();
				LoadSprites();
				if ((Object)(object)((GearReference)this).icon != (Object)null)
				{
					((Gear)item).dropped.spriteRenderer.sprite = ((GearReference)this).icon;
				}
				if (abilities != null && abilities.Length != 0)
				{
					GameObject val = new GameObject("Ability Attacher");
					val.transform.parent = ((Component)item).gameObject.transform;
					Item obj = item;
					Subcomponents val2 = new Subcomponents();
					Subcomponents val3 = val2;
					obj._abilityAttacher = val2;
					Subcomponents val4 = val3;
					((SubcomponentArray<AbilityAttacher>)(object)val4)._container = val;
					((SubcomponentArray<AbilityAttacher>)(object)val4)._components = (AbilityAttacher[])(object)new AbilityAttacher[abilities.Length];
					abilities[0]._defaultIcon = miniIcon;
					for (int i = 0; i < abilities.Length; i++)
					{
						GameObject val5 = new GameObject("[" + i + "]", new Type[1] { typeof(AlwaysAbilityAttacher) });
						val5.transform.parent = val.transform;
						AlwaysAbilityAttacher component = val5.GetComponent<AlwaysAbilityAttacher>();
						component._abilityComponent = CreateAbilityObject(val5, abilities[i]);
						((SubcomponentArray<AbilityAttacher>)(object)val4)._components[i] = (AbilityAttacher)(object)component;
					}
				}
				if (extraComponents != null && extraComponents.Length != 0)
				{
					GameObject val6 = new GameObject("Extra Behaviors");
					val6.transform.parent = ((Component)item).gameObject.transform;
					Type[] array = extraComponents;
					foreach (Type type in array)
					{
						Component obj2 = val6.AddComponent(type);
						FieldInfo fieldInfo = AccessTools.Field(type, "_item");
						if (fieldInfo != null)
						{
							fieldInfo.SetValue(obj2, item);
						}
					}
				}
			}
			return item;
		}

		private static AbilityComponent CreateAbilityObject(GameObject parent, Ability ability)
		{
			//IL_0077: Unknown result type (might be due to invalid IL or missing references)
			//IL_007e: Expected O, but got Unknown
			//IL_00b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_00be: Expected O, but got Unknown
			Type abilityType = ((object)ability).GetType();
			Assembly assembly = abilityType.Assembly;
			string componentName = abilityType.Name + "Component";
			Type[] array = (from type in assembly.GetTypes()
				where string.Equals(type.Namespace, abilityType.Namespace, StringComparison.Ordinal) && string.Equals(type.Name, componentName, StringComparison.Ordinal)
				select type).ToArray();
			if (array.Length == 1)
			{
				Type type2 = array[0];
				GameObject val = new GameObject("Ability", new Type[1] { type2 });
				val.transform.parent = parent.transform;
				FieldInfo fieldInfo = AccessTools.Field(type2, "_ability");
				Component component = val.GetComponent(type2);
				fieldInfo.SetValue(component, ability);
				return (AbilityComponent)component;
			}
			throw new NotImplementedException("Ability Component Type " + componentName + " not found.");
		}

		public void LoadSprites()
		{
			GetIcon();
			GetThumbnail();
			GetMiniIcon();
		}

		public Sprite GetIcon()
		{
			if ((Object)(object)((GearReference)this).icon == (Object)null)
			{
				((GearReference)this).icon = LoadSprite("Icon", 32f);
			}
			return ((GearReference)this).icon;
		}

		public Sprite GetThumbnail()
		{
			if ((Object)(object)((GearReference)this).thumbnail == (Object)null)
			{
				((GearReference)this).thumbnail = LoadSprite("Thumbnail", 32f);
				if ((Object)(object)((GearReference)this).thumbnail != (Object)null)
				{
					((Object)((GearReference)this).thumbnail).name = name;
				}
			}
			return ((GearReference)this).thumbnail;
		}

		public Sprite GetMiniIcon()
		{
			if ((Object)(object)miniIcon == (Object)null)
			{
				miniIcon = LoadSprite("AbilityIcon", 36f);
				if ((Object)(object)miniIcon != (Object)null)
				{
					((Object)miniIcon).name = name;
				}
			}
			return miniIcon;
		}

		private Sprite LoadSprite(string type, float pixelsPerUnit)
		{
			//IL_006a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0071: Expected O, but got Unknown
			//IL_00b4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00c3: Unknown result type (might be due to invalid IL or missing references)
			Sprite result = null;
			try
			{
				Assembly assembly = typeof(CustomItemReference).Assembly;
				Stream manifestResourceStream = assembly.GetManifestResourceStream("VoiceOfTheCommunity.Sprites." + _originalName + "." + type + ".png");
				byte[] array = new byte[manifestResourceStream.Length];
				manifestResourceStream.Read(array, 0, (int)manifestResourceStream.Length);
				Texture2D val = new Texture2D(2, 2);
				ImageConversion.LoadImage(val, array);
				((Texture)val).filterMode = (FilterMode)0;
				int num = Math.Max(((Texture)val).width, ((Texture)val).height);
				result = Sprite.Create(val, new Rect(0f, 0f, (float)((Texture)val).width, (float)((Texture)val).height), new Vector2(0.5f, 0.5f), pixelsPerUnit);
			}
			catch (Exception)
			{
			}
			return result;
		}
	}
	public class CustomItems
	{
		public static readonly List<CustomItemReference> Items = InitializeItems();

		private static List<CustomItemReference> InitializeItems()
		{
			//IL_001c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0066: Unknown result type (might be due to invalid IL or missing references)
			//IL_006e: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_00b9: Expected O, but got Unknown
			//IL_00ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_00d4: Expected O, but got Unknown
			//IL_00d4: Unknown result type (might be due to invalid IL or missing references)
			//IL_00de: Expected O, but got Unknown
			//IL_0111: Unknown result type (might be due to invalid IL or missing references)
			//IL_0162: Unknown result type (might be due to invalid IL or missing references)
			//IL_016b: Unknown result type (might be due to invalid IL or missing references)
			//IL_018d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0193: Expected O, but got Unknown
			//IL_01a8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01ae: Expected O, but got Unknown
			//IL_01ae: Unknown result type (might be due to invalid IL or missing references)
			//IL_01b8: Expected O, but got Unknown
			//IL_01b8: Unknown result type (might be due to invalid IL or missing references)
			//IL_01bf: Expected O, but got Unknown
			//IL_01c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_01cb: Expected O, but got Unknown
			//IL_01ed: Unknown result type (might be due to invalid IL or missing references)
			//IL_01f7: Expected O, but got Unknown
			//IL_0251: Unknown result type (might be due to invalid IL or missing references)
			//IL_02aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_02b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_02d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_02db: Expected O, but got Unknown
			//IL_02f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_02f6: Expected O, but got Unknown
			//IL_02f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0300: Expected O, but got Unknown
			//IL_0300: Unknown result type (might be due to invalid IL or missing references)
			//IL_0307: Expected O, but got Unknown
			//IL_0309: Unknown result type (might be due to invalid IL or missing references)
			//IL_0313: Expected O, but got Unknown
			//IL_0335: Unknown result type (might be due to invalid IL or missing references)
			//IL_033f: Expected O, but got Unknown
			//IL_0394: Unknown result type (might be due to invalid IL or missing references)
			//IL_03e4: Unknown result type (might be due to invalid IL or missing references)
			//IL_03ed: Unknown result type (might be due to invalid IL or missing references)
			//IL_040f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0415: Expected O, but got Unknown
			//IL_042a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0430: Expected O, but got Unknown
			//IL_0445: Unknown result type (might be due to invalid IL or missing references)
			//IL_044b: Expected O, but got Unknown
			//IL_0460: Unknown result type (might be due to invalid IL or missing references)
			//IL_0466: Expected O, but got Unknown
			//IL_047b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0481: Expected O, but got Unknown
			//IL_0481: Unknown result type (might be due to invalid IL or missing references)
			//IL_048b: Expected O, but got Unknown
			//IL_04c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_051f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0528: Unknown result type (might be due to invalid IL or missing references)
			//IL_054a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0550: Expected O, but got Unknown
			//IL_0565: Unknown result type (might be due to invalid IL or missing references)
			//IL_056b: Expected O, but got Unknown
			//IL_0580: Unknown result type (might be due to invalid IL or missing references)
			//IL_0586: Expected O, but got Unknown
			//IL_059b: Unknown result type (might be due to invalid IL or missing references)
			//IL_05a1: Expected O, but got Unknown
			//IL_05b6: Unknown result type (might be due to invalid IL or missing references)
			//IL_05bc: Expected O, but got Unknown
			//IL_05bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_05c6: Expected O, but got Unknown
			//IL_05c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_05cd: Expected O, but got Unknown
			//IL_05e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_05eb: Expected O, but got Unknown
			//IL_05fe: Unknown result type (might be due to invalid IL or missing references)
			//IL_0608: Expected O, but got Unknown
			//IL_0677: Unknown result type (might be due to invalid IL or missing references)
			//IL_06c8: Unknown result type (might be due to invalid IL or missing references)
			//IL_06d1: Unknown result type (might be due to invalid IL or missing references)
			//IL_06f3: Unknown result type (might be due to invalid IL or missing references)
			//IL_06f9: Expected O, but got Unknown
			//IL_06f9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0703: Expected O, but got Unknown
			//IL_0703: Unknown result type (might be due to invalid IL or missing references)
			//IL_070a: Expected O, but got Unknown
			//IL_070b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0724: Unknown result type (might be due to invalid IL or missing references)
			//IL_072e: Expected O, but got Unknown
			//IL_074e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0758: Expected O, but got Unknown
			//IL_0787: Unknown result type (might be due to invalid IL or missing references)
			//IL_0789: Unknown result type (might be due to invalid IL or missing references)
			//IL_0793: Expected O, but got Unknown
			//IL_07cf: Unknown result type (might be due to invalid IL or missing references)
			//IL_0820: Unknown result type (might be due to invalid IL or missing references)
			//IL_0829: Unknown result type (might be due to invalid IL or missing references)
			//IL_084b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0851: Expected O, but got Unknown
			//IL_0851: Unknown result type (might be due to invalid IL or missing references)
			//IL_085b: Expected O, but got Unknown
			//IL_0892: Unknown result type (might be due to invalid IL or missing references)
			//IL_08eb: Unknown result type (might be due to invalid IL or missing references)
			//IL_08f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_0916: Unknown result type (might be due to invalid IL or missing references)
			//IL_091c: Expected O, but got Unknown
			//IL_091c: Unknown result type (might be due to invalid IL or missing references)
			//IL_0926: Expected O, but got Unknown
			//IL_095e: Unknown result type (might be due to invalid IL or missing references)
			//IL_0964: Expected O, but got Unknown
			//IL_0979: Unknown result type (might be due to invalid IL or missing references)
			//IL_097f: Expected O, but got Unknown
			//IL_097f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0989: Expected O, but got Unknown
			//IL_09a6: Unknown result type (might be due to invalid IL or missing references)
			//IL_09ac: Expected O, but got Unknown
			//IL_09ac: Unknown result type (might be due to invalid IL or missing references)
			//IL_09b6: Expected O, but got Unknown
			//IL_0a03: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a0b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a64: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a6d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a8f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a95: Expected O, but got Unknown
			//IL_0a95: Unknown result type (might be due to invalid IL or missing references)
			//IL_0a9f: Expected O, but got Unknown
			//IL_0ac1: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ac9: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b22: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b2b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b54: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b5a: Expected O, but got Unknown
			//IL_0b6f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b75: Expected O, but got Unknown
			//IL_0b75: Unknown result type (might be due to invalid IL or missing references)
			//IL_0b7f: Expected O, but got Unknown
			//IL_0bb7: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c07: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c10: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c32: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c38: Expected O, but got Unknown
			//IL_0c4d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c53: Expected O, but got Unknown
			//IL_0c53: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c5d: Expected O, but got Unknown
			//IL_0c5d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c64: Expected O, but got Unknown
			//IL_0c66: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c70: Expected O, but got Unknown
			//IL_0c92: Unknown result type (might be due to invalid IL or missing references)
			//IL_0c9c: Expected O, but got Unknown
			//IL_0cdc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d34: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d3d: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d5f: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d65: Expected O, but got Unknown
			//IL_0d7a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d80: Expected O, but got Unknown
			//IL_0d80: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d8a: Expected O, but got Unknown
			//IL_0d8a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d91: Expected O, but got Unknown
			//IL_0d93: Unknown result type (might be due to invalid IL or missing references)
			//IL_0d9d: Expected O, but got Unknown
			//IL_0dbf: Unknown result type (might be due to invalid IL or missing references)
			//IL_0dc9: Expected O, but got Unknown
			//IL_0e38: Unknown result type (might be due to invalid IL or missing references)
			//IL_0e90: Unknown result type (might be due to invalid IL or missing references)
			//IL_0e99: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ebb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ec1: Expected O, but got Unknown
			//IL_0ed6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0edc: Expected O, but got Unknown
			//IL_0edc: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ee6: Expected O, but got Unknown
			//IL_0ee6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0eed: Expected O, but got Unknown
			//IL_0eef: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ef9: Expected O, but got Unknown
			//IL_0f1b: Unknown result type (might be due to invalid IL or missing references)
			//IL_0f25: Expected O, but got Unknown
			//IL_0f7a: Unknown result type (might be due to invalid IL or missing references)
			//IL_0fcb: Unknown result type (might be due to invalid IL or missing references)
			//IL_0fd4: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ff6: Unknown result type (might be due to invalid IL or missing references)
			//IL_0ffc: Expected O, but got Unknown
			//IL_0ffc: Unknown result type (might be due to invalid IL or missing references)
			//IL_1006: Expected O, but got Unknown
			//IL_102a: Unknown result type (might be due to invalid IL or missing references)
			//IL_1030: Expected O, but got Unknown
			//IL_1030: Unknown result type (might be due to invalid IL or missing references)
			//IL_103a: Expected O, but got Unknown
			//IL_1072: Unknown result type (might be due to invalid IL or missing references)
			//IL_10c3: Unknown result type (might be due to invalid IL or missing references)
			//IL_10cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_10ee: Unknown result type (might be due to invalid IL or missing references)
			//IL_10f4: Expected O, but got Unknown
			//IL_10f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_10fe: Expected O, but got Unknown
			//IL_1135: Unknown result type (might be due to invalid IL or missing references)
			//IL_1186: Unknown result type (might be due to invalid IL or missing references)
			//IL_118f: Unknown result type (might be due to invalid IL or missing references)
			//IL_11b1: Unknown result type (might be due to invalid IL or missing references)
			//IL_11b7: Expected O, but got Unknown
			//IL_11b7: Unknown result type (might be due to invalid IL or missing references)
			//IL_11c1: Expected O, but got Unknown
			//IL_11c1: Unknown result type (might be due to invalid IL or missing references)
			//IL_11c8: Expected O, but got Unknown
			//IL_11c9: Unknown result type (might be due to invalid IL or missing references)
			//IL_11e2: Unknown result type (might be due to invalid IL or missing references)
			//IL_11ec: Expected O, but got Unknown
			//IL_120c: Unknown result type (might be due to invalid IL or missing references)
			//IL_1216: Expected O, but got Unknown
			//IL_1245: Unknown result type (might be due to invalid IL or missing references)
			//IL_1247: Unknown result type (might be due to invalid IL or missing references)
			//IL_1251: Expected O, but got Unknown
			//IL_128d: Unknown result type (might be due to invalid IL or missing references)
			//IL_12e6: Unknown result type (might be due to invalid IL or missing references)
			//IL_12ef: Unknown result type (might be due to invalid IL or missing references)
			//IL_1311: Unknown result type (might be due to invalid IL or missing references)
			//IL_1317: Expected O, but got Unknown
			//IL_1317: Unknown result type (might be due to invalid IL or missing references)
			//IL_1321: Expected O, but got Unknown
			//IL_1321: Unknown result type (might be due to invalid IL or missing references)
			//IL_1328: Expected O, but got Unknown
			//IL_1329: Unknown result type (might be due to invalid IL or missing references)
			//IL_1342: Unknown result type (might be due to invalid IL or missing references)
			//IL_134c: Expected O, but got Unknown
			//IL_136c: Unknown result type (might be due to invalid IL or missing references)
			//IL_1376: Expected O, but got Unknown
			//IL_13a5: Unknown result type (might be due to invalid IL or missing references)
			//IL_13a7: Unknown result type (might be due to invalid IL or missing references)
			//IL_13b1: Expected O, but got Unknown
			//IL_1402: Unknown result type (might be due to invalid IL or missing references)
			//IL_1453: Unknown result type (might be due to invalid IL or missing references)
			//IL_145c: Unknown result type (might be due to invalid IL or missing references)
			//IL_1498: Unknown result type (might be due to invalid IL or missing references)
			//IL_14e9: Unknown result type (might be due to invalid IL or missing references)
			//IL_14f2: Unknown result type (might be due to invalid IL or missing references)
			//IL_14f7: Unknown result type (might be due to invalid IL or missing references)
			//IL_14fe: Expected O, but got Unknown
			//IL_1533: Unknown result type (might be due to invalid IL or missing references)
			//IL_1539: Expected O, but got Unknown
			//IL_1539: Unknown result type (might be due to invalid IL or missing references)
			//IL_1543: Expected O, but got Unknown
			//IL_1543: Unknown result type (might be due to invalid IL or missing references)
			//IL_154a: Expected O, but got Unknown
			//IL_154b: Unknown result type (might be due to invalid IL or missing references)
			//IL_1564: Unknown result type (might be due to invalid IL or missing references)
			//IL_156e: Expected O, but got Unknown
			//IL_157f: Unknown result type (might be due to invalid IL or missing references)
			//IL_1589: Expected O, but got Unknown
			//IL_15b8: Unknown result type (might be due to invalid IL or missing references)
			//IL_15ba: Unknown result type (might be due to invalid IL or missing references)
			//IL_15c4: Expected O, but got Unknown
			//IL_15fd: Unknown result type (might be due to invalid IL or missing references)
			//IL_164e: Unknown result type (might be due to invalid IL or missing references)
			//IL_1657: Unknown result type (might be due to invalid IL or missing references)
			//IL_1679: Unknown result type (might be due to invalid IL or missing references)
			//IL_167f: Expected O, but got Unknown
			//IL_1694: Unknown result type (might be due to invalid IL or missing references)
			//IL_169a: Expected O, but got Unknown
			//IL_16af: Unknown result type (might be due to invalid IL or missing references)
			//IL_16b5: Expected O, but got Unknown
			//IL_16b5: Unknown result type (might be due to invalid IL or missing references)
			//IL_16bf: Expected O, but got Unknown
			//IL_16fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_1754: Unknown result type (might be due to invalid IL or missing references)
			//IL_175c: Unknown result type (might be due to invalid IL or missing references)
			//IL_1791: Unknown result type (might be due to invalid IL or missing references)
			//IL_1797: Expected O, but got Unknown
			//IL_17ac: Unknown result type (might be due to invalid IL or missing references)
			//IL_17b2: Expected O, but got Unknown
			//IL_17c7: Unknown result type (might be due to invalid IL or missing references)
			//IL_17cd: Expected O, but got Unknown
			//IL_17cd: Unknown result type (might be due to invalid IL or missing references)
			//IL_17d7: Expected O, but got Unknown
			//IL_17f4: Unknown result type (might be due to invalid IL or missing references)
			//IL_17fa: Expected O, but got Unknown
			//IL_180f: Unknown result type (might be due to invalid IL or missing references)
			//IL_1815: Expected O, but got Unknown
			//IL_182a: Unknown result type (might be due to invalid IL or missing references)
			//IL_1830: Expected O, but got Unknown
			//IL_1830: Unknown result type (might be due to invalid IL or missing references)
			//IL_183a: Expected O, but got Unknown
			//IL_188f: Unknown result type (might be due to invalid IL or missing references)
			//IL_18e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_18e8: Unknown result type (might be due to invalid IL or missing references)
			//IL_190a: Unknown result type (might be due to invalid IL or missing references)
			//IL_1910: Expected O, but got Unknown
			//IL_1925: Unknown result type (might be due to invalid IL or missing references)
			//IL_192b: Expected O, but got Unknown
			//IL_1940: Unknown result type (might be due to invalid IL or missing references)
			//IL_1946: Expected O, but got Unknown
			//IL_1946: Unknown result type (might be due to invalid IL or missing references)
			//IL_1950: Expected O, but got Unknown
			//IL_1972: Unknown result type (might be due to invalid IL or missing references)
			//IL_19c3: Unknown result type (might be due to invalid IL or missing references)
			//IL_19cc: Unknown result type (might be due to invalid IL or missing references)
			//IL_19f5: Unknown result type (might be due to invalid IL or missing references)
			//IL_19fb: Expected O, but got Unknown
			//IL_19fb: Unknown result type (might be due to invalid IL or missing references)
			//IL_1a05: Expected O, but got Unknown
			//IL_1a3d: Unknown result type (might be due to invalid IL or missing references)
			//IL_1a8d: Unknown result type (might be due to invalid IL or missing references)
			//IL_1a96: Unknown result type (might be due to invalid IL or missing references)
			//IL_1ab8: Unknown result type (might be due to invalid IL or missing references)
			//IL_1abe: Expected O, but got Unknown
			//IL_1abe: Unknown result type (might be due to invalid IL or missing references)
			//IL_1ac8: Expected O, but got Unknown
			//IL_1ac8: Unknown result type (might be due to invalid IL or missing references)
			//IL_1acf: Expected O, but got Unknown
			//IL_1ad1: Unknown result type (might be due to invalid IL or missing references)
			//IL_1adb: Expected O, but got Unknown
			//IL_1afd: Unknown result type (might be due to invalid IL or missing references)
			//IL_1b07: Expected O, but got Unknown
			//IL_1b47: Unknown result type (might be due to invalid IL or missing references)
			//IL_1b97: Unknown result type (might be due to invalid IL or missing references)
			//IL_1ba0: Unknown result type (might be due to invalid IL or missing references)
			//IL_1bc2: Unknown result type (might be due to invalid IL or missing references)
			//IL_1bc8: Expected O, but got Unknown
			//IL_1bdd: Unknown result type (might be due to invalid IL or missing references)
			//IL_1be3: Expected O, but got Unknown
			//IL_1bf8: Unknown result type (might be due to invalid IL or missing references)
			//IL_1bfe: Expected O, but got Unknown
			//IL_1c13: Unknown result type (might be due to invalid IL or missing references)
			//IL_1c19: Expected O, but got Unknown
			//IL_1c2e: Unknown result type (might be due to invalid IL or missing references)
			//IL_1c34: Expected O, but got Unknown
			//IL_1c34: Unknown result type (might be due to invalid IL or missing references)
			//IL_1c3e: Expected O, but got Unknown
			//IL_1c7a: Unknown result type (might be due to invalid IL or missing references)
			//IL_1cd2: Unknown result type (might be due to invalid IL or missing references)
			//IL_1cda: Unknown result type (might be due to invalid IL or missing references)
			//IL_1cfc: Unknown result type (might be due to invalid IL or missing references)
			//IL_1d02: Expected O, but got Unknown
			//IL_1d17: Unknown result type (might be due to invalid IL or missing references)
			//IL_1d1d: Expected O, but got Unknown
			//IL_1d32: Unknown result type (might be due to invalid IL or missing references)
			//IL_1d38: Expected O, but got Unknown
			//IL_1d38: Unknown result type (might be due to invalid IL or missing references)
			//IL_1d42: Expected O, but got Unknown
			//IL_1d91: Unknown result type (might be due to invalid IL or missing references)
			//IL_1de9: Unknown result type (might be due to invalid IL or missing references)
			//IL_1df1: Unknown result type (might be due to invalid IL or missing references)
			//IL_1e13: Unknown result type (might be due to invalid IL or missing references)
			//IL_1e19: Expected O, but got Unknown
			//IL_1e2e: Unknown result type (might be due to invalid IL or missing references)
			//IL_1e34: Expected O, but got Unknown
			//IL_1e49: Unknown result type (might be due to invalid IL or missing references)
			//IL_1e4f: Expected O, but got Unknown
			//IL_1e4f: Unknown result type (might be due to invalid IL or missing references)
			//IL_1e59: Expected O, but got Unknown
			//IL_1ea8: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f00: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f08: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f2a: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f30: Expected O, but got Unknown
			//IL_1f45: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f4b: Expected O, but got Unknown
			//IL_1f60: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f66: Expected O, but got Unknown
			//IL_1f7b: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f81: Expected O, but got Unknown
			//IL_1f96: Unknown result type (might be due to invalid IL or missing references)
			//IL_1f9c: Expected O, but got Unknown
			//IL_1f9c: Unknown result type (might be due to invalid IL or missing references)
			//IL_1fa6: Expected O, but got Unknown
			//IL_1ff5: Unknown result type (might be due to invalid IL or missing references)
			//IL_204e: Unknown result type (might be due to invalid IL or missing references)
			//IL_2056: Unknown result type (might be due to invalid IL or missing references)
			//IL_2078: Unknown result type (might be due to invalid IL or missing references)
			//IL_207e: Expected O, but got Unknown
			//IL_2093: Unknown result type (might be due to invalid IL or missing references)
			//IL_2099: Expected O, but got Unknown
			//IL_20ae: Unknown result type (might be due to invalid IL or missing references)
			//IL_20b4: Expected O, but got Unknown
			//IL_20c9: Unknown result type (might be due to invalid IL or missing references)
			//IL_20cf: Expected O, but got Unknown
			//IL_20e4: Unknown result type (might be due to invalid IL or missing references)
			//IL_20ea: Expected O, but got Unknown
			//IL_20ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_20f4: Expected O, but got Unknown
			//IL_2143: Unknown result type (might be due to invalid IL or missing references)
			//IL_2194: Unknown result type (might be due to invalid IL or missing references)
			//IL_219d: Unknown result type (might be due to invalid IL or missing references)
			//IL_21bf: Unknown result type (might be due to invalid IL or missing references)
			//IL_21c5: Expected O, but got Unknown
			//IL_21da: Unknown result type (might be due to invalid IL or missing references)
			//IL_21e0: Expected O, but got Unknown
			//IL_21e0: Unknown result type (might be due to invalid IL or missing references)
			//IL_21ea: Expected O, but got Unknown
			//IL_21ea: Unknown result type (might be due to invalid IL or missing references)
			//IL_21f1: Expected O, but got Unknown
			//IL_2205: Unknown result type (might be due to invalid IL or missing references)
			//IL_220f: Expected O, but got Unknown
			//IL_2222: Unknown result type (might be due to invalid IL or missing references)
			//IL_222c: Expected O, but got Unknown
			//IL_2274: Unknown result type (might be due to invalid IL or missing references)
			//IL_22c5: Unknown result type (might be due to invalid IL or missing references)
			//IL_22ce: Unknown result type (might be due to invalid IL or missing references)
			//IL_22f0: Unknown result type (might be due to invalid IL or missing references)
			//IL_22f6: Expected O, but got Unknown
			//IL_22f6: Unknown result type (might be due to invalid IL or missing references)
			//IL_2300: Expected O, but got Unknown
			//IL_2337: Unknown result type (might be due to invalid IL or missing references)
			//IL_2388: Unknown result type (might be due to invalid IL or missing references)
			//IL_2391: Unknown result type (might be due to invalid IL or missing references)
			//IL_23c6: Unknown result type (might be due to invalid IL or missing references)
			//IL_23cc: Expected O, but got Unknown
			//IL_23e1: Unknown result type (might be due to invalid IL or missing references)
			//IL_23e7: Expected O, but got Unknown
			//IL_23e7: Unknown result type (might be due to invalid IL or missing references)
			//IL_23f1: Expected O, but got Unknown
			//IL_2429: Unknown result type (might be due to invalid IL or missing references)
			//IL_2431: Unknown result type (might be due to invalid IL or missing references)
			//IL_248a: Unknown result type (might be due to invalid IL or missing references)
			//IL_2493: Unknown result type (might be due to invalid IL or missing references)
			//IL_2498: Unknown result type (might be due to invalid IL or missing references)
			//IL_249f: Expected O, but got Unknown
			//IL_24a0: Unknown result type (might be due to invalid IL or missing references)
			//IL_24b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_24c3: Expected O, but got Unknown
			//IL_24e3: Unknown result type (might be due to invalid IL or missing references)
			//IL_24ed: Expected O, but got Unknown
			//IL_251c: Unknown result type (might be due to invalid IL or missing references)
			//IL_251e: Unknown result type (might be due to invalid IL or missing references)
			//IL_2528: Expected O, but got Unknown
			//IL_2564: Unknown result type (might be due to invalid IL or missing references)
			//IL_256c: Unknown result type (might be due to invalid IL or missing references)
			//IL_25bc: Unknown result type (might be due to invalid IL or missing references)
			//IL_25c5: Unknown result type (might be due to invalid IL or missing references)
			//IL_25e7: Unknown result type (might be due to invalid IL or missing references)
			//IL_25ed: Expected O, but got Unknown
			//IL_2602: Unknown result type (might be due to invalid IL or missing references)
			//IL_2608: Expected O, but got Unknown
			//IL_2608: Unknown result type (might be due to invalid IL or missing references)
			//IL_2612: Expected O, but got Unknown
			//IL_2612: Unknown result type (might be due to invalid IL or missing references)
			//IL_2619: Expected O, but got Unknown
			//IL_261c: Unknown result type (might be due to invalid IL or missing references)
			//IL_263e: Unknown result type (might be due to invalid IL or missing references)
			//IL_2644: Expected O, but got Unknown
			//IL_2644: Unknown result type (might be due to invalid IL or missing references)
			//IL_264e: Expected O, but got Unknown
			//IL_2682: Unknown result type (might be due to invalid IL or missing references)
			//IL_26d3: Unknown result type (might be due to invalid IL or missing references)
			//IL_26dc: Unknown result type (might be due to invalid IL or missing references)
			//IL_2711: Unknown result type (might be due to invalid IL or missing references)
			//IL_2717: Expected O, but got Unknown
			//IL_2717: Unknown result type (might be due to invalid IL or missing references)
			//IL_2721: Expected O, but got Unknown
			//IL_2759: Unknown result type (might be due to invalid IL or missing references)
			//IL_27aa: Unknown result type (might be due to invalid IL or missing references)
			//IL_27b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_27d5: Unknown result type (might be due to invalid IL or missing references)
			//IL_27db: Expected O, but got Unknown
			//IL_27db: Unknown result type (might be due to invalid IL or missing references)
			//IL_27e5: Expected O, but got Unknown
			//IL_281c: Unknown result type (might be due to invalid IL or missing references)
			//IL_286d: Unknown result type (might be due to invalid IL or missing references)
			//IL_2876: Unknown result type (might be due to invalid IL or missing references)
			//IL_2898: Unknown result type (might be due to invalid IL or missing references)
			//IL_289e: Expected O, but got Unknown
			//IL_28b3: Unknown result type (might be due to invalid IL or missing references)
			//IL_28b9: Expected O, but got Unknown
			//IL_28b9: Unknown result type (might be due to invalid IL or missing references)
			//IL_28c3: Expected O, but got Unknown
			//IL_28ff: Unknown result type (might be due to invalid IL or missing references)
			//IL_2958: Unknown result type (might be due to invalid IL or missing references)
			//IL_2961: Unknown result type (might be due to invalid IL or missing references)
			List<CustomItemReference> list = new List<CustomItemReference>();
			CustomItemReference customItemReference = new CustomItemReference();
			customItemReference.name = "VaseOfTheFallen";
			((GearReference)customItemReference).rarity = (Rarity)2;
			customItemReference.itemName_ZH = "堕落者之瓶";
			customItemReference.itemName_KR = "영혼이 담긴 도자기";
			customItemReference.itemDescription_ZH = "杀死一个敌人增加5%<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>,(最多200%,受击减半),\n1秒内反击时回复面板(冷却:3秒)。";
			customItemReference.itemDescription_KR = "처치한 적의 수에 비례하여 <color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 5% 증가합니다 (최대 200% 증가, 피격시 증가치의 절반이 사라집니다).\n피격 후 1초 내로 적 공격 시 감소한 증가치의 절반을 되돌려 받습니다 (쿨타임: 3초).";
			customItemReference.itemLore_ZH = "东方英灵不散,同汝一共御敌。";
			customItemReference.itemLore_KR = "장렬히 전사했던 동쪽 왕국의 병사들의 혼이 담긴 영물";
			((ItemReference)customItemReference).prefabKeyword1 = (Key)31;
			((ItemReference)customItemReference).prefabKeyword2 = (Key)25;
			VaseOfTheFallenAbility vaseOfTheFallenAbility = new VaseOfTheFallenAbility();
			vaseOfTheFallenAbility._revengeTimeout = 1f;
			vaseOfTheFallenAbility._revengeCooldown = 3f;
			vaseOfTheFallenAbility._maxStack = 40;
			vaseOfTheFallenAbility._statPerStack = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.05),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.05)
			});
			VaseOfTheFallenAbility vaseOfTheFallenAbility2 = vaseOfTheFallenAbility;
			customItemReference.abilities = (Ability[])(object)new Ability[1] { vaseOfTheFallenAbility2 };
			list.Add(customItemReference);
			CustomItemReference customItemReference2 = new CustomItemReference();
			customItemReference2.name = "BrokenHeart";
			((GearReference)customItemReference2).rarity = (Rarity)2;
			customItemReference2.itemName_ZH = "空虚容器";
			customItemReference2.itemName_KR = "찢어진 심장";
			customItemReference2.itemDescription_ZH = "<color=#1787D8>魔法攻击力</color>增加20%,\n精华冷却速度增加30%,\n精华伤害增幅15%,\n当你拥有精华“魅魔”时,该物品进化。";
			customItemReference2.itemDescription_KR = "<color=#1787D8>마법공격력</color>이 20% 증가합니다.\n정수 쿨다운 속도가 30% 증가합니다.\n적에게 정수로 입히는 데미지가 15% 증폭됩니다.\n'서큐버스' 정수 소지 시 이 아이템은 '색욕의 심장'으로 변합니다.";
			customItemReference2.itemLore_ZH = "一些穷汉子的心确实是被踩烂了,生理上或心理上。";
			customItemReference2.itemLore_KR = "딱한 것, 심장이 은유적으로도 물리적으로도 찢어지다니.";
			((ItemReference)customItemReference2).prefabKeyword1 = (Key)31;
			((ItemReference)customItemReference2).prefabKeyword2 = (Key)28;
			customItemReference2.stats = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.2),
				new Value(Category.PercentPoint, Kind.EssenceCooldownSpeed, 0.3)
			});
			ModifyDamage val = new ModifyDamage();
			val._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val._attackTypes)[(MotionType)3] = true;
			val._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val._damagePercent = 1.15f;
			customItemReference2.abilities = (Ability[])(object)new Ability[1] { (Ability)val };
			customItemReference2.extraComponents = new Type[1] { typeof(BrokenHeartEvolveBehavior) };
			list.Add(customItemReference2);
			CustomItemReference customItemReference3 = new CustomItemReference();
			customItemReference3.name = "BrokenHeart_2";
			((GearReference)customItemReference3).rarity = (Rarity)3;
			((GearReference)customItemReference3).obtainable = false;
			customItemReference3.itemName_ZH = "欲孽之心";
			customItemReference3.itemName_KR = "색욕의 심장";
			customItemReference3.itemDescription_ZH = "<color=#1787D8>魔法攻击力</color>增幅20%,\n精华冷却速度增加60%,\n精华伤害增幅30%。";
			customItemReference3.itemDescription_KR = "<color=#1787D8>마법공격력</color>이 20% 증폭됩니다.\n정수 쿨다운 속도가 60% 증가합니다.\n적에게 정수로 입히는 데미지가 30% 증폭됩니다.\n";
			customItemReference3.itemLore_ZH = "由欲孽王子阿斯莫德斯将其授予最棒的淫妖或者魅魔。(男魅魔叫淫妖)";
			customItemReference3.itemLore_KR = "색욕의 마신 아스모데우스로부터 가장 위대한 인큐버스 혹은 서큐버스에게 하사된 증표";
			((ItemReference)customItemReference3).prefabKeyword1 = (Key)31;
			((ItemReference)customItemReference3).prefabKeyword2 = (Key)28;
			customItemReference3.stats = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.Percent, Kind.MagicAttackDamage, 1.2),
				new Value(Category.PercentPoint, Kind.EssenceCooldownSpeed, 0.6)
			});
			ModifyDamage val2 = new ModifyDamage();
			val2._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val2._attackTypes)[(MotionType)3] = true;
			val2._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val2._damagePercent = 1.3f;
			customItemReference3.abilities = (Ability[])(object)new Ability[1] { (Ability)val2 };
			customItemReference3.forbiddenDrops = new string[1] { "Custom-BrokenHeart" };
			list.Add(customItemReference3);
			CustomItemReference customItemReference4 = new CustomItemReference();
			customItemReference4.name = "SmallTwig";
			((GearReference)customItemReference4).rarity = (Rarity)3;
			customItemReference4.itemName_ZH = "小树枝";
			customItemReference4.itemName_KR = "작은 나뭇가지";
			customItemReference4.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>增加35%,\n技能冷却速度增加30%,技能释放速度增加30%,\n攻击速度增加15%,\n如果你使用的是初始骨那么以上效果翻倍,造成伤害增幅10%。";
			customItemReference4.itemDescription_KR = "<color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 35% 증가합니다.\n스킬 쿨다운 속도 및 스킬 시전 속도가 30% 증가합니다.\n공격 속도가 15% 증가합니다.\n'스컬' 혹은 '용사 리틀본' 스컬을 사용 중일 시 이 아이템의 모든 스탯 증가치가 두배가 되며 적에게 입히는 데미지가 10% 증폭됩니다.";
			customItemReference4.itemLore_ZH = "嘿,我找到一根完美的棍子,但为什么感觉这么伤感呢...";
			customItemReference4.itemLore_KR = "정말 멋있어 보이는 나뭇가지일 터인데, 왜 볼 때 마다 슬퍼지는 걸까...";
			((ItemReference)customItemReference4).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference4).prefabKeyword2 = (Key)11;
			customItemReference4.stats = new Values((Value[])(object)new Value[5]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.35),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.35),
				new Value(Category.PercentPoint, Kind.SkillCooldownSpeed, 0.3),
				new Value(Category.PercentPoint, Kind.SkillAttackSpeed, 0.3),
				new Value(Category.PercentPoint, Kind.AttackSpeed, 0.15)
			});
			customItemReference4.extraComponents = new Type[1] { typeof(SmallTwigEvolveBehavior) };
			list.Add(customItemReference4);
			CustomItemReference customItemReference5 = new CustomItemReference();
			customItemReference5.name = "SmallTwig_2";
			((GearReference)customItemReference5).rarity = (Rarity)3;
			((GearReference)customItemReference5).obtainable = false;
			customItemReference5.itemName_ZH = "小树枝";
			customItemReference5.itemName_KR = "작은 나뭇가지";
			customItemReference5.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>增加35%,\n技能冷却速度增加30%,技能释放速度增加30%,\n攻击速度增加15%,\n如果你使用的是初始骨那么以上效果翻倍,造成伤害增幅10%。";
			customItemReference5.itemDescription_KR = "<color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 35% 증가합니다.\n스킬 쿨다운 속도 및 스킬 시전 속도가 30% 증가합니다.\n공격 속도가 15% 증가합니다.\n'스컬' 혹은 '용사 리틀본' 스컬을 사용 중일 시 이 아이템의 모든 스탯 증가치가 두배가 되며 적에게 입히는 데미지가 10% 증폭됩니다.";
			customItemReference5.itemLore_ZH = "嘿,我找到一根完美的棍子,但为什么感觉这么伤感呢...";
			customItemReference5.itemLore_KR = "정말 멋있어 보이는 나뭇가지일 터인데, 왜 볼 때 마다 슬퍼지는 걸까...";
			((ItemReference)customItemReference5).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference5).prefabKeyword2 = (Key)11;
			customItemReference5.stats = new Values((Value[])(object)new Value[5]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.7),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.7),
				new Value(Category.PercentPoint, Kind.SkillCooldownSpeed, 0.6),
				new Value(Category.PercentPoint, Kind.SkillAttackSpeed, 0.6),
				new Value(Category.PercentPoint, Kind.AttackSpeed, 0.3)
			});
			ModifyDamage val3 = new ModifyDamage();
			val3._attackTypes = new MotionTypeBoolArray(new bool[9] { true, true, true, true, true, true, true, true, true });
			val3._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val3._damagePercent = 1.1f;
			customItemReference5.abilities = (Ability[])(object)new Ability[1] { (Ability)val3 };
			customItemReference5.extraComponents = new Type[1] { typeof(SmallTwigRevertBehavior) };
			customItemReference5.forbiddenDrops = new string[1] { "Custom-SmallTwig" };
			list.Add(customItemReference5);
			CustomItemReference customItemReference6 = new CustomItemReference();
			customItemReference6.name = "VolcanicShard";
			((GearReference)customItemReference6).rarity = (Rarity)3;
			customItemReference6.itemName_ZH = "火山岩锋";
			customItemReference6.itemName_KR = "화산의 일각";
			customItemReference6.itemDescription_ZH = "<color=#1787D8>魔法攻击力</color>增加80%,\n普攻与技能有20%概率给予火伤,\n对火伤状态敌人造成伤害增幅25%,\n每装备一个放火刻印,火焰燃烧的伤害间隔缩短5%。";
			customItemReference6.itemDescription_KR = "<color=#1787D8>마법공격력</color>이 80% 증가합니다.\n적 공격 시 20% 확률로 화상을 부여합니다.\n화상 상태의 적에게 입히는 데미지가 25% 증폭됩니다.\n가지고 있는 방화 각인에 비례하여 화상의 지속시간이 5%씩 감소합니다.";
			customItemReference6.itemLore_ZH = "岩浆所熔,黑岩所锻,山灰漫天,神剑出世。";
			customItemReference6.itemLore_KR = "전설의 흑요석 화산의 폭발에서 만들어졌다고 전해진, 세상에서 가장 뜨거운 칼날";
			((ItemReference)customItemReference6).prefabKeyword1 = (Key)10;
			((ItemReference)customItemReference6).prefabKeyword2 = (Key)9;
			customItemReference6.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.8)
			});
			ApplyStatusOnGaveDamage val4 = new ApplyStatusOnGaveDamage();
			Kind val5 = (Kind)2;
			val4._cooldownTime = 0.1f;
			val4._chance = 20;
			val4._attackTypes = new AttackTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val4._attackTypes)[(MotionType)0] = true;
			((EnumArray<MotionType, bool>)(object)val4._attackTypes)[(MotionType)1] = true;
			val4._types = new DamageTypeBoolArray();
			((EnumArray<AttackType, bool>)(object)val4._types)[(AttackType)1] = true;
			((EnumArray<AttackType, bool>)(object)val4._types)[(AttackType)2] = true;
			((EnumArray<AttackType, bool>)(object)val4._types)[(AttackType)3] = true;
			val4._status = new ApplyInfo(val5);
			customItemReference6.abilities = (Ability[])(object)new Ability[2]
			{
				new VolcanicShardAbility(),
				(Ability)val4
			};
			list.Add(customItemReference6);
			CustomItemReference customItemReference7 = new CustomItemReference();
			customItemReference7.name = "RustyChalice";
			((GearReference)customItemReference7).rarity = (Rarity)2;
			customItemReference7.itemName_ZH = "纳垢圣杯";
			customItemReference7.itemName_KR = "녹슨 성배";
			customItemReference7.itemDescription_ZH = "替换冷却速度增加15%,\n替换技能击中150敌人时进化。";
			customItemReference7.itemDescription_KR = "교대 쿨다운 속도가 15% 증가합니다.\n적에게 교대스킬로 데미지를 150번 줄 시 해당 아이템은 '여신의 성배'로 변합니다.";
			customItemReference7.itemLore_ZH = "这玩意?我在当铺看见的,感觉有点意思。";
			customItemReference7.itemLore_KR = "아 이거? 암시장에서 예뻐 보이길래 샀는데, 어때?";
			((ItemReference)customItemReference7).prefabKeyword1 = (Key)16;
			((ItemReference)customItemReference7).prefabKeyword2 = (Key)36;
			customItemReference7.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.15)
			});
			customItemReference7.abilities = (Ability[])(object)new Ability[1]
			{
				new RustyChaliceAbility()
			};
			list.Add(customItemReference7);
			CustomItemReference customItemReference8 = new CustomItemReference();
			customItemReference8.name = "RustyChalice_2";
			((GearReference)customItemReference8).rarity = (Rarity)3;
			((GearReference)customItemReference8).obtainable = false;
			customItemReference8.itemName_ZH = "女神圣杯";
			customItemReference8.itemName_KR = "여신의 성배";
			customItemReference8.itemDescription_ZH = "替换冷却速度增加40%,\n6秒内替换时增加10%<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>(最多40%),\n满层后增加25%替换冷却速度。";
			customItemReference8.itemDescription_KR = "교대 쿨다운 속도가 40% 증가합니다.\n교대 시 6초 동안 <color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 15% 증가합니다 (최대 60%).\n공격력 증가치가 최대일 시, 교대 쿨다운 속도가 25% 증가합니다.";
			customItemReference8.itemLore_ZH = "雷欧尼亚女神用过的杯子,似乎不会干涸。";
			customItemReference8.itemLore_KR = "여신 레오니아 본인께서 쓰시던 절대 비워지지 않는 성배";
			((ItemReference)customItemReference8).prefabKeyword1 = (Key)16;
			((ItemReference)customItemReference8).prefabKeyword2 = (Key)36;
			customItemReference8.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.4)
			});
			GoddesssChaliceAbility goddesssChaliceAbility = new GoddesssChaliceAbility();
			goddesssChaliceAbility._timeout = 6f;
			goddesssChaliceAbility._maxStack = 4;
			goddesssChaliceAbility._statPerStack = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.1),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.1)
			});
			goddesssChaliceAbility._maxStackStats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.25)
			});
			GoddesssChaliceAbility goddesssChaliceAbility2 = goddesssChaliceAbility;
			customItemReference8.abilities = (Ability[])(object)new Ability[1] { goddesssChaliceAbility2 };
			customItemReference8.forbiddenDrops = new string[1] { "Custom-RustyChalice" };
			list.Add(customItemReference8);
			CustomItemReference customItemReference9 = new CustomItemReference();
			customItemReference9.name = "FlaskOfBotulism";
			((GearReference)customItemReference9).rarity = (Rarity)2;
			((GearReference)customItemReference9).gearTag = (Tag)8;
			((GearReference)customItemReference9).obtainable = false;
			customItemReference9.itemName_ZH = "预兆:病毒样本";
			customItemReference9.itemName_KR = "흉조: 역병의 플라스크";
			customItemReference9.itemDescription_ZH = "进一步缩短中毒伤害的伤害间隔。";
			customItemReference9.itemDescription_KR = "중독 데미지가 발생하는 간격이 더욱 줄어듭니다.";
			customItemReference9.itemLore_ZH = "疯子和战争狂人才会把它当作武器。(byd细菌战是吧)";
			customItemReference9.itemLore_KR = "정말 미치지 않고서야 이걸 무기로 쓰는 일은 없을 것이다.";
			((ItemReference)customItemReference9).prefabKeyword1 = (Key)34;
			((ItemReference)customItemReference9).prefabKeyword2 = (Key)26;
			customItemReference9.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.Constant, Kind.PoisonTickFrequency, 0.01)
			});
			list.Add(customItemReference9);
			CustomItemReference customItemReference10 = new CustomItemReference();
			customItemReference10.name = "CorruptedSymbol";
			((GearReference)customItemReference10).rarity = (Rarity)2;
			((GearReference)customItemReference10).gearTag = (Tag)8;
			((GearReference)customItemReference10).obtainable = false;
			customItemReference10.itemName_ZH = "预兆:堕魔符号";
			customItemReference10.itemName_KR = "흉조: 오염된 상징";
			customItemReference10.itemDescription_ZH = "每个战利品刻印增加80%<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>。";
			customItemReference10.itemDescription_KR = "보유하고 있는 전리품 각인 1개당 <color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 80% 증가합니다.";
			customItemReference10.itemLore_ZH = "汝之女神何在?";
			customItemReference10.itemLore_KR = "자, 이제 네 신은 어딨지?";
			((ItemReference)customItemReference10).prefabKeyword1 = (Key)34;
			((ItemReference)customItemReference10).prefabKeyword2 = (Key)21;
			CorruptedSymbolAbility corruptedSymbolAbility = new CorruptedSymbolAbility();
			corruptedSymbolAbility._statPerStack = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.8),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.8)
			});
			CorruptedSymbolAbility corruptedSymbolAbility2 = corruptedSymbolAbility;
			customItemReference10.abilities = (Ability[])(object)new Ability[1] { corruptedSymbolAbility2 };
			list.Add(customItemReference10);
			CustomItemReference customItemReference11 = new CustomItemReference();
			customItemReference11.name = "TaintedFinger";
			((GearReference)customItemReference11).rarity = (Rarity)3;
			customItemReference11.itemName_ZH = "灵巧的手";
			customItemReference11.itemName_KR = "오염된 손가락";
			customItemReference11.itemDescription_ZH = "技能伤害增幅25%,\n<color=#1787D8>魔法攻击力</color>增加60%。\n受到伤害增加40%。";
			customItemReference11.itemDescription_KR = "적에게 스킬로 입히는 데미지가 25% 증폭됩니다.\n<color=#1787D8>마법공격력</color>이 60% 증가합니다.\n받는 데미지가 40% 증가합니다.";
			customItemReference11.itemLore_ZH = "魔石腐蚀了神体,手指从中脱落。";
			customItemReference11.itemLore_KR = "검은 마석에 의해 침식된 신의 손가락";
			((ItemReference)customItemReference11).prefabKeyword1 = (Key)3;
			((ItemReference)customItemReference11).prefabKeyword2 = (Key)29;
			customItemReference11.stats = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.6),
				new Value(Category.Percent, Kind.TakingDamage, 1.4)
			});
			ModifyDamage val6 = new ModifyDamage();
			val6._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val6._attackTypes)[(MotionType)1] = true;
			val6._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val6._damagePercent = 1.25f;
			customItemReference11.abilities = (Ability[])(object)new Ability[1] { (Ability)val6 };
			list.Add(customItemReference11);
			CustomItemReference customItemReference12 = new CustomItemReference();
			customItemReference12.name = "TaintedFinger_2";
			((GearReference)customItemReference12).rarity = (Rarity)3;
			((GearReference)customItemReference12).obtainable = false;
			customItemReference12.itemName_ZH = "天才巧手";
			customItemReference12.itemName_KR = "복구된 손가락들";
			customItemReference12.itemDescription_ZH = "技能伤害增幅25%,\n<color=#1787D8>魔法攻击力</color>增加60%,\n减少受到的伤害10%,\n当你拥有“雷欧尼亚的恩宠”时,合成为“腐朽的神之手”。";
			customItemReference12.itemDescription_KR = "적에게 스킬로 입히는 데미지가 25% 증폭됩니다.\n<color=#1787D8>마법공격력</color>이 60% 증가합니다.\n받는 데미지가 10% 감소합니다.\n'레오니아의 은총'을 함께 보유하고 있을 시 이 아이템은 '침식된 신의 손'으로 변합니다.";
			customItemReference12.itemLore_ZH = "无事发生(指杰作),看来还需要别的东西。";
			customItemReference12.itemLore_KR = "더 이상 침식되지 않은 신의 손가락들";
			((ItemReference)customItemReference12).prefabKeyword1 = (Key)3;
			((ItemReference)customItemReference12).prefabKeyword2 = (Key)29;
			customItemReference12.stats = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.6),
				new Value(Category.Percent, Kind.TakingDamage, 0.9)
			});
			ModifyDamage val7 = new ModifyDamage();
			val7._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val7._attackTypes)[(MotionType)1] = true;
			val7._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val7._damagePercent = 1.25f;
			customItemReference12.abilities = (Ability[])(object)new Ability[1] { (Ability)val7 };
			customItemReference12.extraComponents = new Type[1] { typeof(TaintedFingerEvolveBehavior) };
			customItemReference12.forbiddenDrops = new string[1] { "Custom-TaintedFinger" };
			list.Add(customItemReference12);
			CustomItemReference customItemReference13 = new CustomItemReference();
			customItemReference13.name = "TaintedFinger_3";
			((GearReference)customItemReference13).rarity = (Rarity)3;
			((GearReference)customItemReference13).obtainable = false;
			customItemReference13.itemName_ZH = "腐朽的神之手";
			customItemReference13.itemName_KR = "침식된 신의 손";
			customItemReference13.itemDescription_ZH = "技能伤害增幅55%,\n<color=#1787D8>魔法攻击力</color>增加90%。\n受到伤害增加75%。";
			customItemReference13.itemDescription_KR = "적에게 스킬로 입히는 데미지가 55% 증폭됩니다.\n<color=#1787D8>마법공격력</color>이 90% 증가합니다.\n받는 데미지가 75% 증가합니다.";
			customItemReference13.itemLore_ZH = "雷欧尼亚之神因腐朽而脱落的手。";
			customItemReference13.itemLore_KR = "레오니아로 추정되는 신의 침식된 손";
			((ItemReference)customItemReference13).prefabKeyword1 = (Key)3;
			((ItemReference)customItemReference13).prefabKeyword2 = (Key)29;
			customItemReference13.stats = new Values((Value[])(object)new Value[2]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.9),
				new Value(Category.Percent, Kind.TakingDamage, 1.75)
			});
			ModifyDamage val8 = new ModifyDamage();
			val8._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val8._attackTypes)[(MotionType)1] = true;
			val8._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val8._damagePercent = 1.55f;
			customItemReference13.abilities = (Ability[])(object)new Ability[1] { (Ability)val8 };
			customItemReference13.forbiddenDrops = new string[1] { "Custom-TaintedFinger" };
			list.Add(customItemReference13);
			CustomItemReference customItemReference14 = new CustomItemReference();
			customItemReference14.name = "DreamCatcher";
			((GearReference)customItemReference14).rarity = (Rarity)3;
			customItemReference14.itemName_ZH = "捕梦者";
			customItemReference14.itemName_KR = "드림캐처";
			customItemReference14.itemDescription_ZH = "<color=#1787D8>魔法攻击力</color>增加50%,\n对于血量在40%以下的敌人造成的<color=#1787D8>魔法伤害</color>增幅25%,\n每次分解预兆装备或者传说装备增加8%<color=#1787D8>魔法攻击力</color>。";
			customItemReference14.itemDescription_KR = "<color=#1787D8>마법공격력</color>이 50% 증가합니다.\n현재 체력이 40% 이하인 적에게 입히는 <color=#1787D8>마법데미지</color>가 25% 증폭됩니다.\n흉조 혹은 레전더리 등급을 가진 아이템을 파괴할 때마다 <color=#1787D8>마법공격력</color>이 8% 증가합니다.";
			customItemReference14.itemLore_ZH = "好梦多多来,噩梦快快走。";
			customItemReference14.itemLore_KR = "수용은 죽음을 향한 첫 걸음이다.";
			((ItemReference)customItemReference14).prefabKeyword1 = (Key)28;
			((ItemReference)customItemReference14).prefabKeyword2 = (Key)10;
			customItemReference14.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.5)
			});
			DreamCatcherAbility dreamCatcherAbility = new DreamCatcherAbility();
			dreamCatcherAbility._statPerStack = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.08)
			});
			DreamCatcherAbility dreamCatcherAbility2 = dreamCatcherAbility;
			customItemReference14.abilities = (Ability[])(object)new Ability[1] { dreamCatcherAbility2 };
			list.Add(customItemReference14);
			CustomItemReference customItemReference15 = new CustomItemReference();
			customItemReference15.name = "BloodSoakedJavelin";
			((GearReference)customItemReference15).rarity = (Rarity)1;
			customItemReference15.itemName_ZH = "染血标枪";
			customItemReference15.itemName_KR = "피투성이 투창";
			customItemReference15.itemDescription_ZH = "暴击伤害增加20%,\n暴击时有15%概率挂创伤。(冷却:0.5秒)";
			customItemReference15.itemDescription_KR = "치명타 데미지가 20% 증가합니다.\n치명타 시 15% 확률로 적에게 상처를 부여합니다 (쿨타임: 0.5초).";
			customItemReference15.itemLore_ZH = "刻有放血槽的标枪,杀人如杀猪。";
			customItemReference15.itemLore_KR = "적의 심장을 정확히 노려 시체에 피 한방울 남기지 않는 투창";
			((ItemReference)customItemReference15).prefabKeyword1 = (Key)19;
			((ItemReference)customItemReference15).prefabKeyword2 = (Key)27;
			customItemReference15.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.CriticalDamage, 0.25)
			});
			customItemReference15.abilities = (Ability[])(object)new Ability[1]
			{
				new BloodSoakedJavelinAbility()
			};
			list.Add(customItemReference15);
			CustomItemReference customItemReference16 = new CustomItemReference();
			customItemReference16.name = "FrozenSpear";
			((GearReference)customItemReference16).rarity = (Rarity)1;
			customItemReference16.itemName_ZH = "冻魂";
			customItemReference16.itemName_KR = "얼음의 창";
			customItemReference16.itemDescription_ZH = "普攻与技能有10%概率造成冰冻,\n<color=#1787D8>魔法攻击力</color>增加20%,\n造成250次冰冻后物品进化。";
			customItemReference16.itemDescription_KR = "적에게 기본공격 혹은 스킬로 공격시 10% 확률로 빙결을 부여합니다.\n<color=#1787D8>마법공격력</color>가 20% 증가합니다.\n적에게 빙결을 250번 부여할 시 해당 아이템은 '얼어붙은 달의 창'으로 변합니다.";
			customItemReference16.itemLore_ZH = "冻雪藏锋,以待破冰之时。";
			customItemReference16.itemLore_KR = "해방의 혹한을 기다리는 봉인된 무기";
			((ItemReference)customItemReference16).prefabKeyword1 = (Key)20;
			((ItemReference)customItemReference16).prefabKeyword2 = (Key)18;
			customItemReference16.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.2)
			});
			ApplyStatusOnGaveDamage val9 = new ApplyStatusOnGaveDamage();
			Kind val10 = (Kind)1;
			val9._cooldownTime = 0.1f;
			val9._chance = 10;
			val9._attackTypes = new AttackTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val9._attackTypes)[(MotionType)1] = true;
			((EnumArray<MotionType, bool>)(object)val9._attackTypes)[(MotionType)0] = true;
			val9._types = new DamageTypeBoolArray();
			((EnumArray<AttackType, bool>)(object)val9._types)[(AttackType)1] = true;
			((EnumArray<AttackType, bool>)(object)val9._types)[(AttackType)2] = true;
			((EnumArray<AttackType, bool>)(object)val9._types)[(AttackType)3] = true;
			val9._status = new ApplyInfo(val10);
			customItemReference16.abilities = (Ability[])(object)new Ability[2]
			{
				new FrozenSpearAbility(),
				(Ability)val9
			};
			list.Add(customItemReference16);
			CustomItemReference customItemReference17 = new CustomItemReference();
			customItemReference17.name = "FrozenSpear_2";
			((GearReference)customItemReference17).rarity = (Rarity)3;
			((GearReference)customItemReference17).obtainable = false;
			customItemReference17.itemName_ZH = "寒魄";
			customItemReference17.itemName_KR = "얼어붙은 달의 창";
			customItemReference17.itemDescription_ZH = "普攻与技能有20%概率给予冰冻,\n<color=#1787D8>魔法攻击力</color>增加60%,\n解除冰冻需要的打击次数增加1次,\n对冰冻状态敌人伤害增幅25%。";
			customItemReference17.itemDescription_KR = "적에게 기본공격 혹은 스킬로 공격시 20% 확률로 빙결을 부여합니다.\n<color=#1787D8>마법공격력</color>가 60% 증가합니다.\n빙결 상태의 적 공격 시 빙결이 해제되는데 필요한 타수가 1 증가합니다.\n빙결 상태의 적에게 입히는 데미지가 25% 증가합니다.";
			customItemReference17.itemLore_ZH = "寒兽降临,战场化为冻土。";
			customItemReference17.itemLore_KR = "전장에 눈보라가 휘몰아칠 때, 얼음 괴수 발펜이 한 때 들었던 창이 나타난다.";
			((ItemReference)customItemReference17).prefabKeyword1 = (Key)20;
			((ItemReference)customItemReference17).prefabKeyword2 = (Key)18;
			customItemReference17.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.6)
			});
			ApplyStatusOnGaveDamage val11 = new ApplyStatusOnGaveDamage();
			Kind val12 = (Kind)1;
			val11._cooldownTime = 0.1f;
			val11._chance = 20;
			val11._attackTypes = new AttackTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val11._attackTypes)[(MotionType)1] = true;
			((EnumArray<MotionType, bool>)(object)val11._attackTypes)[(MotionType)0] = true;
			val11._types = new DamageTypeBoolArray();
			((EnumArray<AttackType, bool>)(object)val11._types)[(AttackType)1] = true;
			((EnumArray<AttackType, bool>)(object)val11._types)[(AttackType)2] = true;
			((EnumArray<AttackType, bool>)(object)val11._types)[(AttackType)3] = true;
			val11._status = new ApplyInfo(val12);
			customItemReference17.abilities = (Ability[])(object)new Ability[2]
			{
				new SpearOfTheFrozenMoonAbility(),
				(Ability)val11
			};
			customItemReference17.forbiddenDrops = new string[1] { "Custom-FrozenSpear" };
			list.Add(customItemReference17);
			CustomItemReference customItemReference18 = new CustomItemReference();
			customItemReference18.name = "CrossNecklace";
			((GearReference)customItemReference18).rarity = (Rarity)0;
			customItemReference18.itemName_ZH = "十字架项链";
			customItemReference18.itemName_KR = "십자 목걸이";
			customItemReference18.itemDescription_ZH = "过图回5血。";
			customItemReference18.itemDescription_KR = "맵 입장 시 체력을 5 회복합니다.";
			customItemReference18.itemLore_ZH = "无怨的接受只会迈向死亡。";
			customItemReference18.itemLore_KR = "모든 것을 잃었을 때, 희망을 바라볼지니";
			((ItemReference)customItemReference18).prefabKeyword1 = (Key)14;
			((ItemReference)customItemReference18).prefabKeyword2 = (Key)31;
			customItemReference18.abilities = (Ability[])(object)new Ability[1]
			{
				new CrossNecklaceAbility()
			};
			list.Add(customItemReference18);
			CustomItemReference customItemReference19 = new CustomItemReference();
			customItemReference19.name = "RottenWings";
			((GearReference)customItemReference19).rarity = (Rarity)1;
			customItemReference19.itemName_ZH = "腐殖之翼";
			customItemReference19.itemName_KR = "썩은 날개";
			customItemReference19.itemDescription_ZH = "在空中时增加12%暴击率,\n普攻时有15%概率给予中毒。";
			customItemReference19.itemDescription_KR = "공중에 있을 시 치명타 확률이 12% 증가합니다.\n적에게 기본공격 시 15% 확률로 중독을 부여합니다.";
			customItemReference19.itemLore_ZH = "僵尸飞龙的翅膀";
			customItemReference19.itemLore_KR = "좀비 와이번의 썩어 문드러진 날개";
			((ItemReference)customItemReference19).prefabKeyword1 = (Key)26;
			((ItemReference)customItemReference19).prefabKeyword2 = (Key)13;
			StatBonusByAirTime val13 = new StatBonusByAirTime();
			val13._timeToMaxStat = 0.01f;
			val13._remainTimeOnGround = 0f;
			val13._maxStat = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.CriticalChance, 0.12)
			});
			ApplyStatusOnGaveDamage val14 = new ApplyStatusOnGaveDamage();
			Kind val15 = (Kind)4;
			val14._cooldownTime = 0.1f;
			val14._chance = 15;
			val14._attackTypes = new AttackTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val14._attackTypes)[(MotionType)0] = true;
			val14._types = new DamageTypeBoolArray();
			((EnumArray<AttackType, bool>)(object)val14._types)[(AttackType)1] = true;
			((EnumArray<AttackType, bool>)(object)val14._types)[(AttackType)2] = true;
			((EnumArray<AttackType, bool>)(object)val14._types)[(AttackType)3] = true;
			val14._status = new ApplyInfo(val15);
			customItemReference19.abilities = (Ability[])(object)new Ability[2]
			{
				(Ability)val13,
				(Ability)val14
			};
			list.Add(customItemReference19);
			CustomItemReference customItemReference20 = new CustomItemReference();
			customItemReference20.name = "ShrinkingPotion";
			((GearReference)customItemReference20).rarity = (Rarity)1;
			customItemReference20.itemName_ZH = "萎哥";
			customItemReference20.itemName_KR = "난쟁이 물약";
			customItemReference20.itemDescription_ZH = "体型缩小20%,\n移动速度增加15%,\n受到伤害增加10%。";
			customItemReference20.itemDescription_KR = "캐릭터 크기가 20% 감소합니다.\n이동속도가 15% 증가합니다.\n받는 데미지가 10% 증가합니다.";
			customItemReference20.itemLore_ZH = "俺寻思这玩意不应该是用给敌人的吗...";
			customItemReference20.itemLore_KR = "왠지 적에게 써야 할 것 같은데...";
			((ItemReference)customItemReference20).prefabKeyword1 = (Key)16;
			((ItemReference)customItemReference20).prefabKeyword2 = (Key)17;
			customItemReference20.stats = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.Percent, Kind.CharacterSize, 0.8),
				new Value(Category.PercentPoint, Kind.MovementSpeed, 0.15),
				new Value(Category.Percent, Kind.TakingDamage, 1.1)
			});
			customItemReference20.extraComponents = new Type[1] { typeof(ShrinkingPotionEvolveBehavior) };
			list.Add(customItemReference20);
			CustomItemReference customItemReference21 = new CustomItemReference();
			customItemReference21.name = "ShrinkingPotion_2";
			((GearReference)customItemReference21).rarity = (Rarity)2;
			((GearReference)customItemReference21).obtainable = false;
			customItemReference21.itemName_ZH = "薛定谔的药物";
			customItemReference21.itemName_KR = "불안정한 크기 조정 물약";
			customItemReference21.itemDescription_ZH = "每10秒在“萎哥”与“伟哥”之间切换。";
			customItemReference21.itemDescription_KR = "10초 마다 '난쟁이 물약'과 '성장 물약'의 효과를 번갈아가며 적용합니다.";
			customItemReference21.itemLore_ZH = "早就说了把药剂都倒在一起不是个好主意。";
			customItemReference21.itemLore_KR = "이 물약들을 섞는 것은 좋은 생각이 아니었다";
			((ItemReference)customItemReference21).prefabKeyword1 = (Key)16;
			((ItemReference)customItemReference21).prefabKeyword2 = (Key)1;
			UnstableSizePotionAbility unstableSizePotionAbility = new UnstableSizePotionAbility();
			unstableSizePotionAbility._timeout = 10f;
			unstableSizePotionAbility._shrinkingStat = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.Percent, Kind.CharacterSize, 0.8),
				new Value(Category.PercentPoint, Kind.MovementSpeed, 0.15),
				new Value(Category.Percent, Kind.TakingDamage, 1.1)
			});
			unstableSizePotionAbility._growingStat = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.Percent, Kind.CharacterSize, 1.2),
				new Value(Category.PercentPoint, Kind.MovementSpeed, -0.15),
				new Value(Category.Percent, Kind.TakingDamage, 0.9)
			});
			UnstableSizePotionAbility unstableSizePotionAbility2 = unstableSizePotionAbility;
			customItemReference21.abilities = (Ability[])(object)new Ability[1] { unstableSizePotionAbility2 };
			customItemReference21.forbiddenDrops = new string[2] { "Custom-ShrinkingPotion", "Custom-GrowingPotion" };
			list.Add(customItemReference21);
			CustomItemReference customItemReference22 = new CustomItemReference();
			customItemReference22.name = "GrowingPotion";
			((GearReference)customItemReference22).rarity = (Rarity)1;
			customItemReference22.itemName_ZH = "伟哥";
			customItemReference22.itemName_KR = "성장 물약";
			customItemReference22.itemDescription_ZH = "体型变大20%,\n移动速度减少15%,\n减少受到的伤害10%。";
			customItemReference22.itemDescription_KR = "캐릭터 크기가 20% 증가합니다.\n이동속도가 15% 감소합니다.\n받는 데미지가 10% 감소합니다.";
			customItemReference22.itemLore_ZH = "材料来自于和谐之森的一种可以改变体型的蘑菇。(byd蘑菇巨人是吧)";
			customItemReference22.itemLore_KR = "하모니아 숲 깊숙이 있는 수상한 버섯으로 만들어진 물약";
			((ItemReference)customItemReference22).prefabKeyword1 = (Key)16;
			((ItemReference)customItemReference22).prefabKeyword2 = (Key)8;
			customItemReference22.stats = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.Percent, Kind.CharacterSize, 1.2),
				new Value(Category.PercentPoint, Kind.MovementSpeed, -0.15),
				new Value(Category.Percent, Kind.TakingDamage, 0.9)
			});
			list.Add(customItemReference22);
			CustomItemReference customItemReference23 = new CustomItemReference();
			customItemReference23.name = "ManaAccelerator";
			((GearReference)customItemReference23).rarity = (Rarity)1;
			customItemReference23.itemName_ZH = "魔力加速器";
			customItemReference23.itemName_KR = "마나 가속기";
			customItemReference23.itemDescription_ZH = "每个魔力循环刻印增加10%技能释放速度。";
			customItemReference23.itemDescription_KR = "보유중인 마나순환 각인 1개당 스킬 시전 속도가 10% 증가합니다.";
			customItemReference23.itemLore_ZH = "法师们搏命的道具,用以超负荷运行法力,虽然事后也会让法力完全消失。";
			customItemReference23.itemLore_KR = "마나를 극한까지 끌어올리는 마법사들의 최후의 수단.\n너무 강한 과부하는 사용자를 불구로 만들 수 있으니 조심해야 한다.";
			((ItemReference)customItemReference23).prefabKeyword1 = (Key)12;
			((ItemReference)customItemReference23).prefabKeyword2 = (Key)18;
			ManaAcceleratorAbility manaAcceleratorAbility = new ManaAcceleratorAbility();
			manaAcceleratorAbility._statPerStack = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.SkillAttackSpeed, 0.1)
			});
			ManaAcceleratorAbility manaAcceleratorAbility2 = manaAcceleratorAbility;
			customItemReference23.abilities = (Ability[])(object)new Ability[1] { manaAcceleratorAbility2 };
			list.Add(customItemReference23);
			CustomItemReference customItemReference24 = new CustomItemReference();
			customItemReference24.name = "BeginnersLance";
			((GearReference)customItemReference24).rarity = (Rarity)0;
			customItemReference24.itemName_ZH = "初学者长枪";
			customItemReference24.itemName_KR = "초보자용 창";
			customItemReference24.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>增加20%,\n增幅30%疾驰伤害。";
			customItemReference24.itemDescription_KR = "<color=#F25D1C>물리공격력</color>이 20% 증가합니다.\n적에게 대쉬공격으로 입히는 데미지가 30% 증폭됩니다.";
			customItemReference24.itemLore_ZH = "NICCCCE~现在我需要的只是一匹骏马了...";
			customItemReference24.itemLore_KR = "완벽해! 이제 좋은 말만 있으면 되는데...";
			((ItemReference)customItemReference24).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference24).prefabKeyword2 = (Key)17;
			customItemReference24.stats = new Values((Value[])(object)new Value[1]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.2)
			});
			ModifyDamage val16 = new ModifyDamage();
			val16._attackTypes = new MotionTypeBoolArray();
			((EnumArray<MotionType, bool>)(object)val16._attackTypes)[(MotionType)5] = true;
			val16._damageTypes = new AttackTypeBoolArray(new bool[5] { true, true, true, true, true });
			val16._damagePercent = 1.3f;
			customItemReference24.abilities = (Ability[])(object)new Ability[1] { (Ability)val16 };
			list.Add(customItemReference24);
			CustomItemReference customItemReference25 = new CustomItemReference();
			customItemReference25.name = "WingedSpear";
			((GearReference)customItemReference25).rarity = (Rarity)0;
			customItemReference25.itemName_ZH = "黎明长枪";
			customItemReference25.itemName_KR = "날개달린 창";
			customItemReference25.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>增加15%,\n攻速增加15%,\n技能冷却速度增加15%,\n替换冷却速度增加15%。";
			customItemReference25.itemDescription_KR = "<color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 15% 증가합니다.\n공격속도가 15% 증가합니다.\n스킬 쿨다운 속도가 15% 증가합니다.\n교대 쿨다운 속도가 15% 증가합니다.";
			customItemReference25.itemLore_ZH = "黎明之翼为饰";
			customItemReference25.itemLore_KR = "여명의 날개로 치장된 금색 창";
			((ItemReference)customItemReference25).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference25).prefabKeyword2 = (Key)23;
			customItemReference25.stats = new Values((Value[])(object)new Value[5]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.15),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.15),
				new Value(Category.PercentPoint, Kind.AttackSpeed, 0.15),
				new Value(Category.PercentPoint, Kind.SkillCooldownSpeed, 0.15),
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.15)
			});
			customItemReference25.extraComponents = new Type[1] { typeof(WingedSpearEvolveBehavior) };
			list.Add(customItemReference25);
			CustomItemReference customItemReference26 = new CustomItemReference();
			customItemReference26.name = "WingedSpear_2";
			((GearReference)customItemReference26).rarity = (Rarity)2;
			((GearReference)customItemReference26).obtainable = false;
			customItemReference26.itemName_ZH = "黎明长剑";
			customItemReference26.itemName_KR = "태양빛 날개달린 검";
			customItemReference26.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>增加55%,\n攻速增加25%,\n替换冷却速度增加25%。";
			customItemReference26.itemDescription_KR = "<color=#F25D1C>물리공격력</color>이 55% 증가합니다.\n공격속도가 25% 증가합니다.\n교대 쿨다운 속도가 25% 증가합니다.";
			customItemReference26.itemLore_ZH = "黎明之光为刃";
			customItemReference26.itemLore_KR = "여명의 날개로 치장된 금색 검";
			((ItemReference)customItemReference26).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference26).prefabKeyword2 = (Key)2;
			customItemReference26.stats = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.55),
				new Value(Category.PercentPoint, Kind.AttackSpeed, 0.25),
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.25)
			});
			customItemReference26.forbiddenDrops = new string[4] { "SwordOfSun", "RingOfMoon", "ShardOfDarkness", "Custom-WingedSpear" };
			list.Add(customItemReference26);
			CustomItemReference customItemReference27 = new CustomItemReference();
			customItemReference27.name = "WingedSpear_3";
			((GearReference)customItemReference27).rarity = (Rarity)2;
			((GearReference)customItemReference27).obtainable = false;
			customItemReference27.itemName_ZH = "黎明徽章";
			customItemReference27.itemName_KR = "달빛 날개달린 휘장";
			customItemReference27.itemDescription_ZH = "<color=#1787D8>魔法攻击力</color>增加55%,\n技能冷却速度增加25%,\n替换冷却速度增加25%。";
			customItemReference27.itemDescription_KR = "<color=#1787D8>마법공격력</color>이 55% 증가합니다.\n스킬 쿨다운 속도가 25% 증가합니다.\n교대 쿨다운 속도가 25% 증가합니다.";
			customItemReference27.itemLore_ZH = "黎明之威为启";
			customItemReference27.itemLore_KR = "여명의 날개로 치장된 금색 휘장";
			((ItemReference)customItemReference27).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference27).prefabKeyword2 = (Key)3;
			customItemReference27.stats = new Values((Value[])(object)new Value[3]
			{
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.55),
				new Value(Category.PercentPoint, Kind.SkillCooldownSpeed, 0.25),
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.25)
			});
			customItemReference27.forbiddenDrops = new string[4] { "SwordOfSun", "RingOfMoon", "ShardOfDarkness", "Custom-WingedSpear" };
			list.Add(customItemReference27);
			CustomItemReference customItemReference28 = new CustomItemReference();
			customItemReference28.name = "WingedSpear_4";
			((GearReference)customItemReference28).rarity = (Rarity)2;
			((GearReference)customItemReference28).obtainable = false;
			customItemReference28.itemName_ZH = "黎明之翼";
			customItemReference28.itemName_KR = "여명의 날개";
			customItemReference28.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>增加75%,\n攻速增加45%,\n技能冷却速度增加45%,\n替换冷却速度增加45%。";
			customItemReference28.itemDescription_KR = "<color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 75% 증가합니다.\n공격속도가 45% 증가합니다.\n스킬 쿨다운 속도가 45% 증가합니다.\n교대 쿨다운 속도가 45% 증가합니다.";
			customItemReference28.itemLore_ZH = "黎明神光伴生";
			customItemReference28.itemLore_KR = "여명의 날개가 현현한 신성한 창";
			((ItemReference)customItemReference28).prefabKeyword1 = (Key)7;
			((ItemReference)customItemReference28).prefabKeyword2 = (Key)7;
			customItemReference28.stats = new Values((Value[])(object)new Value[5]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDamage, 0.75),
				new Value(Category.PercentPoint, Kind.MagicAttackDamage, 0.75),
				new Value(Category.PercentPoint, Kind.AttackSpeed, 0.45),
				new Value(Category.PercentPoint, Kind.SkillCooldownSpeed, 0.45),
				new Value(Category.PercentPoint, Kind.SwapCooldownSpeed, 0.45)
			});
			customItemReference28.forbiddenDrops = new string[4] { "SwordOfSun", "RingOfMoon", "ShardOfDarkness", "Custom-WingedSpear" };
			list.Add(customItemReference28);
			CustomItemReference customItemReference29 = new CustomItemReference();
			customItemReference29.name = "WingedSpear_5";
			((GearReference)customItemReference29).rarity = (Rarity)2;
			((GearReference)customItemReference29).obtainable = false;
			customItemReference29.itemName_ZH = "预兆:黎明终末";
			customItemReference29.itemName_KR = "흉조: 최후의 여명";
			customItemReference29.itemDescription_ZH = "<color=#F25D1C>物理攻击力</color>与<color=#1787D8>魔法攻击力</color>增加110%,\n攻速增加65%,\n技能冷却速度增加65%,\n替换冷却速度增加65%。";
			customItemReference29.itemDescription_KR = "<color=#F25D1C>물리공격력</color> 및 <color=#1787D8>마법공격력</color>이 110% 증가합니다.\n공격속도가 65% 증가합니다.\n스킬 쿨다운 속도가 65% 증가합니다.\n교대 쿨다운 속도가 65% 증가합니다.";
			customItemReference29.itemLore_ZH = "黎明去,永夜至。";
			customItemReference29.itemLore_KR = "하늘은 갈라져 속세를 어둠에 물들였다.";
			((ItemReference)customItemReference29).prefabKeyword1 = (Key)34;
			((ItemReference)customItemReference29).prefabKeyword2 = (Key)7;
			customItemReference29.stats = new Values((Value[])(object)new Value[5]
			{
				new Value(Category.PercentPoint, Kind.PhysicalAttackDa