using System;
using System.Diagnostics;
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.Versioning;
using System.Security;
using System.Security.Permissions;
using BepInEx;
using BepInEx.Configuration;
using Microsoft.CodeAnalysis;
using RoR2;
using SurvivorConfig.Characters;
using UnityEngine;
[assembly: CompilationRelaxations(8)]
[assembly: RuntimeCompatibility(WrapNonExceptionThrows = true)]
[assembly: Debuggable(DebuggableAttribute.DebuggingModes.Default | DebuggableAttribute.DebuggingModes.DisableOptimizations | DebuggableAttribute.DebuggingModes.IgnoreSymbolStoreSequencePoints | DebuggableAttribute.DebuggingModes.EnableEditAndContinue)]
[assembly: TargetFramework(".NETStandard,Version=v2.1", FrameworkDisplayName = ".NET Standard 2.1")]
[assembly: AssemblyCompany("SurvivorConfig")]
[assembly: AssemblyConfiguration("Debug")]
[assembly: AssemblyFileVersion("1.0.0.0")]
[assembly: AssemblyInformationalVersion("1.0.0")]
[assembly: AssemblyProduct("SurvivorConfig")]
[assembly: AssemblyTitle("SurvivorConfig")]
[assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)]
[assembly: AssemblyVersion("1.0.0.0")]
[module: UnverifiableCode]
[module: RefSafetyRules(11)]
namespace Microsoft.CodeAnalysis
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
internal sealed class EmbeddedAttribute : Attribute
{
}
}
namespace System.Runtime.CompilerServices
{
[CompilerGenerated]
[Microsoft.CodeAnalysis.Embedded]
[AttributeUsage(AttributeTargets.Module, AllowMultiple = false, Inherited = false)]
internal sealed class RefSafetyRulesAttribute : Attribute
{
public readonly int Version;
public RefSafetyRulesAttribute(int P_0)
{
Version = P_0;
}
}
}
namespace SurvivorConfig
{
internal class SurvivorBase
{
public static GameObject CommandoPrefab;
public static CharBase CommandoStats;
public static GameObject HuntressPrefab;
public static CharBase HuntressStats;
public static GameObject BanditPrefab;
public static CharBase BanditStats;
public static GameObject MULTPrefab;
public static CharBase MULTStats;
public static GameObject EngineerPrefab;
public static CharBase EngineerStats;
public static GameObject ArtificerPrefab;
public static CharBase ArtificerStats;
public static GameObject MercenaryPrefab;
public static CharBase MercenaryStats;
public static GameObject REXPrefab;
public static CharBase REXStats;
public static GameObject LoaderPrefab;
public static CharBase LoaderStats;
public static GameObject AcridPrefab;
public static CharBase AcridStats;
public static GameObject CaptainPrefab;
public static CharBase CaptainStats;
public static GameObject HereticPrefab;
public static CharBase HereticStats;
public static GameObject VoidFiendPrefab;
public static CharBase VoidFiendStats;
public static GameObject RailgunnerPrefab;
public static CharBase RailgunnerStats;
public static GameObject SeekerPrefab;
public static CharBase SeekerStats;
public static GameObject FalseSonPrefab;
public static CharBase FalseSonStats;
public static GameObject CHEFPrefab;
public static CharBase CHEFStats;
public static GameObject OperatorPrefab;
public static CharBase OperatorStats;
public static GameObject DrifterPrefab;
public static CharBase DrifterStats;
public static GameObject robpaladinPrefab = Resources.Load<GameObject>("Prefabs/CharacterBodies/PaladinBody");
public static CharBase robpaladinStats = new CharBase();
public static GameObject nemesisenforcerPrefab = Resources.Load<GameObject>("Prefabs/CharacterBodies/NemesisEnforcerBody");
public static CharBase nemesisenforcerStats = new CharBase();
public static GameObject minerPrefab = Resources.Load<GameObject>("Prefabs/CharacterBodies/MinerBody");
public static CharBase minerStats = new CharBase();
public static void Rebalance()
{
SurvivorConfig.ConfigSetup();
((ResourceAvailability)(ref BodyCatalog.availability)).CallWhenAvailable((Action)CharChanges.Gaming);
}
}
internal class SurvivorConfig : SurvivorBase
{
public static ConfigFile StatConfig { get; set; }
public static ConfigEntry<float> MandoBaseHealth { get; set; }
public static ConfigEntry<float> MandoLevelHealth { get; set; }
public static ConfigEntry<float> MandoBaseShield { get; set; }
public static ConfigEntry<float> MandoLevelShield { get; set; }
public static ConfigEntry<float> MandoBaseRegen { get; set; }
public static ConfigEntry<float> MandoLevelRegen { get; set; }
public static ConfigEntry<float> MandoBaseDamage { get; set; }
public static ConfigEntry<float> MandoLevelDamage { get; set; }
public static ConfigEntry<float> MandoArmor { get; set; }
public static ConfigEntry<float> MandoSpeed { get; set; }
public static ConfigEntry<float> HuntBaseHealth { get; set; }
public static ConfigEntry<float> HuntLevelHealth { get; set; }
public static ConfigEntry<float> HuntBaseShield { get; set; }
public static ConfigEntry<float> HuntLevelShield { get; set; }
public static ConfigEntry<float> HuntBaseRegen { get; set; }
public static ConfigEntry<float> HuntLevelRegen { get; set; }
public static ConfigEntry<float> HuntBaseDamage { get; set; }
public static ConfigEntry<float> HuntLevelDamage { get; set; }
public static ConfigEntry<float> HuntArmor { get; set; }
public static ConfigEntry<float> HuntSpeed { get; set; }
public static ConfigEntry<float> BndtBaseHealth { get; set; }
public static ConfigEntry<float> BndtLevelHealth { get; set; }
public static ConfigEntry<float> BndtBaseShield { get; set; }
public static ConfigEntry<float> BndtLevelShield { get; set; }
public static ConfigEntry<float> BndtBaseRegen { get; set; }
public static ConfigEntry<float> BndtLevelRegen { get; set; }
public static ConfigEntry<float> BndtBaseDamage { get; set; }
public static ConfigEntry<float> BndtLevelDamage { get; set; }
public static ConfigEntry<float> BndtArmor { get; set; }
public static ConfigEntry<float> BndtSpeed { get; set; }
public static ConfigEntry<float> MulTBaseHealth { get; set; }
public static ConfigEntry<float> MulTLevelHealth { get; set; }
public static ConfigEntry<float> MulTBaseShield { get; set; }
public static ConfigEntry<float> MulTLevelShield { get; set; }
public static ConfigEntry<float> MulTBaseRegen { get; set; }
public static ConfigEntry<float> MulTLevelRegen { get; set; }
public static ConfigEntry<float> MulTBaseDamage { get; set; }
public static ConfigEntry<float> MulTLevelDamage { get; set; }
public static ConfigEntry<float> MulTArmor { get; set; }
public static ConfigEntry<float> MulTSpeed { get; set; }
public static ConfigEntry<float> EngiBaseHealth { get; set; }
public static ConfigEntry<float> EngiLevelHealth { get; set; }
public static ConfigEntry<float> EngiBaseShield { get; set; }
public static ConfigEntry<float> EngiLevelShield { get; set; }
public static ConfigEntry<float> EngiBaseRegen { get; set; }
public static ConfigEntry<float> EngiLevelRegen { get; set; }
public static ConfigEntry<float> EngiBaseDamage { get; set; }
public static ConfigEntry<float> EngiLevelDamage { get; set; }
public static ConfigEntry<float> EngiArmor { get; set; }
public static ConfigEntry<float> EngiSpeed { get; set; }
public static ConfigEntry<float> ArtiBaseHealth { get; set; }
public static ConfigEntry<float> ArtiLevelHealth { get; set; }
public static ConfigEntry<float> ArtiBaseShield { get; set; }
public static ConfigEntry<float> ArtiLevelShield { get; set; }
public static ConfigEntry<float> ArtiBaseRegen { get; set; }
public static ConfigEntry<float> ArtiLevelRegen { get; set; }
public static ConfigEntry<float> ArtiBaseDamage { get; set; }
public static ConfigEntry<float> ArtiLevelDamage { get; set; }
public static ConfigEntry<float> ArtiArmor { get; set; }
public static ConfigEntry<float> ArtiSpeed { get; set; }
public static ConfigEntry<float> MercBaseHealth { get; set; }
public static ConfigEntry<float> MercLevelHealth { get; set; }
public static ConfigEntry<float> MercBaseShield { get; set; }
public static ConfigEntry<float> MercLevelShield { get; set; }
public static ConfigEntry<float> MercBaseRegen { get; set; }
public static ConfigEntry<float> MercLevelRegen { get; set; }
public static ConfigEntry<float> MercBaseDamage { get; set; }
public static ConfigEntry<float> MercLevelDamage { get; set; }
public static ConfigEntry<float> MercArmor { get; set; }
public static ConfigEntry<float> MercSpeed { get; set; }
public static ConfigEntry<float> RexBaseHealth { get; set; }
public static ConfigEntry<float> RexLevelHealth { get; set; }
public static ConfigEntry<float> RexBaseShield { get; set; }
public static ConfigEntry<float> RexLevelShield { get; set; }
public static ConfigEntry<float> RexBaseRegen { get; set; }
public static ConfigEntry<float> RexLevelRegen { get; set; }
public static ConfigEntry<float> RexBaseDamage { get; set; }
public static ConfigEntry<float> RexLevelDamage { get; set; }
public static ConfigEntry<float> RexArmor { get; set; }
public static ConfigEntry<float> RexSpeed { get; set; }
public static ConfigEntry<float> LodrBaseHealth { get; set; }
public static ConfigEntry<float> LodrLevelHealth { get; set; }
public static ConfigEntry<float> LodrBaseShield { get; set; }
public static ConfigEntry<float> LodrLevelShield { get; set; }
public static ConfigEntry<float> LodrBaseRegen { get; set; }
public static ConfigEntry<float> LodrLevelRegen { get; set; }
public static ConfigEntry<float> LodrBaseDamage { get; set; }
public static ConfigEntry<float> LodrLevelDamage { get; set; }
public static ConfigEntry<float> LodrArmor { get; set; }
public static ConfigEntry<float> LodrSpeed { get; set; }
public static ConfigEntry<float> CrocBaseHealth { get; set; }
public static ConfigEntry<float> CrocLevelHealth { get; set; }
public static ConfigEntry<float> CrocBaseShield { get; set; }
public static ConfigEntry<float> CrocLevelShield { get; set; }
public static ConfigEntry<float> CrocBaseRegen { get; set; }
public static ConfigEntry<float> CrocLevelRegen { get; set; }
public static ConfigEntry<float> CrocBaseDamage { get; set; }
public static ConfigEntry<float> CrocLevelDamage { get; set; }
public static ConfigEntry<float> CrocArmor { get; set; }
public static ConfigEntry<float> CrocSpeed { get; set; }
public static ConfigEntry<float> CaptBaseHealth { get; set; }
public static ConfigEntry<float> CaptLevelHealth { get; set; }
public static ConfigEntry<float> CaptBaseShield { get; set; }
public static ConfigEntry<float> CaptLevelShield { get; set; }
public static ConfigEntry<float> CaptBaseRegen { get; set; }
public static ConfigEntry<float> CaptLevelRegen { get; set; }
public static ConfigEntry<float> CaptBaseDamage { get; set; }
public static ConfigEntry<float> CaptLevelDamage { get; set; }
public static ConfigEntry<float> CaptArmor { get; set; }
public static ConfigEntry<float> CaptSpeed { get; set; }
public static ConfigEntry<float> BirbBaseHealth { get; set; }
public static ConfigEntry<float> BirbLevelHealth { get; set; }
public static ConfigEntry<float> BirbBaseShield { get; set; }
public static ConfigEntry<float> BirbLevelShield { get; set; }
public static ConfigEntry<float> BirbBaseRegen { get; set; }
public static ConfigEntry<float> BirbLevelRegen { get; set; }
public static ConfigEntry<float> BirbBaseDamage { get; set; }
public static ConfigEntry<float> BirbLevelDamage { get; set; }
public static ConfigEntry<float> BirbArmor { get; set; }
public static ConfigEntry<float> BirbSpeed { get; set; }
public static ConfigEntry<float> VoidSurvivorBaseHealth { get; set; }
public static ConfigEntry<float> VoidSurvivorLevelHealth { get; set; }
public static ConfigEntry<float> VoidSurvivorBaseShield { get; set; }
public static ConfigEntry<float> VoidSurvivorLevelShield { get; set; }
public static ConfigEntry<float> VoidSurvivorBaseRegen { get; set; }
public static ConfigEntry<float> VoidSurvivorLevelRegen { get; set; }
public static ConfigEntry<float> VoidSurvivorBaseDamage { get; set; }
public static ConfigEntry<float> VoidSurvivorLevelDamage { get; set; }
public static ConfigEntry<float> VoidSurvivorArmor { get; set; }
public static ConfigEntry<float> VoidSurvivorSpeed { get; set; }
public static ConfigEntry<float> RailGunnerBaseHealth { get; set; }
public static ConfigEntry<float> RailGunnerLevelHealth { get; set; }
public static ConfigEntry<float> RailGunnerBaseShield { get; set; }
public static ConfigEntry<float> RailGunnerLevelShield { get; set; }
public static ConfigEntry<float> RailGunnerBaseRegen { get; set; }
public static ConfigEntry<float> RailGunnerLevelRegen { get; set; }
public static ConfigEntry<float> RailGunnerBaseDamage { get; set; }
public static ConfigEntry<float> RailGunnerLevelDamage { get; set; }
public static ConfigEntry<float> RailGunnerArmor { get; set; }
public static ConfigEntry<float> RailGunnerSpeed { get; set; }
public static ConfigEntry<float> SeekerBaseHealth { get; set; }
public static ConfigEntry<float> SeekerLevelHealth { get; set; }
public static ConfigEntry<float> SeekerBaseShield { get; set; }
public static ConfigEntry<float> SeekerLevelShield { get; set; }
public static ConfigEntry<float> SeekerBaseRegen { get; set; }
public static ConfigEntry<float> SeekerLevelRegen { get; set; }
public static ConfigEntry<float> SeekerBaseDamage { get; set; }
public static ConfigEntry<float> SeekerLevelDamage { get; set; }
public static ConfigEntry<float> SeekerArmor { get; set; }
public static ConfigEntry<float> SeekerSpeed { get; set; }
public static ConfigEntry<float> FalseSonBaseHealth { get; set; }
public static ConfigEntry<float> FalseSonLevelHealth { get; set; }
public static ConfigEntry<float> FalseSonBaseShield { get; set; }
public static ConfigEntry<float> FalseSonLevelShield { get; set; }
public static ConfigEntry<float> FalseSonBaseRegen { get; set; }
public static ConfigEntry<float> FalseSonLevelRegen { get; set; }
public static ConfigEntry<float> FalseSonBaseDamage { get; set; }
public static ConfigEntry<float> FalseSonLevelDamage { get; set; }
public static ConfigEntry<float> FalseSonArmor { get; set; }
public static ConfigEntry<float> FalseSonSpeed { get; set; }
public static ConfigEntry<float> CHEFBaseHealth { get; set; }
public static ConfigEntry<float> CHEFLevelHealth { get; set; }
public static ConfigEntry<float> CHEFBaseShield { get; set; }
public static ConfigEntry<float> CHEFLevelShield { get; set; }
public static ConfigEntry<float> CHEFBaseRegen { get; set; }
public static ConfigEntry<float> CHEFLevelRegen { get; set; }
public static ConfigEntry<float> CHEFBaseDamage { get; set; }
public static ConfigEntry<float> CHEFLevelDamage { get; set; }
public static ConfigEntry<float> CHEFArmor { get; set; }
public static ConfigEntry<float> CHEFSpeed { get; set; }
public static ConfigEntry<float> OperatorBaseHealth { get; set; }
public static ConfigEntry<float> OperatorLevelHealth { get; set; }
public static ConfigEntry<float> OperatorBaseShield { get; set; }
public static ConfigEntry<float> OperatorLevelShield { get; set; }
public static ConfigEntry<float> OperatorBaseRegen { get; set; }
public static ConfigEntry<float> OperatorLevelRegen { get; set; }
public static ConfigEntry<float> OperatorBaseDamage { get; set; }
public static ConfigEntry<float> OperatorLevelDamage { get; set; }
public static ConfigEntry<float> OperatorArmor { get; set; }
public static ConfigEntry<float> OperatorSpeed { get; set; }
public static ConfigEntry<float> DrifterBaseHealth { get; set; }
public static ConfigEntry<float> DrifterLevelHealth { get; set; }
public static ConfigEntry<float> DrifterBaseShield { get; set; }
public static ConfigEntry<float> DrifterLevelShield { get; set; }
public static ConfigEntry<float> DrifterBaseRegen { get; set; }
public static ConfigEntry<float> DrifterLevelRegen { get; set; }
public static ConfigEntry<float> DrifterBaseDamage { get; set; }
public static ConfigEntry<float> DrifterLevelDamage { get; set; }
public static ConfigEntry<float> DrifterArmor { get; set; }
public static ConfigEntry<float> DrifterSpeed { get; set; }
public static ConfigEntry<float> RobPaladinBaseHealth { get; set; }
public static ConfigEntry<float> RobPaladinLevelHealth { get; set; }
public static ConfigEntry<float> RobPaladinBaseShield { get; set; }
public static ConfigEntry<float> RobPaladinLevelShield { get; set; }
public static ConfigEntry<float> RobPaladinBaseRegen { get; set; }
public static ConfigEntry<float> RobPaladinLevelRegen { get; set; }
public static ConfigEntry<float> RobPaladinBaseDamage { get; set; }
public static ConfigEntry<float> RobPaladinLevelDamage { get; set; }
public static ConfigEntry<float> RobPaladinArmor { get; set; }
public static ConfigEntry<float> RobPaladinSpeed { get; set; }
public static ConfigEntry<float> NemesisEnforcerBaseHealth { get; set; }
public static ConfigEntry<float> NemesisEnforcerLevelHealth { get; set; }
public static ConfigEntry<float> NemesisEnforcerBaseShield { get; set; }
public static ConfigEntry<float> NemesisEnforcerLevelShield { get; set; }
public static ConfigEntry<float> NemesisEnforcerBaseRegen { get; set; }
public static ConfigEntry<float> NemesisEnforcerLevelRegen { get; set; }
public static ConfigEntry<float> NemesisEnforcerBaseDamage { get; set; }
public static ConfigEntry<float> NemesisEnforcerLevelDamage { get; set; }
public static ConfigEntry<float> NemesisEnforcerArmor { get; set; }
public static ConfigEntry<float> NemesisEnforcerSpeed { get; set; }
public static ConfigEntry<float> MinerBaseHealth { get; set; }
public static ConfigEntry<float> MinerLevelHealth { get; set; }
public static ConfigEntry<float> MinerBaseShield { get; set; }
public static ConfigEntry<float> MinerLevelShield { get; set; }
public static ConfigEntry<float> MinerBaseRegen { get; set; }
public static ConfigEntry<float> MinerLevelRegen { get; set; }
public static ConfigEntry<float> MinerBaseDamage { get; set; }
public static ConfigEntry<float> MinerLevelDamage { get; set; }
public static ConfigEntry<float> MinerArmor { get; set; }
public static ConfigEntry<float> MinerSpeed { get; set; }
public static void ConfigSetup()
{
//IL_0011: Unknown result type (might be due to invalid IL or missing references)
//IL_001b: Expected O, but got Unknown
StatConfig = new ConfigFile(Paths.ConfigPath + "\\SurvivorConfig.cfg", true);
MandoConfig();
HuntConfig();
BndtConfig();
MulTConfig();
EngiConfig();
ArtiConfig();
MercConfig();
RexConfig();
LodrConfig();
CrocConfig();
CaptConfig();
BirbConfig();
VoidSurvivorConfig();
RailGunnerConfig();
SeekerConfig();
FalseSonConfig();
CHEFConfig();
OperatorConfig();
DrifterConfig();
RobPaladinConfig();
NemesisEnforcerConfig();
MinerConfig();
}
public static void MandoConfig()
{
MandoBaseHealth = StatConfig.Bind<float>("Commando", "Base Health", 110f, (ConfigDescription)null);
MandoLevelHealth = StatConfig.Bind<float>("Commando", "Health by level", 33f, (ConfigDescription)null);
MandoBaseShield = StatConfig.Bind<float>("Commando", "Base Shield", 0f, (ConfigDescription)null);
MandoLevelShield = StatConfig.Bind<float>("Commando", "Shield by level", 0f, (ConfigDescription)null);
MandoBaseRegen = StatConfig.Bind<float>("Commando", "Base Regen", 1f, (ConfigDescription)null);
MandoLevelRegen = StatConfig.Bind<float>("Commando", "Regen by level", 0.2f, (ConfigDescription)null);
MandoBaseDamage = StatConfig.Bind<float>("Commando", "Base Damage", 12f, (ConfigDescription)null);
MandoLevelDamage = StatConfig.Bind<float>("Commando", "Damage by level", 2.4f, (ConfigDescription)null);
MandoArmor = StatConfig.Bind<float>("Commando", "Armor", 0f, (ConfigDescription)null);
MandoSpeed = StatConfig.Bind<float>("Commando", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.CommandoStats = new CharBase
{
healthBase = MandoBaseHealth.Value,
healthLevel = MandoLevelHealth.Value,
regenBase = MandoBaseRegen.Value,
regenLevel = MandoLevelRegen.Value,
damageBase = MandoBaseDamage.Value,
damageLevel = MandoLevelDamage.Value,
shieldBase = MandoBaseShield.Value,
shieldLevel = MandoLevelShield.Value,
armor = MandoArmor.Value,
moveSpeed = MandoSpeed.Value
};
}
public static void HuntConfig()
{
HuntBaseHealth = StatConfig.Bind<float>("Huntress", "Base Health", 90f, (ConfigDescription)null);
HuntLevelHealth = StatConfig.Bind<float>("Huntress", "Health by level", 27f, (ConfigDescription)null);
HuntBaseShield = StatConfig.Bind<float>("Huntress", "Base Shield", 0f, (ConfigDescription)null);
HuntLevelShield = StatConfig.Bind<float>("Huntress", "Shield by level", 0f, (ConfigDescription)null);
HuntBaseRegen = StatConfig.Bind<float>("Huntress", "Base Regen", 1f, (ConfigDescription)null);
HuntLevelRegen = StatConfig.Bind<float>("Huntress", "Regen by level", 0.2f, (ConfigDescription)null);
HuntBaseDamage = StatConfig.Bind<float>("Huntress", "Base Damage", 12f, (ConfigDescription)null);
HuntLevelDamage = StatConfig.Bind<float>("Huntress", "Damage by level", 2.4f, (ConfigDescription)null);
HuntArmor = StatConfig.Bind<float>("Huntress", "Armor", 0f, (ConfigDescription)null);
HuntSpeed = StatConfig.Bind<float>("Huntress", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.HuntressStats = new CharBase
{
healthBase = HuntBaseHealth.Value,
healthLevel = HuntLevelHealth.Value,
regenBase = HuntBaseRegen.Value,
regenLevel = HuntLevelRegen.Value,
damageBase = HuntBaseDamage.Value,
damageLevel = HuntLevelDamage.Value,
shieldBase = HuntBaseShield.Value,
shieldLevel = HuntLevelShield.Value,
armor = HuntArmor.Value,
moveSpeed = HuntSpeed.Value
};
}
public static void BndtConfig()
{
BndtBaseHealth = StatConfig.Bind<float>("Bandit", "Base Health", 110f, (ConfigDescription)null);
BndtLevelHealth = StatConfig.Bind<float>("Bandit", "Health by level", 33f, (ConfigDescription)null);
BndtBaseShield = StatConfig.Bind<float>("Bandit", "Base Shield", 0f, (ConfigDescription)null);
BndtLevelShield = StatConfig.Bind<float>("Bandit", "Shield by level", 0f, (ConfigDescription)null);
BndtBaseRegen = StatConfig.Bind<float>("Bandit", "Base Regen", 1f, (ConfigDescription)null);
BndtLevelRegen = StatConfig.Bind<float>("Bandit", "Regen by level", 0.24f, (ConfigDescription)null);
BndtBaseDamage = StatConfig.Bind<float>("Bandit", "Base Damage", 12f, (ConfigDescription)null);
BndtLevelDamage = StatConfig.Bind<float>("Bandit", "Damage by level", 2.4f, (ConfigDescription)null);
BndtArmor = StatConfig.Bind<float>("Bandit", "Armor", 0f, (ConfigDescription)null);
BndtSpeed = StatConfig.Bind<float>("Bandit", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.BanditStats = new CharBase
{
healthBase = BndtBaseHealth.Value,
healthLevel = BndtLevelHealth.Value,
regenBase = BndtBaseRegen.Value,
regenLevel = BndtLevelRegen.Value,
damageBase = BndtBaseDamage.Value,
damageLevel = BndtLevelDamage.Value,
shieldBase = BndtBaseShield.Value,
shieldLevel = BndtLevelShield.Value,
armor = BndtArmor.Value,
moveSpeed = BndtSpeed.Value
};
}
public static void MulTConfig()
{
MulTBaseHealth = StatConfig.Bind<float>("MUL-T", "Base Health", 200f, (ConfigDescription)null);
MulTLevelHealth = StatConfig.Bind<float>("MUL-T", "Health by level", 60f, (ConfigDescription)null);
MulTBaseShield = StatConfig.Bind<float>("MUL-T", "Base Shield", 0f, (ConfigDescription)null);
MulTLevelShield = StatConfig.Bind<float>("MUL-T", "Shield by level", 0f, (ConfigDescription)null);
MulTBaseRegen = StatConfig.Bind<float>("MUL-T", "Base Regen", 1f, (ConfigDescription)null);
MulTLevelRegen = StatConfig.Bind<float>("MUL-T", "Regen by level", 0.2f, (ConfigDescription)null);
MulTBaseDamage = StatConfig.Bind<float>("MUL-T", "Base Damage", 11f, (ConfigDescription)null);
MulTLevelDamage = StatConfig.Bind<float>("MUL-T", "Damage by level", 2.2f, (ConfigDescription)null);
MulTArmor = StatConfig.Bind<float>("MUL-T", "Armor", 14f, (ConfigDescription)null);
MulTSpeed = StatConfig.Bind<float>("MUL-T", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.MULTStats = new CharBase
{
healthBase = MulTBaseHealth.Value,
healthLevel = MulTLevelHealth.Value,
regenBase = MulTBaseRegen.Value,
regenLevel = MulTLevelRegen.Value,
damageBase = MulTBaseDamage.Value,
damageLevel = MulTLevelDamage.Value,
shieldBase = MulTBaseShield.Value,
shieldLevel = MulTLevelShield.Value,
armor = MulTArmor.Value,
moveSpeed = MulTSpeed.Value
};
}
public static void EngiConfig()
{
EngiBaseHealth = StatConfig.Bind<float>("Engineer", "Base Health", 130f, (ConfigDescription)null);
EngiLevelHealth = StatConfig.Bind<float>("Engineer", "Health by level", 39f, (ConfigDescription)null);
EngiBaseShield = StatConfig.Bind<float>("Engineer", "Base Shield", 0f, (ConfigDescription)null);
EngiLevelShield = StatConfig.Bind<float>("Engineer", "Shield by level", 0f, (ConfigDescription)null);
EngiBaseRegen = StatConfig.Bind<float>("Engineer", "Base Regen", 1f, (ConfigDescription)null);
EngiLevelRegen = StatConfig.Bind<float>("Engineer", "Regen by level", 0.2f, (ConfigDescription)null);
EngiBaseDamage = StatConfig.Bind<float>("Engineer", "Base Damage", 14f, (ConfigDescription)null);
EngiLevelDamage = StatConfig.Bind<float>("Engineer", "Damage by level", 2.8f, (ConfigDescription)null);
EngiArmor = StatConfig.Bind<float>("Engineer", "Armor", 0f, (ConfigDescription)null);
EngiSpeed = StatConfig.Bind<float>("Engineer", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.EngineerStats = new CharBase
{
healthBase = EngiBaseHealth.Value,
healthLevel = EngiLevelHealth.Value,
regenBase = EngiBaseRegen.Value,
regenLevel = EngiLevelRegen.Value,
damageBase = EngiBaseDamage.Value,
damageLevel = EngiLevelDamage.Value,
shieldBase = EngiBaseShield.Value,
shieldLevel = EngiLevelShield.Value,
armor = EngiArmor.Value,
moveSpeed = EngiSpeed.Value
};
}
public static void ArtiConfig()
{
ArtiBaseHealth = StatConfig.Bind<float>("Artificer", "Base Health", 110f, (ConfigDescription)null);
ArtiLevelHealth = StatConfig.Bind<float>("Artificer", "Health by level", 33f, (ConfigDescription)null);
ArtiBaseShield = StatConfig.Bind<float>("Artificer", "Base Shield", 0f, (ConfigDescription)null);
ArtiLevelShield = StatConfig.Bind<float>("Artificer", "Shield by level", 0f, (ConfigDescription)null);
ArtiBaseRegen = StatConfig.Bind<float>("Artificer", "Base Regen", 1f, (ConfigDescription)null);
ArtiLevelRegen = StatConfig.Bind<float>("Artificer", "Regen by level", 0.2f, (ConfigDescription)null);
ArtiBaseDamage = StatConfig.Bind<float>("Artificer", "Base Damage", 12f, (ConfigDescription)null);
ArtiLevelDamage = StatConfig.Bind<float>("Artificer", "Damage by level", 2.4f, (ConfigDescription)null);
ArtiArmor = StatConfig.Bind<float>("Artificer", "Armor", 0f, (ConfigDescription)null);
ArtiSpeed = StatConfig.Bind<float>("Artificer", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.ArtificerStats = new CharBase
{
healthBase = ArtiBaseHealth.Value,
healthLevel = ArtiLevelHealth.Value,
regenBase = ArtiBaseRegen.Value,
regenLevel = ArtiLevelRegen.Value,
damageBase = ArtiBaseDamage.Value,
damageLevel = ArtiLevelDamage.Value,
shieldBase = ArtiBaseShield.Value,
shieldLevel = ArtiLevelShield.Value,
armor = ArtiArmor.Value,
moveSpeed = ArtiSpeed.Value
};
}
public static void MercConfig()
{
MercBaseHealth = StatConfig.Bind<float>("Mercenary", "Base Health", 110f, (ConfigDescription)null);
MercLevelHealth = StatConfig.Bind<float>("Mercenary", "Health by level", 33f, (ConfigDescription)null);
MercBaseShield = StatConfig.Bind<float>("Mercenary", "Base Shield", 0f, (ConfigDescription)null);
MercLevelShield = StatConfig.Bind<float>("Mercenary", "Shield by level", 0f, (ConfigDescription)null);
MercBaseRegen = StatConfig.Bind<float>("Mercenary", "Base Regen", 1f, (ConfigDescription)null);
MercLevelRegen = StatConfig.Bind<float>("Mercenary", "Regen by level", 0.2f, (ConfigDescription)null);
MercBaseDamage = StatConfig.Bind<float>("Mercenary", "Base Damage", 12f, (ConfigDescription)null);
MercLevelDamage = StatConfig.Bind<float>("Mercenary", "Damage by level", 2.4f, (ConfigDescription)null);
MercArmor = StatConfig.Bind<float>("Mercenary", "Armor", 20f, (ConfigDescription)null);
MercSpeed = StatConfig.Bind<float>("Mercenary", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.MercenaryStats = new CharBase
{
healthBase = MercBaseHealth.Value,
healthLevel = MercLevelHealth.Value,
regenBase = MercBaseRegen.Value,
regenLevel = MercLevelRegen.Value,
damageBase = MercBaseDamage.Value,
damageLevel = MercLevelDamage.Value,
shieldBase = MercBaseShield.Value,
shieldLevel = MercLevelShield.Value,
armor = MercArmor.Value,
moveSpeed = MercSpeed.Value
};
}
public static void RexConfig()
{
RexBaseHealth = StatConfig.Bind<float>("REX", "Base Health", 130f, (ConfigDescription)null);
RexLevelHealth = StatConfig.Bind<float>("REX", "Health by level", 39f, (ConfigDescription)null);
RexBaseShield = StatConfig.Bind<float>("REX", "Base Shield", 0f, (ConfigDescription)null);
RexLevelShield = StatConfig.Bind<float>("REX", "Shield by level", 0f, (ConfigDescription)null);
RexBaseRegen = StatConfig.Bind<float>("REX", "Base Regen", 1f, (ConfigDescription)null);
RexLevelRegen = StatConfig.Bind<float>("REX", "Regen by level", 0.2f, (ConfigDescription)null);
RexBaseDamage = StatConfig.Bind<float>("REX", "Base Damage", 12f, (ConfigDescription)null);
RexLevelDamage = StatConfig.Bind<float>("REX", "Damage by level", 2.4f, (ConfigDescription)null);
RexArmor = StatConfig.Bind<float>("REX", "Armor", 20f, (ConfigDescription)null);
RexSpeed = StatConfig.Bind<float>("REX", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.REXStats = new CharBase
{
healthBase = RexBaseHealth.Value,
healthLevel = RexLevelHealth.Value,
regenBase = RexBaseRegen.Value,
regenLevel = RexLevelRegen.Value,
damageBase = RexBaseDamage.Value,
damageLevel = RexLevelDamage.Value,
shieldBase = RexBaseShield.Value,
shieldLevel = RexLevelShield.Value,
armor = RexArmor.Value,
moveSpeed = RexSpeed.Value
};
}
public static void LodrConfig()
{
LodrBaseHealth = StatConfig.Bind<float>("Loader", "Base Health", 160f, (ConfigDescription)null);
LodrLevelHealth = StatConfig.Bind<float>("Loader", "Health by level", 48f, (ConfigDescription)null);
LodrBaseShield = StatConfig.Bind<float>("Loader", "Base Shield", 0f, (ConfigDescription)null);
LodrLevelShield = StatConfig.Bind<float>("Loader", "Shield by level", 0f, (ConfigDescription)null);
LodrBaseRegen = StatConfig.Bind<float>("Loader", "Base Regen", 2.5f, (ConfigDescription)null);
LodrLevelRegen = StatConfig.Bind<float>("Loader", "Regen by level", 0.5f, (ConfigDescription)null);
LodrBaseDamage = StatConfig.Bind<float>("Loader", "Base Damage", 12f, (ConfigDescription)null);
LodrLevelDamage = StatConfig.Bind<float>("Loader", "Damage by level", 2.4f, (ConfigDescription)null);
LodrArmor = StatConfig.Bind<float>("Loader", "Armor", 20f, (ConfigDescription)null);
LodrSpeed = StatConfig.Bind<float>("Loader", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.LoaderStats = new CharBase
{
healthBase = LodrBaseHealth.Value,
healthLevel = LodrLevelHealth.Value,
regenBase = LodrBaseRegen.Value,
regenLevel = LodrLevelRegen.Value,
damageBase = LodrBaseDamage.Value,
damageLevel = LodrLevelDamage.Value,
shieldBase = LodrBaseShield.Value,
shieldLevel = LodrLevelShield.Value,
armor = LodrArmor.Value,
moveSpeed = LodrSpeed.Value
};
}
public static void CrocConfig()
{
CrocBaseHealth = StatConfig.Bind<float>("Acrid", "Base Health", 160f, (ConfigDescription)null);
CrocLevelHealth = StatConfig.Bind<float>("Acrid", "Health by level", 48f, (ConfigDescription)null);
CrocBaseShield = StatConfig.Bind<float>("Acrid", "Base Shield", 0f, (ConfigDescription)null);
CrocLevelShield = StatConfig.Bind<float>("Acrid", "Shield by level", 0f, (ConfigDescription)null);
CrocBaseRegen = StatConfig.Bind<float>("Acrid", "Base Regen", 2.5f, (ConfigDescription)null);
CrocLevelRegen = StatConfig.Bind<float>("Acrid", "Regen by level", 0.5f, (ConfigDescription)null);
CrocBaseDamage = StatConfig.Bind<float>("Acrid", "Base Damage", 15f, (ConfigDescription)null);
CrocLevelDamage = StatConfig.Bind<float>("Acrid", "Damage by level", 3f, (ConfigDescription)null);
CrocArmor = StatConfig.Bind<float>("Acrid", "Armor", 20f, (ConfigDescription)null);
CrocSpeed = StatConfig.Bind<float>("Acrid", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.AcridStats = new CharBase
{
healthBase = CrocBaseHealth.Value,
healthLevel = CrocLevelHealth.Value,
regenBase = CrocBaseRegen.Value,
regenLevel = CrocLevelRegen.Value,
damageBase = CrocBaseDamage.Value,
damageLevel = CrocLevelDamage.Value,
shieldBase = CrocBaseShield.Value,
shieldLevel = CrocLevelShield.Value,
armor = CrocArmor.Value,
moveSpeed = CrocSpeed.Value
};
}
public static void CaptConfig()
{
CaptBaseHealth = StatConfig.Bind<float>("Captain", "Base Health", 110f, (ConfigDescription)null);
CaptLevelHealth = StatConfig.Bind<float>("Captain", "Health by level", 33f, (ConfigDescription)null);
CaptBaseShield = StatConfig.Bind<float>("Captain", "Base Shield", 0f, (ConfigDescription)null);
CaptLevelShield = StatConfig.Bind<float>("Captain", "Shield by level", 0f, (ConfigDescription)null);
CaptBaseRegen = StatConfig.Bind<float>("Captain", "Base Regen", 1f, (ConfigDescription)null);
CaptLevelRegen = StatConfig.Bind<float>("Captain", "Regen by level", 0.2f, (ConfigDescription)null);
CaptBaseDamage = StatConfig.Bind<float>("Captain", "Base Damage", 12f, (ConfigDescription)null);
CaptLevelDamage = StatConfig.Bind<float>("Captain", "Damage by level", 2.4f, (ConfigDescription)null);
CaptArmor = StatConfig.Bind<float>("Captain", "Armor", 0f, (ConfigDescription)null);
CaptSpeed = StatConfig.Bind<float>("Captain", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.CaptainStats = new CharBase
{
healthBase = CaptBaseHealth.Value,
healthLevel = CaptLevelHealth.Value,
regenBase = CaptBaseRegen.Value,
regenLevel = CaptLevelRegen.Value,
damageBase = CaptBaseDamage.Value,
damageLevel = CaptLevelDamage.Value,
shieldBase = CaptBaseShield.Value,
shieldLevel = CaptLevelShield.Value,
armor = CaptArmor.Value,
moveSpeed = CaptSpeed.Value
};
}
public static void BirbConfig()
{
BirbBaseHealth = StatConfig.Bind<float>("Heretic", "Base Health", 440f, (ConfigDescription)null);
BirbLevelHealth = StatConfig.Bind<float>("Heretic", "Health by level", 132f, (ConfigDescription)null);
BirbBaseShield = StatConfig.Bind<float>("Heretic", "Base Shield", 0f, (ConfigDescription)null);
BirbLevelShield = StatConfig.Bind<float>("Heretic", "Shield by level", 0f, (ConfigDescription)null);
BirbBaseRegen = StatConfig.Bind<float>("Heretic", "Base Regen", -6f, (ConfigDescription)null);
BirbLevelRegen = StatConfig.Bind<float>("Heretic", "Regen by level", -1.2f, (ConfigDescription)null);
BirbBaseDamage = StatConfig.Bind<float>("Heretic", "Base Damage", 18f, (ConfigDescription)null);
BirbLevelDamage = StatConfig.Bind<float>("Heretic", "Damage by level", 3.6f, (ConfigDescription)null);
BirbArmor = StatConfig.Bind<float>("Heretic", "Armor", 0f, (ConfigDescription)null);
BirbSpeed = StatConfig.Bind<float>("Heretic", "Base Speed", 8f, (ConfigDescription)null);
SurvivorBase.HereticStats = new CharBase
{
healthBase = BirbBaseHealth.Value,
healthLevel = BirbLevelHealth.Value,
regenBase = BirbBaseRegen.Value,
regenLevel = BirbLevelRegen.Value,
damageBase = BirbBaseDamage.Value,
damageLevel = BirbLevelDamage.Value,
shieldBase = BirbBaseShield.Value,
shieldLevel = BirbLevelShield.Value,
armor = BirbArmor.Value,
moveSpeed = BirbSpeed.Value
};
}
public static void VoidSurvivorConfig()
{
VoidSurvivorBaseHealth = StatConfig.Bind<float>("Voidfiend", "Base Health", 110f, (ConfigDescription)null);
VoidSurvivorLevelHealth = StatConfig.Bind<float>("Voidfiend", "Health by level", 33f, (ConfigDescription)null);
VoidSurvivorBaseShield = StatConfig.Bind<float>("Voidfiend", "Base Shield", 0f, (ConfigDescription)null);
VoidSurvivorLevelShield = StatConfig.Bind<float>("Voidfiend", "Shield by level", 0f, (ConfigDescription)null);
VoidSurvivorBaseRegen = StatConfig.Bind<float>("Voidfiend", "Base Regen", 1f, (ConfigDescription)null);
VoidSurvivorLevelRegen = StatConfig.Bind<float>("Voidfiend", "Regen by level", 0.2f, (ConfigDescription)null);
VoidSurvivorBaseDamage = StatConfig.Bind<float>("Voidfiend", "Base Damage", 12f, (ConfigDescription)null);
VoidSurvivorLevelDamage = StatConfig.Bind<float>("Voidfiend", "Damage by level", 2.4f, (ConfigDescription)null);
VoidSurvivorArmor = StatConfig.Bind<float>("Voidfiend", "Armor", 0f, (ConfigDescription)null);
VoidSurvivorSpeed = StatConfig.Bind<float>("Voidfiend", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.VoidFiendStats = new CharBase
{
healthBase = VoidSurvivorBaseHealth.Value,
healthLevel = VoidSurvivorLevelHealth.Value,
regenBase = VoidSurvivorBaseRegen.Value,
regenLevel = VoidSurvivorLevelRegen.Value,
damageBase = VoidSurvivorBaseDamage.Value,
damageLevel = VoidSurvivorLevelDamage.Value,
shieldBase = VoidSurvivorBaseShield.Value,
shieldLevel = VoidSurvivorLevelShield.Value,
armor = VoidSurvivorArmor.Value,
moveSpeed = VoidSurvivorSpeed.Value
};
}
public static void RailGunnerConfig()
{
RailGunnerBaseHealth = StatConfig.Bind<float>("Railgunner", "Base Health", 110f, (ConfigDescription)null);
RailGunnerLevelHealth = StatConfig.Bind<float>("Railgunner", "Health by level", 33f, (ConfigDescription)null);
RailGunnerBaseShield = StatConfig.Bind<float>("Railgunner", "Base Shield", 0f, (ConfigDescription)null);
RailGunnerLevelShield = StatConfig.Bind<float>("Railgunner", "Shield by level", 0f, (ConfigDescription)null);
RailGunnerBaseRegen = StatConfig.Bind<float>("Railgunner", "Base Regen", 1f, (ConfigDescription)null);
RailGunnerLevelRegen = StatConfig.Bind<float>("Railgunner", "Regen by level", 0.2f, (ConfigDescription)null);
RailGunnerBaseDamage = StatConfig.Bind<float>("Railgunner", "Base Damage", 12f, (ConfigDescription)null);
RailGunnerLevelDamage = StatConfig.Bind<float>("Railgunner", "Damage by level", 2.4f, (ConfigDescription)null);
RailGunnerArmor = StatConfig.Bind<float>("Railgunner", "Armor", 0f, (ConfigDescription)null);
RailGunnerSpeed = StatConfig.Bind<float>("Railgunner", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.RailgunnerStats = new CharBase
{
healthBase = RailGunnerBaseHealth.Value,
healthLevel = RailGunnerLevelHealth.Value,
regenBase = RailGunnerBaseRegen.Value,
regenLevel = RailGunnerLevelRegen.Value,
damageBase = RailGunnerBaseDamage.Value,
damageLevel = RailGunnerLevelDamage.Value,
shieldBase = RailGunnerBaseShield.Value,
shieldLevel = RailGunnerLevelShield.Value,
armor = RailGunnerArmor.Value,
moveSpeed = RailGunnerSpeed.Value
};
}
public static void SeekerConfig()
{
SeekerBaseHealth = StatConfig.Bind<float>("Seeker", "Base Health", 115f, (ConfigDescription)null);
SeekerLevelHealth = StatConfig.Bind<float>("Seeker", "Health by level", 34f, (ConfigDescription)null);
SeekerBaseShield = StatConfig.Bind<float>("Seeker", "Base Shield", 0f, (ConfigDescription)null);
SeekerLevelShield = StatConfig.Bind<float>("Seeker", "Shield by level", 0f, (ConfigDescription)null);
SeekerBaseRegen = StatConfig.Bind<float>("Seeker", "Base Regen", 0.75f, (ConfigDescription)null);
SeekerLevelRegen = StatConfig.Bind<float>("Seeker", "Regen by level", 0.15f, (ConfigDescription)null);
SeekerBaseDamage = StatConfig.Bind<float>("Seeker", "Base Damage", 12f, (ConfigDescription)null);
SeekerLevelDamage = StatConfig.Bind<float>("Seeker", "Damage by level", 2.4f, (ConfigDescription)null);
SeekerArmor = StatConfig.Bind<float>("Seeker", "Armor", 20f, (ConfigDescription)null);
SeekerSpeed = StatConfig.Bind<float>("Seeker", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.SeekerStats = new CharBase
{
healthBase = SeekerBaseHealth.Value,
healthLevel = SeekerLevelHealth.Value,
regenBase = SeekerBaseRegen.Value,
regenLevel = SeekerLevelRegen.Value,
damageBase = SeekerBaseDamage.Value,
damageLevel = SeekerLevelDamage.Value,
shieldBase = SeekerBaseShield.Value,
shieldLevel = SeekerLevelShield.Value,
armor = SeekerArmor.Value,
moveSpeed = SeekerSpeed.Value
};
}
public static void FalseSonConfig()
{
FalseSonBaseHealth = StatConfig.Bind<float>("FalseSon", "Base Health", 180f, (ConfigDescription)null);
FalseSonLevelHealth = StatConfig.Bind<float>("FalseSon", "Health by level", 54f, (ConfigDescription)null);
FalseSonBaseShield = StatConfig.Bind<float>("FalseSon", "Base Shield", 0f, (ConfigDescription)null);
FalseSonLevelShield = StatConfig.Bind<float>("FalseSon", "Shield by level", 0f, (ConfigDescription)null);
FalseSonBaseRegen = StatConfig.Bind<float>("FalseSon", "Base Regen", 1f, (ConfigDescription)null);
FalseSonLevelRegen = StatConfig.Bind<float>("FalseSon", "Regen by level", 0.2f, (ConfigDescription)null);
FalseSonBaseDamage = StatConfig.Bind<float>("FalseSon", "Base Damage", 12f, (ConfigDescription)null);
FalseSonLevelDamage = StatConfig.Bind<float>("FalseSon", "Damage by level", 2.4f, (ConfigDescription)null);
FalseSonArmor = StatConfig.Bind<float>("FalseSon", "Armor", 20f, (ConfigDescription)null);
FalseSonSpeed = StatConfig.Bind<float>("FalseSon", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.FalseSonStats = new CharBase
{
healthBase = FalseSonBaseHealth.Value,
healthLevel = FalseSonLevelHealth.Value,
regenBase = FalseSonBaseRegen.Value,
regenLevel = FalseSonLevelRegen.Value,
damageBase = FalseSonBaseDamage.Value,
damageLevel = FalseSonLevelDamage.Value,
shieldBase = FalseSonBaseShield.Value,
shieldLevel = FalseSonLevelShield.Value,
armor = FalseSonArmor.Value,
moveSpeed = FalseSonSpeed.Value
};
}
public static void CHEFConfig()
{
CHEFBaseHealth = StatConfig.Bind<float>("CHEF", "Base Health", 110f, (ConfigDescription)null);
CHEFLevelHealth = StatConfig.Bind<float>("CHEF", "Health by level", 33f, (ConfigDescription)null);
CHEFBaseShield = StatConfig.Bind<float>("CHEF", "Base Shield", 0f, (ConfigDescription)null);
CHEFLevelShield = StatConfig.Bind<float>("CHEF", "Shield by level", 0f, (ConfigDescription)null);
CHEFBaseRegen = StatConfig.Bind<float>("CHEF", "Base Regen", 1f, (ConfigDescription)null);
CHEFLevelRegen = StatConfig.Bind<float>("CHEF", "Regen by level", 0.2f, (ConfigDescription)null);
CHEFBaseDamage = StatConfig.Bind<float>("CHEF", "Base Damage", 12f, (ConfigDescription)null);
CHEFLevelDamage = StatConfig.Bind<float>("CHEF", "Damage by level", 2.4f, (ConfigDescription)null);
CHEFArmor = StatConfig.Bind<float>("CHEF", "Armor", 0f, (ConfigDescription)null);
CHEFSpeed = StatConfig.Bind<float>("CHEF", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.CHEFStats = new CharBase
{
healthBase = CHEFBaseHealth.Value,
healthLevel = CHEFLevelHealth.Value,
regenBase = CHEFBaseRegen.Value,
regenLevel = CHEFLevelRegen.Value,
damageBase = CHEFBaseDamage.Value,
damageLevel = CHEFLevelDamage.Value,
shieldBase = CHEFBaseShield.Value,
shieldLevel = CHEFLevelShield.Value,
armor = CHEFArmor.Value,
moveSpeed = CHEFSpeed.Value
};
}
public static void OperatorConfig()
{
OperatorBaseHealth = StatConfig.Bind<float>("Operator", "Base Health", 90f, (ConfigDescription)null);
OperatorLevelHealth = StatConfig.Bind<float>("Operator", "Health by level", 27f, (ConfigDescription)null);
OperatorBaseShield = StatConfig.Bind<float>("Operator", "Base Shield", 0f, (ConfigDescription)null);
OperatorLevelShield = StatConfig.Bind<float>("Operator", "Shield by level", 0f, (ConfigDescription)null);
OperatorBaseRegen = StatConfig.Bind<float>("Operator", "Base Regen", 1f, (ConfigDescription)null);
OperatorLevelRegen = StatConfig.Bind<float>("Operator", "Regen by level", 0.2f, (ConfigDescription)null);
OperatorBaseDamage = StatConfig.Bind<float>("Operator", "Base Damage", 12f, (ConfigDescription)null);
OperatorLevelDamage = StatConfig.Bind<float>("Operator", "Damage by level", 2.4f, (ConfigDescription)null);
OperatorArmor = StatConfig.Bind<float>("Operator", "Armor", 0f, (ConfigDescription)null);
OperatorSpeed = StatConfig.Bind<float>("Operator", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.OperatorStats = new CharBase
{
healthBase = OperatorBaseHealth.Value,
healthLevel = OperatorLevelHealth.Value,
regenBase = OperatorBaseRegen.Value,
regenLevel = OperatorLevelRegen.Value,
damageBase = OperatorBaseDamage.Value,
damageLevel = OperatorLevelDamage.Value,
shieldBase = OperatorBaseShield.Value,
shieldLevel = OperatorLevelShield.Value,
armor = OperatorArmor.Value,
moveSpeed = OperatorSpeed.Value
};
}
public static void DrifterConfig()
{
DrifterBaseHealth = StatConfig.Bind<float>("Drifter", "Base Health", 170f, (ConfigDescription)null);
DrifterLevelHealth = StatConfig.Bind<float>("Drifter", "Health by level", 52f, (ConfigDescription)null);
DrifterBaseShield = StatConfig.Bind<float>("Drifter", "Base Shield", 0f, (ConfigDescription)null);
DrifterLevelShield = StatConfig.Bind<float>("Drifter", "Shield by level", 0f, (ConfigDescription)null);
DrifterBaseRegen = StatConfig.Bind<float>("Drifter", "Base Regen", 1f, (ConfigDescription)null);
DrifterLevelRegen = StatConfig.Bind<float>("Drifter", "Regen by level", 0.2f, (ConfigDescription)null);
DrifterBaseDamage = StatConfig.Bind<float>("Drifter", "Base Damage", 12f, (ConfigDescription)null);
DrifterLevelDamage = StatConfig.Bind<float>("Drifter", "Damage by level", 2.4f, (ConfigDescription)null);
DrifterArmor = StatConfig.Bind<float>("Drifter", "Armor", 20f, (ConfigDescription)null);
DrifterSpeed = StatConfig.Bind<float>("Drifter", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.DrifterStats = new CharBase
{
healthBase = DrifterBaseHealth.Value,
healthLevel = DrifterLevelHealth.Value,
regenBase = DrifterBaseRegen.Value,
regenLevel = DrifterLevelRegen.Value,
damageBase = DrifterBaseDamage.Value,
damageLevel = DrifterLevelDamage.Value,
shieldBase = DrifterBaseShield.Value,
shieldLevel = DrifterLevelShield.Value,
armor = DrifterArmor.Value,
moveSpeed = DrifterSpeed.Value
};
}
public static void RobPaladinConfig()
{
RobPaladinBaseHealth = StatConfig.Bind<float>("RobPaladin", "Base Health", 110f, (ConfigDescription)null);
RobPaladinLevelHealth = StatConfig.Bind<float>("RobPaladin", "Health by level", 33f, (ConfigDescription)null);
RobPaladinBaseShield = StatConfig.Bind<float>("RobPaladin", "Base Shield", 0f, (ConfigDescription)null);
RobPaladinLevelShield = StatConfig.Bind<float>("RobPaladin", "Shield by level", 0f, (ConfigDescription)null);
RobPaladinBaseRegen = StatConfig.Bind<float>("RobPaladin", "Base Regen", 1f, (ConfigDescription)null);
RobPaladinLevelRegen = StatConfig.Bind<float>("RobPaladin", "Regen by level", 0.2f, (ConfigDescription)null);
RobPaladinBaseDamage = StatConfig.Bind<float>("RobPaladin", "Base Damage", 12f, (ConfigDescription)null);
RobPaladinLevelDamage = StatConfig.Bind<float>("RobPaladin", "Damage by level", 2.4f, (ConfigDescription)null);
RobPaladinArmor = StatConfig.Bind<float>("RobPaladin", "Armor", 12f, (ConfigDescription)null);
RobPaladinSpeed = StatConfig.Bind<float>("RobPaladin", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.robpaladinStats = new CharBase
{
healthBase = RobPaladinBaseHealth.Value,
healthLevel = RobPaladinLevelHealth.Value,
regenBase = RobPaladinBaseRegen.Value,
regenLevel = RobPaladinLevelRegen.Value,
damageBase = RobPaladinBaseDamage.Value,
damageLevel = RobPaladinLevelDamage.Value,
shieldBase = RobPaladinBaseShield.Value,
shieldLevel = RobPaladinLevelShield.Value,
armor = RobPaladinArmor.Value,
moveSpeed = RobPaladinSpeed.Value
};
}
public static void NemesisEnforcerConfig()
{
NemesisEnforcerBaseHealth = StatConfig.Bind<float>("NemesisEnforcer", "Base Health", 224f, (ConfigDescription)null);
NemesisEnforcerLevelHealth = StatConfig.Bind<float>("NemesisEnforcer", "Health by level", 56f, (ConfigDescription)null);
NemesisEnforcerBaseShield = StatConfig.Bind<float>("NemesisEnforcer", "Base Shield", 0f, (ConfigDescription)null);
NemesisEnforcerLevelShield = StatConfig.Bind<float>("NemesisEnforcer", "Shield by level", 0f, (ConfigDescription)null);
NemesisEnforcerBaseRegen = StatConfig.Bind<float>("NemesisEnforcer", "Base Regen", 0.5f, (ConfigDescription)null);
NemesisEnforcerLevelRegen = StatConfig.Bind<float>("NemesisEnforcer", "Regen by level", 0.25f, (ConfigDescription)null);
NemesisEnforcerBaseDamage = StatConfig.Bind<float>("NemesisEnforcer", "Base Damage", 12f, (ConfigDescription)null);
NemesisEnforcerLevelDamage = StatConfig.Bind<float>("NemesisEnforcer", "Damage by level", 2.4f, (ConfigDescription)null);
NemesisEnforcerArmor = StatConfig.Bind<float>("NemesisEnforcer", "Armor", 0f, (ConfigDescription)null);
NemesisEnforcerSpeed = StatConfig.Bind<float>("NemesisEnforcer", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.nemesisenforcerStats = new CharBase
{
healthBase = NemesisEnforcerBaseHealth.Value,
healthLevel = NemesisEnforcerLevelHealth.Value,
regenBase = NemesisEnforcerBaseRegen.Value,
regenLevel = NemesisEnforcerLevelRegen.Value,
damageBase = NemesisEnforcerBaseDamage.Value,
damageLevel = NemesisEnforcerLevelDamage.Value,
shieldBase = NemesisEnforcerBaseShield.Value,
shieldLevel = NemesisEnforcerLevelShield.Value,
armor = NemesisEnforcerArmor.Value,
moveSpeed = NemesisEnforcerSpeed.Value
};
}
public static void MinerConfig()
{
MinerBaseHealth = StatConfig.Bind<float>("Miner", "Base Health", 140f, (ConfigDescription)null);
MinerLevelHealth = StatConfig.Bind<float>("Miner", "Health by level", 42f, (ConfigDescription)null);
MinerBaseShield = StatConfig.Bind<float>("Miner", "Base Shield", 0f, (ConfigDescription)null);
MinerLevelShield = StatConfig.Bind<float>("Miner", "Shield by level", 0f, (ConfigDescription)null);
MinerBaseRegen = StatConfig.Bind<float>("Miner", "Base Regen", 1f, (ConfigDescription)null);
MinerLevelRegen = StatConfig.Bind<float>("Miner", "Regen by level", 0.2f, (ConfigDescription)null);
MinerBaseDamage = StatConfig.Bind<float>("Miner", "Base Damage", 12f, (ConfigDescription)null);
MinerLevelDamage = StatConfig.Bind<float>("Miner", "Damage by level", 2.4f, (ConfigDescription)null);
MinerArmor = StatConfig.Bind<float>("Miner", "Armor", 20f, (ConfigDescription)null);
MinerSpeed = StatConfig.Bind<float>("Miner", "Base Speed", 7f, (ConfigDescription)null);
SurvivorBase.minerStats = new CharBase
{
healthBase = MinerBaseHealth.Value,
healthLevel = MinerLevelHealth.Value,
regenBase = MinerBaseRegen.Value,
regenLevel = MinerLevelRegen.Value,
damageBase = MinerBaseDamage.Value,
damageLevel = MinerLevelDamage.Value,
shieldBase = MinerBaseShield.Value,
shieldLevel = MinerLevelShield.Value,
armor = MinerArmor.Value,
moveSpeed = MinerSpeed.Value
};
}
}
[BepInPlugin("com.KingOblivion.UpdatedSurvivorStatConfig", "UpdatedSurvivorStatConfig", "0.1")]
public class SurvivorPlugin : BaseUnityPlugin
{
public void Awake()
{
SurvivorBase.Rebalance();
}
}
}
namespace SurvivorConfig.Characters
{
public class CharBase
{
public float healthBase;
public float healthLevel;
public float regenBase;
public float regenLevel;
public float shieldBase;
public float shieldLevel;
public float damageBase;
public float damageLevel;
public float armor;
public float moveSpeed;
}
internal class CharChanges : SurvivorBase
{
public static void Gaming()
{
Debug.Log((object)"Importing changes...");
SurvivorBase.CommandoPrefab = BodyCatalog.FindBodyPrefab("CommandoBody");
ApplyChanges(SurvivorBase.CommandoPrefab.GetComponent<CharacterBody>(), SurvivorBase.CommandoStats);
Debug.Log((object)"Commando done.");
SurvivorBase.HuntressPrefab = BodyCatalog.FindBodyPrefab("HuntressBody");
ApplyChanges(SurvivorBase.HuntressPrefab.GetComponent<CharacterBody>(), SurvivorBase.HuntressStats);
Debug.Log((object)"Huntress done.");
SurvivorBase.BanditPrefab = BodyCatalog.FindBodyPrefab("Bandit2Body");
ApplyChanges(SurvivorBase.BanditPrefab.GetComponent<CharacterBody>(), SurvivorBase.BanditStats);
Debug.Log((object)"Bandit done.");
SurvivorBase.MULTPrefab = BodyCatalog.FindBodyPrefab("ToolbotBody");
ApplyChanges(SurvivorBase.MULTPrefab.GetComponent<CharacterBody>(), SurvivorBase.MULTStats);
Debug.Log((object)"MUL-T done.");
SurvivorBase.EngineerPrefab = BodyCatalog.FindBodyPrefab("EngiBody");
ApplyChanges(SurvivorBase.EngineerPrefab.GetComponent<CharacterBody>(), SurvivorBase.EngineerStats);
Debug.Log((object)"Engineer done.");
SurvivorBase.ArtificerPrefab = BodyCatalog.FindBodyPrefab("MageBody");
ApplyChanges(SurvivorBase.ArtificerPrefab.GetComponent<CharacterBody>(), SurvivorBase.ArtificerStats);
Debug.Log((object)"Artificer done.");
SurvivorBase.MercenaryPrefab = BodyCatalog.FindBodyPrefab("MercBody");
ApplyChanges(SurvivorBase.MercenaryPrefab.GetComponent<CharacterBody>(), SurvivorBase.MercenaryStats);
Debug.Log((object)"Mercenary done.");
SurvivorBase.REXPrefab = BodyCatalog.FindBodyPrefab("TreebotBody");
ApplyChanges(SurvivorBase.REXPrefab.GetComponent<CharacterBody>(), SurvivorBase.REXStats);
Debug.Log((object)"REX done.");
SurvivorBase.LoaderPrefab = BodyCatalog.FindBodyPrefab("LoaderBody");
ApplyChanges(SurvivorBase.LoaderPrefab.GetComponent<CharacterBody>(), SurvivorBase.LoaderStats);
Debug.Log((object)"Loader done.");
SurvivorBase.AcridPrefab = BodyCatalog.FindBodyPrefab("CrocoBody");
ApplyChanges(SurvivorBase.AcridPrefab.GetComponent<CharacterBody>(), SurvivorBase.AcridStats);
Debug.Log((object)"Acrid done.");
SurvivorBase.CaptainPrefab = BodyCatalog.FindBodyPrefab("CaptainBody");
ApplyChanges(SurvivorBase.CaptainPrefab.GetComponent<CharacterBody>(), SurvivorBase.CaptainStats);
Debug.Log((object)"Captain done.");
SurvivorBase.HereticPrefab = BodyCatalog.FindBodyPrefab("HereticBody");
ApplyChanges(SurvivorBase.HereticPrefab.GetComponent<CharacterBody>(), SurvivorBase.HereticStats);
Debug.Log((object)"Heretic done.");
SurvivorBase.VoidFiendPrefab = BodyCatalog.FindBodyPrefab("VoidSurvivorBody");
ApplyChanges(SurvivorBase.VoidFiendPrefab.GetComponent<CharacterBody>(), SurvivorBase.VoidFiendStats);
Debug.Log((object)"Voidfiend done.");
SurvivorBase.RailgunnerPrefab = BodyCatalog.FindBodyPrefab("RailgunnerBody");
ApplyChanges(SurvivorBase.RailgunnerPrefab.GetComponent<CharacterBody>(), SurvivorBase.RailgunnerStats);
Debug.Log((object)"RailGunner done.");
SurvivorBase.SeekerPrefab = BodyCatalog.FindBodyPrefab("SeekerBody");
ApplyChanges(SurvivorBase.SeekerPrefab.GetComponent<CharacterBody>(), SurvivorBase.SeekerStats);
Debug.Log((object)"Seeker done.");
SurvivorBase.FalseSonPrefab = BodyCatalog.FindBodyPrefab("FalseSonBody");
ApplyChanges(SurvivorBase.FalseSonPrefab.GetComponent<CharacterBody>(), SurvivorBase.FalseSonStats);
Debug.Log((object)"False Son done.");
SurvivorBase.CHEFPrefab = BodyCatalog.FindBodyPrefab("ChefBody");
ApplyChanges(SurvivorBase.CHEFPrefab.GetComponent<CharacterBody>(), SurvivorBase.CHEFStats);
Debug.Log((object)"CHEF done.");
SurvivorBase.DrifterPrefab = BodyCatalog.FindBodyPrefab("DrifterBody");
ApplyChanges(SurvivorBase.DrifterPrefab.GetComponent<CharacterBody>(), SurvivorBase.DrifterStats);
Debug.Log((object)"Drifter done.");
SurvivorBase.OperatorPrefab = BodyCatalog.FindBodyPrefab("DroneTechBody");
ApplyChanges(SurvivorBase.OperatorPrefab.GetComponent<CharacterBody>(), SurvivorBase.OperatorStats);
Debug.Log((object)"Operator done.");
SurvivorBase.robpaladinPrefab = BodyCatalog.FindBodyPrefab("RobPaladinBody");
if (Object.op_Implicit((Object)(object)SurvivorBase.robpaladinPrefab))
{
ApplyChanges(SurvivorBase.robpaladinPrefab.GetComponent<CharacterBody>(), SurvivorBase.robpaladinStats);
Debug.Log((object)"RobPaladin done.");
}
SurvivorBase.nemesisenforcerPrefab = BodyCatalog.FindBodyPrefab("NemesisEnforcerBody");
if (Object.op_Implicit((Object)(object)SurvivorBase.nemesisenforcerPrefab))
{
ApplyChanges(SurvivorBase.nemesisenforcerPrefab.GetComponent<CharacterBody>(), SurvivorBase.nemesisenforcerStats);
Debug.Log((object)"NemesisEnforcer done.");
}
SurvivorBase.minerPrefab = BodyCatalog.FindBodyPrefab("MinerBody");
if (Object.op_Implicit((Object)(object)SurvivorBase.minerPrefab))
{
ApplyChanges(SurvivorBase.minerPrefab.GetComponent<CharacterBody>(), SurvivorBase.minerStats);
Debug.Log((object)"Miner done.");
}
}
public static void ApplyChanges(CharacterBody body, CharBase charBase)
{
body.baseMaxHealth = charBase.healthBase;
body.levelMaxHealth = charBase.healthLevel;
body.baseRegen = charBase.regenBase;
body.levelRegen = charBase.regenLevel;
body.baseMaxShield = charBase.shieldBase;
body.levelMaxShield = charBase.shieldLevel;
body.baseDamage = charBase.damageBase;
body.levelDamage = charBase.damageLevel;
body.baseArmor = charBase.armor;
body.baseMoveSpeed = charBase.moveSpeed;
}
}
}