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Decompiled source of MorePearlStats v1.0.1
MoreStatsPlus.dll
Decompiled a year agousing 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 MoreStats; using R2API; using RoR2; 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 = "")] [assembly: AssemblyCompany("MoreStatsPlus")] [assembly: AssemblyConfiguration("Debug")] [assembly: AssemblyFileVersion("1.0.0.0")] [assembly: AssemblyInformationalVersion("1.0.0")] [assembly: AssemblyProduct("MoreStatsPlus")] [assembly: AssemblyTitle("MoreStatsPlus")] [assembly: SecurityPermission(SecurityAction.RequestMinimum, SkipVerification = true)] [assembly: AssemblyVersion("1.0.0.0")] [module: UnverifiableCode] namespace MoreStatsPlus; [BepInPlugin("com.RiskOfBrainrot.MoreStatsPlus", "MoreStatsPlus", "1.0.0")] public class MSPlusPlugin : BaseUnityPlugin { public const string guid = "com.RiskOfBrainrot.MoreStatsPlus"; public const string teamName = "RiskOfBrainrot"; public const string modName = "MoreStatsPlus"; public const string version = "1.0.0"; public static ConfigFile CustomConfigFile; public static ConfigEntry<bool> enablePearlChanges; public static ConfigEntry<bool> enableTonicChanges; public static ConfigEntry<bool> enableAfflictionChanges; public static PluginInfo PInfo { get; private set; } private void Awake() { //IL_0011: Unknown result type (might be due to invalid IL or missing references) //IL_001b: Expected O, but got Unknown //IL_007f: Unknown result type (might be due to invalid IL or missing references) //IL_0089: Expected O, but got Unknown CustomConfigFile = new ConfigFile(Paths.ConfigPath + "\\MoreStatsPlus.cfg", true); enablePearlChanges = CustomConfigFile.Bind<bool>("MoreStatsPlus", "Enable Pearl Rework", true, "Set to true to use morestats pearl, set to false for vanilla pearl."); enableTonicChanges = CustomConfigFile.Bind<bool>("MoreStatsPlus", "Enable Tonic Rework", true, "Set to true to use morestats tonic, set to false for vanilla tonic."); enableAfflictionChanges = CustomConfigFile.Bind<bool>("MoreStatsPlus", "Enable Affliction Rework", true, "Set to true to use morestats affliction, set to false for vanilla affliction."); StatHooks.GetMoreStatCoefficients += new MoreStatHookEventHandler(MoreAfflictionStats); LanguageAPI.Add("EQUIPMENT_TONIC_DESC", "Drink the Tonic, gaining a boost for 20 seconds. Increases <style=cIsDamage>damage</style> by <style=cIsDamage>+100%</style>. Increases <style=cIsDamage>attack speed</style> by <style=cIsDamage>+70%</style>. Increases <style=cIsDamage>armor</style> by <style=cIsDamage>+20</style>. Increases <style=cIsHealing>maximum health</style> by <style=cIsHealing>+50%</style>. Increases <style=cIsHealing>passive health regeneration</style> by <style=cIsHealing>+300%</style>. Increases <style=cIsHealing>healing</style> by <style=cIsHealing>+70%</style>.Increases <style=cIsUtility>movespeed</style> by <style=cIsUtility>+30%</style>.Increases <style=cIsUtility>Luck</style> by <style=cIsUtility>+0.5</style>.Increases <style=cIsUtility>jumps</style> by <style=cIsUtility>1</style>.Reduces <style=cIsUtility>shield regeneration delay</style> by <style=cIsUtility>-2 seconds</style>.Reduces <style=cIsUtility>barrier decay</style> by <style=cIsUtility>-50%</style>.\n\nWhen the Tonic wears off, you have a <style=cIsHealth>20%</style> chance to gain a <style=cIsHealth>Tonic Affliction, reducing all of your stats</style> by <style=cIsHealth>-5%</style> <style=cStack>(-5% per stack)</style>."); } private void MoreStatsPlusStats(CharacterBody sender, MoreStatHookEventArgs args) { Inventory inventory = sender.inventory; if ((Object)(object)inventory != (Object)null) { int itemCount = inventory.GetItemCount(Items.ShinyPearl); if (itemCount > 0 && enablePearlChanges.Value) { float num = MathF.Pow(1.1f, itemCount); args.luckAdd += 0.1f * (float)itemCount; args.healingPercentIncreaseMult *= num; args.barrierDecayRatePercentDecreaseDiv *= num; args.shieldDelayPercentDecreaseDiv *= num; } int itemCount2 = inventory.GetItemCount(Items.TonicAffliction); if (itemCount2 > 0 && enableAfflictionChanges.Value) { float num2 = MathF.Pow(0.95f, itemCount2); args.luckAdd -= 0.05f * (float)itemCount2; args.healingPercentIncreaseMult *= num2; args.barrierDecayRatePercentDecreaseDiv *= num2; args.shieldDelayPercentDecreaseDiv *= num2; } } if (sender.HasBuff(Buffs.TonicBuff) && enableTonicChanges.Value) { args.luckAdd += 0.5f; args.healingPercentIncreaseMult *= 1.7f; args.shieldDelaySecondsIncreaseAddPreMult -= 2f; args.barrierDecayRatePercentDecreaseDiv *= 2f; args.jumpCountAdd++; } } private void MoreAfflictionStats(CharacterBody sender, MoreStatHookEventArgs args) { Inventory inventory = sender.inventory; if ((Object)(object)inventory != (Object)null) { int itemCount = inventory.GetItemCount(Items.TonicAffliction); if (itemCount > 0) { float num = MathF.Pow(0.95f, itemCount); args.luckAdd -= 0.05f * (float)itemCount; args.healingPercentIncreaseMult *= num; args.barrierDecayRatePercentDecreaseDiv *= num; args.shieldDelayPercentDecreaseDiv *= num; } } } private void MoreTonicStats(CharacterBody sender, MoreStatHookEventArgs args) { if (sender.HasBuff(Buffs.TonicBuff)) { args.luckAdd += 0.5f; args.healingPercentIncreaseMult *= 1.7f; args.shieldDelaySecondsIncreaseAddPreMult -= 2f; args.barrierDecayRatePercentDecreaseDiv += 2f; args.jumpCountAdd++; } } private void MorePearlStats(CharacterBody sender, MoreStatHookEventArgs args) { Inventory inventory = sender.inventory; if ((Object)(object)inventory != (Object)null) { int itemCount = inventory.GetItemCount(Items.ShinyPearl); if (itemCount > 0) { float num = MathF.Pow(1.1f, itemCount); args.luckAdd += 0.1f * (float)itemCount; args.healingPercentIncreaseMult *= num; args.barrierDecayRatePercentDecreaseDiv *= num; args.shieldDelayPercentDecreaseDiv *= num; } } } }