Added spooky dark souls enemies
Added potential fix for items spawning near doorways (and enemies potentially using them)
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8 changed files with 116 additions and 5 deletions
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@ -14,6 +14,9 @@ using GameNetcodeStuff;
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namespace ScarletMansion.GamePatch.Components {
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public class ScarletBedroom : MonoBehaviour, IDungeonCompleteReceiver {
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public const string ENEMY_SPAWN_LIST_DEFAULT = "knight@s1,crawler,nutcracker,springman,maskedplayerenemy,jester@s1,butler";
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public static readonly string[] ENEMY_EVIL_LIST = new string[] { "knight", "crawler", "nutcracker", "springman" ,"maskedplayerenemy" ,"jester", "butler" };
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public static ActionList onBedroomEndEvent = new ActionList("onBedroomEnd");
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[Header("References")]
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@ -133,7 +136,7 @@ namespace ScarletMansion.GamePatch.Components {
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public static void CreateRandomEnemyList(List<SpawnableEnemyWithRarity> enemies){
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var lower = PluginConfig.Instance.paintingEnemyListValue.ToLowerInvariant();
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if (lower == "default"){
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lower = "knight@s1,crawler,nutcracker,springman,maskedplayerenemy,jester@s1";
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lower = ENEMY_SPAWN_LIST_DEFAULT;
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}
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spawnableEnemiesTrueList = new List<EnemyReferenceSpawnLogic>();
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@ -193,7 +196,9 @@ namespace ScarletMansion.GamePatch.Components {
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bonusEnemy.ApplySpawnLogic();
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roundmanager.currentEnemyPower += enemy.PowerLevel;
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roundmanager.SpawnEnemyServerRpc(vent.transform.position, y, enemyIndex);
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var spawnedEnemy = roundmanager.SpawnEnemyGameObject(vent.transform.position, y, enemyIndex);
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ScarletNetworkManager.Instance.RequestEvilSkinApply(spawnedEnemy, enemy.name.ToLowerInvariant());
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}
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} catch (Exception e) {
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var enemyString = bonusEnemy != null ? bonusEnemy.ToString() : "NULL";
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