diff --git a/Content/Items/Weapons/Bloodshot/BloodStream.cs b/Content/Items/Weapons/Bloodshot/BloodStream.cs index 78589fd..7d6b96d 100644 --- a/Content/Items/Weapons/Bloodshot/BloodStream.cs +++ b/Content/Items/Weapons/Bloodshot/BloodStream.cs @@ -23,8 +23,8 @@ namespace Decimation.Content.Items.Weapons.Bloodshot item.value = Item.buyPrice(0, 2); item.rare = Rarity.Green.GetRarityValue(); item.useStyle = 5; - item.shootSpeed = 5f; - this.item.mana = 1; + item.shootSpeed = 7f; + item.mana = 1; item.useTime = 5; item.useAnimation = 5; item.autoReuse = true; diff --git a/Content/Items/Weapons/SlingshotWood.cs b/Content/Items/Weapons/SlingshotWood.cs index b03de69..f3ef313 100644 --- a/Content/Items/Weapons/SlingshotWood.cs +++ b/Content/Items/Weapons/SlingshotWood.cs @@ -10,7 +10,7 @@ namespace Decimation.Content.Items.Weapons { protected override string ItemName => "Slingshot"; protected override string ItemTooltip => "Uses pebbles and marbles as ammo"; - protected override DamageType DamagesType => DamageType.Throw; + protected override DamageType DamagesType => DamageType.Ranged; protected override int Damages => 7; protected override string Ammo => "Pebble"; diff --git a/Content/NPCs/Bloodshot/BloodshotEye.cs b/Content/NPCs/Bloodshot/BloodshotEye.cs index 1018ba3..990e761 100644 --- a/Content/NPCs/Bloodshot/BloodshotEye.cs +++ b/Content/NPCs/Bloodshot/BloodshotEye.cs @@ -589,7 +589,7 @@ namespace Decimation.Content.NPCs.Bloodshot num414 += Main.rand.Next(-40, 41) * 0.01f; num413 += Main.rand.Next(-40, 41) * 0.01f; num414 += npc.velocity.Y * 0.5f; - num413 += npc.velocity.X * 0.5f; + num413 += npc.velocity.X * 1.5f; vector41.X -= num413 * 2f; vector41.Y -= num414 * 1f; Projectile.NewProjectile(vector41.X, vector41.Y, num413, num414, num418, num417, 0f, diff --git a/Content/Projectiles/BloodBeam.cs b/Content/Projectiles/BloodBeam.cs index 3286915..ac24bbb 100644 --- a/Content/Projectiles/BloodBeam.cs +++ b/Content/Projectiles/BloodBeam.cs @@ -29,6 +29,7 @@ namespace Decimation.Content.Projectiles projectile.ignoreWater = true; Damages = 25; projectile.hostile = true; + projectile.friendly = false; } public override void AI()