Buffed Vampiric Shiv to now shoot a Tooth and to be a regular sword.
Fixed a typo in the Fire Amulet tooltip.
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@ -53,9 +53,9 @@ namespace Decimation.Content.Items.Amulets
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.AddEffect("+3% melee damages")
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.AddEffect("+3% melee damages")
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.AddEffect("+3% melee critical strike chances")
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.AddEffect("+3% melee critical strike chances")
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.AddEffect("+7 seconds of immunity to lava")
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.AddEffect("+7 seconds of immunity to lava")
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.AddEffect("+4% chances to inflict \"Slimed!\" debuff to ennemies on strikes")
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.AddEffect("+4% chances to inflict \"Singed\" debuff to ennemies on strikes")
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.AddSynergy("Grants an additional 5 seconds of effect to lava immunity accessories")
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.AddSynergy("Grants an additional 5 seconds of effect to lava immunity accessories")
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.AddSynergy("Fire melee weapons inflicts \"Slimed!\" to ennemies on strikes")
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.AddSynergy("Fire melee weapons inflicts \"Singed\" to ennemies on strikes")
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.AddSynergy("The Fiery Greatsword shoots fireballs");
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.AddSynergy("The Fiery Greatsword shoots fireballs");
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}
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}
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}
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}
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@ -1,28 +1,49 @@
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using Decimation.Lib.Items;
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using Decimation.Lib.Items;
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using Decimation.Lib.Util;
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using Decimation.Lib.Util;
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria;
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namespace Decimation.Content.Items.Weapons.Bloodshot
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namespace Decimation.Content.Items.Weapons.Bloodshot
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{
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{
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internal class VampiricShiv : DecimationWeapon
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internal class VampiricShiv : DecimationWeapon
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{
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{
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private readonly int shootDelay = 72;
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private int _timeToShoot = 72;
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protected override string ItemName => "Vampiric Shiv";
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protected override string ItemName => "Vampiric Shiv";
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protected override string ItemTooltip => "Heal 10% of damages inflicted";
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protected override string ItemTooltip => "Heal 10% of damages inflicted";
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protected override int Damages => 12;
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protected override int Damages => 12;
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protected override string Projectile => "Tooth";
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protected override void InitWeapon()
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protected override void InitWeapon()
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{
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{
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item.width = 20;
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item.width = 20;
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item.height = 20;
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item.height = 20;
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item.crit = 4;
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item.crit = 4;
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item.useStyle = 3;
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// item.useStyle = 3;
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item.useTime = 12;
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item.useTime = 20;
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item.useAnimation = 12;
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item.useAnimation = 20;
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item.shootSpeed = 5f;
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item.rare = Rarity.Green.GetRarityValue();
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item.rare = Rarity.Green.GetRarityValue();
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item.knockBack = 5;
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item.knockBack = 5;
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item.value = Item.buyPrice(0, 2);
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item.value = Item.buyPrice(0, 2);
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}
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}
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public override void UpdateInventory(Player player)
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{
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if (_timeToShoot > 0) _timeToShoot--;
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}
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public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY,
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ref int type, ref int damage, ref float knockBack)
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{
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if (_timeToShoot > 0) return false;
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_timeToShoot = shootDelay;
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return base.Shoot(player, ref position, ref speedX, ref speedY, ref type, ref damage, ref knockBack);
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}
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public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit)
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public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit)
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{
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{
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int lifeSteal = (int) (damage * 0.1f);
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int lifeSteal = (int) (damage * 0.1f);
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@ -27,7 +27,7 @@ namespace Decimation.Content.Items.Weapons
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item.useTime = 20;
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item.useTime = 20;
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item.useAnimation = 20;
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item.useAnimation = 20;
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item.shootSpeed = 5f;
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item.shootSpeed = 5f;
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this.item.value = Item.buyPrice(0, 3);
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item.value = Item.buyPrice(0, 3);
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item.rare = Rarity.Green.GetRarityValue();
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item.rare = Rarity.Green.GetRarityValue();
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item.autoReuse = true;
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item.autoReuse = true;
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}
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}
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