using Decimation.Buffs.Debuffs; using Decimation.Dusts; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Terraria; using Terraria.DataStructures; using Terraria.ID; using Terraria.ModLoader; namespace Decimation.Projectiles { internal class BloodBeam : DecimationProjectile { public override string Texture => "Terraria/Projectile_" + ProjectileID.CursedFlameHostile; protected override void Init() { width = 26; height = 26; aiStyle = -1; penetrate = -1; projectile.alpha = 255; timeLeft = 40; tileCollide = false; ignoreWater = true; damages = 25; hostile = true; } public override void AI() { projectile.velocity.Y += (60 - timeLeft) * 0.005f; Dust.NewDust(projectile.position, 26, 26, ModContent.DustType()); } public override void OnHitPlayer(Player target, int damage, bool crit) { if (Main.expertMode) target.AddBuff(ModContent.BuffType(), 600); int damages = Main.rand.Next(5, 11); target.Hurt(PlayerDeathReason.LegacyDefault(), damages, 0); NPC bloodshotEye = Main.npc[(int)projectile.ai[0]]; bloodshotEye.life += damages; bloodshotEye.HealEffect(damages); } } }