91 lines
3.3 KiB
C#
91 lines
3.3 KiB
C#
using System.Collections.Generic;
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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.ModLoader;
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namespace Decimation.Content.Items.Accessories.Trinity
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{
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public class Body : TrinityAccessory
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{
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protected override string ItemName => "The Body";
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protected override string ItemTooltip => "I feel all...\n" +
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"Increase maximum life by 50\n" +
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"You deal 10% more melee damage\n" +
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"Your melee critical hit chances are increase by 10%\n" +
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"Hostile projectiles have 10% chance to ricochet off you\nand target your enemies with 50% increased damage";
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protected override void InitAccessory()
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{
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item.width = 10;
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item.height = 16;
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item.expert = true;
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item.expertOnly = true;
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item.rare = Rarity.Rainbow.GetRarityValue();
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item.value = Item.sellPrice(gold: 5);
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}
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public override void UpdateAccessory(Player player, bool hideVisual)
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{
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player.statLifeMax2 += 50;
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player.meleeDamage *= 1.10f;
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player.meleeCrit = (int) (player.meleeCrit * 1.10f);
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base.UpdateAccessory(player, hideVisual);
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}
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}
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class BodyProjectileEffects : GlobalProjectile
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{
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public override void ModifyHitPvp(Projectile projectile, Player target, ref int damage, ref bool crit)
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{
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Ricochet(projectile, target, true, ref damage);
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}
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public override void ModifyHitPlayer(Projectile projectile, Player target, ref int damage, ref bool crit)
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{
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if (Ricochet(projectile, target, false, ref damage))
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{
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projectile.hostile = false;
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projectile.friendly = true;
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}
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}
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private bool Ricochet(Projectile projectile, Player target, bool isPlayer, ref int damage)
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{
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if (!Main.expertMode || !Main.rand.NextBool(10) ||
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!target.GetModPlayer().HasEquippedAccessory(ModContent.ItemType<Body>())) return false;
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Entity newTarget = null;
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float lastDistance = float.MaxValue;
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for (int i = 0; i < (isPlayer ? Main.player.Length : Main.npc.Length); i++)
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{
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Entity entity = isPlayer ? (Entity) Main.player[i] : Main.npc[i];
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if (entity != null && entity.active && target.CanHit(newTarget))
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{
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float distance = projectile.Distance(entity.Center);
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if (distance < 1000f && distance < lastDistance)
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{
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lastDistance = distance;
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newTarget = entity;
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}
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}
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}
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if (newTarget == null) return false;
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float speed = projectile.velocity.Length();
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Vector2 velocity = newTarget.Center - projectile.Center;
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velocity.Normalize();
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velocity *= speed;
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projectile.velocity = velocity;
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projectile.damage = (int) (projectile.damage * 1.5f);
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damage = 0;
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return true;
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}
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}
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} |