Add practically every projectile to Tome of Unyielding
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@@ -4,6 +4,7 @@ using Terraria.Audio;
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using Terraria.DataStructures;
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using Terraria.ID;
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using Terraria.ModLoader;
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using ForgottenWawiTech.Content.Rarities;
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namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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{
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@@ -11,18 +12,18 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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{
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public override void SetDefaults()
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{
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Item.damage = 10000;
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Item.damage = 15000;
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Item.mana = 30;
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Item.crit = 100;
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Item.DamageType = DamageClass.Magic;
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Item.width = 40;
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Item.height = 40;
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Item.useTime = 10;
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Item.useAnimation = 10;
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Item.useTime = 20;
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Item.useAnimation = 20;
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Item.useStyle = ItemUseStyleID.Shoot;
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Item.knockBack = 6;
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Item.value = Item.buyPrice(platinum: 20);
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Item.rare = ItemRarityID.Red;
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Item.rare = ModContent.RarityType<SingularityItem>();
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Item.autoReuse = true;
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Item.noMelee = true;
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Item.shoot = ProjectileID.PurificationPowder;
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@@ -30,24 +31,85 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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Item.useAmmo = AmmoID.None;
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}
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// On shoot, fire Projectile ID 502 (the rainbow projectile) instead of the default ammo projectile
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public override bool Shoot(Player player, Terraria.DataStructures.EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockBack)
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{
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// Shoot every projectile from vanilla Terraria magic weapons at once.
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int[] projectiles = new int[] {
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ProjectileID.WoodenArrowFriendly,
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ProjectileID.EnchantedBoomerang,
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ProjectileID.MagicMissile,
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ProjectileID.Flamelash,
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// Pre-Hardmode Magic Weapons
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ProjectileID.WandOfSparkingSpark,
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ProjectileID.AmethystBolt,
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ProjectileID.TopazBolt,
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ProjectileID.SapphireBolt,
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ProjectileID.EmeraldBolt,
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ProjectileID.RubyBolt,
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ProjectileID.DiamondBolt,
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ProjectileID.AmberBolt,
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ProjectileID.VilethornBase,
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ProjectileID.VilethornTip,
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ProjectileID.Bee,
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ProjectileID.WaterStream,
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ProjectileID.BookOfSkullsSkull,
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ProjectileID.DemonScythe,
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ProjectileID.ThunderSpear,
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ProjectileID.FlowerPetal,
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ProjectileID.Flamelash,
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ProjectileID.MagicMissile,
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// Hardmode Magic Weapons
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ProjectileID.SkyFracture,
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ProjectileID.CrystalShard,
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ProjectileID.CrystalStorm,
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ProjectileID.CursedFlameFriendly,
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ProjectileID.GoldenShowerFriendly,
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//ProjectileID.CrystalSerpent,
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ProjectileID.Meteor1,
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ProjectileID.Meteor2,
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ProjectileID.Meteor3,
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ProjectileID.RainbowRodBullet,
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ProjectileID.UnholyTridentFriendly,
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ProjectileID.LightBeam,
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//ProjectileID.MagicalHarp,
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ProjectileID.IceBlock,
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ProjectileID.RainCloudRaining,
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ProjectileID.PoisonFang,
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ProjectileID.VenomFang,
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ProjectileID.NettleBurstLeft,
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ProjectileID.NettleBurstRight,
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//ProjectileID.LeafBlowerLeaf,
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ProjectileID.ShadowBeamFriendly,
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ProjectileID.SpectreWrath,
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ProjectileID.InfernoFriendlyBolt,
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ProjectileID.MagnetSphereBall,
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ProjectileID.MagnetSphereBolt,
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ProjectileID.RainbowFront,
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ProjectileID.RainbowBack,
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ProjectileID.NorthPoleSnowflake,
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ProjectileID.Blizzard,
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ProjectileID.HeatRay,
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ProjectileID.LaserMachinegunLaser,
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ProjectileID.ChargedBlasterOrb,
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ProjectileID.Bubble,
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ProjectileID.NightBeam,
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ProjectileID.LightBeam,
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ProjectileID.LunarFlare,
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ProjectileID.NebulaArcanum,
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ProjectileID.NebulaBlaze1,
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ProjectileID.NebulaBlaze2,
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ProjectileID.LastPrismLaser,
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ProjectileID.ShadowFlame,
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ProjectileID.ToxicFlask,
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ProjectileID.BookStaffShot,
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// Special/Event Magic Weapons
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ProjectileID.FlaironBubble,
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ProjectileID.UnholyTridentFriendly,
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ProjectileID.RainFriendly,
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ProjectileID.IceSickle,
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ProjectileID.LastPrismLaser,
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ProjectileID.NebulaBlaze2
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ProjectileID.FrostBoltStaff,
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ProjectileID.CrystalLeafShot,
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ProjectileID.Spark,
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ProjectileID.BeeArrow,
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ProjectileID.Wasp,
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ProjectileID.DD2PhoenixBowShot,
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ProjectileID.MonkStaffT1,
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ProjectileID.MonkStaffT2,
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ProjectileID.MonkStaffT3,
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};
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foreach (int projectileType in projectiles)
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{
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