From d1a1599fbe146f4da550b29eb2240c0c9b77b764 Mon Sep 17 00:00:00 2001 From: Niko Date: Sat, 15 Nov 2025 20:31:06 +0000 Subject: [PATCH] Make it actually compile --- Content/Items/Weapons/Magic/BeamAttackWand.cs | 11 +---------- Content/Items/Weapons/Magic/ShatteredPrism.cs | 3 --- 2 files changed, 1 insertion(+), 13 deletions(-) diff --git a/Content/Items/Weapons/Magic/BeamAttackWand.cs b/Content/Items/Weapons/Magic/BeamAttackWand.cs index 08ac069..8d67048 100644 --- a/Content/Items/Weapons/Magic/BeamAttackWand.cs +++ b/Content/Items/Weapons/Magic/BeamAttackWand.cs @@ -8,17 +8,8 @@ using ForgottenWawiTech.Content.Rarities; namespace ForgottenWawiTech.Content.Items.Weapons.Magic { - // A post-Eye of Cthulhu melee/magic hybrid style weapon that swings like a sword and - // emits a flurry of short-lived beam projectiles toward the cursor during the swing. - // Beams have reduced damage (50% of item base) and very short lifetime. public class BeamAttackWand : ModItem { - public override void SetStaticDefaults() - { - // DisplayName.SetDefault("Beam Attack Wand"); // tML auto localizes; optional if using hjson. - // Tooltip.SetDefault("Swings and releases a flurry of brief energy beams"); - } - public override void SetDefaults() { Item.width = 32; @@ -31,7 +22,7 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic Item.damage = 25; Item.knockBack = 4.5f; Item.DamageType = DamageClass.Magic; // treat beams as melee for synergy - Item.rare = ModContent.RarityType(); + Item.rare = ModContent.RarityType(); Item.value = Item.buyPrice(silver: 50); Item.shoot = ModContent.ProjectileType(); Item.shootSpeed = 12f; // base speed of beams diff --git a/Content/Items/Weapons/Magic/ShatteredPrism.cs b/Content/Items/Weapons/Magic/ShatteredPrism.cs index c49d67a..a8f875d 100644 --- a/Content/Items/Weapons/Magic/ShatteredPrism.cs +++ b/Content/Items/Weapons/Magic/ShatteredPrism.cs @@ -17,12 +17,9 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic Item.damage = 500; Item.shoot = ModContent.ProjectileType(); Item.shootSpeed = 30f; - - // Change the item's draw color so that it is visually distinct from the vanilla Last Prism. Item.color = OverrideColor; } - // Because this weapon fires a holdout projectile, it needs to block usage if its projectile already exists. public override bool CanUseItem(Player player) { return player.ownedProjectileCounts[ModContent.ProjectileType()] <= 0;