Make it actually compile
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@@ -8,17 +8,8 @@ using ForgottenWawiTech.Content.Rarities;
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namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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{
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{
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// A post-Eye of Cthulhu melee/magic hybrid style weapon that swings like a sword and
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// emits a flurry of short-lived beam projectiles toward the cursor during the swing.
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// Beams have reduced damage (50% of item base) and very short lifetime.
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public class BeamAttackWand : ModItem
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public class BeamAttackWand : ModItem
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{
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{
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public override void SetStaticDefaults()
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{
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// DisplayName.SetDefault("Beam Attack Wand"); // tML auto localizes; optional if using hjson.
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// Tooltip.SetDefault("Swings and releases a flurry of brief energy beams");
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}
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public override void SetDefaults()
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public override void SetDefaults()
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{
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{
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Item.width = 32;
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Item.width = 32;
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@@ -31,7 +22,7 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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Item.damage = 25;
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Item.damage = 25;
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Item.knockBack = 4.5f;
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Item.knockBack = 4.5f;
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Item.DamageType = DamageClass.Magic; // treat beams as melee for synergy
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Item.DamageType = DamageClass.Magic; // treat beams as melee for synergy
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Item.rare = ModContent.RarityType<DeveloperItem>();
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Item.rare = ModContent.RarityType<FWTDeveloperItem>();
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Item.value = Item.buyPrice(silver: 50);
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Item.value = Item.buyPrice(silver: 50);
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Item.shoot = ModContent.ProjectileType<BeamAttackWandBeam>();
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Item.shoot = ModContent.ProjectileType<BeamAttackWandBeam>();
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Item.shootSpeed = 12f; // base speed of beams
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Item.shootSpeed = 12f; // base speed of beams
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@@ -17,12 +17,9 @@ namespace ForgottenWawiTech.Content.Items.Weapons.Magic
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Item.damage = 500;
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Item.damage = 500;
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Item.shoot = ModContent.ProjectileType<ShatteredPrismHoldout>();
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Item.shoot = ModContent.ProjectileType<ShatteredPrismHoldout>();
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Item.shootSpeed = 30f;
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Item.shootSpeed = 30f;
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// Change the item's draw color so that it is visually distinct from the vanilla Last Prism.
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Item.color = OverrideColor;
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Item.color = OverrideColor;
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}
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}
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// Because this weapon fires a holdout projectile, it needs to block usage if its projectile already exists.
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public override bool CanUseItem(Player player)
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public override bool CanUseItem(Player player)
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{
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{
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return player.ownedProjectileCounts[ModContent.ProjectileType<ShatteredPrismHoldout>()] <= 0;
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return player.ownedProjectileCounts[ModContent.ProjectileType<ShatteredPrismHoldout>()] <= 0;
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