Files
ForgottenWawiTech/Content/Items/Weapons/Magic/BookOfUnholy.cs
T

81 lines
3.0 KiB
C#

using Microsoft.Xna.Framework;
using Terraria;
using Terraria.Audio;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
namespace ForgottenWawiTech.Content.Items.Weapons.Magic
{
public class BookOfUnholy: ModItem
{
public override void SetDefaults()
{
Item.damage = 10000;
Item.mana = 0; // Temp value for development
Item.crit = 100;
Item.DamageType = DamageClass.Magic;
Item.width = 40;
Item.height = 40;
Item.useTime = 10;
Item.useAnimation = 10;
Item.useStyle = ItemUseStyleID.Shoot;
Item.knockBack = 6;
Item.value = Item.buyPrice(platinum: 20);
Item.rare = ItemRarityID.Red;
Item.autoReuse = true;
Item.noMelee = true;
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 50f;
Item.useAmmo = AmmoID.None;
}
// On shoot, fire Projectile ID 502 (the rainbow projectile) instead of the default ammo projectile
public override bool Shoot(Player player, Terraria.DataStructures.EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockBack)
{
// Shoot every projectile from vanilla Terraria magic weapons at once.
int[] projectiles = new int[] {
ProjectileID.WoodenArrowFriendly,
ProjectileID.EnchantedBoomerang,
ProjectileID.MagicMissile,
ProjectileID.Flamelash,
ProjectileID.DemonScythe,
ProjectileID.RainbowRodBullet,
ProjectileID.UnholyTridentFriendly,
ProjectileID.LightBeam,
ProjectileID.NightBeam,
ProjectileID.RainFriendly,
ProjectileID.IceSickle,
ProjectileID.LastPrismLaser,
ProjectileID.NebulaBlaze2
};
foreach (int projectileType in projectiles)
{
Terraria.Projectile.NewProjectile(source, position, velocity, projectileType, damage, knockBack, player.whoAmI);
}
return false; // return false to prevent tModLoader from shooting the default projectile
}
public override Vector2? HoldoutOffset() {
return new Vector2(2f, -2f);
}
public override void ModifyShootStats(Player player, ref Vector2 position, ref Vector2 velocity, ref int type, ref int damage, ref float knockback) {
Vector2 muzzleOffset = Vector2.Normalize(velocity) * 25f;
if (Collision.CanHit(position, 0, 0, position + muzzleOffset, 0, 0)) {
position += muzzleOffset;
}
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.BouncyBoulder, 100);
recipe.AddIngredient(ItemID.LunarBar, 20);
recipe.AddTile(TileID.LunarCraftingStation);
recipe.Register();
}
}
}