need to fix the dash speed bug with spacesuit and spacesurf
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Assets/Textures/EmiliasWand.png
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After Width: | Height: | Size: 773 B |
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Assets/Textures/EmiliasWandFull.png
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After Width: | Height: | Size: 413 B |
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Assets/Textures/EmiliasWandHorizontal.png
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After Width: | Height: | Size: 350 B |
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Assets/Textures/EmiliasWandNoCable.png
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After Width: | Height: | Size: 763 B |
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Assets/Textures/EmiliasWandProjectile.png
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After Width: | Height: | Size: 207 B |
@ -1,3 +1,4 @@
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria.ID;
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using Terraria.ModLoader;
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@ -33,8 +34,8 @@ namespace Emiliasmod.Content.Items.Accessories
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}
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public override void UpdateAccessory(Player player, bool hideVisual) {
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player.rocketBoots = 4;
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player.vanityRocketBoots = 4;
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player.rocketBoots = 2;
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player.vanityRocketBoots = 2;
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player.waterWalk2 = true;
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player.waterWalk = true;
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@ -43,13 +44,16 @@ namespace Emiliasmod.Content.Items.Accessories
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player.fireWalk = true;
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player.noFallDmg = true;
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player.lavaRose = true;
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player.lavaMax += 20 * 60;
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//player.lavaMax += 20 * 60;
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player.statDefense += DefenseBonus;
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player.arcticDivingGear = true;
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//player.wereWolf = true;
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player.accMerman = true;
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if (Main.dayTime == false)
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{
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player.wereWolf = true;
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}
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player.buffImmune[BuffID.BrokenArmor] = true;
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player.buffImmune[BuffID.Bleeding] = true;
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@ -68,16 +72,14 @@ namespace Emiliasmod.Content.Items.Accessories
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player.lifeRegen += 4;
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player.PotionDelayModifier -= 0.25f;
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player.GetDamage(DamageClass.Generic) += 10f;
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player.GetAttackSpeed(DamageClass.Generic) += 10f;
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player.GetDamage(DamageClass.Generic) += 0.10f;
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player.GetAttackSpeed(DamageClass.Generic) += 0.10f;
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player.GetCritChance(DamageClass.Generic) += 4f;
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player.GetKnockback(DamageClass.Summon) += 0.5f;
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player.blockRange += 1;
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player.pickSpeed -= 0.15f;
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//player.accRunSpeed = 6.75f;
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//player.runAcceleration = 1.25f;
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player.moveSpeed += 0.25f;
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player.moveSpeed += 0.08f;
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if (!hideVisual) {
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player.CancelAllBootRunVisualEffects();
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@ -101,12 +103,11 @@ namespace Emiliasmod.Content.Items.Accessories
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public override void PostUpdateRunSpeeds() {
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//// We only want our additional changes to apply if ExampleStatBonusAccessory is equipped and not on a mount.
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//if (Player.mount.Active || !SpacesuitStatBonusAccessory) {
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// return;
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//}
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if (Player.mount.Active || !SpacesuitStatBonusAccessory) {
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return;
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}
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// The following modifications are similar to Shadow Armor set bonus
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//Player.canFloatInWater = true;
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Player.runAcceleration *= 1.75f;
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Player.maxRunSpeed *= 1.15f;
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Player.accRunSpeed *= 6.75f;
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@ -13,31 +13,21 @@ namespace Emiliasmod.Content.Items.Accessories
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}
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public override void SetDefaults() {
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Item.width = 22;
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Item.height = 20;
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Item.CloneDefaults(ItemID.LongRainbowTrailWings);
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//Item.width = 22;
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//Item.height = 20;
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Item.value = Item.sellPrice(platinum: 1, gold: 35);
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Item.rare = ItemRarityID.Red;
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Item.accessory = true;
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}
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public override void VerticalWingSpeeds(Player player, ref float ascentWhenFalling, ref float ascentWhenRising,
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ref float maxCanAscendMultiplier, ref float maxAscentMultiplier, ref float constantAscend) {
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ascentWhenFalling = 1.2f; // Falling glide speed
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ascentWhenRising = 0.4f; // Rising speed
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maxCanAscendMultiplier = 1f;
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maxAscentMultiplier = 3f;
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constantAscend = 0.135f;
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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.wingTimeMax = 100000000;
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player.wingTimeMax = 100000;
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player.moveSpeed += 0.1f;
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player.jumpSpeedBoost += 1.8f;
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player.maxFallSpeed += 0.10f;
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player.maxRunSpeed *= 1.75f;
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player.wingAccRunSpeed += 0.75f;
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//player.jumpSpeedBoost += 1.8f;
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}
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public override void AddRecipes() {
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Recipe recipe = CreateRecipe();
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recipe.AddCondition(Condition.DownedMoonLord);
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@ -1,3 +1,4 @@
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using Emiliasmod.Content.Projectiles;
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using Terraria;
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using Terraria.ID;
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using Terraria.ModLoader;
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@ -10,23 +11,35 @@ namespace Emiliasmod.Content.Items
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// https://github.com/tModLoader/tModLoader/tree/stable/ExampleMod
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public class EmiliasWand : ModItem
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{
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public override void SetStaticDefaults() {
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// As mentioned in the documentation, IsDrill and IsChainsaw automatically reduce useTime and useAnimation to 60% of what is set in SetDefaults and decrease tileBoost by 1, but only for vanilla items.
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// We set it here despite it doing nothing because it is likely to be used by other mods to provide special effects to drill or chainsaw items globally.
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ItemID.Sets.IsDrill[Type] = true;
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}
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// The Display Name and Tooltip of this item can be edited in the 'Localization/en-US_Mods.Emiliasmod.hjson' file.
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public override void SetDefaults()
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{
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Item.damage = 300;
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Item.DamageType = DamageClass.Melee;
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Item.pick = 300;
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Item.width = 40;
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Item.height = 200;
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Item.useTime = 10;
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Item.useAnimation = 10;
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Item.useStyle = ItemUseStyleID.Shoot;
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Item.DamageType = DamageClass.MeleeNoSpeed;
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Item.tileBoost = 5;
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Item.width = 14;
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Item.height = 64;
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Item.useTime = 2;
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Item.useAnimation = 15;
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Item.crit = 36;
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Item.knockBack = 6;
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Item.useStyle = ItemUseStyleID.Shoot;
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Item.value = Item.buyPrice(platinum: 1);
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Item.rare = ItemRarityID.Red;
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//Item.UseSound = SoundID.Item1;
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Item.autoReuse = true;
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Item.useTurn = true;
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Item.shoot = ModContent.ProjectileType<EmiliasWandProjectile>();
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Item.shootSpeed = 16f; // Adjusts how far away from the player to hold the projectile
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Item.noMelee = true; // Turns off damage from the item itself, as we have a projectile
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Item.noUseGraphic = true; // Stops the item from drawing in your hands, for the aforementioned reason
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Item.channel = true;
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}
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public override void AddRecipes()
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Before Width: | Height: | Size: 720 B After Width: | Height: | Size: 773 B |
92
Content/Projectiles/EmiliasWandProjectile.cs
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@ -0,0 +1,92 @@
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using Microsoft.Xna.Framework;
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using Terraria;
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using Terraria.Audio;
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using Terraria.ID;
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using Terraria.ModLoader;
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namespace Emiliasmod.Content.Projectiles
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{
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public class EmiliasWandProjectile : ModProjectile
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{
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public override void SetStaticDefaults() {
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// Prevents jitter when stepping up and down blocks and half blocks
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ProjectileID.Sets.HeldProjDoesNotUsePlayerGfxOffY[Type] = true;
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}
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public override void SetDefaults() {
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Projectile.width = 14;
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Projectile.height = 64;
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Projectile.friendly = true;
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Projectile.tileCollide = false;
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Projectile.penetrate = -1;
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Projectile.DamageType = DamageClass.Melee;
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Projectile.ownerHitCheck = true;
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Projectile.aiStyle = -1; // Replace with 20 if you do not want custom code
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Projectile.hide = true; // Hides the projectile, so it will draw in the player's hand when we set the player's heldProj to this one.
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}
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// This code is adapted and simplified from aiStyle 20 to use a different dust and more noises. If you want to use aiStyle 20, you do not need to do any of this.
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// It should be noted that this projectile has no effect on mining and is mostly visual.
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public override void AI() {
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Player player = Main.player[Projectile.owner];
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Projectile.timeLeft = 60;
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// Animation code could go here if the projectile was animated.
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// Plays a sound every 20 ticks. In aiStyle 20, soundDelay is set to 30 ticks.
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if (Projectile.soundDelay <= 0) {
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SoundEngine.PlaySound(SoundID.Item22, Projectile.Center);
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Projectile.soundDelay = 20;
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}
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Vector2 playerCenter = player.RotatedRelativePoint(player.MountedCenter);
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if (Main.myPlayer == Projectile.owner) {
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// This code must only be ran on the client of the projectile owner
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if (player.channel) {
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float holdoutDistance = player.HeldItem.shootSpeed * Projectile.scale;
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// Calculate a normalized vector from player to mouse and multiply by holdoutDistance to determine resulting holdoutOffset
|
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Vector2 holdoutOffset = holdoutDistance * Vector2.Normalize(Main.MouseWorld - playerCenter);
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if (holdoutOffset.X != Projectile.velocity.X || holdoutOffset.Y != Projectile.velocity.Y) {
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// This will sync the projectile, most importantly, the velocity.
|
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Projectile.netUpdate = true;
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}
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// Projectile.velocity acts as a holdoutOffset for held projectiles.
|
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Projectile.velocity = holdoutOffset;
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}
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else {
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Projectile.Kill();
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}
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||||
}
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if (Projectile.velocity.X > 0f) {
|
||||
player.ChangeDir(1);
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}
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else if (Projectile.velocity.X < 0f) {
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player.ChangeDir(-1);
|
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}
|
||||
|
||||
Projectile.spriteDirection = Projectile.direction;
|
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player.ChangeDir(Projectile.direction); // Change the player's direction based on the projectile's own
|
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player.heldProj = Projectile.whoAmI; // We tell the player that the drill is the held projectile, so it will draw in their hand
|
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player.SetDummyItemTime(2); // Make sure the player's item time does not change while the projectile is out
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Projectile.Center = playerCenter; // Centers the projectile on the player. Projectile.velocity will be added to this in later Terraria code causing the projectile to be held away from the player at a set distance.
|
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Projectile.rotation = Projectile.velocity.ToRotation() + MathHelper.PiOver2;
|
||||
player.itemRotation = (Projectile.velocity * Projectile.direction).ToRotation();
|
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|
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// Gives the drill a slight jiggle
|
||||
Projectile.velocity.X *= 1f + Main.rand.Next(-3, 4) * 0.01f;
|
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Projectile.velocity.Y *= 1f + Main.rand.Next(-3, 4) * 0.01f;
|
||||
|
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// Spawning dust
|
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if (Main.rand.NextBool(10)) {
|
||||
Dust dust = Dust.NewDustDirect(Projectile.position + Projectile.velocity * Main.rand.Next(6, 10) * 0.15f, Projectile.width, Projectile.height, DustID.Honey, 0f, 0f, 80, Color.White, 1f);
|
||||
dust.position.X -= 4f;
|
||||
dust.noGravity = true;
|
||||
dust.velocity.X *= 0.5f;
|
||||
dust.velocity.Y = -Main.rand.Next(3, 8) * 0.1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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BIN
Content/Projectiles/EmiliasWandProjectile.png
Normal file
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After Width: | Height: | Size: 356 B |
@ -13,6 +13,8 @@ Items: {
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Spacesurf: {
|
||||
DisplayName: Spacesurf
|
||||
Tooltip: "Surfing through the void"
|
||||
Tooltip: Surfing through the void
|
||||
}
|
||||
}
|
||||
|
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Projectiles.EmiliasWandProjectile.DisplayName: Emilias Wand Projectile
|
||||
|
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