public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();

            if (ExpSentriesMod != null)
            {
                player.GetModPlayer <ApacchiisClassesMod.MyPlayer>().hasEquippedClass = true;
                accPlayer.hasDefender = true;

                //Reflection for cross-mod compatability without hard references
                ModPlayer esPlayer     = player.GetModPlayer(ExpSentriesMod, "ESPlayer");
                Type      esPlayerType = esPlayer.GetType();

                // Sentry Damage
                FieldInfo sentryDamage    = esPlayerType.GetField("sentryDamage", BindingFlags.Instance | BindingFlags.Public);
                float     oldSentryDamage = (float)sentryDamage.GetValue(esPlayer);
                sentryDamage.SetValue(esPlayer, oldSentryDamage + .09f);

                // Sentry Range
                FieldInfo sentryRange    = esPlayerType.GetField("sentryRange", BindingFlags.Instance | BindingFlags.Public);
                float     oldSentryRange = (float)sentryRange.GetValue(esPlayer);
                sentryRange.SetValue(esPlayer, oldSentryRange + .15f);

                // Sentry Speed
                FieldInfo sentrySpeed    = esPlayerType.GetField("sentrySpeed", BindingFlags.Instance | BindingFlags.Public);
                float     oldSentrySpeed = (float)sentrySpeed.GetValue(esPlayer);
                sentrySpeed.SetValue(esPlayer, oldSentrySpeed + .075f);

                player.maxTurrets += 2;
                accPlayer.defenderAbility1Damage = 250;
            }
        }
        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();

            if (EsperClassMod != null)
            {
                player.GetModPlayer <ApacchiisClassesMod.MyPlayer>().hasEquippedClass = true;
                accPlayer.hasEsper      = true;
                accPlayer.hasClassPath2 = true;

                //Reflection for cross-mod compatability without hard references
                ModPlayer ECPlayer     = player.GetModPlayer(EsperClassMod, "ECPlayer");
                Type      ECPlayerType = ECPlayer.GetType();

                // Telekinetic Damage
                FieldInfo tkDamage    = ECPlayerType.GetField("tkDamage", BindingFlags.Instance | BindingFlags.Public);
                float     oldtkDamage = (float)tkDamage.GetValue(ECPlayer);
                tkDamage.SetValue(ECPlayer, oldtkDamage + 0.245f);

                // Telekinetic Crit
                FieldInfo tkCrit    = ECPlayerType.GetField("tkCrit", BindingFlags.Instance | BindingFlags.Public);
                int       oldtkCrit = (int)tkCrit.GetValue(ECPlayer);
                tkCrit.SetValue(ECPlayer, oldtkCrit + 14);

                // Telekinetic Velocity
                FieldInfo tkVel    = ECPlayerType.GetField("tkVel", BindingFlags.Instance | BindingFlags.Public);
                float     oldtkVel = (float)tkVel.GetValue(ECPlayer);
                tkVel.SetValue(ECPlayer, oldtkVel + 0.7f);

                // Max Psychosis
                FieldInfo maxPsychosis2    = ECPlayerType.GetField("maxPsychosis2", BindingFlags.Instance | BindingFlags.Public);
                int       oldmaxPsychosis2 = (int)maxPsychosis2.GetValue(ECPlayer);
                maxPsychosis2.SetValue(ECPlayer, oldmaxPsychosis2 + 5);
            }
        }
Beispiel #3
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        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();
            var       acmPlayer = player.GetModPlayer <ApacchiisClassesMod.MyPlayer>();

            acmPlayer.hasEquippedClass = true;
            accPlayer.hasSpellblade    = true;
            accPlayer.hasClassPath2    = true;

            if (player.HeldItem.magic)
            {
                player.magicDamage  += .098f;
                player.manaCost     -= .086f;
                player.statManaMax2 += 28;
            }

            if (player.HeldItem.melee)
            {
                player.magicDamage += .126f;
                player.meleeCrit   += 7;
            }

            accPlayer.shokkZoneTimerBase   = 50;
            accPlayer.magicBladeBaseDamage = 45;
            accPlayer.magicBladeBaseCost   = 22;
            player.manaCost -= .08f;
        }
        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();

            player.GetModPlayer <ApacchiisClassesMod.MyPlayer>().hasEquippedClass = true; // Necessary so players cant equip multiple classes at the same time
            accPlayer.hasExplorer = true;                                                 // Update ModPlayer's "hasExplorer" to true so we can make/use abilities/passives

            player.allDamage   += .012f;
            player.moveSpeed   += .01f;
            player.pickSpeed   += .015f;
            player.statDefense += 1;
        }
        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();

            player.GetModPlayer <ApacchiisClassesMod.MyPlayer>().hasEquippedClass = true;
            accPlayer.hasExplorer = true;

            player.allDamage   += .024f;
            player.moveSpeed   += .02f;
            player.pickSpeed   += .03f;
            player.statDefense += 2;
        }
Beispiel #6
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        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            ACCPlayer accPlayer = Main.player[player.whoAmI].GetModPlayer <ACCPlayer>();

            player.GetModPlayer <ApacchiisClassesMod.MyPlayer>().hasEquippedClass = true; // Necessary so players cant equip multiple classes at the same time
            accPlayer.hasExplorer = true;                                                 // Update ModPlayer's "hasExplorer" to true so we can make/use abilities/passives

            accPlayer.hasClassPath2 = true;
            // This is how you make paths work, this is necessary if the path changes something that changes anything in the ModPlayer class such as an ability's base damage or base cooldown
            // Otherwise, if the path only grants something like Ability Damage, this variable is not really needed since you only have to do something like on the line below in this file
            // accPlayer.abilityDamage += .2f   <-- +20% Ability Damage

            player.allDamage   += .06f;
            player.moveSpeed   += .09f;
            player.pickSpeed   += .075f;
            player.statDefense += 10;
        }