Ejemplo n.º 1
0
        public override int GetPrefixedRarity(int offset, float valueMult)
        {
            if (offset < 0)                                         // If the offset is -1 or -2 (a negative modifier).
            {
                return(ModContent.RarityType <ExampleModRarity>()); // Make the rarity of items that have this rarity with a negative modifier the lower tier one.
            }

            return(Type);            // no 'higher' tier to go to, so return the type of this rarity.
        }
Ejemplo n.º 2
0
        public override void SetDefaults()
        {
            Item.width  = 40;                                           //The item texture's width.
            Item.height = 40;                                           //The item texture's height.

            Item.useStyle     = ItemUseStyleID.Swing;                   // The useStyle of the Item.
            Item.useTime      = 20;                                     // The time span of using the weapon. Remember in terraria, 60 frames is a second.
            Item.useAnimation = 20;                                     // The time span of the using animation of the weapon, suggest setting it the same as useTime.
            Item.autoReuse    = true;                                   // Whether the weapon can be used more than once automatically by holding the use button.

            Item.DamageType = DamageClass.Melee;                        //Whether your item is part of the melee class.
            Item.damage     = 50;                                       //The damage your item deals.
            Item.knockBack  = 6;                                        //The force of knockback of the weapon. Maximum is 20
            Item.crit       = 6;                                        //The critical strike chance the weapon has. The player, by default, has a 4% critical strike chance.

            Item.value    = Item.buyPrice(gold: 1);                     //The value of the weapon in copper coins.
            Item.rare     = ModContent.RarityType <ExampleModRarity>(); // Give this item our custom rarity.
            Item.UseSound = SoundID.Item1;                              //The sound when the weapon is being used.
        }