public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); switch (armourSet) { case 1: player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPower"); player.statDefense += 3; break; case 2: player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetDefence"); player.statDefense += 6; break; case 3: player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetSpeed"); player.statDefense += 4; break; case 4: player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetGi"); mpf.longParry = true; break; } }
public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); switch (armourSet) { case 1: player.setBonus = WeaponOut.GetTranslationTextValue("FistMartialHeadPower"); player.noFallDmg = true; break; case 2: player.setBonus = WeaponOut.GetTranslationTextValue("FistMartialHeadDefence"); player.longInvince = true; break; case 3: player.setBonus = WeaponOut.GetTranslationTextValue("FistMartialHeadSpeed"); player.accRunSpeed += 2f; break; case 4: player.setBonus = WeaponOut.GetTranslationTextValue("FistMartialHeadGi"); mpf.uppercutDamage += 0.5f; mpf.divekickDamage += 0.5f; break; } }
public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); PlayerFX pfx = player.GetModPlayer <PlayerFX>(); switch (armourSet) { case 1: player.setBonus = WeaponOut.GetTranslationTextValue("ChampionLaurelsPower"); player.GetModPlayer <PlayerFX>().diveKickHeal += 0.03f; pfx.patienceBuildUpModifier += 0.2f; break; case 2: player.setBonus = WeaponOut.GetTranslationTextValue("ChampionLaurelsDefence"); player.statDefense += 23; player.endurance += 0.05f; pfx.yomiEndurance += 0.45f; break; case 3: player.setBonus = WeaponOut.GetTranslationTextValue("ChampionLaurelsSpeed"); pfx.secondWind = true; break; } }
public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); PlayerFX pfx = player.GetModPlayer <PlayerFX>(); switch (armourSet) { case 1: player.setBonus = WeaponOut.GetTranslationTextValue("FistMasterHeadPower"); pfx.millstone = true; pfx.patienceBuildUpModifier += 0.1f; break; case 2: player.setBonus = WeaponOut.GetTranslationTextValue("FistMasterHeadDefence"); pfx.yinyang = true; break; case 3: string button = Language.GetTextValue(Main.ReversedUpDownArmorSetBonuses ? "Key.UP" : "Key.DOWN"); player.setBonus = WeaponOut.GetTranslationTextValue("FistMasterHeadSpeed").Replace("$BUTTON", button); pfx.buildMomentum = true; pfx.momentumDash = true; player.accRunSpeed += 3f; break; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Gathering Horn"); Tooltip.SetDefault( "Summons a one way portal from your spawn to the current position\n" + "Only for players on your team"); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Channeler Staff"); Tooltip.SetDefault( "Greatly increases mana regen when held\n" + "Cast a mana restoring ray to players on your team\n" + "Ray also increases magic damage"); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Hidden Dragon"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 100% increased melee damage and knockback\n" + "Combo causes damage to echo to nearby enemies"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); projectileID = mod.ProjectileType <Projectiles.SpiritDragon>(); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); switch (armourSet) { case 1: if (!hardMode) { player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusPower"); player.GetModPlayer <PlayerFX>().barbariousDefence = 10; } else { player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusPowerHardmode"); player.GetModPlayer <PlayerFX>().barbariousDefence = 6; } break; case 2: // Not so useful, but very good for not dying in expert (double damage lmao) player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusDefence"); if (!hardMode) { player.GetModPlayer <PlayerFX>().yomiEndurance += 0.3f; } else { player.GetModPlayer <PlayerFX>().yomiEndurance += 0.45f; } break; case 3: if (!hardMode) { // Decent armour for protecting against most attacks (11 dmg reduction) player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusSpeed"); player.statDefense += 15; } else { // Hardmode armour gets an extra 10 dmg reduction player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusSpeedHardmode"); player.statDefense += 20; } break; case 4: player.setBonus = WeaponOut.GetTranslationTextValue("FistBoxingHelmetPlusGi"); mpf.longParry = true; mpf.comboCounterMaxBonus -= 1; break; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("All-Porpoise Assault Rifle"); Tooltip.SetDefault( "<right> to fire a powerful underbarrel rocket\n" + "50% chance to not consume primary ammo\n" + "'Perfect for target rich environments'"); proji = mod.GetProjectile("APARocketI").projectile.type; projii = mod.GetProjectile("APARocketII").projectile.type; projiii = mod.GetProjectile("APARocketIII").projectile.type; projiv = mod.GetProjectile("APARocketIV").projectile.type; customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Gathering Horn"); DisplayName.AddTranslation(GameCulture.Chinese, "集结号"); DisplayName.AddTranslation(GameCulture.Russian, "Рог Призыва"); Tooltip.SetDefault( "Summons a one way portal from your spawn to the current position\n" + "Only for players on your team"); Tooltip.AddTranslation(GameCulture.Chinese, "在你的出生点和目前所在地生成传送门\n仅供你和你的队友"); Tooltip.AddTranslation(GameCulture.Russian, "Создаёт одноразовый портал от спавна к вашей локации\n" + "Работает только для вашей команды"); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void UpdateArmorSet(Player player) { ModPlayerFists mpf = ModPlayerFists.Get(player); switch (armourSet) { case 1: if (!hardMode) { player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadPower"); } else { player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadPowerHardmode"); player.GetModPlayer <PlayerFX>().doubleDamageUp = true; } player.GetModPlayer <PlayerFX>().taekwonCounter = true; break; case 2: if (!hardMode) { player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadDefence"); } else { player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadDefenceHardmode"); player.longInvince = true; } player.GetModPlayer <PlayerFX>().rapidRecovery = true; break; case 3: player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadSpeed"); player.accRunSpeed += 2f; if (hardMode) { player.accRunSpeed += 1f; player.moveSpeed += 0.15f; } player.GetModPlayer <PlayerFX>().buildMomentum = true; break; case 4: player.setBonus = WeaponOut.GetTranslationTextValue("FistVeteranHeadGi"); mpf.uppercutDamage += 1f; mpf.divekickDamage += 1f; mpf.comboCounterMaxBonus -= 1; break; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Channeler Staff"); DisplayName.AddTranslation(GameCulture.Chinese, "通灵者法杖"); DisplayName.AddTranslation(GameCulture.Russian, "Посох Шамана"); Tooltip.SetDefault( "Greatly increases mana regen when held\n" + "Cast a mana restoring ray to players on your team\n" + "Ray also increases magic damage"); Tooltip.AddTranslation(GameCulture.Chinese, "手持法杖时大大增加魔力回复速度\n向你队伍里的玩家发射魔力回复射线\n射线同时也增加魔法伤害"); Tooltip.AddTranslation(GameCulture.Russian, "Значительно регенерирует ману, если держать в руке\n" + "Выпускает луч, восстанавливающий ману ваших союзников\n" + "Луч также увеличивает магический урон"); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
internal static void CheckRODTooltip(List <TooltipLine> tooltips) { for (int i = 0; i < tooltips.Count; i++) { if (tooltips[i].text.Contains("$ROD")) { foreach (Item item in Main.LocalPlayer.inventory) { if (item.type == ItemID.RodofDiscord) { tooltips.RemoveAt(i); return; } } tooltips[i].text = tooltips[i].text.Replace("$ROD", WeaponOut.GetTranslationTextValue("DiscordantRodTooltip")); return; } } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Hidden Dragon"); DisplayName.AddTranslation(GameCulture.Chinese, "潜龙拳"); DisplayName.AddTranslation(GameCulture.Russian, "Тайный Дракон"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 100% increased melee damage and knockback\n" + "Combo causes damage to echo to nearby enemies"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加100%的近战伤害和击退\n连击会出现灼烧附近敌人的火焰环"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +100% урон и отбрасывание\n" + "Комбо: урон передаётся ближайшим врагам"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); projectileID = mod.ProjectileType <Projectiles.SpiritDragon>(); customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void SetStaticDefaults() { DisplayName.SetDefault("All-Porpoise Assault Rifle"); DisplayName.AddTranslation(GameCulture.Chinese, "万能突击步枪"); DisplayName.AddTranslation(GameCulture.Russian, "Универсальный Автомат"); Tooltip.SetDefault( "<right> to fire a powerful underbarrel rocket\n" + "50% chance to not consume primary ammo\n" + "'Perfect for target rich environments'"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键在副枪口发射一个强大的火箭\n50%的概率不消耗主要(子弹)弹药\n“适合目标多样的情况”"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы пустить подствольную ракету\n" + "50% шанс не потратить основные боеприпасы\n" + "'Каждому своё'"); proji = mod.GetProjectile("APARocketI").projectile.type; projii = mod.GetProjectile("APARocketII").projectile.type; projiii = mod.GetProjectile("APARocketIII").projectile.type; projiv = mod.GetProjectile("APARocketIV").projectile.type; customGlowMask = WeaponOut.SetStaticDefaultsGlowMask(this); }
public override void UpdateArmorSet(Player player) { string button = Language.GetTextValue(Main.ReversedUpDownArmorSetBonuses ? "Key.UP" : "Key.DOWN"); player.setBonus = WeaponOut.GetTranslationTextValue("LunarFistHeadBonus").Replace("$BUTTON", button); if (player.whoAmI == Main.myPlayer) { // Based on Stardust Guardian spawn int buffID = mod.BuffType <Buffs.SpiritGuardian>(); int guardianID = mod.ProjectileType <Projectiles.SpiritGuardian>(); if (player.FindBuffIndex(buffID) == -1) { player.AddBuff(buffID, 1, true); } if (player.ownedProjectileCounts[guardianID] < 1) // No guardian? spawn one { Projectile.NewProjectile( player.Center.X, player.Center.Y, 0.0f, -1f, guardianID, 0, 0.0f, Main.myPlayer, 0.0f, 0.0f); } } }
/// <summary> The method called during a combo. Use for ongoing dust and gore effects. </summary> public static void ComboEffects(Player player, Item item, bool initial) { if (initial) { player.itemAnimation = player.itemAnimationMax + 18; player.AddBuff(buffID, 60 * 6); player.GetModPlayer <ModPlayerFists>().jumpAgainUppercut = true; Main.PlaySound(SoundID.DD2_SkyDragonsFurySwing, player.position); } Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 10, altHitboxSize); player.statDefense += player.itemAnimation; // Bonus defence during special if (player.itemAnimation > player.itemAnimationMax) { // Charging Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 16, 16, DustID.Blood, 0, 0, 100, default(Color), 1.2f)]; d.position -= d.velocity * 20f; d.velocity *= 1.5f; d.velocity += player.position - player.oldPosition; d.noGravity = true; } else if (player.itemAnimation == player.itemAnimationMax) { // Lower pitch Main.PlaySound(4, (int)player.position.X, (int)player.position.Y, 12, 1f, -0.2f); if (player.whoAmI == Main.myPlayer) { PlayerDeathReason pdr = PlayerDeathReason.LegacyDefault(); switch (Main.rand.Next(3)) { case 1: pdr.SourceCustomReason = WeaponOut.GetTranslationTextValue("KnucklesIchorSuicide1") .Replace("$NAME", player.name); break; case 2: pdr.SourceCustomReason = WeaponOut.GetTranslationTextValue("KnucklesIchorSuicide2") .Replace("$NAME", player.name).Replace("$ITEM", item.Name); break; default: pdr.SourceCustomReason = WeaponOut.GetTranslationTextValue("KnucklesIchorSuicide3") .Replace("$NAME", player.name); break; } player.immune = false; player.Hurt(pdr, 100 + player.statDefense / 2, player.direction, false, false, false, -1); } for (int i = 0; i < 30; i++) { Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 16, 16, DustID.Blood, 0, -0.5f, 0, default(Color), 2f)]; d.velocity.X *= 2f; } // Allow dash player.GetModPlayer <ModPlayerFists>(). SetDashOnMovement(altDashSpeed, altDashThresh, 0.992f, 0.96f, true, 0); } else { // Punch effect } }