Example #1
0
        public static int NewRangedWeapon(Mod mod, Vector2 position, int npcLevel, int playerLevel, float dps, int enemyDef)
        {
            int    combined = npcLevel + playerLevel;
            int    ammo;
            string weapon;

            if (combined >= 35)
            {
                switch (Main.rand.Next(5))
                {
                default:
                    weapon = "AngelBow";
                    ammo   = ItemID.WoodenArrow;
                    break;

                case 1:
                    weapon = "DemonBow";
                    ammo   = ItemID.WoodenArrow;
                    break;

                case 2:
                    weapon = "Kalashnikov";
                    ammo   = ItemID.MusketBall;
                    break;

                case 3:
                    weapon = "M16";
                    ammo   = ItemID.MusketBall;
                    break;

                case 4:
                    weapon = "Microgun";
                    ammo   = ItemID.MusketBall;
                    break;
                }
            }
            else
            {
                switch (Main.rand.Next(4))
                {
                default:
                    weapon = "Longbow";
                    ammo   = ItemID.WoodenArrow;
                    break;

                case 1:
                    weapon = "GoldenPistol";
                    ammo   = ItemID.MusketBall;
                    break;

                case 2:
                    weapon = "WoodenBow";
                    ammo   = ItemID.WoodenArrow;
                    break;

                case 3:
                    weapon = "NambuPistol";
                    ammo   = ItemID.MusketBall;
                    break;
                }
            }

            RangedWeapon item = (RangedWeapon)Main.item[Item.NewItem(position, mod.ItemType(weapon))].modItem;

            item.dps      = dps;
            item.enemyDef = enemyDef;
            item.Initialize();

            BowInitPacket.Write(item.item.whoAmI, item.dps, item.enemyDef);

            return(ammo);
        }