public override void UpdateAmulet(Player player) { player.minionDamage *= 0.03f; player.minionKB *= 0.03f; player.npcTypeNoAggro[1] = true; player.npcTypeNoAggro[16] = true; player.npcTypeNoAggro[59] = true; player.npcTypeNoAggro[71] = true; player.npcTypeNoAggro[81] = true; player.npcTypeNoAggro[121] = true; player.npcTypeNoAggro[122] = true; player.npcTypeNoAggro[138] = true; player.npcTypeNoAggro[147] = true; player.npcTypeNoAggro[183] = true; player.npcTypeNoAggro[184] = true; player.npcTypeNoAggro[187] = true; player.npcTypeNoAggro[204] = true; player.npcTypeNoAggro[225] = true; player.npcTypeNoAggro[244] = true; player.npcTypeNoAggro[302] = true; player.npcTypeNoAggro[304] = true; player.npcTypeNoAggro[333] = true; player.npcTypeNoAggro[334] = true; player.npcTypeNoAggro[335] = true; player.npcTypeNoAggro[336] = true; player.npcTypeNoAggro[535] = true; player.npcTypeNoAggro[537] = true; DecimationPlayer modPlayer = player.GetModPlayer <DecimationPlayer>(); modPlayer.amuletsBuff = mod.BuffType <Singed>(); modPlayer.amuletsBuffChances = 4; modPlayer.amuletsBuffTime = 300; }
public override void UpdateAmulet(Player player) { player.meleeDamage *= 1.03f; player.meleeSpeed *= 1.03f; player.meleeCrit += 3; player.lavaMax += 420; DecimationPlayer modPlayer = player.GetModPlayer <DecimationPlayer>(); modPlayer.amuletsBuff = mod.BuffType <Singed>(); modPlayer.amuletsBuffChances = 4; modPlayer.amuletsBuffTime = 300; }
public override void UpdateAmulet(Player player) { player.thrownDamage *= 1.03f; player.thrownVelocity *= 1.03f; player.thrownCrit += 3; DecimationPlayer modPlayer = player.GetModPlayer <DecimationPlayer>(); modPlayer.amuletsBuff = BuffID.Confused; modPlayer.amuletsBuffTime = 300; modPlayer.amuletsBuffChances = 4; modPlayer.amuletsBuffWhenAttacking = true; }
public override void ModifyBuffTip(ref string tip, ref int rare) { DecimationPlayer modPlayer = Main.LocalPlayer.GetModPlayer <DecimationPlayer>(); int defenseAdded = 0; for (int i = 0; i < modPlayer.scarabCounter; i++) { defenseAdded += (int)(modPlayer.oldStatDefense * 0.15f); } tip += "Summons scarabs to protect you."; tip += "\nGive 15% more defense for each scarabs alive."; tip += "\n3 scarabs maximum"; tip += "\nCurrently, you have " + defenseAdded + " defense added."; }
public override void Update(Player player, ref int buffIndex) { DecimationPlayer modPlayer = player.GetModPlayer <DecimationPlayer>(); if (modPlayer.scarabEnduranceBuffTimeCounter >= 180) { if (modPlayer.scarabCounter < 3) { modPlayer.scarabCounter++; modPlayer.scarabs[modPlayer.scarabCounter - 1] = Projectile.NewProjectile(player.Center, new Vector2(0, 0), mod.ProjectileType <Scarab>(), 0, 0, 255, player.whoAmI); } modPlayer.scarabEnduranceBuffTimeCounter = 0; } modPlayer.scarabEnduranceBuffTimeCounter++; for (int i = 0; i < modPlayer.scarabCounter; i++) { player.statDefense += (int)(modPlayer.oldStatDefense * 0.15f); } }
public override void UpdateArmorSet(Player player) { DecimationPlayer modPlayer = player.GetModPlayer <DecimationPlayer>(); player.AddBuff(mod.BuffType <ScarabEndurance>(), 1); player.arrowDamage *= 1.05f; player.bulletDamage *= 1.05f; player.magicDamage *= 1.05f; player.meleeDamage *= 1.05f; player.minionDamage *= 1.05f; player.rangedDamage *= 1.05f; player.rocketDamage *= 1.05f; player.thrownDamage *= 1.05f; player.buffImmune[BuffID.OnFire] = true; player.buffImmune[BuffID.CursedInferno] = true; player.lavaImmune = true; player.setSolar = true; player.setBonus = "Summons scarabs to protect you, add 5% damages to each attacks, gives immunity to On Fire!, Cursed Inferno and Lava."; modPlayer.solarCounter++; int num11 = 240; if (modPlayer.solarCounter >= num11) { if (player.solarShields > 0 && player.solarShields < 3) { for (int num12 = 0; num12 < 22; num12++) { if (player.buffType[num12] >= 170 && player.buffType[num12] <= 171) { player.DelBuff(num12); } } } if (player.solarShields < 3) { player.AddBuff(170 + player.solarShields, 5, false); for (int num13 = 0; num13 < 16; num13++) { Dust dust = Main.dust[Dust.NewDust(player.position, player.width, player.height, 6, 0f, 0f, 100, default(Color), 1f)]; dust.noGravity = true; dust.scale = 1.7f; dust.fadeIn = 0.5f; Dust dust2 = dust; dust2.velocity *= 5f; dust.shader = GameShaders.Armor.GetSecondaryShader(player.ArmorSetDye(), player); } modPlayer.solarCounter = 0; } else { modPlayer.solarCounter = num11; } } for (int num14 = player.solarShields; num14 < 3; num14++) { player.solarShieldPos[num14] = Vector2.Zero; } for (int num15 = 0; num15 < player.solarShields; num15++) { player.solarShieldPos[num15] += player.solarShieldVel[num15]; Vector2 value = ((float)player.miscCounter / 100f * 6.28318548f + (float)num15 * (6.28318548f / (float)player.solarShields)).ToRotationVector2() * 6f; value.X = (float)(player.direction * 20); player.solarShieldVel[num15] = (value - player.solarShieldPos[num15]) * 0.2f; } if (player.dashDelay >= 0) { player.solarDashing = false; player.solarDashConsumedFlare = false; } bool flag = player.solarDashing && player.dashDelay < 0; if (player.solarShields > 0 | flag) { player.dash = 3; } }