public void ShadowPartner_ModifyHitNPC(ModifierPlayer player, Item item, NPC target, ref int damage, ref float knockback, ref bool crit)
 {
     if (isActive)
     {
         target.StrikeNPC((int)Math.Ceiling(damage * 0.33f), knockback * 0.3f, -(target.direction), crit);
     }
 }
        public override bool PreAI(Projectile projectile)
        {
            var mproj = Info(projectile);

            if (!mproj.FirstTick)
            {
                mproj.FirstTick = true;

                // Get effect values
                if (projectile.owner != 255 && projectile.friendly && projectile.owner == Main.myPlayer)
                {
                    mplr        = Main.LocalPlayer.GetModPlayer <ModifierPlayer>();
                    mplreffects = Main.LocalPlayer.GetModPlayer <PlayerEffects>();

                    if (mplr.GetEffect <ShadowPartnerEffect>().isActive&& !mplreffects.initializeShadowProjectile)
                    {
                        mplreffects.initializeShadowProjectile = true;
                        Main.LocalPlayer.GetModPlayer <PlayerEffects>().createShadowProjectile(projectile);
                    }
                    else
                    {
                        mplreffects.initializeShadowProjectile = false;
                    }
                }
            }

            return(base.PreAI(projectile));
        }
Exemple #3
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 public void Bloodsplode(int damage, ModifierPlayer player, Player target)
 {
     if (target.statLife <= 0 && isActive)
     {
         player.player.GetModPlayer <PlayerEffects>().CreateBloodplosion(target.position.X, target.position.Y, damage);
     }
 }
 private void LifeOnHurt_OnPostHurt(ModifierPlayer player, bool pvp, bool quiet, double damage, int hitDirection, bool crit)
 {
     if (isActive == false)
     {
         isActive    = true;
         savedDamage = damage;
         delay       = 0;
     }
 }
 private void ReactiveArmor_OnPostHurt(ModifierPlayer player, bool pvp, bool quiet, double damage, int hitDirection, bool crit)
 {
     if (StackCount < MaxStack)
     {
         StackCount++;
         calculateDefense(player);
     }
     ArmorDuration = 0;
 }
 private void ReactiveArmor_OnPreUpdate(ModifierPlayer player)
 {
     ArmorDuration++;
     if (ArmorDuration > 300)
     {
         ArmorDuration = 0;
         StackCount    = 0;
         calculateDefense(player);
     }
 }
Exemple #7
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 public void AceEffect(ModifierPlayer player, ref int damage)
 {
     if (isActive)
     {
         if (Main.rand.Next(20) == 0)  // 1 in 20
         {
             player.player.statLife -= (int)(player.player.statLife * 0.5);
             damage = damage * 5;
         }
     }
 }
Exemple #8
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        private void BuffDuration_OnPreUpdate(ModifierPlayer player)
        {
            int           index;
            PlayerEffects mplrEffects = player.player.GetModPlayer <PlayerEffects>();

            while (mplrEffects.buffExtender.Count > 0 && percentBuffDuration > 0f)
            {
                index = mplrEffects.buffExtender.First.Value;
                player.player.buffTime[index] = (int)Math.Ceiling(player.player.buffTime[index] + (player.player.buffTime[index] * percentBuffDuration));
                mplrEffects.buffExtender.RemoveFirst();
            }
        }
 private void ShadowPartner_OnPreUpdate(ModifierPlayer player)
 {
     if (Stack == 3)
     {
         isActive = true;
     }
     else
     {
         isActive = false;
     }
     player.player.GetModPlayer <PlayerEffects>().setHasShadowPartner(isActive);
 }
        private void DebuffResist_OnPreUpdate(ModifierPlayer player)
        {
            PlayerEffects mplrEffects = player.player.GetModPlayer <PlayerEffects>();

            while (mplrEffects.buffResistor.Count > 0 && percentResist > 0f)
            {
                if (AttemptResist())
                {
                    player.player.DelBuff(mplrEffects.buffResistor.First.Value);
                }
                mplrEffects.buffResistor.RemoveFirst();
            }
        }
 private void LifeOnHurt_OnPreUpdate(ModifierPlayer player)
 {
     if (isActive == true)
     {
         delay++;
         if (delay > 180)
         {
             isActive = false;
             delay    = 0;
             player.player.statLife += amountToHeal();
             if (Main.myPlayer == player.player.whoAmI)
             {
                 player.player.HealEffect(amountToHeal(), true);
             }
         }
     }
 }
Exemple #12
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 private void Bloodthirsty_OnPreUpdate(ModifierPlayer player)
 {
     if (isActive)
     {
         rampageDuration++;
         if (rampageDuration > 900)
         {
             rampageDuration = 0;
             resetSpawns();
         }
     }
     else
     {
         rampageDuration = 0;
         resetSpawns();
     }
 }
Exemple #13
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        private void HasBloodthirsty(ModifierPlayer player)
        {
            Item checkItem = player.player.HeldItem;

            if (checkItem != null && !checkItem.IsAir)
            {
                if (ActivatedModifierItem.Item(checkItem).IsActivated)
                {
                    int c = EMMItem.GetActivePool(checkItem).Count(x => x.GetType() == typeof(Bloodthirsty));
                    if (c > 0)
                    {
                        isActive = true;
                    }
                    else
                    {
                        isActive = false;
                    }
                }
                else
                {
                    isActive = false;
                }
            }
        }
 public override void OnInitialize(ModifierPlayer player)
 {
     Stack = 0;
 }
Exemple #15
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 public void Bloodthirsty_OnHitNPC(ModifierPlayer player, Item item, NPC target, int damage, float knockback, bool crit)
 {
     StartRampage(target);
 }
Exemple #16
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 public override void ResetEffects(ModifierPlayer player)
 {
     isActive = false;
 }
Exemple #17
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 //[DelegationPrioritization(DelegationPrioritization.Late, 998)]
 public void Ace_ModifyHitPVP(ModifierPlayer player, Item item, Player target, ref int damage, ref float knockback, ref bool crit)
 {
     AceEffect(player, ref damage);
 }
 public override void ResetEffects(ModifierPlayer player)
 {
     percentBossDamage = 0f;
     isActive          = false;
 }
 public override void UpdateEquip(Item item, Player player)
 {
     ModifierPlayer.Player(player).GetEffect <PercentBossDamageEffect>().percentBossDamage += Properties.RoundedPower / 100f;
     ModifierPlayer.Player(player).GetEffect <PercentBossDamageEffect>().isActive           = true;
 }
Exemple #20
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 public override void ResetEffects(ModifierPlayer player)
 {
     percentBuffDuration = 0f;
 }
 public override void UpdateEquip(Item item, Player player)
 {
     ModifierPlayer.Player(player).GetEffect <DebuffResistEffect>().percentResist += Properties.RoundedPower;
 }
 public override void OnInitialize(ModifierPlayer player)
 {
     isActive = false;
 }
 public override void ResetEffects(ModifierPlayer player)
 {
     percentResist = 0f;
 }
 public override void UpdateEquip(Item item, Player player)
 {
     ModifierPlayer.Player(player).GetEffect <LifeOnHurtEffect>().percentHeal += Properties.RoundedPower / 100f;
 }
 public override void ResetEffects(ModifierPlayer player)
 {
     Stack = 0;
 }
Exemple #26
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 public override void UpdateEquip(Item item, Player player)
 {
     ModifierPlayer.Player(player).GetEffect <BuffDurationEffect>().percentBuffDuration += Properties.RoundedPower / 100f;
 }
 private void PercentBossDamage_OnModify(ModifierPlayer player, Item item, NPC target, ref int damage, ref float knockback, ref bool crit)
 {
     setBossDamage(target, ref damage);
 }
Exemple #28
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 public override void OnInitialize(ModifierPlayer player)
 {
     numOfKills          = 0;
     spawnRateMultiplier = 1f;
     spawnMaxMultiplier  = 1f;
 }
 public override void UpdateEquip(Item item, Player player)
 {
     ModifierPlayer.Player(player).GetEffect <ShadowPartnerEffect>().Stack += 1;
 }
Exemple #30
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 //[DelegationPrioritization(DelegationPrioritization.Late, 998)]
 public void Ace_ModifyHitNPC(ModifierPlayer player, Item item, NPC target, ref int damage, ref float knockback, ref bool crit)
 {
     //Main.NewText("Hello", 155, 155, 155);
     AceEffect(player, ref damage);
 }