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)); }
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); } }
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; } } }
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); } } } }
private void Bloodthirsty_OnPreUpdate(ModifierPlayer player) { if (isActive) { rampageDuration++; if (rampageDuration > 900) { rampageDuration = 0; resetSpawns(); } } else { rampageDuration = 0; resetSpawns(); } }
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; }
public void Bloodthirsty_OnHitNPC(ModifierPlayer player, Item item, NPC target, int damage, float knockback, bool crit) { StartRampage(target); }
public override void ResetEffects(ModifierPlayer player) { isActive = false; }
//[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; }
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; }
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); }
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; }
//[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); }