Exemple #1
0
        public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
        {
            Player player = Main.player[projectile.owner];

            if (player.GetModPlayer <ModPlayerEffects>().lcPulseEquipped)
            {
                int debuff = ModProjectileEffects.randDebuff();
                if (debuff != 0)
                {
                    target.AddBuff(debuff, 300);
                }
            }

            if (player.GetModPlayer <ModPlayerEffects>().qPulseEquipped)
            {
                int debuff = ModProjectileEffects.randDebuffQuantum();
                if (debuff != 0)
                {
                    target.AddBuff(debuff, 300);
                }
            }
        }
Exemple #2
0
        public override void Hurt(bool pvp, bool quiet, double damage, int hitDirection, bool crit)
        {
            //Get the current player
            int currPlayer = player.whoAmI;

            //Pulse Shield
            if (pulseEquipped)
            {
                float projectilespeedX    = 0f;
                float projectilespeedY    = 0f;
                float projectileKnockback = 4f;
                int   minDamage           = 5;
                int   maxDamage           = 15;
                int   projectileDamage    = ModProjectileEffects.randDamage(minDamage, maxDamage);
                for (int i = 0; i <= 35; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("PulseP1"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 35) * i;
                    Projectiles.PulseP1 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.PulseP1;
                    tempProj.SetOrbit(angle);
                }
            }

            //Upgraded Pulse Shield
            if (upgradedPulseEquipped)
            {
                float projectilespeedX    = 0f;
                float projectilespeedY    = 0f;
                float projectileKnockback = 4f;
                int   minDamage           = 10;
                int   maxDamage           = 25;
                int   projectileDamage    = ModProjectileEffects.randDamage(minDamage, maxDamage);

                //First Ring (Centre)
                for (int i = 0; i <= 36; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("UPulseP1"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 36) * i;
                    Projectiles.UPulseP1 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.UPulseP1;
                    tempProj.SetOrbit(angle);
                }

                //Second Ring
                for (int i = 0; i <= 54; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("UPulseP2"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 54) * i;
                    Projectiles.UPulseP2 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.UPulseP2;
                    tempProj.SetOrbit(angle);
                }

                //Third Ring (Outer)
                for (int i = 0; i <= 72; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("UPulseP3"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 72) * i;
                    Projectiles.UPulseP3 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.UPulseP3;
                    tempProj.SetOrbit(angle);
                }
            }

            //Liquid Cooled Pulse Shield
            if (lcPulseEquipped)
            {
                float projectilespeedX    = 0f;
                float projectilespeedY    = 0f;
                float projectileKnockback = 4f;
                int   minDamage           = 15;
                int   maxDamage           = 30;
                int   projectileDamage    = ModProjectileEffects.randDamage(minDamage, maxDamage);

                //First Ring (Centre)
                for (int i = 0; i <= 36; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("LCPulseP1"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 36) * i;
                    Projectiles.LCPulseP1 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.LCPulseP1;
                    tempProj.SetOrbit(angle);
                }

                //Second Ring
                for (int i = 0; i <= 54; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("LCPulseP2"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 54) * i;
                    Projectiles.LCPulseP2 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.LCPulseP2;
                    tempProj.SetOrbit(angle);
                }

                //Third Ring (Outer)
                for (int i = 0; i <= 72; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("LCPulseP3"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 72) * i;
                    Projectiles.LCPulseP3 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.LCPulseP3;
                    tempProj.SetOrbit(angle);
                }
            }

            //Quantum Pulse Shield
            if (qPulseEquipped)
            {
                float projectilespeedX    = 0f;
                float projectilespeedY    = 0f;
                float projectileKnockback = 4f;
                int   minDamage           = 20;
                int   maxDamage           = 35;
                int   projectileDamage    = ModProjectileEffects.randDamage(minDamage, maxDamage);

                //First Ring (Centre)
                for (int i = 0; i <= 36; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("QPulseP1"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 36) * i;
                    Projectiles.QPulseP1 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.QPulseP1;
                    tempProj.SetOrbit(angle);
                }

                //Second Ring
                for (int i = 0; i <= 54; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("QPulseP2"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 54) * i;
                    Projectiles.QPulseP2 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.QPulseP2;
                    tempProj.SetOrbit(angle);
                }

                //Third Ring
                for (int i = 0; i <= 72; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("QPulseP3"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 72) * i;
                    Projectiles.QPulseP3 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.QPulseP3;
                    tempProj.SetOrbit(angle);
                }

                //Fourth Ring (Outer)
                for (int i = 0; i <= 90; i++)
                {
                    int   projIndex = Projectile.NewProjectile(player.position.X, player.position.Y, projectilespeedX, projectilespeedY, mod.ProjectileType("QPulseP4"), projectileDamage, projectileKnockback, currPlayer, 0f, 0f);
                    float angle     = (360 / 90) * i;
                    Projectiles.QPulseP4 tempProj = Main.projectile[projIndex].modProjectile as Projectiles.QPulseP4;
                    tempProj.SetOrbit(angle);
                }
            }

            //Micro Adrenaline
            if (mAdrenalineEquipped)
            {
                int quarterLife = player.statLifeMax2 / 4;
                if (player.statLife <= quarterLife && !mAdrenalineActive)
                {
                    mAdrenalineActive    = true;
                    player.minionDamage *= 2.0f;
                }
            }

            //Summoners Blessing
            if (sBlessingEquipped)
            {
                int quarterLife = player.statLifeMax2 / 4;
                if (player.statLife <= quarterLife)
                {
                    sBlessingActive      = true;
                    player.minionDamage *= 2.0f;
                }
            }

            //Dead Hand
            if (dHandEquipped)
            {
                player.AddBuff(mod.BuffType("SuperQuickFire"), 400, false);
            }
        }