public override void SetDefaults() { ClickerCompat.SetClickerWeaponDefaults(item); ClickerCompat.SetRadius(item, 1f); ClickerCompat.SetColor(item, Color.Red); ClickerCompat.SetDust(item, DustID.SomethingRed); //Here we use our custom effect, registered as 'modName:internalName' ClickerCompat.AddEffect(item, "ClickerClassExampleMod:ExampleEffect"); //We can add more than one effect aswell! (Here using the IEnumerable overload to make it more compact) ClickerCompat.AddEffect(item, new List <string> { "ClickerClass:Inferno", "ClickerClass:Embrittle" }); //We can also access all available effects and do stuff with it //Here pick the first registered effect (random would be cool but Main.rand shouldn't be used in SetDefaults) List <string> allEffects = ClickerCompat.GetAllEffectNames(); if (allEffects != null && allEffects.Count > 0) { ClickerCompat.AddEffect(item, allEffects[0]); //If this happens to be one we already added, it won't do anything } //In total, atleast 3 effects item.damage = 10; item.width = 30; item.height = 30; item.knockBack = 1f; item.value = 1000; item.rare = ItemRarityID.Green; }
public override void SetDefaults() { ClickerCompat.SetClickerWeaponDefaults(item); ClickerCompat.SetRadius(item, 6f); ClickerCompat.SetColor(item, new Color(190, 60, 70, 0)); ClickerCompat.SetDust(item, 87); //ClickerCompat.SetEffectW(item, "Holy Nova", 9); ClickerCompat.AddEffect(item, ClickerCompat.GetAllEffectNames()); item.damage = 1; item.width = 30; item.height = 30; item.knockBack = 1f; item.value = 0; item.rare = ItemRarityID.Expert; }