/
CustomSwordInit.cs
444 lines (434 loc) · 20 KB
/
CustomSwordInit.cs
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using Sytem;
using System.Diagnostics;
using System.Collections.Generic;
using System.Drawing;
using Xna.Frameworks.Graphics;
using TAPI;
using TAPI.Tools;
using PoroCYon.MCT.UI;
using PoroCYon.MCT.UI.Interface;
using PoroCYon.MCT.UI.Interface.Controls;
using PoroCYon.MCT.UI.Interface.Controls.Primitives;
namespace TAPI.Tools
{
/*
Log 1: Holy cr*p... This took ages! I just finished writing down all of the heads... In total, there are over 50 different kind of heads...
* In my next log though, I'm gonna have a lot of other progress done.
* (getting all of the handle types set up, since it really is copy-pasting,
* but for a few things (like changing the stats and name + adding a vanilla handle) thing.)
Log 2: I decided to move this log to somewhere else. I lied about my next log... So... REPLACING GO! Much better! My next log'll have more progress, though.
* Just found out in total I have 59 heads... And now to make instances of them ;_; YUS I MAY SLEEP NOW! (ugh, my brain...)
Log 3: Poro just cleaned up mah code. Before he cleaned it, it 1. Was a total mess; 2. Had a buncha syntax errors.
* Just finished A WHOLE LOTTA progress. And I have to sleep. I finished the handles and some modifiers and converted some parameters to an int array.
Log 4: Poro thought it was a good idea to move some stuff from this class... I'll make this class the initializer for the swords.
* I'll also make a class for the variables. (Gee oh gee, I wonder if Poro will be accepted as a member of the Tools team)
Log 5: Long time no see, source code of the initializer. Oof, damnit... That took long. I added a bunch of pathnames.
Log 6: I made some progress inbetween, but forgot that. Right now I was making some more attackmods. Then I shall work further on my construction of swords.
* Just made up my mind about something: Original ores will have less damage, but higher multiplier and the alt ones switched.
Log 7: Agh, going to work on my drawing method... It's gonna take soooooo long >_<
* Realization: Item toString method? Eh... not needed. Might give unwanted results. All I need are 2 arrays.
*/
public abstract class CustomSwordInit : ModItem
{
public CustomSwordInit(ModBase mb, Item I)
: base(mb, I)
{
}
public SpriteBatch DrawSword(string[] custom, int[] swordpart) //because I SHALL NOT DRAW without a sb method
{
#region Tons of Vars
MainVar mv = new MainVar();
SpriteBatch sb = new SpriteBatch();
//REMINDER: for checking the value of the swordheads/handles/etc.
SwordHead.SetHeadType(custom[0], swordpart[0]);
SwordHandle.SetHandleType(custom[1], swordpart[1]);
Modifier.SetModifierType(custom[2], swordpart[2]);
AttackModifier.SetAttModifierType(custom[3], swordpart[3]);
#endregion
switch (swordpart[0])
{
case 1:
sb.Draw(ModBaseInstance.textures["Item/Combo Sprites/Wood Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 2:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Stone Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 3:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Copper Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 4:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Tin Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 5:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Iron Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 6:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Lead Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 7:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Silver Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 8:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Tungsten Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 9:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Gold Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 10:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Platinum Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 11:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Light's Bane Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 12:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Blood Butcherer Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 13:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Blade of Grass Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 14:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Muramasa Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 15:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Fiery Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 16:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Night's Edge Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 17:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Breaker Blade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 18:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Candy Cane Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 19:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Haunted Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 20:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/The Horseman's Blade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 21:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Christmas Tree Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 22:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Shadewood Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 23:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Ebonwood Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 24:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Rich Mahogany Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 25:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Pearlwood Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 26:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Cactus Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 27:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Ice Blade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 28:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Bone Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 29:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Enchanted Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 30:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Katana Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 31:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Starfury Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 32:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Bee Keeper Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 33:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Blue Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 34:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Red Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 35:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Purple Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 36:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/White Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 37:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Yellow Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 38:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Green Phaseblade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 39:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Cobalt Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 39:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Palladium Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 41:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Mythril Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 42:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Orichalcum Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 43:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Adamantite Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 44:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Titanium Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 45:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Excalibur Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 46:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Cutlass Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 47:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Frostbrand Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 48:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Keybrand Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 49:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Beam Sword Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 50:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Blue Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 51:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Red Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 52:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Purple Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 53:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/White Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 54:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Yellow Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 55:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Green Phasesaber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 56:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Chlorophyte Claymore Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 57:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Chlorophyte Saber Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 58:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/True Night's Edge Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 59:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/True Excalibur Head.png"], I.size[128, 128], I.GetTextureColor);
break;
case 60:
sb.Draw(modbaseInstance.textures["Item/Combo Sprites/Terra Blade Head.png"], I.size[128, 128], I.GetTextureColor);
break;
}
}
public virtual void ConstructSword(string[] custom, int[] swordpart)
{
#region Tons of Vars
custom.crit = 0.03f;
//REMINDER: for checking the value of the swordheads/handles/etc.
SwordHead.SetHeadType(custom[0], swordpart[0]);
SwordHandle.SetHandleType(custom[1], swordpart[1]);
Modifier.SetModifierType(custom[2], swordpart[2]);
AttackModifier.SetAttModifierType(custom[3], swordpart[3]);
int damage1;
int damage2;
int damage3;
int deltaDamage;
#endregion
//Sorry for the gigaswitch, I have no idea if you can handle it in another way :c
switch (swordhead)
{
case 1:
damage1 = 6;
break;
case 2:
damage1 = 7;
break;
case 3:
damage1 = 8;
break;
case 4:
damage1 = 8;
break;
case 5:
damage1 = 10;
break;
case 6:
damage1 = 11;
break;
case 7:
damage1 = 11;
break;
case 8:
damage1 = 12;
break;
case 9:
damage1 = 13;
break;
case 10:
damage1 = 15;
break;
case 11:
damage1 = 17;
break;
case 12:
damage1 = 23;
break;
case 13:
damage1 = 28;
break;
case 14:
damage1 = 18;
break;
case 15:
damage1 = 36;
break;
case 16:
damage1 = 42;
break;
case 17:
damage1 = 39;
break;
case 18:
damage1 = 16;
break;
case 19:
damage1 = 24;
break;
case 20:
damage1 = 73;
break;
case 21:
damage1 = 75;
break;
case 22:
damage1 = 10;
break;
case 23:
damage1 = 10;
break;
case 24:
damage1 = 8;
break;
case 25:
damage1 = 11;
break;
case 26:
damage1 = 9;
break;
case 27:
damage1 = 13;
break;
case 28:
damage1 = 7;
break;
case 29:
damage1 = 7;
break;
case 30:
damage1 = 7;
break;
case 31:
damage1 = 7;
break;
case 32:
damage1 = 7;
break;
case 33:
damage1 = 7;
break;
case 34:
damage1 = 7;
break;
case 35:
damage1 = 7;
break;
case 36:
damage1 = 7;
break;
case 37:
damage1 = 7;
break;
case 38:
damage1 = 7;
break;
case 39:
damage1 = 7;
break;
case 39:
damage1 = 7;
break;
case 41:
damage1 = 7;
break;
case 42:
damage1 = 7;
break;
case 43:
damage1 = 7;
break;
case 44:
damage1 = 7;
break;
case 45:
damage1 = 7;
break;
case 46:
damage1 = 7;
break;
case 47:
damage1 = 7;
break;
case 48:
damage1 = 7;
break;
case 49:
damage1 = 7;
break;
case 50:
damage1 = 7;
break;
case 51:
damage1 = 7;
break;
case 52:
damage1 = 7;
break;
case 53:
damage1 = 7;
break;
case 54:
damage1 = 7;
break;
case 55:
damage1 = 7;
break;
case 56:
damage1 = 7;
break;
case 57:
damage1 = 7;
break;
case 58:
damage1 = 7;
break;
case 59:
damage1 = 7;
break;
case 60:
damage1 = 7;
break;
}
//formula for getting the damage
deltaDamage = (damage1 + damage3) * damage2;
}
}
}