Exemplo n.º 1
0
        public static Item GenerateSword(Mod mod, Vector2 position, SWORDTHEME theme, float dps, int enemyDef)
        {
            ProceduralSword sword;

            sword = NewSword(mod, position, SwordHilt.RandomHilt(theme), SwordBlade.RandomBlade(theme), Main.rand.Next(5) < 3 ? SwordAccent.RandomAccent() : SwordAccent.none, dps, enemyDef);
            return(sword.item);
        }
Exemplo n.º 2
0
 public override void Unload()
 {
     Main.inventoryBackTexture   = InvSlot[0];
     Main.inventoryBack2Texture  = InvSlot[1];
     Main.inventoryBack3Texture  = InvSlot[2];
     Main.inventoryBack4Texture  = InvSlot[3];
     Main.inventoryBack5Texture  = InvSlot[4];
     Main.inventoryBack6Texture  = InvSlot[5];
     Main.inventoryBack7Texture  = InvSlot[6];
     Main.inventoryBack8Texture  = InvSlot[7];
     Main.inventoryBack9Texture  = InvSlot[8];
     Main.inventoryBack10Texture = InvSlot[9];
     Main.inventoryBack11Texture = InvSlot[10];
     Main.inventoryBack12Texture = InvSlot[11];
     Main.inventoryBack13Texture = InvSlot[12];
     Main.inventoryBack14Texture = InvSlot[13];
     Main.inventoryBack15Texture = InvSlot[14];
     Main.inventoryBack16Texture = InvSlot[15];
     GFX.UnloadGfx();
     SwordBlade.Unload();
     SwordHilt.Unload();
     SwordAccent.Unload();
     StaffGem.Unload();
     Staff.Unload();
     StaffOrnament.Unload();
     Main.instance.invBottom = 210;
 }
Exemplo n.º 3
0
        public override void Load()
        {
            //Overhaul = ModLoader.GetMod("TerrariaOverhaul");

            kConfig.Initialize();
            if (Main.netMode != NetmodeID.Server)
            {
                GFX.LoadGfx();
                InvSlot[0]  = Main.inventoryBackTexture;
                InvSlot[1]  = Main.inventoryBack2Texture;
                InvSlot[2]  = Main.inventoryBack3Texture;
                InvSlot[3]  = Main.inventoryBack4Texture;
                InvSlot[4]  = Main.inventoryBack5Texture;
                InvSlot[5]  = Main.inventoryBack6Texture;
                InvSlot[6]  = Main.inventoryBack7Texture;
                InvSlot[7]  = Main.inventoryBack8Texture;
                InvSlot[8]  = Main.inventoryBack9Texture;
                InvSlot[9]  = Main.inventoryBack10Texture;
                InvSlot[10] = Main.inventoryBack11Texture;
                InvSlot[11] = Main.inventoryBack12Texture;
                InvSlot[12] = Main.inventoryBack13Texture;
                InvSlot[13] = Main.inventoryBack14Texture;
                InvSlot[14] = Main.inventoryBack15Texture;
                InvSlot[15] = Main.inventoryBack16Texture;
                Main.inventoryBackTexture   = GFX.ItemSlot;
                Main.inventoryBack2Texture  = GFX.ItemSlot;
                Main.inventoryBack3Texture  = GFX.ItemSlot;
                Main.inventoryBack4Texture  = GFX.ItemSlot;
                Main.inventoryBack5Texture  = GFX.ItemSlot;
                Main.inventoryBack6Texture  = GFX.ItemSlot;
                Main.inventoryBack7Texture  = GFX.ItemSlot;
                Main.inventoryBack8Texture  = GFX.ItemSlot;
                Main.inventoryBack9Texture  = GFX.ItemSlot;
                Main.inventoryBack10Texture = GFX.FavouritedSlot;
                Main.inventoryBack11Texture = GFX.ItemSlot;
                Main.inventoryBack12Texture = GFX.ItemSlot;
                Main.inventoryBack13Texture = GFX.ItemSlot;
                Main.inventoryBack14Texture = GFX.SelectedSlot;
                Main.inventoryBack15Texture = GFX.ItemSlot;
                Main.inventoryBack16Texture = GFX.ItemSlot;
            }

            Main.player[Main.myPlayer].hbLocked = false;

            SwordHilt.Initialize();
            SwordBlade.Initialize();
            SwordAccent.Initialize();
            Staff.Initialize();
            StaffGem.Initialize();
            StaffOrnament.Initialize();
            GlyphModifier.Initialize();
        }
Exemplo n.º 4
0
 public override void NetRecieve(BinaryReader reader)
 {
     if (!reader.ReadBoolean())
     {
         return;
     }
     blade    = SwordBlade.blades[reader.ReadInt32()];
     hilt     = SwordHilt.hilts[reader.ReadInt32()];
     accent   = SwordAccent.accents[reader.ReadInt32()];
     dps      = reader.ReadSingle();
     enemyDef = reader.ReadInt32();
     Initialize();
 }
Exemplo n.º 5
0
        public override void Load()
        {
            overhaul = ModLoader.GetMod("TerrariaOverhaul");

            kConfig.Initialize();
            if (Main.netMode != 2)
            {
                GFX.LoadGFX(ModLoader.GetMod("kRPG"));
                invslot[0]  = Main.inventoryBackTexture;
                invslot[1]  = Main.inventoryBack2Texture;
                invslot[2]  = Main.inventoryBack3Texture;
                invslot[3]  = Main.inventoryBack4Texture;
                invslot[4]  = Main.inventoryBack5Texture;
                invslot[5]  = Main.inventoryBack6Texture;
                invslot[6]  = Main.inventoryBack7Texture;
                invslot[7]  = Main.inventoryBack8Texture;
                invslot[8]  = Main.inventoryBack9Texture;
                invslot[9]  = Main.inventoryBack10Texture;
                invslot[10] = Main.inventoryBack11Texture;
                invslot[11] = Main.inventoryBack12Texture;
                invslot[12] = Main.inventoryBack13Texture;
                invslot[13] = Main.inventoryBack14Texture;
                invslot[14] = Main.inventoryBack15Texture;
                invslot[15] = Main.inventoryBack16Texture;
                Main.inventoryBackTexture   = GFX.itemSlot;
                Main.inventoryBack2Texture  = GFX.itemSlot;
                Main.inventoryBack3Texture  = GFX.itemSlot;
                Main.inventoryBack4Texture  = GFX.itemSlot;
                Main.inventoryBack5Texture  = GFX.itemSlot;
                Main.inventoryBack6Texture  = GFX.itemSlot;
                Main.inventoryBack7Texture  = GFX.itemSlot;
                Main.inventoryBack8Texture  = GFX.itemSlot;
                Main.inventoryBack9Texture  = GFX.itemSlot;
                Main.inventoryBack10Texture = GFX.favouritedSlot;
                Main.inventoryBack11Texture = GFX.itemSlot;
                Main.inventoryBack12Texture = GFX.itemSlot;
                Main.inventoryBack13Texture = GFX.itemSlot;
                Main.inventoryBack14Texture = GFX.selectedSlot;
                Main.inventoryBack15Texture = GFX.itemSlot;
                Main.inventoryBack16Texture = GFX.itemSlot;
            }
            SwordHilt.Initialize();
            SwordBlade.Initialize();
            SwordAccent.Initialize();
            Staff.Initialize();
            StaffGem.Initialize();
            StaffOrnament.Initialize();
            GlyphModifier.Initialize(this);
        }
Exemplo n.º 6
0
        private static Sword GenerateSword(SwordBlade blade, SwordHandle handle)
        {
            var swordStats = blade.Stats.Combine(handle.Stats);
            var picture    = CombinePictures(blade.Picture, handle.Picture);

            var sword = new Sword
            {
                Stats   = swordStats,
                Picture = picture,
            };

            ApplyBonus(sword, blade.Stats.Creator, BladeBonuses);
            ApplyBonus(sword, handle.Stats.Creator, HandleBonuses);

            return(sword);
        }
Exemplo n.º 7
0
 public override void Load(TagCompound tag)
 {
     try
     {
         hilt     = SwordHilt.hilts[tag.GetInt("hilt_id")];
         blade    = SwordBlade.blades[tag.GetInt("blade_id")];
         accent   = SwordAccent.accents[tag.GetInt("accent_id")];
         dps      = tag.GetFloat("dps");
         enemyDef = tag.GetInt("enemy_defence");
     }
     catch (SystemException e)
     {
         ErrorLogger.Log("@Loading :: " + e.ToString());
     }
     try
     {
         Initialize();
     }
     catch (SystemException e)
     {
         ErrorLogger.Log("@Initialize :: " + e.ToString());
     }
 }
Exemplo n.º 8
0
        public static ProceduralSword NewSword(Mod mod, Vector2 position, SwordHilt hilt, SwordBlade blade, SwordAccent accent, float dps, int enemyDef)
        {
            int             id    = Item.NewItem(position, mod.GetItem("ProceduralSword").item.type);
            ProceduralSword sword = (ProceduralSword)Main.item[id].modItem;

            sword.hilt     = hilt;
            sword.blade    = blade;
            sword.accent   = accent;
            sword.dps      = dps;
            sword.enemyDef = enemyDef;
            sword.Initialize();
            if (Main.netMode == 2)
            {
                ModPacket packet = mod.GetPacket();
                packet.Write((byte)Message.SwordInit);
                packet.Write(id);
                packet.Write(blade.type);
                packet.Write(hilt.type);
                packet.Write(accent.type);
                packet.Write(dps);
                packet.Write(enemyDef);
                packet.Send();
            }
            return(sword);
        }