// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 16, 26); Vector2 pVelo = (player.position - player.oldPosition); Vector2 velocity = ModPlayerFists.GetFistVelocity(player) * -3f + pVelo * 0.5f; Dust d; Vector2 pos = r.TopLeft(); for (int i = 0; i < 2; i++) { d = Main.dust[Dust.NewDust(pos, r.Width, r.Height, DustID.Sandnado, velocity.X * -1.5f, velocity.Y * -1.5f, 100, default(Color), 0.2f)]; d.noGravity = true; d.fadeIn = 0.4f; } }
private void ModifyHit(Player player, ref int damage, ref float knockBack, ref bool crit) { if (AltStats(player)) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.IsComboActiveItemOnHit) { damage = (int)(damage * 2f); knockBack *= 2f; } else { damage = (int)(damage * 1.75f); knockBack *= 1.75f; } } }
private void ModifyHit(Player player, ref int damage, ref float knockBack, ref bool crit) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.IsComboActiveItemOnHit) { damage += 2; } if (mpf.parryBuff) { if (mpf.GetParryBuff() >= 0) { mpf.ClearParryBuff(); } damage += 15; } }
// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 4, 20); Vector2 velocity = ModPlayerFists.GetFistVelocity(player); Vector2 pVelo = (player.position - player.oldPosition) * -2f + velocity * 0.5f; Dust d; for (int i = 0; i < 5; i++) { // Light spore d = Main.dust[Dust.NewDust(r.TopLeft(), r.Width, r.Height, 44, velocity.X * 3, velocity.Y * 3, 0, default(Color), 0.6f)]; d.noGravity = true; // Grass d = Main.dust[Dust.NewDust(r.TopLeft(), r.Width, r.Height, 39, velocity.X * 1.2f, velocity.Y * 1.2f)]; d.noGravity = true; } }
public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (AltStats(player)) // If counterstrike is available { if (mpf.GetParryBuff() >= 0) { mpf.ClearParryBuff(); // Consume counterstrike buff } // =================== BEHAVIOURS =================== // target.AddBuff(BuffID.OnFire, 600, false); // ^^^^^^^^^^^^^^^^^^^ BEHAVIOURS ^^^^^^^^^^^^^^^^^^^ // } }
// Combo public override void UpdateInventory(Player player) { if (player.HeldItem != item) { return; } ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); // TODO: change to somewhere else because holditem is too late in the procedure to effect damage if (mpf.IsComboActive) { player.endurance += 0.04f; player.statDefense += 7; player.longInvince = true; player.noKnockback = true; } }
// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 4, 20); Vector2 velocity = ModPlayerFists.GetFistVelocity(player); Vector2 pVelo = (player.position - player.oldPosition); Dust d = Main.dust[Dust.NewDust(r.TopLeft(), r.Width, r.Height, 174, velocity.X + pVelo.X, velocity.Y + pVelo.Y)]; d.noGravity = true; for (int i = 0; i < 3; i++) { d = Main.dust[Dust.NewDust(r.TopLeft(), r.Width, r.Height, 174, velocity.X * 1.2f + pVelo.X, velocity.Y * 1.2f + pVelo.Y)]; d.noGravity = true; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Cerulean Claws"); DisplayName.AddTranslation(GameCulture.Chinese, "天蓝地牢爪"); DisplayName.AddTranslation(GameCulture.Russian, "Лазурные Когти"); Tooltip.SetDefault( "<right> consumes combo to unleash a flurry of strikes\n" + "Combo grants 25% increased melee attack speed"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键消耗连击能量将开始一连串的冲击\n连击将增加25%近战攻速"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы использовать комбо и ударить много раз\n" + "Комбо: +25% скорость атаки"); comboEffect = ModPlayerFists.RegisterComboEffectID(ComboEffects); buffID = mod.BuffType <Buffs.Flurry>(); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Comet Fu"); DisplayName.AddTranslation(GameCulture.Chinese, "彗星武拳"); DisplayName.AddTranslation(GameCulture.Russian, "Удар Кометы"); Tooltip.SetDefault( "<right> consumes combo to meteor strike!\n" + "Combo grants a protective barrier\n" + "'Space CQC is explicitly stated to be whatever you claim it to be'"); //これは宇宙CQC! sorry MPT no kanas are supported Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键消耗连击能量进行陨石打击!\n连击将给予陨铁盾效果\n“宇宙CQC是明确的规定,无论你声称它是什么”"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы использовать комбо и нанести метеоритный удар!\n" + "Комбо: создаёт защитный барьер\n"); comboEffect = ModPlayerFists.RegisterComboEffectID(ComboEffects); }
/// <summary> The method called during a combo. Use for ongoing dust and gore effects. </summary> public static void ComboEffects(Player player, Item item, bool initial) { if (initial) { player.itemAnimation = player.itemAnimationMax + 10; player.GetModPlayer <ModPlayerFists>().jumpAgainUppercut = true; Main.PlaySound(SoundID.DD2_SkyDragonsFurySwing, player.position); } Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 16, altHitboxSize); player.statDefense += player.itemAnimation; // Bonus defence during special if (player.itemAnimation > player.itemAnimationMax) { // Charging Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 16, 16, DustID.GrassBlades, 0, 0, 100, default(Color), 1.2f)]; d.position -= d.velocity * 20f; d.velocity *= 1.5f; d.velocity += player.position - player.oldPosition; d.noGravity = true; } else if (player.itemAnimation == player.itemAnimationMax) { // Create a shield of leaves Main.PlaySound(SoundID.Grass, player.position); if (player.whoAmI == Main.myPlayer) { foreach (Projectile p in Main.projectile) { if (p.active && p.owner == Main.myPlayer && p.type == leafID) { p.Kill(); } } for (int i = 0; i < 4; i++) { Projectile.NewProjectile(player.Center, new Vector2(), leafID, 100, 1f, Main.myPlayer, player.direction, MathHelper.PiOver2 * i); } } } else { // Punch effect } }
/// <summary> The method called during a combo. Use for ongoing dust and gore effects. </summary> public static void ComboEffects(Player player, Item item, bool initial) { if (initial) { player.itemAnimation = player.itemAnimationMax + comboDelay; // Set initial combo animation delay Main.PlaySound(SoundID.DD2_SkyDragonsFurySwing, player.position); // Combo activation sound } // Charging (Pre-Hard) Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 16, altHitboxSize); if (player.itemAnimation > player.itemAnimationMax) { // =================== BEHAVIOURS =================== // // Charge effect Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 16, 16, 31, 0, 0, 100, default(Color), 1.2f)]; d.position -= d.velocity * 10f; d.velocity /= 2; // ^^^^^^^^^^^^^^^^^^^ BEHAVIOURS ^^^^^^^^^^^^^^^^^^^ // } // Initial throw else if (player.itemAnimation == player.itemAnimationMax) { // Higher pitch Main.PlaySound(42, (int)player.position.X, (int)player.position.Y, 184, 1f, 0.5f); // =================== BEHAVIOURS =================== // // Allow dash player.GetModPlayer <ModPlayerFists>(). SetDashOnMovement(altDashSpeed, altDashThresh, 0.992f, 0.96f, true, 0); // ^^^^^^^^^^^^^^^^^^^ BEHAVIOURS ^^^^^^^^^^^^^^^^^^^ // } else { // =================== BEHAVIOURS =================== // // Punch effect Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 16, 16, 31, 3, 3, 100, default(Color), 1f)]; d.velocity *= 0.6f * ModPlayerFists.GetFistVelocity(player); // ^^^^^^^^^^^^^^^^^^^ BEHAVIOURS ^^^^^^^^^^^^^^^^^^^ // } }
// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 1, 8); Vector2 velocity = ModPlayerFists.GetFistVelocity(player); Vector2 perpendicular = velocity.RotatedBy(Math.PI / 2); Vector2 pVelo = (player.position - player.oldPosition); // Claw like effect for (int y = -1; y < 2; y++) { Dust d = Dust.NewDustPerfect(r.TopLeft() + perpendicular * y * 7, 170, null, 0, default(Color), 0.6f); d.velocity = new Vector2(velocity.X * -2, velocity.Y * -2); d.position -= d.velocity * 8; d.velocity += pVelo; d.fadeIn = 0.7f; d.noGravity = true; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Granite Smasher"); DisplayName.AddTranslation(GameCulture.Chinese, "花岗岩重拳"); DisplayName.AddTranslation(GameCulture.Russian, "Гранитный Крушитель"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 10% increased melee damage\n" + "Combo grants 8 defense"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加10%的近战伤害\n连击将增加8防御力"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +10% урон\n" + "Комбо: +8 защиты"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Cursed Gadling"); DisplayName.AddTranslation(GameCulture.Chinese, "咒炎刺拳"); DisplayName.AddTranslation(GameCulture.Russian, "Проклятый Наруч"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 50% increased melee damage and knockback\n" + "Combo causes enemies to take more damage from fire"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加50%的近战伤害和击退\n连击会使敌人被引燃,受到更多的伤害"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +50% урон и отбрасывание\n" + "Комбо: урон от огня увеличен"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
public override void SetStaticDefaults() { DisplayName.SetDefault("Spiked Gauntlets"); DisplayName.AddTranslation(GameCulture.Chinese, "毒刺草拳"); DisplayName.AddTranslation(GameCulture.Russian, "Шипастые Кулаки"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash increases armor penetration by 12\n" + "Combo has a chance to poison enemies"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加12点破甲\n连击有概率使敌人中毒"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +12 бронепробиваемость\n" + "Комбо: шанс отравить врага"); dustEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 12, fistHitboxSize); Vector2 pVelo = (player.position - player.oldPosition); Vector2 velocity = ModPlayerFists.GetFistVelocity(player) * 2f + pVelo * 0.5f; Dust d; Vector2 pos = r.TopLeft(); for (int i = 0; i < 3; i++) { d = Main.dust[Dust.NewDust(pos, r.Width, r.Height, DustID.t_Martian, 0, 0, 0, default(Color), 0.75f)]; d.velocity = velocity; d.noGravity = true; pos -= d.velocity * 4 + pVelo / 5; // trail better at high speeds } }
private void ModifyHit(Player player, ref int damage, ref float knockBack, ref bool crit, int EnemyPower) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.parryBuff) { if (mpf.GetParryBuff() >= 0) { mpf.ClearParryBuff(); } // =================== BEHAVIOURS =================== // damage += 120 + EnemyPower * 2; // ^^^^^^^^^^^^^^^^^^^ BEHAVIOURS ^^^^^^^^^^^^^^^^^^^ // } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Slime Slapper"); DisplayName.AddTranslation(GameCulture.Chinese, "史莱姆之拳"); DisplayName.AddTranslation(GameCulture.Russian, "Слизневый Кулак"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Combo restore 1 life per hit\n" + "'Slip and slide!'"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n连击一段时间后每攻击一次恢复1点生命值\n“小心手滑!”"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Комбо: восстанавливает 1 здоровье за удар\n" + "'Попробуй отмыть'"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
// Hold Fire effect public override void HoldItem(Player player) { // Dust effect when Idle if (Main.time % 3 == 0) { Rectangle r = ModPlayerFists.GetPlayerOnHandRectangle(player, 10); Dust d = Main.dust[Dust.NewDust (r.TopLeft(), r.Width, r.Height, 174, (float)(player.direction * 2), 0f, 100, default(Color), 0.5f) ]; d.position += player.position - player.oldPosition; d.velocity = Utils.RandomVector2(Main.rand, -0.5f, 0.5f) + player.velocity * 0.5f - new Vector2(0, player.gravDir); d.noGravity = true; d.fadeIn = 0.7f; d.shader = GameShaders.Armor.GetSecondaryShader(player.cHandOn, player); } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Phoenix Mark"); DisplayName.AddTranslation(GameCulture.Chinese, "凤凰标记"); DisplayName.AddTranslation(GameCulture.Russian, "Печать Феникса"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 50% increased melee damage and knockback\n" + "Combo grants bonus damage against burning enemies"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加50%的近战伤害和击退\n连击将对灼烧的敌人造成额外伤害"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +50% урон и отбрасывание\n" + "Комбо: дополнительный урон горящим врагам"); dustEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
// Melee Effect public override void MeleeEffects(Player player, Rectangle hitbox) { Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 12, 26); Vector2 pVelo = (player.position - player.oldPosition); Vector2 velocity = ModPlayerFists.GetFistVelocity(player) * -3f + pVelo * 0.5f; Dust d; Vector2 pos = r.TopLeft(); for (int i = 0; i < 4; i++) { d = Main.dust[Dust.NewDust(pos, r.Width, r.Height, 135, velocity.X, velocity.Y, 100, default(Color), 1.2f + player.itemAnimation * 0.05f)]; d.velocity *= 2f; d.noGravity = true; pos -= pVelo / 5; // trail better at high speeds } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Fists of Fury"); DisplayName.AddTranslation(GameCulture.Chinese, "怒之铁拳"); DisplayName.AddTranslation(GameCulture.Russian, "Кулаки Ярости"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 15% increased melee damage and knockback\n" + "Combo may ignite enemies"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加15%的近战伤害和击退\n连击可能使敌人被点燃"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +15% урон и отбрасывание\n" + "Комбо: шанс поджечь врагов"); dustEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); }
public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack) { if (player.itemAnimation >= player.itemAnimationMax) { return(false); } // Normall shots if (player.altFunctionUse > 0) { for (int shot = 0; shot < 4; shot++) { Projectile.NewProjectile(position, new Vector2( speedX + 3f * Main.rand.NextFloatDirection(), speedY + 3f * Main.rand.NextFloatDirection()), type, damage, knockBack, player.whoAmI); } } // Cannonball if (player.GetModPlayer <ModPlayerFists>().ComboEffectAbs == altEffect) { damage *= 2; for (int shot = 0; shot < 6; shot++) { Projectile.NewProjectile(position, new Vector2( speedX + 1.5f * Main.rand.NextFloatDirection(), speedY + 1.5f * Main.rand.NextFloatDirection()), type, damage, knockBack, player.whoAmI); } player.velocity = new Vector2(-speedX, -speedY); NetMessage.SendData(MessageID.SyncPlayer, -1, player.whoAmI, null, player.whoAmI); ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); type = ProjectileID.CannonballFriendly; damage *= 4; speedX *= 2f; speedY *= 2f; knockBack *= 2f; return(true); } return(false); }
/// <summary> The method called during a combo. Use for ongoing dust and gore effects. </summary> public static void ComboEffects(Player player, Item item, bool initial) { if (initial) { player.itemAnimation = player.itemAnimationMax + 10; Main.PlaySound(SoundID.Item73); player.GetModPlayer <ModPlayerFists>().jumpAgainUppercut = true; } Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 8, altHitboxSize); if (player.itemAnimation > player.itemAnimationMax) { // Charging Dust.NewDust(r.TopLeft(), r.Width, r.Height, 21, 0f, 0f, 0, default(Color), 0.5f); } else if (player.itemAnimation == player.itemAnimationMax) { Main.PlaySound(SoundID.Item71, player.position); // Force dash player.GetModPlayer <ModPlayerFists>(). SetDash(altDashSpeed, altDashThresh, 0.992f, 0.96f, true, 0); for (int i = 0; i < 64; i++) { double angle = Main.time + i / 10.0; Dust d = Dust.NewDustPerfect(player.Center, 21, new Vector2((float)(5.0 * Math.Sin(angle)), (float)(5.0 * Math.Cos(angle)))); } } else { player.yoraiz0rEye = Math.Max(2, player.yoraiz0rEye); if (player.attackCD > 2) { player.attackCD = 2; // Attack more things } for (int i = 0; i < 5; i++) { int d = Dust.NewDust(r.TopLeft(), r.Width, r.Height, 27, player.velocity.X * -0.5f, player.velocity.Y * -0.5f, 180); Main.dust[d].noGravity = true; } } }
/// <summary> The method called during a combo. Use for ongoing dust and gore effects. </summary> public static void ComboEffects(Player player, Item item, bool initial) { if (initial) { Main.PlaySound(SoundID.Item9, player.position); player.itemAnimation = player.itemAnimationMax + 20; player.GetModPlayer <ModPlayerFists>().jumpAgainUppercut = true; } Rectangle r = ModPlayerFists.UseItemGraphicbox(player, 4, altHitboxSize); player.statDefense += player.itemAnimation; // Bonus defence during special if (player.itemAnimation > player.itemAnimationMax) { // Charging Dust d = Main.dust[Dust.NewDust(r.TopLeft(), 4, 4, 88, 0, 0, 100, default(Color), 1.2f)]; d.position -= d.velocity * 10f; d.velocity *= 1f; d.velocity += player.position - player.oldPosition; d.noGravity = true; } else if (player.itemAnimation == player.itemAnimationMax) { Main.PlaySound(SoundID.Shatter, player.position); Dust d; Vector2 center = player.Center - new Vector2(4, 4); for (int i = 0; i < 15; i++) { d = Main.dust[Dust.NewDust(center, 8, 8, DustID.Ice, 0, -1, 100, default(Color), 1.5f)]; d.velocity *= 3f; d.noGravity = true; d = Main.dust[Dust.NewDust(center, 8, 8, 88, 0, -1, 100, default(Color), 0.5f)]; d.velocity *= 2f; d.fadeIn = 1f; d.noGravity = true; } player.itemTime = 0; } else { // Punch effect } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Strongarm"); DisplayName.AddTranslation(GameCulture.Chinese, "石巨人铁拳"); DisplayName.AddTranslation(GameCulture.Russian, "Ручищи"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash for a projectile deflecting punch\n" + "Combo causes successful strikes to generate powerful shockwaves"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺会使敌人(包括部分Boss)遭受巨力冲撞而击退\n连击成功将引发强烈的震荡波"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: отражает снаряды\n" + "Комбо: выпускет мощные волны при удачной атаке"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); projectileID = mod.ProjectileType <Projectiles.SpiritQuake>(); }
// Combo public override void UpdateInventory(Player player) { if (player.HeldItem != item) { return; } // Fishron effect if (player.MountFishronSpecial) { player.meleeDamage += 0.15f; } ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.IsComboActive) { player.dripping = true; } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Frostflame Fist"); DisplayName.AddTranslation(GameCulture.Chinese, "霜炎拳套"); DisplayName.AddTranslation(GameCulture.Russian, "Кулак Морозного Огня"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 75% increased melee damage and knockback\n" + "Combo leaves a chilly slipstream that amplifies frostburn"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加75%的近战伤害和击退\n连击滞留冷气,增幅霜炎威力"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +75% урон и отбрасыание\n" + "Комбо: оставляет холодный след, усиливающий морозное пламя"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); projectileID = mod.ProjectileType <Projectiles.SpiritWindstream>(); }
// Combo public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit) { ModPlayerFists mpf = player.GetModPlayer <ModPlayerFists>(); if (mpf.IsComboActiveItemOnHit) { target.AddBuff(BuffID.Ichor, 60 * 10); if (!target.immortal) { int divider = 60; if (player.FindBuffIndex(buffID) >= 0) { divider = 30; } PlayerFX.LifeStealPlayer(player, damage, target.lifeMax, 1f / divider); } } }
public override void SetStaticDefaults() { DisplayName.SetDefault("Titanium Fist"); DisplayName.AddTranslation(GameCulture.Chinese, "钛金钢拳"); DisplayName.AddTranslation(GameCulture.Russian, "Титанитовый Кулак"); Tooltip.SetDefault( "<right> to dash through enemies\n" + "Dash grants 30% increased melee damage and knockback\n" + "Combo grants shadow clones"); Tooltip.AddTranslation(GameCulture.Chinese, "鼠标右键向敌人冲刺\n冲刺将增加30%的近战伤害和击退\n连击将给予影子克隆体"); Tooltip.AddTranslation(GameCulture.Russian, "<right>, чтобы прорваться через врагов\n" + "Рывок: +30% урон и отбрасывание\n" + "Комбо: призывает теневых клонов"); altEffect = ModPlayerFists.RegisterDashEffectID(DashEffects); shadowID = mod.ProjectileType <Projectiles.SpiritShadow>(); }