public override void AI() { Player p = Main.player[projectile.owner]; projectile.tileCollide = !Main.expertMode; BaseAI.AIBoomerang(projectile, ref projectile.ai, p.position, p.width, p.height, true, 15f, 35, .6f, 0.4f); }
public override void AI() { if (!hasCollided) { BaseAI.AIThrownWeapon(projectile, ref projectile.ai, true, 15, 0.99f, 0.35f, 20); } else { BaseAI.AIBoomerang(projectile, ref projectile.ai, default(Vector2), -1, -1, true, 100, 60, 0.4f, 0.4f, false); } }
public override void AI() { Player p = Main.player[projectile.owner]; BaseAI.AIBoomerang(projectile, ref projectile.ai, p.position, p.width, p.height, true, 20f, 30, 20f, 0.6f, true); int Target = BaseAI.GetNPC(projectile.Center, -1, 500); if (Target != -1 && !Main.npc[Target].friendly) { NPC target = Main.npc[Target]; int id = BaseAI.ShootPeriodic(projectile, target.position, 14, 14, ModContent.ProjectileType <Darkray>(), ref internalAI[0], 30, projectile.damage, 7, true); Main.projectile[id].melee = true; Main.projectile[id].ranged = false; } }
public override void AI() { Player player = Main.player[projectile.owner]; BaseAI.AIBoomerang(projectile, ref projectile.ai, player.Center, 20, 20, false, 16, 40, .9f, 1f, true); const int aislotHomingCooldown = 0; const int homingDelay = 20; projectile.ai[aislotHomingCooldown]++; if (projectile.ai[aislotHomingCooldown] > homingDelay) { projectile.ai[aislotHomingCooldown] = homingDelay; int foundTarget = HomeOnTarget(); if (foundTarget != -1) { projectile.ai[aislotHomingCooldown] = 0; NPC n = Main.npc[foundTarget]; BaseAI.ShootPeriodic(projectile, n.position, n.width, n.height, ModContent.ProjectileType <Darkray>(), ref shootAI[0], 5, projectile.damage, 24f, true, projectile.Center); } } }
public override void AI() { Player p = Main.player[projectile.owner]; BaseAI.AIBoomerang(projectile, ref projectile.ai, p.position, p.width, p.height, true, 10f, 50, 1f, 0.75f, false); }
public override void AI() { Player p = Main.player[projectile.owner]; BaseAI.AIBoomerang(projectile, ref projectile.ai, p.position, p.width, p.height, true, 16f, 20, projectile.ai[0] == 0 ? 0.7f : 1.3f, .4f, false); }