public override void UpdateAccessory(Player player, bool hideVisual)
        {
            EternalPlayer     modPlayer     = player.GetModPlayer <EternalPlayer>();
            EternalDashPlayer modDashPlayer = player.GetModPlayer <EternalDashPlayer>();

            #region Dash Effect

            /*if (!modDashPlayer.DashActive)
             *  return;
             *
             * player.eocDash = modDashPlayer.DashTimer;
             * player.armorEffectDrawShadowEOCShield = true;
             *
             * if (modDashPlayer.DashTimer == EternalDashPlayer.MAX_DASH_TIMER)
             * {
             *  Vector2 newVelocity = player.velocity;
             *
             *  if ((modDashPlayer.DashDir == EternalDashPlayer.DashLeft && player.velocity.X > -modDashPlayer.DashVelocity) || (modDashPlayer.DashDir == EternalDashPlayer.DashRight && player.velocity.X < modDashPlayer.DashVelocity))
             *  {
             *      int dashDirection = modDashPlayer.DashDir == EternalDashPlayer.DashRight ? 1 : -1;
             *      newVelocity.X = dashDirection * modDashPlayer.DashVelocity;
             *  }
             *
             *  player.velocity = newVelocity;
             * }
             *
             * modDashPlayer.DashTimer--;
             * modDashPlayer.DashDelay--;
             *
             * if (modDashPlayer.DashDelay == 0)
             * {
             *  modDashPlayer.DashDelay = EternalDashPlayer.MAX_DASH_DELAY;
             *  modDashPlayer.DashTimer = EternalDashPlayer.MAX_DASH_TIMER;
             *  modDashPlayer.DashActive = false;
             * }*/
            #endregion

            player.accRunSpeed = 9.0f;
            player.rocketBoots = 4;
            player.moveSpeed  += 0.20f;
            player.iceSkate    = true;
            player.jumpBoost   = true;
            player.noFallDmg   = true;
            player.waterWalk   = true;
            player.fireWalk    = true;
            player.lavaImmune  = true;
            player.dash        = 1;
            player.blackBelt   = true;
            player.spikedBoots = 1;
            player.spikedBoots = 2;
            player.wingTimeMax = 300;
        }
示例#2
0
        public override void AI()
        {
            Player        player    = Main.player[projectile.owner];
            EternalPlayer modPlayer = player.GetModPlayer <EternalPlayer>();

            if (player.dead)
            {
                modPlayer.incineriusPet = false;
            }
            if (modPlayer.incineriusPet)
            {
                projectile.timeLeft = 2;
            }
        }
示例#3
0
        public override void UpdateAccessory(Player player, bool hideVisual)
        {
            EternalPlayer     modPlayer     = player.GetModPlayer <EternalPlayer>();
            EternalDashPlayer modDashPlayer = player.GetModPlayer <EternalDashPlayer>();

            #region Dash Effect
            if (!modDashPlayer.DashActive)
            {
                return;
            }

            player.eocDash = modDashPlayer.DashTimer;
            player.armorEffectDrawShadowEOCShield = true;

            if (modDashPlayer.DashTimer == EternalDashPlayer.MAX_DASH_TIMER)
            {
                Vector2 newVelocity = player.velocity;

                if ((modDashPlayer.DashDir == EternalDashPlayer.DashLeft && player.velocity.X > -modDashPlayer.DashVelocity) || (modDashPlayer.DashDir == EternalDashPlayer.DashRight && player.velocity.X < modDashPlayer.DashVelocity))
                {
                    int dashDirection = modDashPlayer.DashDir == EternalDashPlayer.DashRight ? 1 : -1;
                    newVelocity.X = dashDirection * modDashPlayer.DashVelocity;
                }

                player.velocity = newVelocity;
            }

            modDashPlayer.DashTimer--;
            modDashPlayer.DashDelay--;

            if (modDashPlayer.DashDelay == 0)
            {
                modDashPlayer.DashDelay  = EternalDashPlayer.MAX_DASH_DELAY;
                modDashPlayer.DashTimer  = EternalDashPlayer.MAX_DASH_TIMER;
                modDashPlayer.DashActive = false;
            }
            #endregion

            player.accRunSpeed = 8.8f;
            player.moveSpeed  += 0.12f;
            player.iceSkate    = true;
            player.jumpBoost   = true;
            player.noFallDmg   = true;
        }
示例#4
0
        public override void AI()
        {
            Lighting.AddLight(projectile.position, 0.60f, 0.46f, 0.54f);
            projectile.rotation += projectile.velocity.X * 0.01f;
            bool          projType  = projectile.type == ProjectileType <CryonicEnergy>();
            Player        player    = Main.player[projectile.owner];
            EternalPlayer modPlayer = player.GetModPlayer <EternalPlayer>();

            player.AddBuff(mod.BuffType("CryonicEnergyBuff"), 3600);
            if (projType)
            {
                if (player.dead)
                {
                    modPlayer.cEnergy = false;
                }
                if (modPlayer.cEnergy)
                {
                    projectile.timeLeft = 2;
                }
            }
        }