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); }
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; }
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(); }
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(); }
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); }
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); }
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()); } }
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); }