Cleaned up code for melee weapons.

This commit is contained in:
Big Duckie
2022-07-05 19:43:21 -06:00
parent 1871f6cfe8
commit 148d1fc728
19 changed files with 168 additions and 182 deletions
@@ -49,13 +49,13 @@ public class CarbonDaggerNihon : ModItem
int healingAmount = damage / 16;
player.statLife += healingAmount;
player.HealEffect(healingAmount, true);
target.AddBuff(20, 480, false);
player.AddBuff(115, 480, true);
target.AddBuff(BuffID.Poisoned, 480, false);
player.AddBuff(BuffID.Rage, 480, true);
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
{
Vector2 muzzleOffset = Vector2.Normalize(new Vector2(velocity.X, velocity.Y)) * 45f;
Vector2 muzzleOffset = Vector2.Normalize(velocity) * 45f;
if (Collision.CanHit(position, 0, 0, position + muzzleOffset, 0, 0)) {
position += muzzleOffset;
}
@@ -64,10 +64,10 @@ public class CarbonDaggerNihon : ModItem
public override void AddRecipes()
{
Recipe recipe = Recipe.Create(Type);
recipe.AddIngredient(ModContent.ItemType<CarbonDagger>());
recipe.AddIngredient(ItemID.BlueDye, 1);
recipe.AddTile(TileID.DyeVat);
recipe.Register();
CreateRecipe()
.AddIngredient(ModContent.ItemType<CarbonDagger>())
.AddIngredient(ItemID.BlueDye)
.AddTile(TileID.DyeVat)
.Register();
}
}