Cleaned up recipe code for all magic weapons. Renamed certain staffs to match in-game name.
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@@ -10,9 +10,8 @@ public class GoldenStaff : ModItem
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{
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public override void SetStaticDefaults()
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{
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DisplayName.SetDefault("Golden Staff");
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Tooltip.SetDefault("[c/B6FF00:Autoshoots] \nShoots four oval-shaped magic projectiles twice in quick succession \nHas a high critical hit chance");
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Item.staff[Item.type] = true;
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Item.staff[Type] = true;
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}
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public override void SetDefaults()
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@@ -38,23 +37,23 @@ public class GoldenStaff : ModItem
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Item.shootSpeed = 40f;
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}
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public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
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{
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public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
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{
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int numberProjectiles = 4;
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for (int i = 0; i < numberProjectiles; i++)
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{
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Vector2 perturbedSpeed = Utils.RotatedByRandom(new Vector2(velocity.X, velocity.Y), (double)MathHelper.ToRadians(10f));
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Projectile.NewProjectile(source, position, perturbedSpeed, type, damage, knockback);
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Vector2 perturbedSpeed = Utils.RotatedByRandom(velocity, (double)MathHelper.ToRadians(10f));
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Projectile.NewProjectile(source, position, perturbedSpeed, type, damage, knockback, player.whoAmI);
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}
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return false;
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}
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}
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public override void AddRecipes()
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{
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Recipe recipe = CreateRecipe();
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recipe.AddIngredient(ModContent.ItemType<NatureStaff>());
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recipe.AddIngredient(ModContent.ItemType<Items.CraftingIngredients.GoddessGold>(), 6);
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recipe.AddTile(TileID.MythrilAnvil);
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recipe.Register();
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CreateRecipe()
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.AddIngredient(ModContent.ItemType<NatureStaff>())
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.AddIngredient(ModContent.ItemType<Items.CraftingIngredients.GoddessGold>(), 6)
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.AddTile(TileID.MythrilAnvil)
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.Register();
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}
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}
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