Change items to use rainbow text without being labeled as expert only.

This commit is contained in:
Big Duckie
2022-07-05 23:18:12 -06:00
parent 598f231755
commit 8f9406c9b5
56 changed files with 56 additions and 57 deletions
@@ -18,7 +18,6 @@ public class Coalescence : ModItem
Item.noMelee = true;
Item.channel = true;
Item.mana = 5;
Item.expert = true;
Item.width = 28;
Item.height = 30;
Item.useTime = 20;
@@ -28,6 +27,7 @@ public class Coalescence : ModItem
Item.useAnimation = 20;
Item.shoot = ModContent.ProjectileType<Projectiles.Lasers.CoalescenceBeam>();
Item.value = Item.sellPrice(0, 8, 50, 0);
Item.rare = ItemRarityID.Expert;
}
public override void AddRecipes()
@@ -18,7 +18,6 @@ public class DelightfulDevastation : ModItem
Item.noMelee = true;
Item.channel = true;
Item.mana = 15;
Item.expert = true;
Item.width = 30;
Item.height = 32;
Item.useTime = 20;
@@ -28,6 +27,7 @@ public class DelightfulDevastation : ModItem
Item.useAnimation = 10;
Item.shoot = ModContent.ProjectileType<Projectiles.Lasers.RainbowBeam>();
Item.value = Item.sellPrice(2, 40, 0, 0);
Item.rare = ItemRarityID.Expert;
}
public override void AddRecipes()
@@ -18,7 +18,6 @@ public class GoldenVengeance : ModItem
Item.noMelee = true;
Item.channel = true;
Item.mana = 10;
Item.expert = true;
Item.width = 28;
Item.height = 30;
Item.useTime = 20;
@@ -28,6 +27,7 @@ public class GoldenVengeance : ModItem
Item.useAnimation = 20;
Item.shoot = ModContent.ProjectileType<Projectiles.Lasers.GoldenBeam>();
Item.value = Item.sellPrice(0, 27, 50, 0);
Item.rare = ItemRarityID.Expert;
}
public override void AddRecipes()
@@ -19,7 +19,7 @@ public class HeavensVengeance : ModItem
Item.noMelee = true;
Item.channel = true;
Item.mana = 8;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.width = 28;
Item.height = 30;
Item.useTime = 20;
@@ -18,7 +18,7 @@ public class HellfireBeam : ModItem
Item.noMelee = true;
Item.channel = true;
Item.mana = 7;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.width = 28;
Item.height = 30;
Item.useTime = 20;
@@ -29,7 +29,7 @@ public class FusedWish : ModItem
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.WishNeedle>();
Item.shootSpeed = 16f;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
+1 -1
View File
@@ -28,7 +28,7 @@ public class IllusoryMirror : ModItem
Item.value = Item.sellPrice(0, 11, 60, 0);
Item.autoReuse = true;
Item.shootSpeed = 7f;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.reuseDelay = 20;
Item.UseSound = SoundID.Item72;
Item.shoot = ModContent.ProjectileType<Projectiles.IllusoryMirror.IllusoryMirrorProj>();
+1 -1
View File
@@ -28,7 +28,7 @@ public class SpectralIllusion : ModItem
Item.value = Item.sellPrice(2, 50, 0, 0);
Item.autoReuse = true;
Item.shootSpeed = 7f;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.reuseDelay = 20;
Item.UseSound = SoundID.Item72;
Item.shoot = ModContent.ProjectileType<Projectiles.IllusoryMirror.SpectralIllusionProj>();
+1 -1
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@@ -30,11 +30,11 @@ public class GoldenStaff : ModItem
Item.noMelee = true;
Item.knockBack = 5f;
Item.value = Item.sellPrice(0, 25, 30, 0);
Item.expert = true;
Item.UseSound = SoundID.Item20;
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.SorcerousStaff.GoldenStaffProj>();
Item.shootSpeed = 40f;
Item.rare = ItemRarityID.Expert;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
+1 -1
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@@ -30,7 +30,7 @@ public class NatureStaff : ModItem
Item.noMelee = true;
Item.knockBack = 5f;
Item.value = Item.sellPrice(0, 8, 80, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item20;
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.SorcerousStaff.NatureStaffProj>();
+1 -1
View File
@@ -30,7 +30,7 @@ public class Tranquility : ModItem
Item.noMelee = true;
Item.knockBack = 5f;
Item.value = Item.sellPrice(1, 50, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item20;
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.SorcerousStaff.TranquilityProj>();
@@ -25,7 +25,7 @@ public class TheRainbowsCurse : ModItem
Item.useStyle = ItemUseStyleID.Thrust;
Item.knockBack = 6f;
Item.value = Item.sellPrice(2, 20, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.shoot = ModContent.ProjectileType<Projectiles.Shortsword.RainbowKnife>();
Item.shootSpeed = 65f;
Item.UseSound = SoundID.Item1;
@@ -24,7 +24,7 @@ public class RainbowClaymore : ModItem
Item.useStyle = ItemUseStyleID.Swing;
Item.knockBack = 3f;
Item.value = Item.sellPrice(3, 20, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowOrb>();
@@ -25,11 +25,11 @@ public class DreamCatcher : ModItem
Item.useStyle = ItemUseStyleID.Swing;
Item.knockBack = 2f;
Item.value = Item.sellPrice(2, 75, 0, 0);
Item.expert = true;
Item.shoot = ModContent.ProjectileType<DreamCatcherWave>();
Item.shootSpeed = 60f;
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
Item.rare = ItemRarityID.Expert;
}
public override void OnHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
@@ -26,7 +26,7 @@ public class SpectralShredder : ModItem
Item.tileBoost = 6;
Item.knockBack = 8f;
Item.value = Item.sellPrice(3, 20, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
Item.shootSpeed = 80f;
@@ -30,7 +30,7 @@ public class TheRainbowDemon : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonMelee>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -31,7 +31,7 @@ public class TheRainbowDemonClaymore : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonClaymoreProj>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -32,7 +32,7 @@ public class TheRainbowDemonMagic : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonMagicBall>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -32,7 +32,7 @@ public class TheRainbowDemonRanged : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonArrow>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -31,7 +31,7 @@ public class TheRainbowDemonShredder : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonShredderProj>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -32,7 +32,7 @@ public class TheRainbowDemonThrowing : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.shoot = ModContent.ProjectileType<Projectiles.RainbowDemon.RainbowDemonKnife>();
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
+1 -1
View File
@@ -27,7 +27,7 @@ public class LunarBow : ModItem
Item.noMelee = true;
Item.knockBack = 0f;
Item.value = Item.sellPrice(0, 15, 60, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 50f;
+1 -1
View File
@@ -27,11 +27,11 @@ public class LunarRainBow : ModItem
Item.noMelee = true;
Item.knockBack = 0f;
Item.value = Item.sellPrice(2, 70, 0, 0);
Item.expert = true;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 50f;
Item.shoot = ModContent.ProjectileType<SpectralMoonBolt>();
Item.rare = ItemRarityID.Expert;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
@@ -25,10 +25,10 @@ public class DemonsBow : ModItem
Item.noMelee = true;
Item.knockBack = 3f;
Item.value = Item.sellPrice(0, 3, 0, 0);
Item.expert = true;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 16f;
Item.rare = ItemRarityID.Expert;
}
public override bool AltFunctionUse(Player player)
@@ -25,10 +25,10 @@ public class GoldenKabuki : ModItem
Item.noMelee = true;
Item.knockBack = 3f;
Item.value = Item.sellPrice(0, 22, 0, 0);
Item.expert = true;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 18f;
Item.rare = ItemRarityID.Expert;
}
public override bool AltFunctionUse(Player player)
@@ -25,7 +25,7 @@ public class Kabuki : ModItem
Item.noMelee = true;
Item.knockBack = 3f;
Item.value = Item.sellPrice(0, 5, 40, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 18f;
@@ -25,7 +25,7 @@ public class RainBow : ModItem
Item.noMelee = true;
Item.knockBack = 3f;
Item.value = Item.sellPrice(1, 50, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 20f;
@@ -25,7 +25,7 @@ public class StormBow : ModItem
Item.noMelee = true;
Item.knockBack = 2f;
Item.value = Item.sellPrice(0, 0, 60, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.UseSound = SoundID.Item5;
Item.autoReuse = true;
Item.shootSpeed = 16f;
+1 -1
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@@ -30,8 +30,8 @@ public class FoxPistol : ModItem
Item.UseSound = SoundID.Item11;
Item.autoReuse = true;
Item.shootSpeed = 7f;
Item.expert = true;
Item.shoot = ModContent.ProjectileType<OrangeBolt>();
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -30,8 +30,8 @@ public class FoxPistolBlue : ModItem
Item.UseSound = SoundID.Item11;
Item.autoReuse = true;
Item.shootSpeed = 7f;
Item.expert = true;
Item.shoot = ModContent.ProjectileType<BlueBolt>();
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -30,8 +30,8 @@ public class SpectralHowler : ModItem
Item.UseSound = SoundID.Item11;
Item.autoReuse = true;
Item.shootSpeed = 8f;
Item.expert = true;
Item.shoot = ModContent.ProjectileType<RainbowBolt>();
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -32,7 +32,7 @@ public class FusedRainbow : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 18f;
Item.useAmmo = AmmoID.Bullet;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -30,7 +30,7 @@ public class GoldenStinger : ModItem
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.LightBlasts.GoldenLightBlast>();
Item.shootSpeed = 10f;
Item.rare = 12;
Item.rare = ItemRarityID.Cyan;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
@@ -30,7 +30,7 @@ public class SpectralBlaster : ModItem
Item.autoReuse = true;
Item.shoot = ModContent.ProjectileType<Projectiles.LightBlasts.RainbowLightBlast>();
Item.shootSpeed = 10f;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
@@ -31,7 +31,7 @@ public class CosmicHacker : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 18f;
Item.useAmmo = AmmoID.Bullet;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -31,7 +31,7 @@ public class MachinePistolGolden : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 18f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = 12;
Item.rare = ItemRarityID.Red;
}
public override Vector2? HoldoutOffset()
@@ -31,7 +31,7 @@ public class Verano : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 18f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = ItemRarityID.Red;
Item.rare = ItemRarityID.Cyan;
}
public override Vector2? HoldoutOffset()
@@ -31,7 +31,7 @@ public class VeranoRime : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 18f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = ItemRarityID.Red;
Item.rare = ItemRarityID.Cyan;
}
public override Vector2? HoldoutOffset()
+1 -1
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@@ -27,13 +27,13 @@ public class Unity : ModItem
Item.noMelee = true;
Item.knockBack = 4f;
Item.value = Item.sellPrice(2, 26, 0, 0);
Item.expert = true;
Item.UseSound = SoundID.Item11;
Item.autoReuse = true;
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 100f;
Item.reuseDelay = 12;
Item.useAmmo = AmmoID.Bullet;
Item.rare = ItemRarityID.Expert;
}
public override Vector2? HoldoutOffset()
@@ -11,7 +11,6 @@ public class GoldenPulse : ModItem
{
public override void SetStaticDefaults()
{
DisplayName.SetDefault("Golden Pulse");
Tooltip.SetDefault("[c/B6FF00:Autoshoots] \n90% chance to not consume ammo \nShoots incredibly fast \nConverts Musket Balls into golden Pulse Bullets");
}
@@ -32,7 +31,7 @@ public class GoldenPulse : ModItem
Item.shoot = ProjectileID.VilethornTip;
Item.shootSpeed = 25f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = 12;
Item.rare = ItemRarityID.Red;
}
public override bool CanConsumeAmmo(Item ammo, Player player)
@@ -32,7 +32,7 @@ public class Graffiti : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 40f;
Item.useAmmo = AmmoID.Bullet;
Item.expert = true;
Item.rare = ItemRarityID.Expert;
}
public override bool CanConsumeAmmo(Item ammo, Player player)
@@ -32,7 +32,7 @@ public class PulseSprayer : ModItem
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 25f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = ItemRarityID.Red;
Item.rare = ItemRarityID.Cyan;
}
public override bool CanConsumeAmmo(Item ammo, Player player)
+1 -1
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@@ -27,12 +27,12 @@ public class Depriver : ModItem
Item.noMelee = true;
Item.knockBack = 4f;
Item.value = Item.sellPrice(2, 14, 0, 0);
Item.expert = true;
Item.UseSound = SoundID.Item38;
Item.autoReuse = true;
Item.shoot = ProjectileID.PurificationPowder;
Item.shootSpeed = 35f;
Item.useAmmo = AmmoID.Bullet;
Item.rare = ItemRarityID.Expert;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
@@ -28,9 +28,9 @@ public class ColorfulSolution : ModItem
Item.noMelee = true;
Item.autoReuse = true;
Item.value = Item.sellPrice(3, 0, 0, 0);
Item.expert = true;
Item.shootSpeed = 28f;
Item.shoot = ModContent.ProjectileType<global::FabusMod.Projectiles.Daggers.ColorfulSolution>();
Item.rare = ItemRarityID.Expert;
}
public override void AddRecipes()
@@ -28,7 +28,7 @@ public class TheSpinningRainbow : ModItem
Item.noMelee = true;
Item.autoReuse = true;
Item.value = Item.sellPrice(2, 70, 0, 0);
Item.expert = true;
Item.rare = ItemRarityID.Expert;
Item.shootSpeed = 25f;
Item.reuseDelay = 8;
Item.shoot = ModContent.ProjectileType<Projectiles.TheSpinningRainbow>();