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
View File
@@ -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
View File
@@ -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>();