Change items to use rainbow text without being labeled as expert only.
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@@ -25,7 +25,7 @@ public class TheRainbowsCurse : ModItem
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Item.useStyle = ItemUseStyleID.Thrust;
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Item.knockBack = 6f;
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Item.value = Item.sellPrice(2, 20, 0, 0);
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Item.expert = true;
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Item.rare = ItemRarityID.Expert;
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Item.shoot = ModContent.ProjectileType<Projectiles.Shortsword.RainbowKnife>();
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Item.shootSpeed = 65f;
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Item.UseSound = SoundID.Item1;
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@@ -24,7 +24,7 @@ public class RainbowClaymore : ModItem
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Item.useStyle = ItemUseStyleID.Swing;
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Item.knockBack = 3f;
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Item.value = Item.sellPrice(3, 20, 0, 0);
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Item.expert = true;
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Item.rare = ItemRarityID.Expert;
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Item.UseSound = SoundID.Item1;
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Item.autoReuse = true;
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Item.shoot = ModContent.ProjectileType<Projectiles.RainbowOrb>();
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@@ -25,11 +25,11 @@ public class DreamCatcher : ModItem
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Item.useStyle = ItemUseStyleID.Swing;
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Item.knockBack = 2f;
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Item.value = Item.sellPrice(2, 75, 0, 0);
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Item.expert = true;
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Item.shoot = ModContent.ProjectileType<DreamCatcherWave>();
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Item.shootSpeed = 60f;
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Item.UseSound = SoundID.Item1;
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Item.autoReuse = true;
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Item.rare = ItemRarityID.Expert;
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}
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public override void OnHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
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@@ -26,7 +26,7 @@ public class SpectralShredder : ModItem
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Item.tileBoost = 6;
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Item.knockBack = 8f;
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Item.value = Item.sellPrice(3, 20, 0, 0);
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Item.expert = true;
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Item.rare = ItemRarityID.Expert;
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Item.UseSound = SoundID.Item1;
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Item.autoReuse = true;
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Item.shootSpeed = 80f;
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