Fix damage typing for melee weapons. Fixed recursion bug. Cleaned up variables.
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@@ -17,6 +17,7 @@ public class TheRainbowsHonor : ModItem
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public override void SetDefaults()
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{
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Item.damage = 195;
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Item.DamageType = DamageClass.Melee;
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Item.crit = 8;
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Item.width = 56;
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Item.height = 76;
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@@ -41,21 +42,23 @@ public class TheRainbowsHonor : ModItem
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{
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if (Main.rand.NextBool(3))
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{
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int num1 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[num1].scale = 1f;
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Main.dust[num1].velocity.Y = 0f;
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Main.dust[num1].velocity.X = 0.5f;
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Main.dust[num1].noGravity = true;
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int num2 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust2>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[num2].scale = 1f;
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Main.dust[num2].velocity.Y = 0f;
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Main.dust[num2].velocity.X = 0.5f;
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Main.dust[num2].noGravity = true;
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int num3 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust3>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[num3].scale = 1f;
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Main.dust[num3].velocity.Y = 0f;
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Main.dust[num3].velocity.X = 0.5f;
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Main.dust[num3].noGravity = true;
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int dust1 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[dust1].scale = 1f;
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Main.dust[dust1].velocity.Y = 0f;
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Main.dust[dust1].velocity.X = 0.5f;
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Main.dust[dust1].noGravity = true;
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int dust2 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust2>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[dust2].scale = 1f;
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Main.dust[dust2].velocity.Y = 0f;
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Main.dust[dust2].velocity.X = 0.5f;
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Main.dust[dust2].noGravity = true;
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int dust3 = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, ModContent.DustType<Dusts.RainbowDust3>(), 0f, 0f, 0, default(Color), 1f);
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Main.dust[dust3].scale = 1f;
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Main.dust[dust3].velocity.Y = 0f;
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Main.dust[dust3].velocity.X = 0.5f;
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Main.dust[dust3].noGravity = true;
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}
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}
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@@ -93,15 +96,15 @@ public class TheRainbowsHonor : ModItem
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}
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Item.UseSound = SoundID.Item1;
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}
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return this.CanUseItem(player);
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return base.CanUseItem(player);
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}
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public override void AddRecipes()
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{
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Recipe val = CreateRecipe();
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val.AddIngredient(ModContent.ItemType<GoldenFury>());
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val.AddIngredient(ModContent.ItemType<Bars.RainbowChunk>(), 10);
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val.AddTile(null, "RainbowStation");
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val.Register();
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Recipe recipe = CreateRecipe();
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recipe.AddIngredient(ModContent.ItemType<GoldenFury>());
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recipe.AddIngredient(ModContent.ItemType<Bars.RainbowChunk>(), 10);
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recipe.AddTile(null, "RainbowStation");
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recipe.Register();
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}
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}
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