using Terraria; using Terraria.Audio; using Terraria.ID; using Terraria.ModLoader; namespace FabusMod.Projectiles.Arrows; public class RainbowArrow : ModProjectile { public override void SetDefaults() { Projectile.width = 10; Projectile.height = 10; Projectile.friendly = true; Projectile.tileCollide = true; Projectile.ignoreWater = false; Projectile.timeLeft = 1000; Projectile.light = 1f; AIType = 1; Projectile.aiStyle = 1; } public override void AI() { if (Utils.NextFloat(Main.rand) < 0.1f && Projectile.alpha <= 100) { int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); int dust3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); Main.dust[dust1].scale = 0.9f; Dust obj = Main.dust[dust1]; obj.velocity *= 0.1f; Main.dust[dust1].noGravity = true; Main.dust[dust2].scale = 0.9f; Dust obj2 = Main.dust[dust2]; obj2.velocity *= 0.1f; Main.dust[dust2].noGravity = true; Main.dust[dust3].scale = 0.9f; Dust obj3 = Main.dust[dust3]; obj3.velocity *= 0.1f; Main.dust[dust3].noGravity = true; } } public override void OnHitNPC(NPC target, int damage, float knockback, bool crit) { if (Main.rand.NextBool(1)) { target.AddBuff(69, 900, false); target.AddBuff(70, 900, false); } } public override void Kill(int timeLeft) { for (int i = 0; i < 5; i++) { if (Utils.NextFloat(Main.rand) < 0.1f && Projectile.alpha <= 100) { int dust1 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); int dust2 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); int dust3 = Dust.NewDust(Projectile.position, Projectile.width, Projectile.height, ModContent.DustType(), 0f, 0f, 0, default, 1f); Main.dust[dust1].scale = 0.9f; Dust obj = Main.dust[dust1]; obj.velocity *= 0.1f; Main.dust[dust1].noGravity = true; Main.dust[dust2].scale = 0.9f; Dust obj2 = Main.dust[dust2]; obj2.velocity *= 0.1f; Main.dust[dust2].noGravity = true; Main.dust[dust3].scale = 0.9f; Dust obj3 = Main.dust[dust3]; obj3.velocity *= 0.1f; Main.dust[dust3].noGravity = true; } } SoundEngine.PlaySound(SoundID.Item1, Projectile.position); } }