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arcane missle initial logic
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using Terraria;
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using Terraria.GameContent.Creative;
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using Terraria.ModLoader;
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namespace YHTMod.Items.ArcaneMissle;
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public class ArcaneMissle : ModItem {
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public override void SetStaticDefaults() {
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DisplayName.SetDefault("Arcane Missle");
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Tooltip.SetDefault("Magic damage crits have a chance to shoot a homing arcane missle");
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CreativeItemSacrificesCatalog.Instance.SacrificeCountNeededByItemId[Type] = 1;
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}
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public override void SetDefaults() {
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Item.width = 64;
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Item.height = 64;
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Item.accessory = true;
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Item.damage = 10;
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Item.DamageType = DamageClass.Magic;
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Item.noMelee = true;
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Item.noUseGraphic = true;
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}
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public override void UpdateAccessory(Player player, bool hideVisual) {
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player.GetModPlayer<YhtPlayer>().arcaneMissle = true;
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base.UpdateAccessory(player, hideVisual);
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}
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}
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@@ -0,0 +1,21 @@
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using Terraria;
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using Terraria.ModLoader;
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namespace YHTMod.Items.ArcaneMissle;
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public class ArcaneMissleBehavior : GlobalNPC {
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public override void OnHitByProjectile(NPC npc, Projectile projectile, int damage, float knockback, bool crit) {
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if (!crit) {
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base.OnHitByProjectile(npc, projectile, damage, knockback, false);
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return;
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}
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Player player = Main.LocalPlayer;
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if (player.GetModPlayer<YhtPlayer>().arcaneMissle && projectile.DamageType == DamageClass.Magic) {
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// player just crit with magic weapon while having arcane missle accessory equipped
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}
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base.OnHitByProjectile(npc, projectile, damage, knockback, true);
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}
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}
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@@ -0,0 +1,15 @@
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using Terraria.ModLoader;
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namespace YHTMod;
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public class YhtPlayer : ModPlayer {
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public bool arcaneMissle = false;
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public override void ResetEffects() {
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this.arcaneMissle = false;
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base.ResetEffects();
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}
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}
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