the projectile
Never
using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace TheBook.Projectiles { public class DirtBossFireBall : ModProjectile { public override void SetDefaults() { //projectile.name = "BlastGreen"; //projectile.CloneDefaults(ProjectileID.FireballF2); projectile.width = 32; //size of each frame projectile.height = 32; //size of each frame projectile.friendly = false; //ttue for hit its own self false if not projectile.penetrate = -1; //this is the projectile penetration Main.projFrames[projectile.type] = 4; //this is projectile frames projectile.hostile = false; projectile.magic = true; //this make the projectile do magic damage projectile.tileCollide = true; //this make that the projectile does not go thru walls projectile.ignoreWater = true; projectile.aiStyle = 24; //a style projectile.light = 0.4f; //Lights up the whole room projectile.rotation += (float)projectile.direction * 1.9f; //Spins in a good speed //projectile.alpha = 128; //Semi Transparen } public override void AI() { // Spawn dust 73 in ModProjectile.AI, but only 1/6th of the time (so it is less frequent). Also, scaling down velocity. if (Main.rand.Next(6) == 0) //random amount of Dust it will bloom { int dustnumber = Dust.NewDust(projectile.position, projectile.width, projectile.height, 42, 0f, 0f, 42, default(Color), 1.8f); Main.dust[dustnumber].velocity *= 0.3f; } //if Player owner = Main.player(projectile.owner); for (int i = 0; i < 1; i++) //change the 1 for the amount of Projectiles { // Calculate new speeds for other projectiles. // Rebound at 40% to 70% speed, plus a random amount between -8 and 8 float speedX = -projectile.velocity.X * Main.rand.NextFloat(.4f, .7f) + Main.rand.NextFloat(-8f, 8f); float speedY = -projectile.velocity.Y * Main.rand.Next(40, 70) * 0.01f + Main.rand.Next(-20, 21) * 0.4f; // This is Vanilla code, a little more obscure. // Spawn the Projectile. Projectile.NewProjectile(projectile.position.X + speedX, projectile.position.Y + speedY, speedX, speedY, 90, (int)(projectile.damage * 0.6), 0f, projectile.owner, 0f, 0f); } //this is projectile dust //int DustID2 = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y + 2f), projectile.width + 2, projectile.height + 2, mod.DustType("DustName"), projectile.velocity.X * 0.2f, projectile.velocity.Y * 0.2f, 20, default(Color), 1.5f); //Main.dust[DustID2].noGravity = true; //this make that the projectile faces the right way projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 1.57f; projectile.localAI[0] += 1f; projectile.aiStyle = 9; //a style //projectile.aiStyle = 36; //a style projectile.alpha = (int)projectile.localAI[0] * 2; if (projectile.localAI[0] > 130f) //projectile time left before disappears { projectile.Kill(); } } public override void OnHitNPC(NPC n, int damage, float knockback, bool crit) { Player owner = Main.player[projectile.owner]; int rand = Main.rand.Next(2); //Generates an integer from 0 to 1 if(rand == 0) { n.AddBuff(183, 98); //On Poisoned! debuff for 3 seconds; n.AddBuff(182, 98); //On Poisoned! debuff for 3 seconds; n.AddBuff(151, 60); //On Poisoned! debuff for 3 seconds; } else if (rand == 1); //target.AddBuff(BuffID.Poisoned, 1 * 18); } public override bool PreDraw(SpriteBatch sb, Color lightColor) //this is where the animation happens { projectile.frameCounter++; //increase the frameCounter by one if (projectile.frameCounter >= 10) //once the frameCounter has reached 10 - change the 10 to change how fast the projectile animates { projectile.frame++; //go to the next frame projectile.frameCounter = 0; //reset the counter if (projectile.frame > 3) //if past the last frame projectile.frame = 0; //go back to the first frame } return true; } } }
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