0.2.0 commit

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mikx
2025-02-11 16:04:10 -05:00
commit b861945511
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
namespace tMx.Content.Items.Materials
{
public class FrozenTablet : ModItem
{
public override void SetDefaults()
{
Item.ResearchUnlockCount = 666;
Item.value = Item.buyPrice(gold: 1);
Item.rare = ItemRarityID.Blue;
Item.material = true;
Item.maxStack = 666;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
namespace tMx.Content.Items.Materials
{
public class MoltenTablet : ModItem
{
public override void SetDefaults()
{
Item.ResearchUnlockCount = 666;
Item.value = Item.buyPrice(gold: 1);
Item.rare = ItemRarityID.Red;
Item.material = true;
Item.maxStack = 666;
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace tMx.Content.Items.Weapons.Boomrangs
{
public class MeteorHammer : ModItem
{
public override void SetDefaults()
{
Item.damage = 80;
Item.DamageType = DamageClass.Melee;
Item.width = 30;
Item.height = 30;
Item.useTime = 5;
Item.useAnimation = 10;
Item.noUseGraphic = true;
Item.useStyle = 1;
Item.knockBack = 3;
Item.value = 8;
Item.rare = ItemRarityID.Orange;
Item.shootSpeed = 12f;
Item.shoot = ModContent.ProjectileType<Content.Projectiles.MeteorHammerProjectile>();
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.DirtBlock, 10);
recipe.AddTile(TileID.WorkBenches);
recipe.Register();
}
public override bool CanUseItem(Player player) //this make that you can shoot only 1 boomerang at once
{
for (int i = 0; i < 1000; ++i)
{
if (Main.projectile[i].active && Main.projectile[i].owner == Main.myPlayer && Main.projectile[i].type == Item.shoot)
{
return false;
}
}
return true;
}
}
}

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Content/Items/tMxSword.cs Normal file
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using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace tMx.Content.Items
{
// This is a basic item template.
// Please see tModLoader's ExampleMod for every other example:
// https://github.com/tModLoader/tModLoader/tree/stable/ExampleMod
public class tMxSword : ModItem
{
// The Display Name and Tooltip of this item can be edited in the 'Localization/en-US_Mods.tMx.hjson' file.
public override void SetDefaults()
{
Item.damage = 50;
Item.DamageType = DamageClass.Melee;
Item.width = 40;
Item.height = 40;
Item.useTime = 20;
Item.useAnimation = 20;
Item.useStyle = ItemUseStyleID.Swing;
Item.knockBack = 6;
Item.value = Item.buyPrice(silver: 1);
Item.rare = ItemRarityID.Blue;
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.DirtBlock, 10);
recipe.AddTile(TileID.WorkBenches);
recipe.Register();
}
}
}

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using tMx.Content.Items;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using System;
using Terraria.Audio;
using Microsoft.Xna.Framework;
namespace tMx.Content.Projectiles
{
// This file showcases the concept of piercing.
// The code of the item that spawns it is located at the bottom.
// NPC.immune determines if an npc can be hit by a item or projectile owned by a particular player (it is an array, each slot corresponds to different players (whoAmI))
// NPC.immune is decremented towards 0 every update
// Melee items set NPC.immune to player.itemAnimation, which starts at item.useAnimation and decrements towards 0
// Projectiles, however, provide mechanisms for custom immunity.
// 1. penetrate == 1: A projectile with penetrate set to 1 in SetDefaults will hit regardless of the NPC's immunity counters (The penetrate from SetDefaults is remembered in maxPenetrate)
// Ex: Wooden Arrow.
// 2. No code and penetrate > 1, penetrate == -1, or (appliesImmunityTimeOnSingleHits && penetrate == 1): npc.immune[owner] will be set to 10.
// The NPC will be hit if not immune and will become immune to all damage for 10 ticks
// Ex: Unholy Arrow
// 3. Override OnHitNPC: If not immune, when it hits it manually set an immune other than 10
// Ex: Arkhalis: Sets it to 5
// Ex: Sharknado Minion: Sets to 20
// Video: https://media-1.discordapp.net/attachments/242228770855976960/1150275205017636995/Projectile_Immunity_Sharknado_Arkhalis_Example.mp4 Notice how Sharknado minion hits prevent Arkhalis hits for a brief moment.
// 4. Projectile.usesIDStaticNPCImmunity and Projectile.idStaticNPCHitCooldown: Specifies that a type of projectile has a shared immunity timer for each npc.
// Use this if you want other projectiles a chance to damage, but don't want the same projectile type to hit an npc rapidly.
// Ex: Ghastly Glaive is the only one who uses this.
// 5. Projectile.usesLocalNPCImmunity and Projectile.localNPCHitCooldown: Specifies the projectile manages it's own immunity timers for each npc
// Use this if you want the multiple projectiles of the same type to have a chance to attack rapidly, but don't want a single projectile to hit rapidly. A -1 value prevents the same projectile from ever hitting the npc again.
// Ex: Lightning Aura sentries use this. (localNPCHitCooldown = 3, but other code controls how fast the projectile itself hits)
// Overlapping Auras all have a chance to hit after each other even though they share the same ID.
// Try the above by uncommenting out the respective bits of code in the projectile below.
// This is a simple item that is based on the FlintlockPistol and shoots ExamplePiercingProjectile to showcase it.
internal class MeteorHammerProjectile : ModProjectile
{
public override void SetDefaults()
{
Projectile.width = 8; // The width of projectile hitbox
Projectile.height = 8; // The height of projectile hitbox
Projectile.aiStyle = 1; // The ai style of the projectile, please reference the source code of Terraria
Projectile.friendly = true; // Can the projectile deal damage to enemies?
Projectile.hostile = false; // Can the projectile deal damage to the player?
Projectile.DamageType = DamageClass.Melee; // Is the projectile shoot by a ranged weapon?
Projectile.penetrate = 0; // How many monsters the projectile can penetrate. (OnTileCollide below also decrements penetrate for bounces as well)
Projectile.timeLeft = 60; // The live time for the projectile (60 = 1 second, so 600 is 10 seconds)
Projectile.alpha = 5; // The transparency of the projectile, 255 for completely transparent. (aiStyle 1 quickly fades the projectile in) Make sure to delete this if you aren't using an aiStyle that fades in. You'll wonder why your projectile is invisible.
Projectile.light = 10.0f; // How much light emit around the projectile
Projectile.ignoreWater = true; // Does the projectile's speed be influenced by water?
Projectile.tileCollide = true; // Can the projectile collide with tiles?
Projectile.extraUpdates = 1; // Set to above 0 if you want the projectile to update multiple time in a frame
}
public override bool OnTileCollide(Vector2 oldVelocity)
{
// If collide with tile, reduce the penetrate.
// So the projectile can reflect at most 5 times
Projectile.penetrate--;
if (Projectile.penetrate <= 0)
{
Projectile.Kill();
}
else
{
Collision.HitTiles(Projectile.position, Projectile.velocity, Projectile.width, Projectile.height);
SoundEngine.PlaySound(SoundID.Item10, Projectile.position);
// If the projectile hits the left or right side of the tile, reverse the X velocity
if (Math.Abs(Projectile.velocity.X - oldVelocity.X) > float.Epsilon)
{
Projectile.velocity.X = -oldVelocity.X;
}
// If the projectile hits the top or bottom side of the tile, reverse the Y velocity
if (Math.Abs(Projectile.velocity.Y - oldVelocity.Y) > float.Epsilon)
{
Projectile.velocity.Y = -oldVelocity.Y;
}
}
return false;
}
}
}

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