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; } } }