-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathChallenger.Effect.cs
1045 lines (976 loc) · 49.7 KB
/
Challenger.Effect.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
using Challenger.CProjs;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using Terraria;
using Terraria.ID;
using Terraria.Localization;
using TerrariaApi.Server;
using TShockAPI;
namespace Challenger
{
public partial class Challenger : TerrariaPlugin
{
//接触敌怪吸血效果
public void TouchedAndBeSucked(GetDataHandlers.PlayerDamageEventArgs e)
{
NPC npc = Main.npc[e.PlayerDeathReason._sourceNPCIndex];
float healnpc;
float healplayer;
NPC tempnpc = NearestWeakestNPC(npc.Center, 2000 * 2000);
int targetNpcIndex = e.PlayerDeathReason._sourceNPCIndex;
//如果接触敌怪的周围没有boss,则给造成伤害的npc回血
if (tempnpc != null && !tempnpc.boss || tempnpc == null)//虽然这里我判断了tempnpc == null但是根本不可能出现这种情况,为了下面使用else if
{
if (npc.lifeMax * 0.1f <= 600)
healnpc = (e.Damage * 0.7f + npc.lifeMax * 0.1f) * config.BloodAbsorptionRatio_吸血比率;
else
healnpc = (e.Damage * 0.7f + 650) * config.BloodAbsorptionRatio_吸血比率;
}
//否则首选boss
else
{
healnpc = (e.Damage * 0.3f + npc.lifeMax * 0.015f) * config.BloodAbsorptionRatio_吸血比率 * 2;
targetNpcIndex = tempnpc.whoAmI;
}
Vector2 position = Main.player[e.Player.Index].Center;
//若是血包被玩家接住,则回血,回血量 = (敌怪伤害 - 玩家防御)* (1 - 玩家伤害减免) * 0.6, 血包放在c_ai[0]里保存
//排除下光女吴克的高额伤害
healplayer = e.Damage - Main.player[e.Player.Index].statDefense >= 0 ? e.Damage - Main.player[e.Player.Index].statDefense : 0;
healplayer = (1f - Main.player[e.Player.Index].endurance) * healplayer * 0.6f;
if (healplayer > 500)
{
healplayer = 500;
}
else if (healplayer < 0)
{
healplayer = 0;
}
BloodBagProj.NewCProjectile(position, Vector2.Zero, targetNpcIndex, healnpc, 0, healplayer);
}
//被射弹射中敌怪吸血效果
public void ProjAndBeSucked(GetDataHandlers.PlayerDamageEventArgs e)
{
Vector2 position = Main.player[e.Player.Index].Center;
//如果周围有boss,则给boss回血
NPC temp = NearestWeakestNPC(position, 2000 * 2000);
float healnpc;
float healplayer;
if (temp != null && temp.boss)
{
healnpc = e.Damage * config.BloodAbsorptionRatio_吸血比率 * 2f + temp.lifeMax * 0.003f;//boss得到射弹伤害的特殊回血
}
else
{
healnpc = e.Damage * config.BloodAbsorptionRatio_吸血比率; //若周围没有生物或boss,正常回血
}
//若是血包被玩家接住,则回血,回血量 = (敌怪伤害 - 玩家防御)* (1 - 玩家伤害减免)* 0.6, 血包放在c_ai[0]里保存
//排除光女等
healplayer = e.Damage - Main.player[e.Player.Index].statDefense >= 0 ? e.Damage - Main.player[e.Player.Index].statDefense : 0;
healplayer = (1f - Main.player[e.Player.Index].endurance) * healplayer * 0.6f;
if (healplayer > 500)
{
healplayer = 500;
}
else if (healplayer < 0)
{
healplayer = 0;
}
//爆炸弹加斗篷逃课的自残惩罚
if (e.PlayerDeathReason._sourceProjectileType == 286)
{
healnpc *= 20;
BloodBagProj.NewCProjectile(position, Vector2.Zero, 0, healnpc, 0, healplayer, 0, 1);
}
else
{
BloodBagProj.NewCProjectile(position, Vector2.Zero, 0, healnpc, 0, healplayer);
}
}
#region 盔甲效果 方法内置对其他槽位的检查
//忍者盔甲效果
public void NinjaArmorEffect(GetDataHandlers.PlayerDamageEventArgs e)
{
Item[] items = Main.player[e.Player.Index].armor;
if (items[0].type == 256 && items[1].type == 257 && items[2].type == 258)
{
int index = Projectile.NewProjectile(null, Main.player[e.Player.Index].Center, Vector2.Zero, 196, 0, 0);
Main.projectile[index].timeLeft = 240;
if (Main.rand.Next(4) == 0)
{
//设置无敌帧
//Main.player[e.Player.Index].SetImmuneTimeForAllTypes(1800);
//克脑的闪避
//NetMessage.SendData(62, -1, -1, null, e.Player.Index, 4f, 0f, 0f, 0, 0, 0);
//忍者大师的闪避
NetMessage.SendData(62, -1, -1, null, e.Player.Index, 1f, 0f, 0f, 0, 0, 0);
//同步生命值
NetMessage.SendData(16, -1, -1, NetworkText.Empty, e.Player.Index);
SendPlayerText(e.Damage, Color.Green, Main.player[e.Player.Index].Center);
if (config.EnableConsumptionMode_启用话痨模式)
SendPlayerText("闪避锁血成功!", Color.White, Main.player[e.Player.Index].Center + new Vector2(Main.rand.Next(-60, 61), Main.rand.Next(61)));
}
}
}
//化石套效果
public void FossilArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
bool flag = items[0].type == 3374 && items[1].type == 3375 && items[2].type == 3376 || items[10].type == 3374 && items[11].type == 3375 && items[12].type == 3376;
if (flag && (Main.time - CMain.cPlayers[player.whoAmI].FossilArmorEffectTimer >= 240 || Main.time < CMain.cPlayers[player.whoAmI].FossilArmorEffectTimer))
{
TShock.Players[player.whoAmI].SetBuff(BuffID.BabyDinosaur, 241);
//复原计时器
CMain.cPlayers[player.whoAmI].FossilArmorEffectTimer = Main.time;
}
//头顶琥珀光球
bool flag2 = items[0].type == 3374 && items[1].type == 3375 && items[2].type == 3376;
if (flag2 && !CMain.cPlayers[player.whoAmI].FossilArmorEffectTemp)
{
FossiArmorProj f = FossiArmorProj.NewCProjectile(player.Center, Vector2.Zero, 0, 0, 1, 0, player.whoAmI);
CMain.cPlayers[player.whoAmI].FossilArmorEffectProjIndex = f.c_index;
CMain.cPlayers[player.whoAmI].FossilArmorEffectProj = true;
CMain.cPlayers[player.whoAmI].FossilArmorEffectTemp = true;
}
if (!flag2 && CMain.cPlayers[player.whoAmI].FossilArmorEffectProj)
{
CMain.cProjectiles[CMain.cPlayers[player.whoAmI].FossilArmorEffectProjIndex].c_proj.Kill();
CMain.cPlayers[player.whoAmI].FossilArmorEffectProj = false;
CMain.cPlayers[player.whoAmI].FossilArmorEffectTemp = false;
}
}
//血腥套效果
public void CrimsonArmorEffect(NpcStrikeEventArgs args)
{
Item[] items = args.Player.armor;
if (items[0].type == 792 && items[1].type == 793 && items[2].type == 794 && args.Critical && (Main.time - CMain.cPlayers[args.Player.whoAmI].CrimsonArmorEffectTimer >= 300 || Main.time < CMain.cPlayers[args.Player.whoAmI].CrimsonArmorEffectTimer))//冷却时间300
{
NPC[] npcs = NearAllHostileNPCs(args.Player.Center, 320 * 320);
if (!npcs.Any())
{
return;
}
int count = 0;
foreach (NPC n in npcs)
{
count += 1;
int healnum = 10 - count > 0 ? 10 - count : 0;
if (healnum == 0)
{
return;
}
Projectile.NewProjectile(null, n.Center, Vector2.Zero, 305, 0, 0);
HealPlayer(args.Player, healnum);
}
//复原计时器
CMain.cPlayers[args.Player.whoAmI].CrimsonArmorEffectTimer = Main.time;
}
}
//魔矿套效果
public void ShadowArmorEffect(NpcStrikeEventArgs args)
{
Item[] items = args.Player.armor;
NPC npc = args.Npc;
if ((items[0].netID == 102 || items[0].netID == 956) && (items[1].netID == 101 || items[1].netID == 957) && (items[2].netID == 100 || items[2].netID == 958) && args.Critical && (Main.time - CMain.cPlayers[args.Player.whoAmI].ShadowArmorEffectTimer >= 60 || Main.time < CMain.cPlayers[args.Player.whoAmI].ShadowArmorEffectTimer))
{
int count = Main.rand.Next(2, 6);
for (int i = 0; i < count; i++)
{
int index = Projectile.NewProjectile(null, args.Player.Center, new Vector2((float)Math.Cos(Main.rand.NextDouble() * MathHelper.TwoPi), (float)Math.Sin(Main.rand.NextDouble() * MathHelper.TwoPi)), 307, 20, 2);
Main.projectile[index].scale *= 0.5f;
}
CMain.cPlayers[args.Player.whoAmI].ShadowArmorEffectTimer = Main.time;
}
}
//陨石套效果
public void MeteorArmorEffect(NpcStrikeEventArgs args, Player player)
{
if (args != null)
{
Item[] items = args.Player.armor;
if (items[0].netID == 123 && items[1].netID == 124 && items[2].netID == 125 && args.Critical)
{
args.Player.statMana += 5;
if (config.EnableConsumptionMode_启用话痨模式)
{
HealPlayerMana(args.Player, 5, false);
SendPlayerText(TShock.Players[args.Player.whoAmI], "陨石回魔 + 5", new Color(6, 0, 255), args.Player.Center);
}
else
{
HealPlayerMana(args.Player, 5);
}
}
}
else
{
Item[] items = player.armor;
if (items[0].netID == 123 && items[1].netID == 124 && items[2].netID == 125 && (Main.time - CMain.cPlayers[player.whoAmI].MeteorArmorEffectTimer >= 180 || Main.time < CMain.cPlayers[player.whoAmI].MeteorArmorEffectTimer))
{
Projectile.NewProjectile(null, player.Center + new Vector2(Main.rand.Next(-860, 861), -600), Vector2.UnitY.RotateRandom(0.3) * 16, 723, 500, 0);
CMain.cPlayers[player.whoAmI].MeteorArmorEffectTimer = Main.time;
}
}
}
//丛林套效果
public void JungleArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
if ((items[0].type == 228 || items[0].type == 960) && (items[1].type == 229 || items[1].type == 961) && (items[2].type == 230 || items[2].type == 962))
{
if (Main.rand.Next(20) == 0)
{
Projectile.NewProjectile(player.GetProjectileSource_Accessory(items[0]), player.Center, Vector2.One.RotatedByRandom(MathHelper.TwoPi), Main.rand.Next(569, 572), 13, 5);
}
}
}
//蜜蜂套装效果
public void BeeArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
if (items[0].type == 2361 && items[1].type == 2362 && items[2].type == 2363 && (Main.time - CMain.cPlayers[player.whoAmI].BeeArmorEffectTimer >= 59 || Main.time < CMain.cPlayers[player.whoAmI].BeeArmorEffectTimer))
{
TShock.Players[player.whoAmI].SetBuff(BuffID.Honey, 60);
CMain.cPlayers[player.whoAmI].BeeArmorEffectTimer = Main.time;
}
if (items[0].type == 2361 && items[1].type == 2362 && items[2].type == 2363 && Main.rand.Next(120) == 0)
{
Honey.NewCProjectile(player.Center, -Vector2.UnitY.RotatedByRandom(MathHelper.PiOver2) * 7, 0, 0, 1, 0, 0, player.whoAmI);
}
}
//死灵套效果
public void NecroArmor(GetDataHandlers.PlayerDamageEventArgs e, NpcStrikeEventArgs args)
{
if (e != null)
{
Item[] items = Main.player[e.Player.Index].armor;
if ((items[0].type == 151 || items[0].type == 959) && items[1].type == 152 && items[2].type == 153)
{
//if (items[3].type == 3245 || items[4].type == 3245 || items[5].type == 3245 || items[6].type == 3245 || items[7].type == 3245 || items[8].type == 3245 || items[9].type == 3245)
for (int i = 0; i < 8; i++)
{
Vector2 v = Vector2.UnitY.RotatedBy(MathHelper.TwoPi / 8 * i + MathHelper.TwoPi / 16) * 4;
Projectile.NewProjectile(null, Main.player[e.Player.Index].Center, v, 532, 18, 5);
}
}
}
else
{
Item[] items = args.Player.armor;
if ((items[0].type == 151 || items[0].type == 959) && items[1].type == 152 && items[2].type == 153 && Main.rand.Next(3) == 0)
{
Projectile.NewProjectile(null, args.Player.Center, (args.Npc.Center + new Vector2(0, -10) - args.Player.Center) * 0.02f, ProjectileID.BoneArrow, 20, 2);
}
}
}
//黑曜石盗贼套效果
public void ObsidianArmorEffect(NpcStrikeEventArgs args)
{
Item[] items = args.Player.armor;
if (items[0].type == 3266 && items[1].type == 3267 && items[2].type == 3268)
{
if (args.Player.heldProj < 1 || args.Player.heldProj > Main.maxProjectileTypes)
{
return;
}
if (ProjectileID.Sets.IsAWhip[Main.projectile[args.Player.heldProj].type] == true && args.Npc.CanBeChasedBy())
{
int num = Main.rand.Next(100000);
if (num < 70000) { }
else if (num < 98000)
Item.NewItem(null, args.Npc.Center, new Vector2(args.Npc.width, args.Npc.height), 71, Main.rand.Next(99));
else if (num < 99500)
Item.NewItem(null, args.Npc.Center, new Vector2(args.Npc.width, args.Npc.height), 72, Main.rand.Next(20));
else if (num < 99990)
Item.NewItem(null, args.Npc.Center, new Vector2(args.Npc.width, args.Npc.height), 73, Main.rand.Next(3));
else if (num == 99999)
Item.NewItem(null, args.Npc.Center, new Vector2(args.Npc.width, args.Npc.height), 74, 1);
}
}
}
//狱炎套效果
public void MoltenArmor(Player player, ref int i)
{
Item[] items = player.armor;
if (items[0].type == 231 && items[1].type == 232 && items[2].type == 233 && (Main.time - CMain.cPlayers[player.whoAmI].MoltenArmorTimer >= 60 || Main.time < CMain.cPlayers[player.whoAmI].MoltenArmorTimer))
{
TShock.Players[player.whoAmI].SetBuff(BuffID.ObsidianSkin, 181);
TShock.Players[player.whoAmI].SetBuff(BuffID.Inferno, 181);
CMain.cPlayers[player.whoAmI].MoltenArmorTimer = Main.time;
}
}
//蜘蛛套效果
public void SpiderArmorEffect(NpcStrikeEventArgs args, Player player)
{
if (args != null)
{
Item[] items = args.Player.armor;
if (items[0].type == 2370 && items[1].type == 2371 && items[2].type == 2372)
{
try
{
if (ProjectileID.Sets.IsAWhip[Main.projectile[args.Player.heldProj].type] == true)
{
args.Npc.AddBuff(BuffID.Venom, 3600);
args.Npc.AddBuff(BuffID.Poisoned, 3600);
}
}
catch { }
}
}
else
{
Item[] items = player.armor;
if (items[0].type == 2370 && items[1].type == 2371 && items[2].type == 2372 && (Main.time - CMain.cPlayers[player.whoAmI].SpiderArmorEffectTimer >= 60 || Main.time < CMain.cPlayers[player.whoAmI].SpiderArmorEffectTimer))
{
if (player.controlDown)
{
SpiderArmorProj.NewCProjectile(player.Center, Vector2.Zero, 0, 0, 1);
CMain.cPlayers[player.whoAmI].SpiderArmorEffectTimer = Main.time;
}
}
}
}
//水晶刺客套装效果
public void CrystalAssassinArmorEffect(Player player, GetDataHandlers.PlayerDamageEventArgs e)
{
Item[] items;
Vector2 position;
int type;
int playerIndex;
if (player != null)
{
items = player.armor;
position = player.Center;
type = 90;
playerIndex = player.whoAmI;
}
else
{
items = Main.player[e.Player.Index].armor;
position = Main.player[e.Player.Index].Center;
type = 94;
playerIndex = e.Player.Index;
}
if (items[0].type == 4982 && items[1].type == 4983 && items[2].type == 4984 && (Main.time - CMain.cPlayers[playerIndex].CrystalAssassinArmorEffectTimer >= 50 || Main.time < CMain.cPlayers[playerIndex].CrystalAssassinArmorEffectTimer || e != null))
{
if (NearestHostileNPC(Main.player[playerIndex].Center, 500 * 500) == null && e == null)
{
return;
}
for (int j = 0; j < 20; j++)
{
Vector2 v = Vector2.UnitY.RotatedBy(MathHelper.TwoPi / 20 * j + MathHelper.TwoPi / 40) * 4;
int index = Projectile.NewProjectile(Main.player[playerIndex].GetProjectileSource_Item(items[0]), position, v, type, type == 94 ? 30 : 25, 5);
Main.projectile[index].timeLeft = 60 * 3;
}
CMain.cPlayers[playerIndex].CrystalAssassinArmorEffectTimer = Main.time;
}
}
//禁戒套效果
public void ForbiddenArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
if (items[0].type == 3776 && items[1].type == 3777 && items[2].type == 3778)
{
if (Main.rand.Next(30) == 0)
{
Projectile.NewProjectile(null, player.Center, Vector2.Zero, 659, 35, 0);
}
}
}
//寒霜套
public void FrostArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
if (items[0].type == 684 && items[1].type == 685 && items[2].type == 686)
{
if (Main.rand.Next(10) == 0)
{
Vector2 position = player.Center + new Vector2((float)Math.Cos(Main.rand.NextDouble() * MathHelper.Pi), (float)Math.Cos(Main.rand.NextDouble() * MathHelper.Pi)) * Main.rand.Next(100);
Projectile.NewProjectile(null, position, Vector2.Zero, 344, 35, 0, 255, 0, Main.rand.Next(3));
}
}
}
//神圣
public void HallowedArmorEffect(NpcStrikeEventArgs args)
{
Item[] items = args.Player.armor;
if ((items[0].type == 559 || items[0].type == 553 || items[0].type == 558 || items[0].type == 4873) && items[1].type == 551 && items[2].type == 552)
{
double d = Main.rand.NextDouble();
Vector2 p = args.Npc.Center + new Vector2((float)Math.Cos(d * MathHelper.TwoPi), (float)Math.Sin(d * MathHelper.TwoPi)) * 300;
Vector2 v = (args.Npc.Center - p).SafeNormalize(Vector2.Zero) * 20;
int index = Projectile.NewProjectile(null, p, v, 156, 56, 5);
Main.projectile[index].timeLeft = 30;
Main.projectile[index].penetrate = 2;
}
else if ((items[0].type == 4896 || items[0].type == 4897 || items[0].type == 4898 || items[0].type == 4899) && items[1].type == 4900 && items[2].type == 4901)
{
double d = Main.rand.NextDouble();
Vector2 p = args.Npc.Center + new Vector2((float)Math.Cos(d * MathHelper.TwoPi), (float)Math.Sin(d * MathHelper.TwoPi)) * 300;
Vector2 v = (args.Npc.Center - p).SafeNormalize(Vector2.Zero) * 20;
int index = Projectile.NewProjectile(null, p, v, 157, 40, 5);
Main.projectile[index].timeLeft = 17;
Main.projectile[index].penetrate = 2;
}
}
//叶绿
public void ChlorophyteArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
bool flag = (items[0].type == 1001 || items[0].type == 1002 || items[0].type == 1003) && items[1].type == 1004 && items[2].type == 1005;
if (flag && !CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectTemp)
{
player.statLifeMax += 100;
CMain.cPlayers[player.whoAmI].ExtraLife += 100;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectLife = true;
CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectTemp = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 + 100", new Color(0, 255, 255), player.Center);
}
}
if (!flag && CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectLife)
{
player.statLifeMax -= 100;
CMain.cPlayers[player.whoAmI].ExtraLife -= 100;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectLife = false;
CMain.cPlayers[player.whoAmI].ChlorophyteArmorEffectTemp = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 - 100", new Color(255, 0, 156), player.Center);
}
}
}
//海龟
public void TurtleArmorEffect(Player player, ref int i)
{
Item[] items = player.armor;
bool flag = items[0].type == 1316 && items[1].type == 1317 && items[2].type == 1318;
if (flag && (Main.time - CMain.cPlayers[player.whoAmI].TurtleArmorEffectTimer >= 60 * 2.5 || Main.time < CMain.cPlayers[player.whoAmI].TurtleArmorEffectTimer))
{
int num = Main.rand.Next(15, 25);
for (int j = 0; j < num; j++)
{
Vector2 v = Vector2.UnitY.RotatedBy(MathHelper.TwoPi / num * j + MathHelper.TwoPi / (num * 2)) * (Main.rand.NextFloat() * 3 + 9);
Projectile.NewProjectile(null, player.Center, v, 249, 60, 5);
}
CMain.cPlayers[player.whoAmI].TurtleArmorEffectTimer = Main.time;
}
if (flag && !CMain.cPlayers[player.whoAmI].TurtleArmorEffectTemp)
{
player.statLifeMax += 60;
CMain.cPlayers[player.whoAmI].ExtraLife += 60;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].TurtleArmorEffectLife = true;
CMain.cPlayers[player.whoAmI].TurtleArmorEffectTemp = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 + 60", new Color(0, 255, 255), player.Center);
}
}
if (!flag && CMain.cPlayers[player.whoAmI].TurtleArmorEffectLife)
{
player.statLifeMax -= 60;
CMain.cPlayers[player.whoAmI].ExtraLife -= 60;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].TurtleArmorEffectLife = false;
CMain.cPlayers[player.whoAmI].TurtleArmorEffectTemp = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 - 60", new Color(255, 0, 156), player.Center);
}
}
}
//提基
public void TikiArmorEffect(Player pl, ProjectileAiUpdateEventArgs args, int mode = 0)
{
if (args != null)
{
Item[] items = Main.player[args.Projectile.owner].armor;
Player player = Main.player[args.Projectile.owner];
bool flag = items[0].type == 1159 && items[1].type == 1160 && items[2].type == 1161;
int type;
//25~48 鞭炮,荆棘,骨,皮
//万花筒,迪朗达尔,黑收40~70 ,晨星40~72
int time1, time2;
if (mode == 0)
{
time1 = 25;
time2 = 48;
}
else
{
time1 = 40;
time2 = 70;
}
if (Main.dayTime)
{
type = 227;
}
else
{
type = 228;
}
if (flag && args.Projectile.ai[0] >= time1 && args.Projectile.ai[0] <= time2 && args.Projectile.ai[0] % 4 == 0)
{
List<Vector2> list = new List<Vector2>();
Projectile.FillWhipControlPoints(args.Projectile, list);
Vector2 Pos = list[list.Count - 2];
int index = Projectile.NewProjectile(null, Pos, (Pos - player.Center) * 0.004f, type, (int)(args.Projectile.damage * 0.2), 0);
Main.projectile[index].timeLeft = 180;
}
}
else
{
Item[] items = pl.armor;
bool flag = items[0].type == 1159 && items[1].type == 1160 && items[2].type == 1161;
if (flag && !CMain.cPlayers[pl.whoAmI].TikiArmorEffectTemp)
{
pl.statLifeMax += 20;
CMain.cPlayers[pl.whoAmI].ExtraLife += 20;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, pl.whoAmI);
CMain.cPlayers[pl.whoAmI].TikiArmorEffectLife = true;
CMain.cPlayers[pl.whoAmI].TikiArmorEffectTemp = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 + 20", new Color(0, 255, 255), pl.Center);
}
}
if (!flag && CMain.cPlayers[pl.whoAmI].TikiArmorEffectLife)
{
pl.statLifeMax -= 20;
CMain.cPlayers[pl.whoAmI].ExtraLife -= 20;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, pl.whoAmI);
CMain.cPlayers[pl.whoAmI].TikiArmorEffectLife = false;
CMain.cPlayers[pl.whoAmI].TikiArmorEffectTemp = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 - 20", new Color(255, 0, 156), pl.Center);
}
}
}
}
//甲虫
public void BeetleArmorEffect(Player player, GetDataHandlers.PlayerDamageEventArgs e, NpcStrikeEventArgs args)
{
if (player != null)
{
Item[] items = player.armor;
bool flag = items[0].type == 2199 && (items[1].type == 2200 || items[1].type == 2201) && items[2].type == 2202;
if (flag && !CMain.cPlayers[player.whoAmI].BeetleArmorEffectTemp)
{
player.statLifeMax += 60;
CMain.cPlayers[player.whoAmI].ExtraLife += 60;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].BeetleArmorEffectLife = true;
CMain.cPlayers[player.whoAmI].BeetleArmorEffectTemp = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 + 60", new Color(0, 255, 255), player.Center);
}
}
if (!flag && CMain.cPlayers[player.whoAmI].BeetleArmorEffectLife)
{
player.statLifeMax -= 60;
CMain.cPlayers[player.whoAmI].ExtraLife -= 60;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].BeetleArmorEffectLife = false;
CMain.cPlayers[player.whoAmI].BeetleArmorEffectTemp = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 - 60", new Color(255, 0, 156), player.Center);
}
}
}
else if (e != null)
{
Item[] items = Main.player[e.Player.Index].armor;
bool flag = items[0].type == 2199 && (items[1].type == 2200 || items[1].type == 2201) && items[2].type == 2202;
if (flag)
{
//制作吸血效果
Vector2 position = Main.player[e.Player.TPlayer.whoAmI].Center;
int heal = (int)(e.Damage * 0.3);
BeetleHeal.NewCProjectile(position, Vector2.Zero, 0, 0, 0, heal, 10 * 60, e.Player.TPlayer.whoAmI);
}
}
else
{
Item[] items = args.Player.armor;
bool flag = items[0].type == 2199 && (items[1].type == 2200 || items[1].type == 2201) && items[2].type == 2202;
bool flag2 = false;
for (int i = 3; i < 10; i++)
{
if (items[i].type == 938 || items[i].type == 3998 || items[i].type == 3997)
{
flag2 = true;
break;
}
}
if (flag && flag2)
{
double d = Main.rand.NextDouble();
Vector2 p = args.Npc.Center + new Vector2((float)Math.Cos(d * MathHelper.TwoPi), (float)Math.Sin(d * MathHelper.TwoPi)) * 250;
Vector2 v = (args.Npc.Center - p).SafeNormalize(Vector2.Zero) * 20;
int index = Projectile.NewProjectile(null, p, v, ProjectileID.PaladinsHammerFriendly, 170, 20);
Main.projectile[index].timeLeft = 30;
}
}
}
//蘑菇
public void ShroomiteArmorEffect(Projectile projectile, NpcStrikeEventArgs args)
{
//射弹死亡时炸出蘑菇
if (projectile != null)
{
Item[] items = Main.player[projectile.owner].armor;
bool flag = (items[0].type == 1546 || items[0].type == 1547 || items[0].type == 1548) && items[1].type == 1549 && items[2].type == 1550;
//排除容易卡的射弹
bool flag2 = projectile.type == 90 || projectile.type == 92 || projectile.type == 640 || projectile.type == 631;
if (!flag2 && flag && projectile.ranged && (projectile.Center - Main.player[projectile.owner].Center).LengthSquared() <= 921600)
{
int num = Main.rand.Next(2, 5);
for (int j = 0; j < num; j++)
{
Vector2 v = Vector2.UnitY.RotatedBy(MathHelper.TwoPi / num * j + Main.time % 3) * 20;
Projectile.NewProjectile(null, projectile.Center, v, ProjectileID.Mushroom, (int)(projectile.damage * 0.42f), 5);
}
}
}
/*
else//经过npc时释放蘑菇
{
Item[] items = args.Player.armor;
bool flag = (items[0].type == 1546 || items[0].type == 1547 || items[0].type == 1548) && items[1].type == 1549 && items[2].type == 1550;
if (flag)
{
int num;
foreach (Projectile proj in Main.projectile)
{
bool flag2 = proj.type == 90 || proj.type == 92 || proj.type == 640 || proj.type == 631;
if (!flag2 && proj.ranged && proj.owner == args.Player.whoAmI && (proj.Center - args.Npc.Center).LengthSquared() <= args.Npc.width * args.Npc.height * 100 && proj.active)
{
num = Main.rand.Next(2, 4);
for (int j = 0; j < num; j++)
{
Vector2 v = Vector2.UnitY.RotatedBy(MathHelper.TwoPi / num * j + Main.time % 3.14) * 70;
Projectile.NewProjectile(null, args.Npc.Center + v, Vector2.Zero, ProjectileID.Mushroom, (int)(proj.damage * 0.15f), 5);
}
}
}
}
}
*/
}
//幽魂
public void SpectreArmorEffect(Player player)
{
Item[] items = player.armor;
//修改生命上限
bool flag = items[0].type == 1503 && items[1].type == 1504 && items[2].type == 1505;
if (flag && !CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp)
{
player.statLifeMax += 40;
CMain.cPlayers[player.whoAmI].ExtraLife += 40;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].SpectreArmorEffectLife = true;
CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 + 40", new Color(0, 255, 255), player.Center);
}
}
if (!flag && CMain.cPlayers[player.whoAmI].SpectreArmorEffectLife)
{
player.statLifeMax -= 40;
CMain.cPlayers[player.whoAmI].ExtraLife -= 40;
NetMessage.SendData(16, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].SpectreArmorEffectLife = false;
CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("生命值上限 - 40", new Color(255, 0, 156), player.Center);
}
}
//修改魔力上限
flag = items[0].type == 2189 && items[1].type == 1504 && items[2].type == 1505;
if (flag && !CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp2)
{
player.statManaMax += 80;
CMain.cPlayers[player.whoAmI].ExtraMana += 80;
NetMessage.SendData(42, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].SpectreArmorEffectMana = true;
CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp2 = true;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("魔力值上限 + 80", new Color(0, 255, 255), player.Center + new Vector2(0, 32));
}
}
if (!flag && CMain.cPlayers[player.whoAmI].SpectreArmorEffectMana)
{
player.statManaMax -= 80;
CMain.cPlayers[player.whoAmI].ExtraMana -= 80;
NetMessage.SendData(42, -1, -1, NetworkText.Empty, player.whoAmI);
CMain.cPlayers[player.whoAmI].SpectreArmorEffectMana = false;
CMain.cPlayers[player.whoAmI].SpectreArmorEffectTemp2 = false;
if (config.EnableConsumptionMode_启用话痨模式)
{
SendPlayerText("魔力值上限 - 80", new Color(255, 0, 156), player.Center + new Vector2(0, 32));
}
}
//发射幽魂射弹
flag = (items[0].type == 1503 || items[0].type == 2189) && items[1].type == 1504 && items[2].type == 1505;
if (flag)
{
NPC target = NearestHostileNPC(player.Center, 1000 * 1000);
if (Main.rand.Next(12) == 0 && target != null)
{
float k = (target.Center - player.Center).LengthSquared() / 1000000;
int damage = (int)(10 + (1 - k) * (1 - k) * 150);
Vector2 v = Vector2.UnitY.RotatedByRandom(MathHelper.Pi) * 5f;
Projectile.NewProjectile(null, player.Center, v, 356, damage, 0);
}
}
}
//阴森
public void SpookyArmorEffect(ProjectileAiUpdateEventArgs args, int mode = 0)
{
Item[] items = Main.player[args.Projectile.owner].armor;
Player player = Main.player[args.Projectile.owner];
bool flag = items[0].type == 1832 && items[1].type == 1833 && items[2].type == 1834;
int time1, time2;
if (mode == 0)
{
time1 = 25;
time2 = 48;
}
else
{
time1 = 40;
time2 = 70;
}
int type;
//316蝙蝠321南瓜头323尖桩311糖果玉米312南瓜灯400鸡尾酒
if (Main.dayTime)
{
type = 316;
}
else
{
type = 321;
}
if (flag && args.Projectile.ai[0] >= time1 && args.Projectile.ai[0] <= time2 && args.Projectile.ai[0] % 4 == 0)
{
List<Vector2> list = new List<Vector2>();
Projectile.FillWhipControlPoints(args.Projectile, list);
Vector2 Pos = list[list.Count - 2];
int index = Projectile.NewProjectile(null, Pos, (Pos - player.Center) * 0.008f, type, (int)(args.Projectile.damage * 0.2), 0);
Main.projectile[index].timeLeft = 300;
}
}
#endregion
#region 饰品效果 方法内不再次检查槽位,在方法调用前检查
//蜂巢背包
public void HivePack(Player player)
{
if (Main.rand.Next(120) == 0)
{
Honey.NewCProjectile(player.Center, -Vector2.UnitY.RotatedByRandom(MathHelper.PiOver2) * 7, 0, 1, 2, 0, 0, player.whoAmI);
}
}
//皇家凝胶
public void RoyalGel(Player player)
{
NPC npc = NearestHostileNPC(player.Center, 300 * 300);
if (npc != null && (Main.time - CMain.cPlayers[player.whoAmI].RoyalGelTimer >= 60 || Main.time < CMain.cPlayers[player.whoAmI].RoyalGelTimer))
{
switch (npc.type)
{
case 1:
case 16:
case 59:
case 71:
case 81:
case 138:
case 121:
case 122:
case 141:
case 147:
case 183:
case 184:
case 204:
case 225:
case 244:
case 302:
case 333:
case 335:
case 334:
case 336:
case 537:
Projectile.NewProjectile(null, player.Center, player.Center.DirectionTo(npc.Center) * testnum1, 22, 10, 2);
break;
default:
break;
}
CMain.cPlayers[player.whoAmI].RoyalGelTimer = Main.time;
}
}
#endregion
//给玩家显示修改过功能的item的文本介绍
public void DisplayTips(TSPlayer tsplayer, short type)
{
switch (type)
{
#region 盔甲类
case 256:
case 257:
case 258:
SendPlayerText(tsplayer, "【忍者套装】\n挑战模式奖励:受击时释放烟雾,有四分之一概率\n闪避非致命伤害", Color.Black, Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 3374:
case 3375:
case 3376:
SendPlayerText(tsplayer, "【化石套装】\n挑战模式奖励:在头上召唤一个琥珀光球,向敌人\n抛出闪电矢;召唤一只小恐龙跟着你!(你必须接\n受这个宠物!)", new Color(232, 205, 119), Main.player[tsplayer.Index].Center + new Vector2(0, -32));
break;
case 792:
case 793:
case 794:
SendPlayerText(tsplayer, "【猩红套装】\n挑战模式奖励:暴击时从周围每个敌怪处吸取一定\n血量随着敌怪数目增多吸血量-1,冷却 5秒", new Color(209, 46, 93), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 100:
case 101:
case 102:
case 956:
case 957:
case 958:
SendPlayerText(tsplayer, "【暗影套装】\n挑战模式奖励:暴击时从玩家周围生成吞噬怪飞弹\n攻击周围敌人,冷却 1秒", new Color(95, 91, 207), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 123:
case 124:
case 125:
SendPlayerText(tsplayer, "【陨石套装】\n挑战模式奖励:暴击时恢复些许魔力,间歇地降下\n落星攻击敌人", new Color(128, 15, 12), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 228:
case 229:
case 230:
case 960:
case 961:
case 962:
SendPlayerText(tsplayer, "【丛林套装】\n挑战模式奖励:间断从玩家周围生成伤害性的孢子", new Color(101, 151, 8), Main.player[tsplayer.Index].Center + new Vector2(0, -16));
break;
case 151:
case 152:
case 153:
case 959:
SendPlayerText(tsplayer, "【死灵套装】\n挑战模式奖励:受到伤害时,向四周飞溅骨头;偶\n尔发射骨箭", new Color(113, 113, 36), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 2361:
case 2362:
case 2363:
SendPlayerText(tsplayer, "【蜜蜂套装】\n挑战模式奖励:给予永久的蜂蜜增益;不间断地向\n四周撒蜂糖罐,玩家接触后回血并给予15秒蜂蜜增\n益;对玩家自身的治疗量低于对其他玩家", new Color(232, 229, 74), Main.player[tsplayer.Index].Center + new Vector2(0, -32));
break;
case 3266:
case 3267:
case 3268:
SendPlayerText(tsplayer, "【黑曜石套装】\n挑战模式奖励:用鞭子攻击时,有几率从敌人身上\n偷钱", new Color(90, 83, 160), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 231:
case 232:
case 233:
SendPlayerText(tsplayer, "【狱炎套装】\n挑战模式奖励:免疫岩浆,给予永久的地狱火增益", new Color(255, 27, 0), Main.player[tsplayer.Index].Center + new Vector2(0, -16));
break;
case 2370:
case 2371:
case 2372:
SendPlayerText(tsplayer, "【蜘蛛套装】\n挑战模式奖励:用鞭子攻击时,有低概率给予超长\n时间的中毒和剧毒减益,按“下”键生成一个毒牙\n药水瓶,砸中敌人爆炸", new Color(184, 79, 29), Main.player[tsplayer.Index].Center + new Vector2(0, -32));
break;
case 4982:
case 4983:
case 4984:
SendPlayerText(tsplayer, "【水晶刺客套装】\n挑战模式奖励:当有敌人在附近时,自身释放出水\n晶碎片;若玩家被击中,释放出更强大的碎片", new Color(221, 83, 146), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 3776:
case 3777:
case 3778:
SendPlayerText(tsplayer, "【禁戒套装】\n挑战模式奖励:释放自动寻的灵焰魂火攻击附近的\n敌人", new Color(222, 171, 26), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 684:
case 685:
case 686:
SendPlayerText(tsplayer, "【寒霜套装】\n挑战模式奖励:在身边凝结伤害性的雪花", new Color(31, 193, 229), Main.player[tsplayer.Index].Center + new Vector2(0, -16));
break;
case 559:
case 553:
case 558:
case 4873:
case 551:
case 552:
case 4896:
case 4897:
case 4898:
case 4899:
case 4900:
case 4901:
SendPlayerText(tsplayer, "【神圣套装】\n挑战模式奖励:击中敌人时召唤光与暗剑气", new Color(179, 179, 203), Main.player[tsplayer.Index].Center + new Vector2(0, -16));
break;
case 1001:
case 1002:
case 1003:
case 1004:
case 1005:
SendPlayerText(tsplayer, "【叶绿套装】\n挑战模式奖励:释放强大的叶绿水晶矢,增加 100\n血上限", new Color(103, 209, 0), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 1316:
case 1317:
case 1318:
SendPlayerText(tsplayer, "【海龟套装】\n挑战模式奖励:增加60血上限,自动在附近释放爆\n炸碎片", new Color(169, 104, 69), Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 1159:
case 1160:
case 1161:
SendPlayerText(tsplayer, "【提基套装】\n挑战模式奖励:增加20血上限,在鞭子的轨迹上留\n下叶绿元素", Color.Green, Main.player[tsplayer.Index].Center + new Vector2(0, -24));
break;
case 2199: