Huzbubber Tim
Ice Queen
(Note: You may not use my suggestion in any mods, as I am currently in the process of making a mod of my own that is implementing most of my suggestions. Thank you for understanding!)
Are you tired of your inventory getting filled with junk you don't need? Too many items you can't sell but want to rid of? Well, I suggest a new weapon to solve all that: the Thing Flinger!
The Thing Flinger is a weapon that can use any item as ammunition, with damage and effects that change based on what is fired. Items are fired in the order they are in the inventory, favorited items will not be fired.
Thank you for reading my (slightly overcomplicated) suggestion! I would gladly accept advice and constructive criticism!
Are you tired of your inventory getting filled with junk you don't need? Too many items you can't sell but want to rid of? Well, I suggest a new weapon to solve all that: the Thing Flinger!
The Thing Flinger is a weapon that can use any item as ammunition, with damage and effects that change based on what is fired. Items are fired in the order they are in the inventory, favorited items will not be fired.
The Thing Flinger is purchased from the Goblin Tinkerer after defeating Skeletron for 30 gold.
Thing Flinger:
Damage: Rarity or Base Damage of flung weapons.
Damage Type: Classless
Knockback: Inherits knockback of flung items, 3 for items with no knockback stat
Use Time: 26 (Average)
Velocity: 5
Critical Strike Chance: Inherits crit chance of flung items, 4% for items with no crit chance stat
Tooltip: "One man's trash is another man's ammunition."
"Can launch any item. Different items do different damage when fired."
Rarity: Green
Buy price: 30 Gold
Flung items below blue rarity have a 25% chance to be retrieved, all other items can always be retrieved.
Can not obtain modifiers.
Damage: Rarity or Base Damage of flung weapons.
Damage Type: Classless
Knockback: Inherits knockback of flung items, 3 for items with no knockback stat
Use Time: 26 (Average)
Velocity: 5
Critical Strike Chance: Inherits crit chance of flung items, 4% for items with no crit chance stat
Tooltip: "One man's trash is another man's ammunition."
"Can launch any item. Different items do different damage when fired."
Rarity: Green
Buy price: 30 Gold
Flung items below blue rarity have a 25% chance to be retrieved, all other items can always be retrieved.
Can not obtain modifiers.
When firing certain items from the Thing Flinger, certain things will happen.
Weapons/Tools: Any item that can deal damage deals its respective damage when flung, includes ammo items. Weapons that fire projectiles will shoot their respective projectile (does not apply to flails, whips, etc.)
Armor/Accessories: Deals damage equal to the defense the item gives, immunity accessories inflict the debuff they prevent for 5 seconds.
Blocks: Places the respective tile wherever the projectile lands.
Potions/Flasks: Applies the corresponding buff to players and corresponding debuff to enemies. Health/mana potions can heal players and restore mana, though health potions only restore 1/4 of their usual health.
Explosives: Throws the respective explosive projectile.
Thing Flinger: Flinging a Thing Flinger will cause another piece of ammunition to launch from the launched Thing Flinger, but will only do 1/2 of the Damage. If a Thing Flinger is thrown from a thrown Thing Flinger, it will throw another Thing Flinger that deals 1/2 of the reduced damage. This can stack as many times as possible, allowing for an entire inventory's worth of Thing Flingers to be launched at once. However, the damage of each Thing Flinger drastically decreases as more are fired.
Everything Else: Damage depends on the rarity. Rarity damages: Gray=10, White=15, Blue=20, Green=30, Orange=35, Light Red=40, Pink=50, Light Purple=55, Lime=60, Yellow=70, Cyan=85, Red=100, Purple= 120, Amber=40, Rainbow=90, Fiery Red=100.
Weapons/Tools: Any item that can deal damage deals its respective damage when flung, includes ammo items. Weapons that fire projectiles will shoot their respective projectile (does not apply to flails, whips, etc.)
Armor/Accessories: Deals damage equal to the defense the item gives, immunity accessories inflict the debuff they prevent for 5 seconds.
Blocks: Places the respective tile wherever the projectile lands.
Potions/Flasks: Applies the corresponding buff to players and corresponding debuff to enemies. Health/mana potions can heal players and restore mana, though health potions only restore 1/4 of their usual health.
Explosives: Throws the respective explosive projectile.
Thing Flinger: Flinging a Thing Flinger will cause another piece of ammunition to launch from the launched Thing Flinger, but will only do 1/2 of the Damage. If a Thing Flinger is thrown from a thrown Thing Flinger, it will throw another Thing Flinger that deals 1/2 of the reduced damage. This can stack as many times as possible, allowing for an entire inventory's worth of Thing Flingers to be launched at once. However, the damage of each Thing Flinger drastically decreases as more are fired.
Everything Else: Damage depends on the rarity. Rarity damages: Gray=10, White=15, Blue=20, Green=30, Orange=35, Light Red=40, Pink=50, Light Purple=55, Lime=60, Yellow=70, Cyan=85, Red=100, Purple= 120, Amber=40, Rainbow=90, Fiery Red=100.
Thank you for reading my (slightly overcomplicated) suggestion! I would gladly accept advice and constructive criticism!
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