user_313820
Terrarian
me made weapon that shoots rokkets, but for whateva reason it shoot arrows, fixed by making Item.Shoot = 134,
but now some problem is kan only shoot rokket I to V projektiles (no kluster or mini nuke nor wet rokkets kuz they get turned to rokket I),
how kan fix,
thanks
(and will be kreddited in tooltip for helping if like to be, or want or some-sorta nice word for "want")
but now some problem is kan only shoot rokket I to V projektiles (no kluster or mini nuke nor wet rokkets kuz they get turned to rokket I),
how kan fix,
thanks
(and will be kreddited in tooltip for helping if like to be, or want or some-sorta nice word for "want")
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace blah.blah.blah
{
public class blah: ModItem
{
public override void SetDefaults()
{
Item.damage = 1;
Item.DamageType = DamageClass.Ranged;
Item.width = 28;
Item.height = 24;
Item.useTime = 30;
Item.useAnimation = 30;
Item.useStyle = 5;
Item.knockBack = 3f;
Item.UseSound = SoundID.Item61;
Item.autoReuse = true;
Item.shoot = 134;
Item.shootSpeed = 7f;
Item.noMelee = true;
Item.scale = 1f;
Item.useAmmo = AmmoID.Rocket;
}
public override Vector2? HoldoutOffset()
{
Vector2 offset = new Vector2(-7, -1);
return offset;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
{
Vector2 newVelocity = velocity.RotatedByRandom(MathHelper.ToRadians(25)); //weapon spread gimmikk
Projectile.NewProjectileDirect(source, position, newVelocity, type, damage, knockback, player.whoAmI);
return false;
}
}
}
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace blah.blah.blah
{
public class blah: ModItem
{
public override void SetDefaults()
{
Item.damage = 1;
Item.DamageType = DamageClass.Ranged;
Item.width = 28;
Item.height = 24;
Item.useTime = 30;
Item.useAnimation = 30;
Item.useStyle = 5;
Item.knockBack = 3f;
Item.UseSound = SoundID.Item61;
Item.autoReuse = true;
Item.shoot = 134;
Item.shootSpeed = 7f;
Item.noMelee = true;
Item.scale = 1f;
Item.useAmmo = AmmoID.Rocket;
}
public override Vector2? HoldoutOffset()
{
Vector2 offset = new Vector2(-7, -1);
return offset;
}
public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source, Vector2 position, Vector2 velocity, int type, int damage, float knockback)
{
Vector2 newVelocity = velocity.RotatedByRandom(MathHelper.ToRadians(25)); //weapon spread gimmikk
Projectile.NewProjectileDirect(source, position, newVelocity, type, damage, knockback, player.whoAmI);
return false;
}
}
}