Crit Or Dmg Ranged Terraria
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Status Points are gained at 2 per Character level, and may be used to enhance your character's abilities. note: If code divers or devs want to give exact figures 1 point of each stat gives, I'd greatly appreciate it. They may be reset by using Almighty Sticks, which can be found on Man Eaters. . Terraria 1.3 Critical Strike Chance OR Damage Modifier - Which is stronger?. Expert Mode. Calculation: 100 BDMG with 100 Hits = 10.000 BDMG Example: Terrarian with 14% Crit.
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| usingMicrosoft.Xna.Framework; |
| usingTerraria; |
| usingTerraria.ID; |
| usingstaticTerraria.ModLoader.ModContent; |
| namespaceExampleMod.Items.ExampleDamageClass |
| { |
| publicclassMundane : ExampleDamageItem |
| { |
| publicoverridestringTexture=>'Terraria/Item_'+ItemID.HellwingBow; |
| // Called when the mod loads, so our changes are added to the game |
| publicstaticvoidAddHacks() |
| { |
| // Set ourselves to be ranged temporarily to benefit from ranged bonuses |
| // This is needed because terraria changes the variables before calling tML's method |
| // based on if the item was set to be ranged. Ours isn't, but we still want our custom bow |
| // to benefit from ranged bonuses, despite being an Example damage weapon. |
| // This is how to do it. |
| On.Terraria.Player.GetWeaponDamage+=PlayerOnGetWeaponDamage; |
| On.Terraria.Player.GetWeaponKnockback+=PlayerOnGetWeaponKnockback; |
| } |
| privatestaticfloatPlayerOnGetWeaponKnockback(On.Terraria.Player.orig_GetWeaponKnockbackorig, Playerself, Itemsitem, floatknockback) |
| { |
| boolisMundane=sitem.typeItemType<Mundane>(); |
| if (isMundane)sitem.ranged=true; |
| floatkb=orig(self, sitem, knockback); |
| if (isMundane) sitem.ranged=false; |
| returnkb; |
| } |
| privatestaticintPlayerOnGetWeaponDamage(On.Terraria.Player.orig_GetWeaponDamageorig, Playerself, Itemsitem) |
| { |
| boolisMundane=sitem.typeItemType<Mundane>(); |
| if (isMundane) sitem.ranged=true; |
| intdmg=orig(self, sitem); |
| if (isMundane) sitem.ranged=false; |
| returndmg; |
| } |
| // Our ExampleDamageItem abstract class handles all code related to our custom damage class |
| publicoverridevoidSafeSetDefaults() |
| { |
| item.CloneDefaults(ItemID.WoodenBow); |
| item.Size=newVector2(18, 46); |
| item.damage=20; |
| item.crit=20; |
| item.knockBack=2; |
| item.rare=10; |
| } |
| publicoverridevoidGetWeaponCrit(Playerplayer, refintcrit) |
| { |
| // It is hard to hook into every place checking item's crit and fake item.ranged = true |
| // Instead, we can mimick regular ranged crit assignment |
| crit=Main.LocalPlayer.rangedCrit-Main.LocalPlayer.inventory[Main.LocalPlayer.selectedItem].crit+Main.HoverItem.crit; |
| base.GetWeaponCrit(player, refcrit); |
| } |
| } |
| } |
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