10460 {
10463 {
10464 byte meleeEnchant = Main.player[
owner].meleeEnchant;
10465 if (meleeEnchant == 1)
10466 {
10467 nPC.AddBuff(70, 60 * Main.rand.Next(5, 10));
10468 }
10469 if (meleeEnchant == 2)
10470 {
10471 nPC.AddBuff(39, 60 * Main.rand.Next(3, 7));
10472 }
10473 if (meleeEnchant == 3)
10474 {
10475 nPC.AddBuff(24, 60 * Main.rand.Next(3, 7));
10476 }
10477 if (meleeEnchant == 5)
10478 {
10479 nPC.AddBuff(69, 60 * Main.rand.Next(10, 20));
10480 }
10481 if (meleeEnchant == 6)
10482 {
10483 nPC.AddBuff(31, 60 * Main.rand.Next(1, 4));
10484 }
10485 if (meleeEnchant == 8)
10486 {
10487 nPC.AddBuff(20, 60 * Main.rand.Next(5, 10));
10488 }
10489 if (meleeEnchant == 4)
10490 {
10491 nPC.AddBuff(72, 120);
10492 }
10493 }
10495 {
10496 nPC.AddBuff(70, 60 * Main.rand.Next(5, 11));
10497 }
10499 {
10500 nPC.AddBuff(324, 240);
10501 }
10503 {
10504 nPC.AddBuff(324, 300);
10505 }
10507 {
10508 nPC.AddBuff(324, 420);
10509 }
10511 {
10512 case 841:
10513 nPC.AddBuff(307, 240);
10514 break;
10515 case 952:
10516 nPC.AddBuff(326, 240);
10517 break;
10518 case 847:
10519 nPC.AddBuff(309, 240);
10520 break;
10521 case 849:
10522 nPC.AddBuff(310, 240);
10523 break;
10524 case 913:
10526 {
10527 nPC.AddBuff(313, 240);
10528 }
10529 nPC.AddBuff(323, 240);
10530 break;
10531 case 912:
10532 nPC.AddBuff(340, 240);
10533 nPC.AddBuff(324, 240);
10534 break;
10535 case 914:
10536 nPC.AddBuff(315, 240);
10537 if (Main.rand.Next(5) == 0)
10538 {
10539 nPC.AddBuff(20, 180);
10540 }
10541 break;
10542 case 848:
10543 nPC.AddBuff(319, 240);
10544 break;
10545 case 915:
10546 nPC.AddBuff(316, 240);
10547 break;
10548 }
10549 if (
type == 664 && Main.rand.Next(3) == 0)
10550 {
10551 nPC.AddBuff(24, 60 * Main.rand.Next(3, 6));
10552 }
10553 if (
type == 666 && Main.rand.Next(2) == 0)
10554 {
10555 nPC.AddBuff(323, 60 * Main.rand.Next(3, 9));
10556 }
10557 if (
type == 668 && Main.rand.Next(3) != 0)
10558 {
10559 nPC.AddBuff(323, 60 * Main.rand.Next(6, 9));
10560 }
10562 {
10563 nPC.AddBuff(20, 60 * Main.rand.Next(5, 11));
10564 }
10565 if (
type == 598 &&
ai[1] == (
float)i)
10566 {
10567 nPC.AddBuff(169, 900);
10568 }
10569 if (
type == 636 &&
ai[1] == (
float)i)
10570 {
10571 nPC.AddBuff(189, 300);
10572 }
10573 if (
type == 971 &&
ai[1] == (
float)i)
10574 {
10575 nPC.AddBuff(337, 540);
10576 }
10577 if (
type == 975 &&
ai[1] == (
float)i)
10578 {
10579 nPC.AddBuff(344, 540);
10580 }
10582 {
10583 nPC.AddBuff(189, 300);
10584 }
10586 {
10587 nPC.AddBuff(189, 300);
10588 }
10590 {
10591 nPC.AddBuff(24, 180);
10592 }
10594 {
10595 nPC.AddBuff(189, 300);
10596 }
10598 {
10599 nPC.AddBuff(203, 600);
10600 }
10602 {
10603 nPC.AddBuff(323, 480);
10604 }
10605 if (
type == 614 &&
ai[1] == (
float)i)
10606 {
10607 nPC.AddBuff(183, 900);
10608 }
10610 {
10611 nPC.AddBuff(153, 60 * Main.rand.Next(5, 11));
10612 }
10614 {
10615 nPC.AddBuff(20, 60 * Main.rand.Next(3, 6));
10616 }
10618 {
10619 nPC.AddBuff(69, 60 * Main.rand.Next(3, 8));
10620 }
10621 if (
type == 954 && Main.rand.Next(2) == 0)
10622 {
10624 if (Main.remixWorld)
10625 {
10627 }
10628 if (Main.rand.Next(3) == 0)
10629 {
10630 nPC.AddBuff(
num, Main.rand.Next(60, 240));
10631 }
10632 else
10633 {
10634 nPC.AddBuff(
num, Main.rand.Next(60, 120));
10635 }
10636 }
10637 if (
type == 504 && Main.rand.Next(2) == 0)
10638 {
10639 if (Main.rand.Next(3) == 0)
10640 {
10641 nPC.AddBuff(323, Main.rand.Next(60, 240));
10642 }
10643 else
10644 {
10645 nPC.AddBuff(323, Main.rand.Next(60, 120));
10646 }
10647 }
10648 if (
type == 979 && Main.rand.Next(2) == 0)
10649 {
10651 if (Main.remixWorld)
10652 {
10654 }
10655 if (Main.rand.Next(3) == 0)
10656 {
10657 nPC.AddBuff(
num2, Main.rand.Next(60, 240));
10658 }
10659 else
10660 {
10661 nPC.AddBuff(
num2, Main.rand.Next(60, 120));
10662 }
10663 }
10664 if ((
type == 694 ||
type == 695 ||
type == 696) && Main.player[
owner].setHuntressT2)
10665 {
10666 nPC.AddBuff(204, Main.rand.Next(8, 18) * 30);
10667 }
10668 if (
type == 545 && Main.rand.Next(3) == 0)
10669 {
10670 nPC.AddBuff(24, Main.rand.Next(60, 240));
10671 }
10673 {
10674 nPC.AddBuff(323, Main.rand.Next(180, 480));
10675 }
10676 if (
type == 552 && Main.rand.Next(3) != 0)
10677 {
10678 nPC.AddBuff(324, Main.rand.Next(120, 320));
10679 }
10681 {
10682 nPC.AddBuff(153, Main.rand.Next(120, 300));
10683 }
10685 {
10686 nPC.AddBuff(153, Main.rand.Next(60, 180));
10687 }
10689 {
10690 nPC.AddBuff(153, Main.rand.Next(240, 480));
10691 }
10693 {
10694 nPC.AddBuff(153, Main.rand.Next(240, 300));
10695 }
10697 {
10698 nPC.AddBuff(151, 30);
10699 }
10701 {
10702 nPC.AddBuff(20, 60 * Main.rand.Next(10, 30));
10703 }
10705 {
10706 nPC.AddBuff(39, 60 * Main.rand.Next(3, 7));
10707 }
10709 {
10710 nPC.AddBuff(69, 60 * Main.rand.Next(7, 15));
10711 }
10713 {
10714 nPC.AddBuff(70, 60 * Main.rand.Next(2, 5));
10715 }
10717 {
10718 nPC.AddBuff(70, 60 * Main.rand.Next(2, 5));
10719 }
10721 {
10722 nPC.AddBuff(20, 60 * Main.rand.Next(4, 7));
10723 }
10725 {
10726 nPC.AddBuff(24, 60 * Main.rand.Next(3, 7));
10727 }
10729 {
10730 nPC.AddBuff(24, 60 * Main.rand.Next(3, 7));
10731 }
10733 {
10734 nPC.AddBuff(323, 60 * Main.rand.Next(8, 16));
10735 }
10737 {
10738 nPC.AddBuff(324, 60 * Main.rand.Next(5, 15));
10739 }
10741 {
10742 if (Main.rand.Next(7) == 0)
10743 {
10744 nPC.AddBuff(323, 360);
10745 }
10746 else if (Main.rand.Next(3) == 0)
10747 {
10748 nPC.AddBuff(323, 120);
10749 }
10750 else
10751 {
10752 nPC.AddBuff(323, 60);
10753 }
10754 }
10756 {
10757 nPC.AddBuff(72, 120);
10758 }
10760 {
10761 if (Main.rand.Next(3) == 0)
10762 {
10763 nPC.AddBuff(31, 180);
10764 }
10765 else
10766 {
10767 nPC.AddBuff(31, 60);
10768 }
10769 }
10770 if (
type == 2 && Main.rand.Next(3) == 0)
10771 {
10772 nPC.AddBuff(24, 180);
10773 }
10775 {
10776 if (Main.rand.Next(3) == 0)
10777 {
10778 nPC.AddBuff(44, 180);
10779 }
10780 }
10781 else if (
type == 15)
10782 {
10784 if (Main.remixWorld)
10785 {
10787 }
10788 if (Main.rand.Next(2) == 0)
10789 {
10791 }
10792 }
10793 else if (
type == 253)
10794 {
10795 nPC.AddBuff(324, 480);
10796 }
10797 else if (
type == 19)
10798 {
10799 if (Main.rand.Next(2) == 0)
10800 {
10801 nPC.AddBuff(24, 360);
10802 }
10803 }
10804 else if (
type == 113)
10805 {
10806 if (Main.rand.Next(2) == 0)
10807 {
10808 nPC.AddBuff(44, 180);
10809 }
10810 }
10811 else if (
type == 33)
10812 {
10813 if (Main.rand.Next(2) == 0)
10814 {
10815 nPC.AddBuff(20, 420);
10816 }
10817 }
10818 else if (
type == 976)
10819 {
10820 if (Main.rand.Next(4) == 0)
10821 {
10822 nPC.AddBuff(20, 420);
10823 }
10824 }
10825 else if (
type == 34)
10826 {
10827 if (Main.rand.Next(2) == 0)
10828 {
10829 nPC.AddBuff(24, Main.rand.Next(240, 480));
10830 }
10831 }
10832 else if (
type == 948)
10833 {
10834 if (Main.rand.Next(6) == 0)
10835 {
10836 nPC.AddBuff(24, 60 * Main.rand.Next(2, 4));
10837 }
10838 }
10839 else if (
type == 35)
10840 {
10841 if (Main.rand.Next(2) == 0)
10842 {
10843 nPC.AddBuff(24, 300);
10844 }
10845 }
10846 else if (
type == 54)
10847 {
10848 if (Main.rand.Next(2) == 0)
10849 {
10850 nPC.AddBuff(20, 600);
10851 }
10852 }
10853 else if (
type == 267)
10854 {
10855 if (Main.rand.Next(3) == 0)
10856 {
10857 nPC.AddBuff(20, 3600);
10858 }
10859 else
10860 {
10861 nPC.AddBuff(20, 1800);
10862 }
10863 }
10864 else if (
type == 63)
10865 {
10866 if (Main.rand.Next(5) != 0)
10867 {
10868 nPC.AddBuff(31, 60 * Main.rand.Next(2, 5));
10869 }
10870 }
10871 else if (
type == 85)
10872 {
10873 int num4 = ((
ai[0] == 1
f) ? 324 : 323);
10875 }
10876 else if (
type == 188)
10877 {
10878 nPC.AddBuff(323, 1200);
10879 }
10881 {
10882 nPC.AddBuff(39, 420);
10883 }
10885 {
10886 nPC.AddBuff(69, 600);
10887 }
10888 else if (
type == 282 ||
type == 283)
10889 {
10890 nPC.AddBuff(70, 600);
10891 }
10893 {
10894 if (Main.rand.Next(3) == 0)
10895 {
10896 nPC.AddBuff(24, 600);
10897 }
10898 else
10899 {
10900 nPC.AddBuff(24, 300);
10901 }
10902 }
10904 {
10905 nPC.AddBuff(39, 600);
10906 }
10907 else if (
type == 98)
10908 {
10909 nPC.AddBuff(20, 600);
10910 }
10911 else if (
type == 184)
10912 {
10913 nPC.AddBuff(20, 900);
10914 }
10915 else if (
type == 980)
10916 {
10917 nPC.AddBuff(70, 300);
10918 }
10919 else if (
type == 265)
10920 {
10921 nPC.AddBuff(20, 1800);
10922 }
10923 else if (
type == 355)
10924 {
10925 nPC.AddBuff(70, 1800);
10926 }
10927 }
static bool[] IsAWhip
If true for a given projectile type (F:Terraria.Projectile.type), then that projectile will use whip ...
int owner
The index of the player who owns this projectile. In Multiplayer, Clients "own" projectiles that they...
float[] ai
An array with 3 slots used for any sort of data storage, which is occasionally synced to the server....
float[] localAI
Acts like F:Terraria.Projectile.ai, but does not sync to the server. Many vanilla T:Terraria....
int type
The Projectile ID of this projectile. The Projectile ID is a unique number assigned to each Projectil...
bool npcProj
If true, this projectile was spawned by a friendly Town NPC.