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a guest May 19th, 2019 85 Never
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  1. using Microsoft.Xna.Framework;
  2. using Microsoft.Xna.Framework.Graphics;
  3. using Terraria;
  4. using Terraria.ID;
  5. using Terraria.ModLoader;
  6.  
  7. namespace Narutoria.Projectiles
  8. {
  9.     public class KunaiP : ModProjectile
  10.     {
  11.         public override void SetStaticDefaults() {
  12.             DisplayName.SetDefault("Example Bullet");     //The English name of the projectile
  13.             ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;    //The length of old position to be recorded
  14.             ProjectileID.Sets.TrailingMode[projectile.type] = 0;        //The recording mode
  15.         }
  16.        
  17.  
  18.         public override void SetDefaults() {
  19.             projectile.width = 8;               //The width of projectile hitbox
  20.             projectile.height = 8;              //The height of projectile hitbox
  21.             projectile.aiStyle = 1;             //The ai style of the projectile, please reference the source code of Terraria
  22.             projectile.friendly = true;         //Can the projectile deal damage to enemies?
  23.             projectile.hostile = false;         //Can the projectile deal damage to the player?
  24.             projectile.ranged = true;           //Is the projectile shoot by a ranged weapon?
  25.             projectile.penetrate = 1;           //How many monsters the projectile can penetrate. (OnTileCollide below also decrements penetrate for bounces as well)
  26.             projectile.timeLeft = 3000;          //The live time for the projectile (60 = 1 second, so 600 is 10 seconds)
  27.             projectile.alpha = 255;             //The transparency of the projectile, 255 for completely transparent. (aiStyle 1 quickly fades the projectile in) Make sure to delete this if you aren't using an aiStyle that fades in. You'll wonder why your projectile is invisible.
  28.             projectile.ignoreWater = true;          //Does the projectile's speed be influenced by water?
  29.             projectile.tileCollide = true;          //Can the projectile collide with tiles?
  30.             projectile.extraUpdates = 1;            //Set to above 0 if you want the projectile to update multiple time in a frame
  31.             aiType = ProjectileID.Bullet;           //Act exactly like default Bullet
  32.         }
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