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Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,11 @@ public abstract class ClubItem : ModItem
/// </summary>
public int ProjSmashType { get; protected set; }

/// <summary>
/// Damage multiplier applied when creating a smash down attack.
/// </summary>
public float SmashDamageMultiplier { get; protected set; } = 1.62f;

public override void SetStaticDefaults()
{
ItemSets.SwordsHammersAxesPicks[Type] = true;
Expand Down Expand Up @@ -109,7 +114,7 @@ public override bool Shoot(Player player, EntitySource_ItemUse_WithAmmo source,
if (player.ownedProjectileCounts[ProjSmashType] < 1 && Main.mouseLeftRelease)
{
player.mount.Dismount(player);
var p = Projectile.NewProjectileDirect(source, position + velocity * 2f, Vector2.Zero, ProjSmashType, (int)(damage * 1.62f), knockback, player.whoAmI, 0f, 0f);
var p = Projectile.NewProjectileDirect(source, position + velocity * 2f, Vector2.Zero, ProjSmashType, (int)(damage * SmashDamageMultiplier), knockback, player.whoAmI, 0f, 0f);
p.scale = Item.scale;

// Kill duplicate.
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,14 @@ BladeOfGreenMoss: {

BloodGoldBayonet: {
DisplayName: Blood Gold Bayonet
Tooltip: ""
Tooltip:
'''
Hits have a 1/25 chance to heal 30% of damage dealt, up to 3 life
Hits against blood-marked enemies heal at least 1 life; the two heals do not stack
Healing shares a 20-tick cooldown
Gain 2 life regeneration while the struck enemy lives
Right-click: spend 15 life to apply a blood mark for 3 seconds
'''
}

BloodyBoneYoyo: {
Expand All @@ -55,7 +62,11 @@ BloodyBoneYoyo: {

BlossomThorn: {
DisplayName: Blossom Thorn
Tooltip: ""
Tooltip:
'''
While attacking, releases up to 4 secondary spikes per second in random directions
Each spike deals 50% weapon damage and hits each target once
'''
}

BlueRibbonBayonet: {
Expand Down Expand Up @@ -140,7 +151,7 @@ CrystalClub_Item: {

CurseClub_Item: {
DisplayName: Curse Club_ Item
Tooltip: ""
Tooltip: Right-click while airborne to smash; cursed and ichor homing clubs share a limit of 3 per player
}

CurseFlameStabbingSword: {
Expand Down Expand Up @@ -280,7 +291,7 @@ IchorBayonet: {

IchorClub_Item: {
DisplayName: Ichor Club_ Item
Tooltip: ""
Tooltip: Right-click while airborne to smash; cursed and ichor homing clubs share a limit of 3 per player
}

IronClub_Item: {
Expand Down Expand Up @@ -339,7 +350,12 @@ MeatLantern: {

MechanicMosquito: {
DisplayName: Mechanic Mosquito
Tooltip: ""
Tooltip:
'''
Summons up to three mechanical mosquitoes that deal 50% weapon damage
Each mosquito stores 1 life per eligible hit, up to 3 life
Stored life is returned when full or when you stop attacking
'''
}

MechanismHalberd: {
Expand Down Expand Up @@ -369,7 +385,7 @@ OrichalcumClub_Item: {

PalladiumClub_Item: {
DisplayName: Palladium Club_ Item
Tooltip: ""
Tooltip: Right-click while airborne to smash; returning clubs heal after hitting enemies, up to 3 life for a normal smash or 5 for a strong smash
}

PalmWoodClub_Item: {
Expand Down Expand Up @@ -449,7 +465,12 @@ RodSpear: {

RottenGoldBayonet: {
DisplayName: Rotten Gold Bayonet
Tooltip: ""
Tooltip:
'''
Normal stabs ignore 5 defense
Hits create three delayed slashes after 1 second, each dealing 100% weapon damage
Each slash hits each target once; normal stabs apply at most one mark per second
'''
}

ScaleWingBlade: {
Expand Down Expand Up @@ -514,7 +535,11 @@ TinStabbingSword: {

TitaniumClub_Item: {
DisplayName: Titanium Club_ Item
Tooltip: ""
Tooltip:
'''
Right-click while high above the ground to smash down
Smashes release titanium fragments, up to 24 per player, lasting 10 seconds
'''
}

ToothKnife: {
Expand Down Expand Up @@ -574,7 +599,11 @@ VegetationBayonet: {

VertebralSpur: {
DisplayName: Vertebral Spur
Tooltip: ""
Tooltip:
'''
Normal stabs gain damage with relative speed, up to 200% total damage
Right-click stabs deal more damage at close range
'''
}

VortexVanquisherItem: {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -47,10 +47,11 @@ BloodGoldBayonet: {
DisplayName: 血金刺剑
Tooltip:
'''
命中敌人后有1/25的概率吸血,吸血量为造成伤害的30%
命中的敌人未死之前,你的生命回复+2
右键重击:以自身损失15血为代价,对被命中的敌人施加持续3s的嗜血符印,血金刺剑命中有符印的敌人造成回血
'据不完全统计,多数吸血鬼并不会吸取史莱姆汁'
命中敌人有1/25概率回复伤害量30%的生命,单次最多3点
命中带有嗜血符印的敌人至少回复1点生命,两种治疗不叠加
治疗共享20帧冷却
命中的敌人存活时,生命回复提高2点
右键重击:消耗15点生命,施加持续3秒的嗜血符印
'''
}

Expand All @@ -63,7 +64,8 @@ BlossomThorn: {
DisplayName: 红梅落
Tooltip:
'''
产生方向随机的二级刺锋
持续攻击每秒最多产生4道随机方向的二级刺锋
二级刺锋造成50%武器伤害,对同一目标只命中一次
'兼具美观与锋芒'
'''
}
Expand Down Expand Up @@ -154,7 +156,7 @@ CrystalClub_Item: {

CurseClub_Item: {
DisplayName: 咒火棍棒
Tooltip: 一定高度后右键可下砸
Tooltip: 一定高度后右键可下砸;咒火与灵液追踪飞棍每名玩家合计最多3个
}

CurseFlameStabbingSword: {
Expand Down Expand Up @@ -303,7 +305,7 @@ IchorBayonet: {

IchorClub_Item: {
DisplayName: 灵液棍棒
Tooltip: 一定高度后右键可下砸
Tooltip: 一定高度后右键可下砸;咒火与灵液追踪飞棍每名玩家合计最多3个
}

IronClub_Item: {
Expand Down Expand Up @@ -362,7 +364,12 @@ MeatLantern: {

MechanicMosquito: {
DisplayName: 械蚊刺
Tooltip: 召唤三个会吸血的机械蚊子协助攻击,蚊子每次攻击会获得1点吸血,最多累积10点。使用结束之后,治疗吸血累积的点数
Tooltip:
'''
召唤最多三只机械蚊子协助攻击,造成50%武器伤害
蚊子每次命中可吸血的敌人储存1点生命,每只最多储存3点
储满或停止使用后,蚊子返回储存的生命
'''
}

MechanismHalberd: {
Expand Down Expand Up @@ -392,7 +399,7 @@ OrichalcumClub_Item: {

PalladiumClub_Item: {
DisplayName: 钯金棍棒
Tooltip: 一定高度后右键可下砸
Tooltip: 一定高度后右键可下砸;回旋棍命中敌人后返回治疗,弱砸最多3点、强砸最多5点生命
}

PalmWoodClub_Item: {
Expand Down Expand Up @@ -483,9 +490,9 @@ RottenGoldBayonet: {
DisplayName: 魔金刺剑
Tooltip:
'''
命中后削弱目标1点防御力
延时一秒在命中处生成三道200%倍率的魔金剑光
对于同一把[魔金刺剑],上述两种效果1秒最多触发1次,但是总数没有上限
普通刺击穿透5点防御
命中后延迟1秒生成三道各造成100%武器伤害的魔金剑光
每道剑光对同一目标只命中一次,普通刺击每秒最多施加一次标记
'''
}

Expand Down Expand Up @@ -551,7 +558,11 @@ TinStabbingSword: {

TitaniumClub_Item: {
DisplayName: 钛金棍棒
Tooltip: 一定高度后右键可下砸
Tooltip:
'''
一定高度后右键可下砸
下砸释放钛金碎片,每名玩家最多保留24片,持续10秒
'''
}

ToothKnife: {
Expand Down Expand Up @@ -613,7 +624,8 @@ VertebralSpur: {
DisplayName: 椎刺骨
Tooltip:
'''
在与目标相对速度较大的情况下提升伤害,最多不超过500%
普通刺击随双方相对速度提高伤害,最高为200%
右键重击距离目标越近伤害越高
'粗糙的接触面造成的毁坏随速度的增加急剧提高'
'''
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,16 +7,16 @@ namespace Everglow.EternalResolve.Items.Weapons.StabbingSwords
public class BloodGoldBayonet : StabbingSwordItem
{
// TODO:翻译
// 命中敌人后有1/25的概率吸血,吸血量为造成伤害的30%
// 命中敌人后有1/25概率吸血,吸血量为伤害的30%,最多3点;治疗共享20帧冷却
// 命中的敌人未死之前,你的生命回复+2
// 据不完全统计,多数吸血鬼并不会吸取史莱姆汁
// 重击:以自身损失15血为代价,对被命中的敌人施加持续3s的嗜血符印,血金刺剑命中有符印的敌人造成回血
public override void SetDefaults()
{
Item.damage = 11;
Item.damage = 18;
Item.knockBack = 1.61f;
Item.rare = ItemRarityID.Blue;
Item.value = Item.sellPrice(0, 1, 2, 0);
Item.value = Item.buyPrice(0, 1, 35, 0);
Item.shoot = ModContent.ProjectileType<BloodGoldBayonet_Pro>();
PowerfulStabDamageFlat = 4f;
PowerfulStabProj = ModContent.ProjectileType<BloodGoldBayonet_Pro_Stab>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -3,15 +3,15 @@

namespace Everglow.EternalResolve.Items.Weapons.StabbingSwords
{
// TODO:翻译:红梅落\n产生方向随机的二级刺锋\n兼具美观与锋芒
// TODO:翻译:红梅落\n每秒最多产生4道方向随机的二级刺锋,每道对同一目标只命中一次\n兼具美观与锋芒
public class BlossomThorn : StabbingSwordItem
{
public override void SetDefaults()
{
Item.damage = 9;
Item.damage = 14;
Item.knockBack = 0.97f;
Item.rare = ItemRarityID.Orange;
Item.value = Item.sellPrice(0, 2, 38, 0);
Item.value = Item.buyPrice(0, 2, 70, 0);
Item.shoot = ModContent.ProjectileType<BlossomThorn_Pro>();
PowerfulStabDamageFlat = 4f;
PowerfulStabProj = ModContent.ProjectileType<BlossomThorn_Pro_Stab>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,14 +7,23 @@ public class BlueRibbonBayonet : StabbingSwordItem
{
public override void SetDefaults()
{
Item.damage = 66;
Item.damage = 26;
Item.knockBack = 2.7f;
Item.rare = ItemRarityID.LightRed;
Item.value = Item.sellPrice(0, 4, 72, 0);
Item.rare = ItemRarityID.Blue;
Item.value = Item.buyPrice(0, 2, 70, 0);
Item.shoot = ModContent.ProjectileType<BlueRibbonBayonet_Pro>();
PowerfulStabDamageFlat = 4f;
PowerfulStabProj = ModContent.ProjectileType<BlueRibbonBayonet_Pro_Stab>();
base.SetDefaults();
}

public override void AddRecipes()
{
CreateRecipe()
.AddIngredient(ItemID.MeteoriteBar, 15)
.AddIngredient(ItemID.Sapphire, 15)
.AddTile(TileID.Anvils)
.Register();
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -8,10 +8,10 @@ public class CopperBayonet : StabbingSwordItem
public override void SetDefaults()
{
StaminaCost += 0.3f;
Item.damage = 3;
Item.damage = 7;
Item.knockBack = 1f;
Item.rare = ItemRarityID.White;
Item.value = Item.sellPrice(0, 0, 12, 0);
Item.value = Item.buyPrice(0, 0, 4, 50);
Item.shoot = ModContent.ProjectileType<CopperStabbingSword_Pro>();
PowerfulStabDamageFlat = 4f;
PowerfulStabProj = ModContent.ProjectileType<CopperStabbingSword_Pro_Stab>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -8,10 +8,10 @@ public class CrutchBayonet : StabbingSwordItem
{
public override void SetDefaults()
{
Item.damage = 9;
Item.damage = 22;
Item.knockBack = 1.04f;
Item.rare = ItemRarityID.Blue;
Item.value = Item.sellPrice(0, 2, 24, 0);
Item.rare = ItemRarityID.Green;
Item.value = Item.buyPrice(0, 10, 0, 0);
Item.shoot = ModContent.ProjectileType<CrutchBayonet_Pro>();
PowerfulStabDamageFlat = 4f;
PowerfulStabProj = ModContent.ProjectileType<CrutchBayonet_Pro_Stab>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -9,10 +9,10 @@ public class CurseFlameStabbingSword : StabbingSwordItem
// 用诅咒火焰点燃敌人!
public override void SetDefaults()
{
Item.damage = 40;
Item.damage = 36;
Item.knockBack = 1.79f;
Item.rare = ItemRarityID.LightRed;
Item.value = Item.sellPrice(0, 14, 56, 75);
Item.value = Item.buyPrice(0, 20, 0, 0);
Item.shoot = ModContent.ProjectileType<CurseFlameStabbingSword_Pro>();
PowerfulStabDamageFlat = 4f;
StaminaCost = 0.82f;
Expand All @@ -25,7 +25,7 @@ public override void AddRecipes()
CreateRecipe().
AddIngredient(ItemID.CursedFlame, 14).
AddIngredient(ModContent.ItemType<RottenGoldBayonet>()).
AddTile(TileID.Anvils).
AddTile(TileID.MythrilAnvil).
Register();
base.AddRecipes();
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -15,10 +15,10 @@ public class DreamStar : StabbingSwordItem
// 读懂星空需要复杂深邃的理论知识,观赏星空只需要一只眼睛
public override void SetDefaults()
{
Item.damage = 10;
Item.damage = 18;
Item.knockBack = 1.5f;
Item.rare = ItemRarityID.Blue;
Item.value = Item.sellPrice(0, 2, 27, 15);
Item.rare = ItemRarityID.Green;
Item.value = Item.buyPrice(0, 5, 0, 0);
Item.shoot = ModContent.ProjectileType<DreamStar_Pro>();
PowerfulStabDamageFlat = 2.2f;
PowerfulStabProj = ModContent.ProjectileType<DreamStar_Pro_Stab>();
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -7,15 +7,23 @@ public class EnchantedBayonet : StabbingSwordItem
{
public override void SetDefaults()
{
Item.damage = 9;
Item.damage = 20;
Item.knockBack = 1.45f;
Item.rare = ItemRarityID.Green;
Item.value = Item.sellPrice(0, 0, 24, 0);
Item.value = Item.buyPrice(0, 15, 0, 0);
Item.shoot = ModContent.ProjectileType<EnchantedBayonet_Pro>();
PowerfulStabDamageFlat = 4f;
StaminaCost -= 0.1f;
PowerfulStabProj = ModContent.ProjectileType<EnchantedBayonet_Pro_Stab>();
base.SetDefaults();
}

public override void AddRecipes()
{
CreateRecipe()
.AddIngredient(ItemID.EnchantedSword)
.AddTile(TileID.Anvils)
.Register();
}
}
}
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