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Add option rules and update build files
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cheeeeeeeeeen committed Nov 28, 2019
1 parent a892773 commit be53964
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4 changes: 4 additions & 0 deletions OptionRules.cs
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Expand Up @@ -54,6 +54,10 @@ public static class OptionRules
new AlienProjectile("CalamityMod", "ShatteredExplosion"), new AlienProjectile("CalamityMod", "ShatteredSun2"),
new AlienProjectile("CalamityMod", "ShatteredSun3"), new AlienProjectile("CalamityMod", "DragonDust"),
new AlienProjectile("CalamityMod", "WaterSpout"), new AlienProjectile("CalamityMod", "Brimlash2"),
new AlienProjectile("CalamityMod", "ScarletDevilBullet"), new AlienProjectile("CalamityMod", "ScarletBlast"),
new AlienProjectile("CalamityMod", "DraconicSpark"), new AlienProjectile("CalamityMod", "AMR2"),
new AlienProjectile("CalamityMod", "ThePackMinissile"), new AlienProjectile("CalamityMod", "AtaraxiaSplit"),
new AlienProjectile("CalamityMod", "ContagionBall"),

new AlienProjectile("Bluemagic", "PuriumArrowTrail"),

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2 changes: 1 addition & 1 deletion build.txt
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@@ -1,6 +1,6 @@
displayName = Chen's Gradius Mod
author = blancfaye7
version = 0.9.8
version = 0.10.0
homepage = https://forums.terraria.org/index.php?threads/chens-gradius-mod.83289/
hideCode = true
hideResources = true
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5 changes: 3 additions & 2 deletions description.txt
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Expand Up @@ -8,8 +8,9 @@ Current features:
5. Needle Force
6. Option Seed
7. Charge Multiple
8. Aim Option
9. Search Option
8. Aim Options
9. Search Options
10. Recurve Options

For more information about these features, visit the homepage.

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25 changes: 23 additions & 2 deletions forum.txt
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Hello. I decided to share my mod here in the forums. I'm not very good at documenting, but it will improve as time passes. Without further ado...

[IMG]https://i.imgur.com/FKqzjlB.png[/IMG]
[B][U][SIZE=6]Mod Version: 0.9.8
[B][U][SIZE=6]Mod Version: 0.10.0
tModLoader: 0.11.5[/SIZE][/U][/B]

I have always been a fan of the classic side-scrollers, so I made a mod related to it. On top of that, I want to learn C# as well. It is still a small mod, so content is not abundant.
Expand Down Expand Up @@ -106,6 +106,14 @@ They can unleash a power special attack, but be advised that the accessory will
[*]During their special ability, they produce less projectiles.
[*][SPOILER="Search Option Showcase"][IMG]https://i.imgur.com/AXClUc8.gif[/IMG][/SPOILER]
[/LIST]
[*]Recurve Options
[LIST]
[*]Derived from Spacing Options along with its functionalities.
[*]Their flight path behavior is slightly different from standard Options.
[*]They stay fixed on their positions relative to the cursor direction from the player.
[*]Hold down the Option Action Key to adjust the Options' distances from one another!
[*][SPOILER="Recurve Option Showcase"][IMG]https://i.imgur.com/FZjsAAB.gif[/IMG][/SPOILER]
[/LIST]
[/LIST]

[B]New Enemies[/B]
Expand Down Expand Up @@ -210,6 +218,12 @@ If you are curious about what our current plans are, you can look them up on the
Here is the link: [URL='https://github.com/cheeeeeeeeeen/Chens-Gradius-Mod/projects/1']Gradius Mod Project Board[/URL]

[SPOILER="Changelogs"]
0.10.0
- Implement Recurve Options
- Add new Cross Mod Content API for adding a custom damage type that is found on ModProjectile
- Change Option Seed crafting station to Work benches instead of Heavy work bench
- Add more Option rules for Calamity weapons

0.9.8
- Fix Rush desync issues and other enemies that might have a similar problem
- Add an item which spawns Big Core
Expand Down Expand Up @@ -539,7 +553,14 @@ Using this method as a means to remove the problem of duplication is the [B]most
[LIST]
[*]This function will add [U]your mod's custom damage type[/U] so that the Options may copy those projectiles as well!
[*][I]When to use:[/I] Use this function if you want to allow the Options to duplicate your projectiles with custom damage type.
[*][I]Invoke:[/I] mod.Call("AddCustomDamage", "CalamityMod", "CalamityGlobalProjectile", "rogue");
[*][I]Invoke #1:[/I] mod.Call("AddCustomDamage", "CalamityMod", "CalamityGlobalProjectile", "rogue");
[LIST]
[*]Use this if your projectile's custom damage type is in [I]GlobalProjectile[/I].
[/LIST]
[*][I]Invoke #2:[/I] mod.Call("AddCustomDamage", "ChensGradiusMod", "laser");
[LIST]
[*]Use this if your projectile's custom damage type is in [I]ModProjectile[/I].
[/LIST]
[*][I]Where to put:[/I] In your Mod's Load() override.
[*][I]Returns:[/I] [B]True[/B] (Custom Damage added for support) or [B]False[/B] (Custom Damage is already supported)
[/LIST]
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