My sister would love that! (She likes Nyan Cat)Brutal.
He basically wants to make you get seeds when you kill grass like when you have the blowpipe.I don't know about your first question, need to look into that... Second, though (these are the default settings for the Blowpipe in the SC):
Where you should replace 'this' with 'projectile' ofcCode:this.useStyle = 5; this.autoReuse = true; this.useAnimation = 45; this.useTime = 45; this.name = "Blowpipe"; this.width = 38; this.height = 6; this.shoot = 10; this.useAmmo = 51; this.useSound = 63; this.damage = 9; this.shootSpeed = 11f; this.noMelee = true; this.value = 10000; this.knockBack = 3.5f; this.toolTip = "Allows the collection of seeds for ammo"; this.ranged = true;
Yeah, I know that, it's just that I haven't found out how they do that in the source code yet It's not handled in the item itself, nor in the Player.cs or the Main.cs it seems, so that doesn't leave a lot of options ><He basically wants to make you get seeds when you kill grass like when you have the blowpipe.
Ahh ok .Yeah, I know that, it's just that I haven't found out how they do that in the source code yet It's not handles in the item itself, nor in the Player.cs or the Main.cs it seems, so that doesn't leave a lot of options ><
Guys
Is there a bool variable for defeating Moon Lord
Or do I have to do that manually
NPC.downedMoonlord;
For the projectile, when you spawn a projectile, you've got the part that says 'mod.ProjectileType("ExampleBullet ")' replace that with the numeric ID of the vanilla projectile you want to spawn.Again i'm very noobish at this like really new to this stuff (that's why i'm just messing round in the example mod) how do' i make something shoot a non modded projectile like a projectile one that's already in the game such as a razor blade typhoon.
Also how would i go about using pre existing boss and enemy ai
public static int NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX = 0f, float SpeedY = 0f, int Alpha = 0, Color newColor = default(Color), float Scale = 1f)Is there a way I can spawn an already existing dust from the vanilla game? E.g the flame stuff
using System;
using Microsoft.Xna.Framework;
using System.Timers;
using Terraria;
using Terraria.DataStructures;
using Terraria.Enums;
using Terraria.ModLoader;
using Terraria.ObjectData;
namespace SunDials.Tiles {
public class NightSundial : ModTile
{
Timer speedTimer = new Timer();
public override void SetDefaults()
{
speedTimer.Interval = 1000 / 30;
speedTimer.Elapsed += MoveTime;
speedTimer.AutoReset = true;
Main.tileNoAttach[Type] = true;
TileObjectData.newTile.CopyFrom(TileObjectData.Style2xX);
TileObjectData.newTile.AnchorBottom = new AnchorData(AnchorType.SolidTile | AnchorType.SolidWithTop | AnchorType.SolidSide, TileObjectData.newTile.Width, 0);
TileObjectData.addTile(Type);
mapColor = new Color(64, 64, 0);
mapName = "Night Sundial";
}
public override void RightClick(int i, int j)
{
Main.PlaySound(3, -1, -1, 1);
speedTimer.Start();
}
private void MoveTime(Object source, ElapsedEventArgs e)
{
Main.time += 100;
if((Main.time < 200 && !Main.dayTime) || new Random().Next(0, 99999) == 0)
speedTimer.Stop();
}
}}
Oh lovely, time to do some counting.public static int NewDust(Vector2 Position, int Width, int Height, int Type, float SpeedX = 0f, float SpeedY = 0f, int Alpha = 0, Color newColor = default(Color), float Scale = 1f)
As for what Type to use, not all the dusts are named. If you have decompiled Terraria you could look there in whatever item or projectile you want to emulate and see which type they use. Or, you can count from this image. Each dust is 3 separate images (chosen randomly on spawn), one on top of the other. So, there are 3 rows here, with 100 different dusts in each row. Find the one you want, then count from 0. (0 to 99 in first row, 100 to 199 in second, 200 to 268? in third.)
View attachment 79379
You'll have to wait until the next update for mac support.I this usable on a mac? and if so how?
There's instructions for installation in the OP, under the credits.Soooo, I feel like an idiot asking this... but how do I get the actual tModLoader? The Mediafire download just has a patcher .bat and that's it, no program to run.
Main.projFrames[projectile.type] = 2;
Syntax looks right, what do you mean? Code? Image?wont work?Code:Main.projFrames[projectile.type] = 2;
The projectile isn't animated.Syntax looks right, what do you mean? Code? Image?