W1K
Witch
I deleted the two files and it compiles alright for me. Also remember to recompile the mod after every edit using the builder.Nope, still the same error.
Upload an updated version with your edits?
I deleted the two files and it compiles alright for me. Also remember to recompile the mod after every edit using the builder.Nope, still the same error.
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using TAPI;
using Terraria;
namespace GriffinPerilsMod.Items //replace "berberborscing" with your mod's internal name
{
public class Recipes : ModBase
{
public override void OnLoad()
{ ///Slime Staff
Recipe.newRecipe.createItem.SetDefaults(1309, false); //This is where the item you want to add a recipe to goes. "1309" is the ID of the Slime Staff.
Recipe.newRecipe.createItem.stack = 1; //This is how many are produced by this recipe.
Recipe.newRecipe.requiredItem.Add(new Item().SetDefaults(9, false)); //This is the first item used in the recipe. "9" is the ID for Wood.
Recipe.newRecipe.requiredItem[0].stack = 15; //This is how much Wood we need, 15. the [0] notes that this is the first material in the recipe.
Recipe.newRecipe.requiredItem.Add(new Item().SetDefaults(23, false)); //This is the second item used in the recipe. "23" is the ID for Gel.
Recipe.newRecipe.requiredItem[1].stack = 80; //We need 80 Gel. The [1] means it is the second material in the recipe. It goes up from there.
Recipe.newRecipe.requiredItem.Add(new Item().SetDefaults(29, false)); //"29" is the ID for Life Crystal. Get it now?
Recipe.newRecipe.requiredItem[2].stack = 1; //We need 1 Heart Crystal.
Recipe.newRecipe.requiredTile.Add(18); //This is where the crafting station you need goes. "18" is the ID for the Work Bench.
Recipe.AddRecipe(); //This tidbit of code adds the recipe into the game.
///Poison Dart
Recipe.newRecipe.createItem.SetDefaults(1310, false); //Poison Dart
Recipe.newRecipe.createItem.stack = 5; //Create 5 Poison Darts
Recipe.newRecipe.requiredItem.Add(new Item().SetDefaults(22, false)); //Needs Iron Bars
Recipe.newRecipe.requiredItem[0].stack = 1; //Needs 1 Iron Bar
Recipe.newRecipe.requiredItem.Add(new Item().SetDefaults(320, false)); //Needs Feathers
Recipe.newRecipe.requiredItem[1].stack = 1; //Needs 1 Feather
Recipe.newRecipe.requiredTile.Add(18); //At a work bench
}
}
}
I may sound stupid but i want to be 100% sure. Do i change npc in npc.Center.x to name of my NPCthe x and y coordinates are npc.Center.X and npc.Center.Y
NewProjectile is a function for the Projectile class, not a method. You need to put it into the method that fits your need (like PostAI), then add Projectile.NewProjectile(everythinthatfollows) in, possibly on a timer otherwise it's gonna create a projectile every frame.Ok I give up if you could see what is wrong and what i should do I would be thankfull i cant send an error message because i have it in polish language but it translates to something like: wanted method of acces get or set
Here is the file https://www.mediafire.com/?e0l9gupyd5uoff5
Thanks, but I will probably give up because I dont know how to do anything you said xdNewProjectile is a function for the Projectile class, not a method. You need to put it into the method that fits your need (like PostAI), then add Projectile.NewProjectile(everythinthatfollows) in, possibly on a timer otherwise it's gonna create a projectile every frame.
In this case, you keep it as npc, since the ModNPC class has a property called "npc" that keeps track of the actual NPC.I may sound stupid but i want to be 100% sure. Do i change npc in npc.Center.x to name of my NPC
Paste the cs file over plz?I've got a problem with CS files at the moment since none of them seem to co-operate with my JSONs, and therefore I can't get any bonuses on them.
It works perfectly without them, but I want the bonuses to work... damn it's not urgent but I still need help on this.
No. damnitNothing seems out of place. Is ToolsWeapons your mod's internal name? Also does every class share its name with the interested json file (case sensitive n all)?
yes! you just need to change the "music" value in your NPC's JSON to the name of your song. however, actually inserting the song is ULTRA HARD.I have a question. Can you make a boss have your own music?
Tutorials to set up custom music? Or tutorials for XACT only. I know how to use XACT but custom music doesn't seem to work for me regardless.yes! you just need to change the "music" value in your NPC's JSON to the name of your song. however, actually inserting the song is ULTRA HARD.
you need to create a wavebank file with XACT. <==== that's already hard enough to say " 'nuff said.".
if you really wanna do that tho, there are tutorials around youtube
where do i put wavebank when i finish it?you need to create a wavebank file with XACT
...i really don't know. with sound effects you can just put raw .wav files into the "Sounds" folder, but i don't know which folder to put in music...where do i put wavebank when i finish it?