you could change it be a Fishron SpearWas made to be the spider fang spear but I changed it to the frost spear
View attachment 43530
(EDIT: Oh wait. U already got the frost spear huh)
If it's fishron spear I would have to make quite the change, it's already weird enough as a frost spearyou could change it be a Fishron Spear
Maybe it could be used as a frost spear still, because it looks better than the frost spear that Ginnoken made (Ginnoken's sprite isn't bad but this one just looks better)If it's fishron spear I would have to make quite the change, it's already weird enough as a frost spear
Avalon mod? Is the tAPI version already released?Im Sorry if I havnt posted any spears in a few days because I was playing Avalon mod
No I was playing the 1.2.4.1 Source ModAvalon mod? Is the tAPI version already released?
That is just a clever splicing of a bunch of spears with the bubble wands color palletteI am surprised at howmuch help your getting t=from the community. Party spear FTW
I have to code so much spearsView attachment 45436Wooden SpearView attachment 45437
View attachment 45438Palm Wood SpearView attachment 45439
And thats a bad thing? Least you don't have to sprite.I have to code so much spears
Do you really want to see the code of each spear?And thats a bad thing? Least you don't have to sprite.
for the spears that do nothing but be spears just copy over the code and change the namesDo you really want to see the code of each spear?
Who told you????for the spears that do nothing but be spears just copy over the code and change the names
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using TAPI;
using Terraria;
namespace Spears.Projectiles
{
public class StarSpearPro : ModProjectile
{
public override void AI()
{
projectile.light = 0.9f;
int DustID = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y + 2f), projectile.width, projectile.height, 72, projectile.velocity.X * 0.2f, projectile.velocity.Y * 0.2f, 100, default(Color), 0.5f);
Main.player[projectile.owner].direction = projectile.direction;
Main.player[projectile.owner].heldProj = projectile.whoAmI;
Main.player[projectile.owner].itemTime = Main.player[projectile.owner].itemAnimation;
projectile.position.X = Main.player[projectile.owner].position.X + (float)(Main.player[projectile.owner].width / 2) - (float)(projectile.width / 2);
projectile.position.Y = Main.player[projectile.owner].position.Y + (float)(Main.player[projectile.owner].height / 2) - (float)(projectile.height / 2);
projectile.position += projectile.velocity * projectile.ai[0];
if (projectile.ai[0] == 0f)
{
projectile.ai[0] = 3f;
projectile.netUpdate = true;
}
if (Main.player[projectile.owner].itemAnimation < Main.player[projectile.owner].itemAnimationMax / 3)
{
projectile.ai[0] -= 1.1f;
if (projectile.localAI[0] == 0f && Main.myPlayer == projectile.owner)
{
projectile.localAI[0] = 1f;
if (Collision.CanHit(Main.player[projectile.owner].position, Main.player[projectile.owner].width, Main.player[projectile.owner].height, new Vector2(projectile.center().X + projectile.velocity.X * projectile.ai[0], projectile.center().Y + projectile.velocity.Y * projectile.ai[0]), projectile.width, projectile.height)) //The if statement to make a projectile after the spear point reaaches it's max distance; you can remove the if statements and the things it contains to make it a normal spear
{
int rand = Main.rand.Next(3);
if(rand == 0)
{
Projectile.NewProjectile(projectile.center().X + projectile.velocity.X , projectile.center().Y + projectile.velocity.Y , projectile.velocity.X * 1.5f, projectile.velocity.Y * 1.5f, 12, projectile.damage , projectile.knockBack * 0.85f, projectile.owner, 0f, 0f);
}
else
{
Projectile.NewProjectile(projectile.center().X + projectile.velocity.X , projectile.center().Y + projectile.velocity.Y , projectile.velocity.X * 1.5f, projectile.velocity.Y * 1.5f, 92, projectile.damage , projectile.knockBack * 0.85f, projectile.owner, 0f, 0f);
}
}
}
}
else
{
projectile.ai[0] += 0.75f;
}
if (Main.player[projectile.owner].itemAnimation == 0)
{
projectile.Kill();
}
projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 2.355f;
if (projectile.spriteDirection == -1)
{
projectile.rotation -= 1.57f;
}
}
}
}
I meant for all the spears that don't shoot projectiles or particles, i know you can't just copy over the code from other spears then have them magically shoot the projectile you want them to shootWho told you????
The star spear was not actually just copying over. I gave it a chance 2 shoot 2 different types of stars at random with this code
Code:using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using TAPI; using Terraria; namespace Spears.Projectiles { public class StarSpearPro : ModProjectile { public override void AI() { projectile.light = 0.9f; int DustID = Dust.NewDust(new Vector2(projectile.position.X, projectile.position.Y + 2f), projectile.width, projectile.height, 72, projectile.velocity.X * 0.2f, projectile.velocity.Y * 0.2f, 100, default(Color), 0.5f); Main.player[projectile.owner].direction = projectile.direction; Main.player[projectile.owner].heldProj = projectile.whoAmI; Main.player[projectile.owner].itemTime = Main.player[projectile.owner].itemAnimation; projectile.position.X = Main.player[projectile.owner].position.X + (float)(Main.player[projectile.owner].width / 2) - (float)(projectile.width / 2); projectile.position.Y = Main.player[projectile.owner].position.Y + (float)(Main.player[projectile.owner].height / 2) - (float)(projectile.height / 2); projectile.position += projectile.velocity * projectile.ai[0]; if (projectile.ai[0] == 0f) { projectile.ai[0] = 3f; projectile.netUpdate = true; } if (Main.player[projectile.owner].itemAnimation < Main.player[projectile.owner].itemAnimationMax / 3) { projectile.ai[0] -= 1.1f; if (projectile.localAI[0] == 0f && Main.myPlayer == projectile.owner) { projectile.localAI[0] = 1f; if (Collision.CanHit(Main.player[projectile.owner].position, Main.player[projectile.owner].width, Main.player[projectile.owner].height, new Vector2(projectile.center().X + projectile.velocity.X * projectile.ai[0], projectile.center().Y + projectile.velocity.Y * projectile.ai[0]), projectile.width, projectile.height)) //The if statement to make a projectile after the spear point reaaches it's max distance; you can remove the if statements and the things it contains to make it a normal spear { int rand = Main.rand.Next(3); if(rand == 0) { Projectile.NewProjectile(projectile.center().X + projectile.velocity.X , projectile.center().Y + projectile.velocity.Y , projectile.velocity.X * 1.5f, projectile.velocity.Y * 1.5f, 12, projectile.damage , projectile.knockBack * 0.85f, projectile.owner, 0f, 0f); } else { Projectile.NewProjectile(projectile.center().X + projectile.velocity.X , projectile.center().Y + projectile.velocity.Y , projectile.velocity.X * 1.5f, projectile.velocity.Y * 1.5f, 92, projectile.damage , projectile.knockBack * 0.85f, projectile.owner, 0f, 0f); } } } } else { projectile.ai[0] += 0.75f; } if (Main.player[projectile.owner].itemAnimation == 0) { projectile.Kill(); } projectile.rotation = (float)Math.Atan2((double)projectile.velocity.Y, (double)projectile.velocity.X) + 2.355f; if (projectile.spriteDirection == -1) { projectile.rotation -= 1.57f; } } } }
True. Should I True Dark Lance,True Gungnir, and also Terra GlaiveI meant for all the spears that don't shoot projectiles or particles, i know you can't just copy over the code from other spears then have them magically shoot the projectile you want them to shoot
Nah, we already have a terra blade, a spear is unnecessaryTrue. Should I True Dark Lance,True Gungnir, and also Terra Glaive