player.moveSpeed = whatever; and player.meleeCrit = whatever;
Put those in the same place you put player.meleeDamage *= 1.18f; and player.AddBuff(BuffID.ShadowDodge, 1);
Also, you can do replace "=" with "*= " to make it multiply by the value instead of just setting the value.
Also, here is a...
Ok, this might take me a bit to figure out. The titanium armor works (Well, I think it works) when you hit an enemy there is a chance you can get shadow doge for 30 seconds, then when you are hit the debuff goes away. Assuming that that is what you want the armor to do I will try to find a good...
OK, I have been trying to figure this out but I have a few questions. Do you want the effect to work like the titanium armour/1.4 hallowed armor? If so then that might be complicated to pull off. If not, how do you want the effect to work? Thanks!
Hmm, you need another texture called "HeroChestplate" that will be what you see when the item is in your inventory. The error message is saying that you are missing HeroChestplate_Body which is weird because you already have it. Assuming that your namepaces are correct then I guess the error...
Sorry if this gets complex but armor textures can be complicated .
This error means you are missing a texture for an item. Chestplates need multiple textures all with different purposes to work. First, rename your texture called "HerosChestplate" to "HerosChestplate_Body" Then, you will also...
EDIT: This no longer works in the latest versions of the 1.4 alpha. Here is the code i just made to replace the broken code.
//Make sure this is in ModPlayer class
public override void CatchFish(FishingAttempt attempt, ref int itemDrop, ref int npcSpawn, ref AdvancedPopupRequest sonar, ref...
I would try this: Tool - TML.Patcher - Unpack, Repack, and Decompile .tmod Files With Ease
I have not yet tested this myself so I am not really sure how or if it works but when I do test it I will let you know.
You are calling for a vanilla ItemID but using the ID for a modded item.
Try replaceing it with mod.ItemType("DragonEssence");
ItemID only works with items from vanilla Terraria. For example, ff you were tying to call for a modded projectile you would use mod.ProjectileType . Or for a tile...
Glad I could help! Also, if you would like a more standard texture for the dust I have one that looks similar to many other dusts in Terraria.
This is what it would look like
Here is the texture if you do want to use it.
OK, I assume you want a dust projectile trail (sorry if im wrong I am just assuming). I have not worked with dusts much so sorry if I have not exactly got this right but I think this will do what you want.
public override void AI()
{
Vector2 dustPosition = projectile.Center...
Sorry if you have already fixed this but here is the solution. As the error message states it is expecting a } to close a { . So your code wasn't really wrong it was just formatted incorrectly. There were also a few other errors in your code that I fixed too.
Fixed code:
using Terraria;
using...
Hi, I have been having some trouble with creating fishable items and I am trying to make a item one fishable in the ocean.
Here is a snippet of my fishing code(Not all of it)
public override void CatchFish(Item fishingRod, Item bait, int power, int liquidType, int poolSize, int worldLayer, int...
Hello, I was loading my mod and then got this error. The error occurs when I start the game with the mod/enable the mod. I'm usually able to fix problems like this but after searching for a few hours I cant fin any solutions and I am stumped. Any help is aprichiated.
[21:27:53] [1/INFO]...
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