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    tModLoader Iriazul's Mod Hub.

    If you tell me what kind of link you're looking for and ask politely: sure, no problem.
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    tModLoader The Spirit Mod!

    Ever so sorry (towards the whole Spirit mod team, really). My internet and Discord are acting up, unable to resolve DNS stuff. Very anoying and has been bugging me for over half a year, so contacting customer service (if you've ever been in contact with a customer service that plays a song while...
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    tModLoader The Spirit Mod!

    I guess not, but there's one thing that's off... Beta testing doesn't just mean going around and testing everything. It means creating a new character and world with the mod active and going through the game to test if the mod has a good progression level and doesn't mess too much with vanilla...
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    Are there any tmodloader inventory expansion mods out now?

    I'm not sure what the backpack mod looked like/how it functioned, but... I don't think there's any mod of the sorts currently. If you could specify your needs/expectations, I might be able to create such a mod for you :)
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    tModLoader Official tModLoader Help Thread

    Yes, you can do that with tModLoader (really, cloning vanilla items only gets you so far. You'll eventually have to venture into the world of 'real' programming). There are multiple methods you can use to implement AI, but I recommend using PreAI: public override bool PreAI() { // AI stuff...
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    tModLoader Official tModLoader Help Thread

    You'll either have to write your own, or copy+paste directly from Terraria's source.
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    tModLoader Official tModLoader Help Thread

    Then it (indirectly) uses the method I mentioned first (aiStyle/aiType) and it's thus not possible.
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    tModLoader Official tModLoader Help Thread

    Are you using aiStyle/aiType? If so, there's no way to do that (for as far as I know). If you're using AI code directly, you'll have to show us the code you have.
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    tModLoader Official tModLoader Help Thread

    Fairly easy. I pressume this is in a ModPlayer class. Create a variable ( `int myCooldownTimer` ?). In that update you posted, check if it's <= 0 and if it is, set it to 1800. Then in PostUpdateEquips, just do `myCooldownTimer--;`. Easy as that. What exactly do you mean by the shotbow script...
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    tModLoader Official tModLoader Help Thread

    What exactly do you mean by cooldown and what is this cooldown for? You can just create a timer like you would with any AI, but with a custom variable instead?
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    tModLoader Official tModLoader Help Thread

    It's not all that hard. There's a method for projectiles that's called when the projectile hits an NPC (look it up on the GitHub tModLoader wiki, I'm sure you can find it). Then you just want to up the life of the player that owns the boomerang projectile in question. Example: public override...
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    Standalone [1.3] tModLoader - A Modding API

    So there's one helmet for two armor sets? If that's the case, put the 'IsArmorSet' check on either the body or the leg parts of both armor sets.
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    Standalone [1.3] tModLoader - A Modding API

    No, tModLoader just has to update to the newest version and you should be good to go. Waiting game.
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    tModLoader The Spirit Mod!

    I think this might be a bit big for the Spirit Mod (next to all bosses, faction system for after initial release, etc). I do, however, like this idea! I've been working on a questing system for a while now (on hiatus though), so if you want to develop this into a dream wonderland, let me know!
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    tModLoader Iriazul's Mod Hub.

    Ah, you mean like in the key configuration...?
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    tModLoader Iriazul's Mod Hub.

    I don't think there are configurable options yet for mods (like there were with tAPI), hence my thought on the Config file... I might be able to find a better workaround though (maybe in-game key code like 'Ctrl+L')?
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    tModLoader Iriazul's Mod Hub.

    I love suggestions! I'm guessing all three are for NPCs (since they relate to the NPC Name Display)? If so, I think I like the last one the most. Would you say you'd like this option in some sort of 'Config.txt' file or something (so you can switch it on/off)? Also, thanks for suggesting! As I...
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    tModLoader Official tModLoader Help Thread

    You would probably want to use this method. You could utilize it as follows: public override void NearbyEffects(int i, int j, bool closer) { if(closer) { Main.player[Main.myPlayer].AddBuff(mod.BuffType("MyCandleBuff"), 10); } }
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    tModLoader Official tModLoader Help Thread

    Is your weapon shooting a vanilla or a mod projectile? If it's shooting a ModProjectile, it's practically the same as with melee weapon buff applying. If not, it's going to be a tad tougher.
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    tModLoader Official tModLoader Help Thread

    I'm guessing you're shooting a projectile with your magic item? If so, you want to apply the (de)buff via the projectile you shoot, not the item that shoots it.
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