Add these usings
using Microsoft.Xna.Framework;
using Terraria.DataStructures;
There is also an unnecessary dot.
Visual Studio can fix common errors such as spelling errors and missing using statements: Why Use an IDE · tModLoader/tModLoader Wiki
Just teleport the boss to the player if they are too far away.
What about the boss spawn message can be implemented via stages.
public class FrozenArtifact : ModItem
{
public uint Stage { get; private set; } = 0;
public override void AI()
{
switch(Stage)
{...
Dialogs is handled by the localization file
You will have to create a en-US.hjson file like this one: tModLoader/en-US.hjson at 1.4 · tModLoader/tModLoader
You don't need ALL that code (mostly delete almost all of it) but look at lines 124 and downwards. You'll need something like this.
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using Terraria;
using Terraria.Audio;
using Terraria.ID;
using Terraria.Localization;
using Terraria.ModLoader;
using Terraria.Utilities;
using Terraria.GameContent.Bestiary;
using Terraria.GameContent.ItemDropRules;
using...
1. Create your own Keybind System:
Then we create an item of an improved version of the rod of discord:
2. It's very easy, just clone all the methods and properties of the vanilla item.
3. I don’t know how to implement time freezing, but I saw such a feature in Enigma Mod, you can see the...
I don't know what the exact problem might be, but I can guess. Perhaps in the game the types are not quite correctly synchronized and it would be best to use not Item.type but Item.netID.
And good luck learning C#.
A little strange, but I caught the logic. Apparently the Clentaminator uses other projectile IDs to fire. Instead of the standard order, projectiles of solutions come first, and then all the standard ones. Basically the order looks like this:
0 - Pure Spray
1-Hallow Spray
2-Corrupt Spray
3 -...
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