Alright, I've updated the localization files with the help menu and some others that have been missing. If you have any issues or questions we can chat in my Discord server if you want, good luck, thanks for doing this.
It should work in the projectile editor, but if it doesn't the damage is hardcoded somewhere else. Do note that the mod doesn't change things permanently, it's a debug tool. It is not intended to change gameplay, it's intended for modders to easily test various values to assign in their code.
yes, they will see it. For example, you might want to give out different permissions to different friends depending on how much you trust them or what you want them to be able to do. Those players would need to log in to get their specific permissions enabled
Jofairden can be contacted on the tModLoader Discord (Join the tModLoader Discord Server!). He doesn't log in everyday, but if he's the only remaining maintainer of the mod he would have to make the decision if you can port it or not. You might be able to recruit others as well in the Discord...
Mod Browser should work on GOG, we've had users test it a lot. We can probably help you with that if you come to the tModLoader Discord.
Anyway, I've attached the .tmod for 2023.6 tmodloader.
After enabling it in tmodloader, you should see a button at the bottom of the screen. You might need to maximize the screen if it is off screen for some reason. Click on the button, it has all the tools in it.
No, that is not the purpose of the tool. To fully replace a texture from another mod would be the goal of some other mod, this mod is intended to help mod makers quickly test and iterate on their own mod. Adding that feature to this mod would complicate things greatly.
So, the method you are using will be called every update, you use a variable to count up to a number, that is a timer.
https://github.com/tModLoader/tModLoader/wiki/Time-and-Timers
Looks like you are trying to learn off of old examples, I'd suggest sticking to the official learning resources (our wiki, ExampleMod, etc). Use ModContent.ProjectileType<ApollosWrath>() instead...
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