Standalone [1.3] tModLoader - A Modding API

And anything that adds items that aren't deleted but aren't yet implemented either, right? Like eg. Lunar fragment drills and axes.
 
And anything that adds items that aren't deleted but aren't yet implemented either, right? Like eg. Lunar fragment drills and axes.
It includes that too I believe /
 
How to create javelin type weapon? For they have their AI? :indifferent:
 
How to create javelin type weapon? For they have their AI? :indifferent:
I'm not sure if you already tried this or it just didn't work, but I used the AI of an arrow.
 
hey i hope maker sees this but so im trying to make a tmodloader mod and i can sprite and code but what do i use plz hurry and respond if you know thx
"What do I use" is a very vague question. Could you clarify what exactly you're asking?
 
IS it possible to make an item that behaves like the Spore Sac accessory? or would I have to wait for ModPlayer?
 
IS it possible to make an item that behaves like the Spore Sac accessory? or would I have to wait for ModPlayer?
You can do it in updateAccessory. I'll pm you some code
 
how can i make a boomerang that can not be thrown while already deployed?
 
Sorry to sound like a noob but what programming language does tModLoader use?
 
how can i make a boomerang that can not be thrown while already deployed?
I think this might be useful:
Code:
    for (int num11 = 0; num11 < 1000; num11++)
                    {
                        if (Main.projectile[num11].active && Main.projectile[num11].owner == Main.myPlayer && Main.projectile[num11].type == item.shoot)
                        {
                            flag2 = false;
                        }
                    }
 
Ever since I got tModLoader to play with mods it crashes most of my maps while loading the "resetting" part. here's a picture of the error and hopefully someone can help me fix this since it's driving me nuts...
caf12c5cd5.png
 
Looks promising so far
I was kind of surprised when I saw this mod is using C#, this will easily solve my problems :D
 
sorry i keep asking questions, but can i make a bow that shoots things other than arrows? e.g. bee's knees
 
sorry i keep asking questions, but can i make a bow that shoots things other than arrows? e.g. bee's knees
You'll have to set 'item.shoot' to the ID of the projectile you want to shoot. Now I understand that some projectiles override these values to make sure you shoot another projectile, but if that's not the case, this is the way to go about it.
 
When i build my mod with the new launcher 0.6 i get an error: An error occured while compiling a mod,
error CS0006: Metadata file 'TerrariaMac.exe' could not be found, how do i fix this, Im using windows pc and i have the correct launcher.
 
When i build my mod with the new launcher 0.6 i get an error: An error occured while compiling a mod,
error CS0006: Metadata file 'TerrariaMac.exe' could not be found, how do i fix this, Im using windows pc and i have the correct launcher.
On the installer, you remembered to click on the "Setup Dev Environment" button, right? This is necessary so that mods you build can work on all platforms.
 
Okay thats fixed now what do i need to do for the new dusts,its telling me some of my cs scripts dont contain defintions for "New Dust'
 
Okay thats fixed now what do i need to do for the new dusts,its telling me some of my cs scripts dont contain defintions for "New Dust'
You'd put:
Code:
dustType = mod.DustType("DustName");
in the SetDefaults() section
 
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