Eared
Pixel Pirate
But it can fire Terraria projetiles.tModLoader does not support custom projectiles yet
item.shoot = 116; // Projectile for beam sword
item.shootSpeed = 12f; // Float value for speed
[DOUBLEPOST=1437568277,1437567921][/DOUBLEPOST]
Code:
{
player.movementSpeed += 10;
}
MarioKart7z
Plantera
use Visual Studio, it tells you all the values you can useBut it can fire Terraria projetiles.
item.shoot = 116; // Projectile for beam sword
item.shootSpeed = 12f; // Float value for speed
[DOUBLEPOST=1437568277,1437567921][/DOUBLEPOST]How i can increase movement speed? This is not workCode:{ player.movementSpeed += 10; }
ItsMartyn-O
Terrarian
Trying to get into modding, one thing I do want to try is custom banners, I want to be able to change their effects as well, so either I'm blind or there isn't an example in the exampleMod.
Thanks!
Thanks!
MarioKart7z
Plantera
Custom tiles are not supported yetTrying to get into modding, one thing I do want to try is custom banners, I want to be able to change their effects as well, so either I'm blind or there isn't an example in the exampleMod.
Thanks!
zadum4ivii
Official Terrarian
Err... Does axe power increases fivefold?
item.axe = 45 in code, but 225 ingame...
item.axe = 45 in code, but 225 ingame...
But it can fire Terraria projetiles.
item.shoot = 116; // Projectile for beam sword
item.shootSpeed = 12f; // Float value for speed
[DOUBLEPOST=1437568277,1437567921][/DOUBLEPOST]How i can increase movement speed? This is not workCode:{ player.movementSpeed += 10; }
Use this:
Code:
public override void UpdateEquip(Player player)
{
player.moveSpeed += 0.15f; //adds 15% movement speed
}
Xman
Skeletron Prime
Is there any way to speed up the animation of an item? I am trying to animate my own souls but their animation is much slower than the animation the vanilla souls use.
Is there any way to speed up the animation of an item? I am trying to animate my own souls but their animation is much slower than the animation the vanilla souls use.
Use this for the animation:
Code:
public override DrawAnimation GetAnimation()
{
return new DrawAnimationVertical(5, 4);
}
Then set this in your SetDefaults:
Code:
ItemID.Sets.AnimatesAsSoul[item.type] = true;
You'll obviously need a vertical png image that it can animate, and then the height of the soul should also be the height of the frame that it takes.
Xman
Skeletron Prime
Aha, yea I already had that but I had not (5, 4). I thought the five meant something else than the speed. Thanks for the help!Use this for the animation:
Code:public override DrawAnimation GetAnimation() { return new DrawAnimationVertical(5, 4); }
Then set this in your SetDefaults:
Code:ItemID.Sets.AnimatesAsSoul[item.type] = true;
You'll obviously need a vertical png image that it can animate, and then the height of the soul should also be the height of the frame that it takes.
return new DrawAnimationVertical(int ticksperframe, int animationcount);
I set my ticksperframe to 5, it's pretty close to vanilla if not even like vanilla. My png file has 4 frames vertical, so I set animationcount to 4.
Here's how my souls look in-game:
[DOUBLEPOST=1437575980,1437575440][/DOUBLEPOST]@bluemagic123 I think there's a bug. Everytime I'm in corruption zone randomly Queen Bee spawns. Happened to me yesterday, 2 spawned right after each other out of nowhere. Just had it again now, went to Corruption: poof, Queen Bee apppears (with message in chat)
I set my ticksperframe to 5, it's pretty close to vanilla if not even like vanilla. My png file has 4 frames vertical, so I set animationcount to 4.
Here's how my souls look in-game:
That's what we already knew. It's hard to tell what's happening without the full code and file structure of the mod.a thing i just noticed about my problem: it has no problem building the mod it seems but it crashes when i try and reload it![]()
That will be possible once I add GlobalNPC, hopefully in a few weeks.Is there any posibility of adding drops to vanilla mobs?
The crit values are treated as percentages in integers.But I need percents...
Try moveSpeed instead of movementSpeed.How i can increase movement speed? This is not workCode:{ player.movementSpeed += 10; }
Yes, it does get multiplied by 5. I remember a similar thing happened when I was making a mod for tAPI.Err... Does axe power increases fivefold?
item.axe = 45 in code, but 225 ingame...
Hm, it shouldn't be necessary to set AnimatesAsSoul to true; I didn't need that for the face item.return new DrawAnimationVertical(int ticksperframe, int animationcount);
I set my ticksperframe to 5, it's pretty close to vanilla if not even like vanilla. My png file has 4 frames vertical, so I set animationcount to 4.
Here's how my souls look in-game:
[DOUBLEPOST=1437575980,1437575440][/DOUBLEPOST]@bluemagic123 I think there's a bug. Everytime I'm in corruption zone randomly Queen Bee spawns. Happened to me yesterday, 2 spawned right after each other out of nowhere. Just had it again now, went to Corruption: poof, Queen Bee apppears (with message in chat)
For the Queen Bee bug, do you think maybe the larva tiles (or whatever they're called) got destroyed naturally? I remember that on reddit there's often posts of Queen Bee spawning right at spawn or at some other random times.
Hm, it shouldn't be necessary to set AnimatesAsSoul to true; I didn't need that for the face item.
If you don't the animation gets pretty screwed, for me at least.
For the Queen Bee bug, do you think maybe the larva tiles (or whatever they're called) got destroyed naturally? I remember that on reddit there's often posts of Queen Bee spawning right at spawn or at some other random times.
No it happens in any world I create (vanilla world into tModLoader folder) and I believe only in corruption. I don't even do anything, Queen Bee just suddenly spawns.
Hm, that's pretty weird. Does the face item in the example mod also go all weird for you?If you don't the animation gets pretty screwed, for me at least.
No it happens in any world I create (vanilla world into tModLoader folder) and I believe only in corruption. I don't even do anything, Queen Bee just suddenly spawns.
Also, I'm not able to duplicate the Queen Bee spawning. This happens for multiple different corruption worlds?
No not weird, but I mean.. The animation will be insanely fast in my inventory. Now it is the same in both my inventory and in the world.
Yes I made a new 1.3.0.6 vanilla world today and converted it. Already had explored quite a bit and killed all the queen bees that I could find before converting it, still it happened. I fly into the corruption poof, suddenly there's queen bee again.
Also, I'm not able to duplicate the Queen Bee spawning. This happens for multiple different corruption worlds?
Yes I made a new 1.3.0.6 vanilla world today and converted it. Already had explored quite a bit and killed all the queen bees that I could find before converting it, still it happened. I fly into the corruption poof, suddenly there's queen bee again.
That's weird. It's even fast for very long frame durations? The face item works fine for me. The problem with AnimatesAsSoul is that it doesn't allow you to customize your animations.No not weird, but I mean.. The animation will be insanely fast in my inventory. Now it is the same in both my inventory and in the world.
Yes I made a new 1.3.0.6 vanilla world today and converted it. Already had explored quite a bit and killed all the queen bees that I could find before converting it, still it happened. I fly into the corruption poof, suddenly there's queen bee again.
I'll attempt to replicate the Queen Bee bug. (Heh, a bug involving a bug.) I've already tried with one vanilla corruption world, but that was generated in 1.3.0.1. If it really is a bug and if I had to guess I bet it would be another decompile bug with casting shorts >.<
That's weird. It's even fast for very long frame durations? The face item works fine for me. The problem with AnimatesAsSoul is that it doesn't allow you to customize your animations.
I don't know. It was insanely fast in my inventory, but how I wanted it when I dropped a soul. When I set AnimatesAsSoul it was also fine in my inventory. And what do you mean with customize?
I'll attempt to replicate the Queen Bee bug. (Heh, a bug involving a bug.) I've already tried with one vanilla corruption world, but that was generated in 1.3.0.1. If it really is a bug and if I had to guess I bet it would be another decompile bug with casting shorts >.<
Might it be because of my custom scythe? You remember it shoots around 8 demon scythes, and I set tileCollide to false.. Seeing as demon scythes are supposed to stop when hitting a tile and I disabled that, they go all across the map and might destroy a queen bee tile? Thing is, I want the demon scythes to shoot further for a certain length, and then make them come back again (like a sort of boomerang effect) and when they return they'll disappear.
Eared
Pixel Pirate
Code:
player.QuickSpawnItem(null, "Copper Ring");
By customize, I mean with your own number of frames and with your own frame durations. (Note that lower frame durations mean a faster animation.)I don't know. It was insanely fast in my inventory, but how I wanted it when I dropped a soul. When I set AnimatesAsSoul it was also fine in my inventory. And what do you mean with customize?
Might it be because of my custom scythe? You remember it shoots around 8 demon scythes, and I set tileCollide to false.. Seeing as demon scythes are supposed to stop when hitting a tile and I disabled that, they go all across the map and might destroy a queen bee tile? Thing is, I want the demon scythes to shoot further for a certain length, and then make them come back again (like a sort of boomerang effect) and when they return they'll disappear.
Hm, it's possible that your scythes are causing that, but it's highly unlikely. First of all, when you close a world, projectiles aren't saved. So that means the scythes would have to be used every time this happens. Second of all, with the accuracy that would be required, that means you would be hitting a larva every time you use the scythes after you open a world.
Edit: Although it's more likely if you're just spamming the scythe as you move.
QuickSpawnItem is a method from the vanilla source code. So you'll have to use player.QuickSpawnItem(ModLoader.GetMod("ModName").ItemType("ItemName"));How i can spawn mod items? This one not worksCode:player.QuickSpawnItem(null, "Copper Ring");
Eared
Pixel Pirate
QuickSpawnItem is a method from the vanilla source code. So you'll have to use player.QuickSpawnItem(ModLoader.GetMod("ModName").ItemType("ItemName"));
Code:
using System;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace AccessoryPlus.Items {
public class RingBag : ModItem
{
public override void SetDefaults()
{
item.width = 20;
item.height = 20;
item.toolTip = "Right click for goodies!";
item.rare = 2;
}
public override bool CanRightClick()
{
return true;
}
public override void RightClick(Player player)
{
player.QuickSpawnItem(ModLoader.GetMod("AccessoryPlus").ItemType("Copper Ring"));
}
}}
So, i added this, but in game nothing happens. When i right click Ring bag, interface lagging for a second and bag is not dissapear.
If that's happening, that means that an item called "Copper Ring" does not exist. Did you give the item an internal name (then name when you're adding the item) of "CopperRing"? If so, use that.Code:using System; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace AccessoryPlus.Items { public class RingBag : ModItem { public override void SetDefaults() { item.width = 20; item.height = 20; item.toolTip = "Right click for goodies!"; item.rare = 2; } public override bool CanRightClick() { return true; } public override void RightClick(Player player) { player.QuickSpawnItem(ModLoader.GetMod("AccessoryPlus").ItemType("Copper Ring")); } }}
So, i added this, but in game nothing happens. When i right click Ring bag, interface lagging for a second and bag is not dissapear.
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