Could you show the animation file (even if in a private conversation)? Then I can give you an example.The pickaxe works and everything just i cant move left if im mining right, so how would i make it so i can move both ways and mine. With being stuck on one way each time.
And how would i go about animating furnaces. I have the sprite file set up for it.
It might be, not really sure.Hello everyone. I have a question. Is this good for newbie modders? I really wanted to make small mod, not big as Necro or Avalon mods. Problem is that Im completely new to modding. I can't even draw sprites properly but Im training. Is this program for launching mods only or also creating? By creating I mean that I can write items properties
not using such thing as Json etc. but using this program? Thanks for help. Im still gonna read documentation.
You can make a property in your modPlayer that changes value when the accessory is equipped, and check that property in CanSpawn()How do I make it so when you have a certain accessory certain mobs spawn
like
checking for the accessory
then allowing the spawn params
I cant think straight
I just drank a whole monster in 5 seconds
I think im having cardiac arrest
example? I never used modplayer beforeYou can make a property in your modPlayer that changes value when the accessory is equipped, and check that property in CanSpawn()
example? I never used modplayer before
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Mod
{
public class Player : ModPlayer
{
public bool accessoryOn;//this is the property Im talking about
}
}
Yes I know bool I just dont know how to use it in the sit im talking aboutCode:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace Mod { public class Player : ModPlayer { public bool accessoryOn;//this is the property Im talking about } }
In an if statement, you would useYes I know bool I just dont know how to use it in the sit im talking about
Yeah, just change "Player" to another name. Your code would allow your mob to spawn on the surface during day. Make sure, however, that CanSpawn() returns 0f if the accessoryOn is falseso...
if
{
((Player)player.GetModPlayer(mod, "Player")).accessoryOn
}
then
{
spawning params?
]
how do I get it to spawn thou? I dont want it to spawn instantly, like an item. I just want it to enable spawning of that mob.
Oh I just relized
public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
If
{ ((Player)player.GetModPlayer(mod, "Player")).accessoryOn
}
then
{
return spawnInfo.spawnTileY < Main.rockLayer && !Main.dayTime ? 0.5f : 0f;
}
}
Does that mean it wont spawn?Yeah, just change "Player" to another name. Your code would allow your mob to spawn on the surface during day. Make sure, however, that CanSpawn() returns 0f if the accessoryOn is false
Also, its !Main.Day.Time. The ! means it wont, so it spawns at night ^_^Yeah, just change "Player" to another name. Your code would allow your mob to spawn on the surface during day. Make sure, however, that CanSpawn() returns 0f if the accessoryOn is false
Totally knew thatDoes that mean it wont spawn?
[DOUBLEPOST=1457561402,1457561159][/DOUBLEPOST]
Also, its !Main.Day.Time. The ! means it wont, so it spawns at night ^_^
[DOUBLEPOST=1457561688][/DOUBLEPOST]One last thing, how do I make the bool go to true when I equip it?
and no, you would put the "return 0f;" outside of the if statement, like in an else statement.Does that mean it wont spawn?
Can you make a quick example thing for me so I can easily copy paste it when I get back from dinner?Totally knew that
In the Update() method of ModItem:
((Player)player.GetModPlayer(mod, "Player")).accessoryOn = true;
EDIT: also, in the PreUpdate() method of ModPlayer:
((Player)player.GetModPlayer(mod, "Player")).accessoryOn = false;
what this does is make it so that when the accessory is taken off the NPC wont spawn anymore
[DOUBLEPOST=1457564818][/DOUBLEPOST]
and no, you would put the "return 0f;" outside of the if statement, like in an else statement.
this makes it so that the NPC wont spawn if you dont have the accessory on
Player:Can you make a quick example thing for me so I can easily copy paste it when I get back from dinner?
Thanks so muchPlayer:
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.DataStructures;
using Terraria.ModLoader;
namespace Mod
{
public class myModPlayer : ModPlayer
{
public bool accessoryOn = false;
public override void PreUpdate()
{
accessoryOn = false;
}
}
////////////////////////////////////////////////
Accessory:
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.DataStructures;
using Terraria.ModLoader;
namespace Mod.Items
{
public class Accessory : ModItem
{
public override void SetDefaults()
{
item.name = "NPC Thingy";
item.width = 24;
item.height = 24;
item.toolTip = "Allows stuff to spawn";
item.value = Item.buyPrice(0, 10, 0, 0);
item.rare = 9;
item.accessory = true;
item.defense = 6;
}
public override void UpdateAccessory(Player player)
{
((myModPlayer)player.GetModPlayer(mod, "myModPlayer")).accessoryOn= true;
}
}
}
////////////////////////////////////////////////////////////////
NPC(just paste this in within your NPC class):
public override float CanSpawn(NPCSpawnInfo spawnInfo)
{
if(((myModPlayer)player.GetModPlayer(mod, "myModPlayer")).accessoryOn== true
{
return spawnInfo.spawnTileY < Main.rockLayer && !Main.dayTime ? 0.5f : 0f;
}
return 0f;
}
no problemThanks so much