Standalone [1.3] tModLoader - A Modding API

c:\Users\Heath\Documents\My Games\Terraria\ModLoader\Mod Sources\XaminafMod\XaminafMod.cs(9,8) : error CS1518: Expected class, delegate, enum, interface, or struct
A syntax error.
Could you show me your code?
 
A syntax error.
Could you show me your code?
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace XaminafMod
{
public XaminafMod()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}
}
 
c:\Users\Heath\Documents\My Games\Terraria\ModLoader\Mod Sources\XaminafMod\XaminafMod.cs(9,8) : error CS1518: Expected class, delegate, enum, interface, or struct
You still need the namespace and class declaration.
Code:
using Terraria.ModLoader;

namespace XaminafMod
{
    class XaminafMod : Mod
    {
        public XaminafMod()
        {
            Properties = new ModProperties()
            {
                Autoload = true,
                AutoloadGores = true,
                AutoloadSounds = true
            };
        }
    }
}
 
Anybody know the ammo id for arrows?
 
Hey so im having an issue. I have tModloader v0.8 and everything is up to date, but i cant access my map. It wasnt happening before and now all of a sudden it is. It doesnt show up in gameplay in the top right and i cant go fullscreen. Have you seen this before and is there some way to fix it?
 
Make sure that having the map disabled is not an option. Otherwise press Tab. If that doesn't work, idk.
 
It seems like tModLoader doesn't work if you change your mod's Name property (or maybe I'm doing something wrong?:confused:).
My mod's folder is called Miscellania, but I want the internal name to be GoldensMisc. So I did this in my mod class:
Code:
        public override string Name
        {
            get
            {
                return "GoldensMisc"; //For backwards compatibility.
            }
        }
And now I get this error:
Code:
Missing mod: Miscellania/Items/AncientMuramasa
   in Terraria.ModLoader.ModLoader.GetTexture(String name)
   in Terraria.ModLoader.Mod.SetupContent()
   in Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
I don't get the error when I remove that code. Also I tried naming my main mod file both GoldensMisc.cs and Miscellania.cs and nothing's changed.
Hm, does changing the folder name work?

em, i just want to suggest this, currently it isn't a feature, but it think it'd go good for the mod loader if its a feature, there should be a bow that has a spread on it, weather its even or random, up to you. But its a working, spread bow that you can edit, so it saves the confusion and time of 'trying to put/putting' in the code.
Confusion and time to code? The entire point of a modding API is to make your code work in the game o_O

Hey so im having an issue. I have tModloader v0.8 and everything is up to date, but i cant access my map. It wasnt happening before and now all of a sudden it is. It doesnt show up in gameplay in the top right and i cant go fullscreen. Have you seen this before and is there some way to fix it?
Does pressing Tab or M work? If not, what mods are you using?
 
Currently I have Tremor Remastered, ShorterRespawn, and Max Stacks+ enabled
 
Currently I have Tremor Remastered, ShorterRespawn, and Max Stacks+ enabled
I think Terraria will automatically disable the map if it thinks it's running low on memory. Might be it.
 
So I tried publishing my mod for the first time and got this
Mod signed
File is valid....
Query3 failed: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 's Mod','Fargowiltas','v0.0.1','Fargowilta','This mod adds an npc that will \r\ns' at line 1
and of course I'm not sure what this means :p
 
So I tried publishing my mod for the first time and got this
Mod signed
File is valid....
Query3 failed: You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 's Mod','Fargowiltas','v0.0.1','Fargowilta','This mod adds an npc that will \r\ns' at line 1
and of course I'm not sure what this means :p
I just changed some code on the server to maybe fix this. If it doesn't work, let me know.
 
Hm, does changing the folder name work?
Actually I figured it out.
The namespace should be same as the mod's internal name (and it looks like the folder name doesn't matter). So right now the folder is called Miscellania and the namespace is GoldensMisc, and everything works fine.
But thank you for responding anyway :)
 
Is it possible to create a buff that gives you the visual effect of the shadow armor?
 
whats the sound for a death sickle?
[doublepost=1460136665,1460136626][/doublepost]the id
 
Hm, does changing the folder name work?


Confusion and time to code? The entire point of a modding API is to make your code work in the game o_O


Does pressing Tab or M work? If not, what mods are you using?
By confusiuon and time for me, well,
im trying to make my gun spread, so i download a code.
Error.
i go to the forums about this error and someone helps me fix it, then i try it.
error.
i come back and ask again.
gets replied and fixed.
error.
by the time the errors stop, the gun wont even spread.
aka its like self learning how to fly a plane with no previous knowledge.
(if someone were as kindly to take my base code and actually make it spread for me, as my dumb little brain cant, id be a grate, and gratefull)
 
HELP!
Code:
c:\Users\Dominik\Documents\My Games\Terraria\ModLoader\Mod Sources\TheRebirthMod\Items\Weapons\CobaltSickle.cs(9,15) :
 
HELP!
Code:
c:\Users\Dominik\Documents\My Games\Terraria\ModLoader\Mod Sources\TheRebirthMod\Items\Weapons\CobaltSickle.cs(9,15) :

Compiler error? Code? Anything? There is literally nothing we can help you with here.
 
here is the code anyway
Code:
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace TheRebirthMod.Items.Weapons
{
    public class CobaltSickle : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Cobalt Sickle";
            item.damage = 100;
            item.melee = true;
            item.width = 70;
            item.height = 70;
            item.toolTip = "Sharp.";
            item.useTime = 15;
            item.useAnimation = 20;
            item.useStyle = 1;
            item.knockBack = 10;
            item.value = 1826;
            item.rare = 2;
            item.useSound = 18;
            item.autoReuse = true;
        }
       
                public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.CobaltBar , 20);
            recipe.AddTile(TileID.MythrilAnvil);
            recipe.SetResult(this);
            recipe.AddRecipe();
        }
    }
}
 
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