Reddhero12
Terrarian
Modded creatures still disappearing when hit
using Terraria.ID;
using Terraria.ModLoader;
using System;
namespace Sup.Items
{
public class Greatsword : ModItem
{
public override void SetDefaults()
{
item.name = "Ghastly Flames Sword";
item.damage = 215;
item.melee = true;
item.width = 66;
item.height = 66;
item.toolTip = "A ghastly sword crafted from the flames of vulcan's forge.";
item.useTime = 32;
item.useAnimation = 32;
item.useStyle = 1;
item.knockBack = 19;
item.value = 10000;
item.rare = 2;
item.useSound = 1;
item.autoReuse = true;
}
public override void UseItemEffects(Player p, Rectangle rect)
{
for (int i = 0; i < 3; i++)
{
int dust = Dust.NewDust(rect, 6, p.velocity.X, p.velocity.Y, 1, Color.White, 1f);
}
}
}
}
There is no UseItemEffects hook. Check the documentation, you'll want to replace it with MeleeEffects. Also, you'll need to "using Terraria".A "Help me please, coders!" post.
Having issues with making a weapon that was working fine earlier, the problem is this is differ to coding mods in tAPI, so I do not get how to do this. In tAPI there was a .json where all the weapon stats went, and then a .cs for special things like particles, character modifications, etc. Here you only use .cs (I think) so this is different for meh. I know how to make the weapon work, but not how to add particles like the fiery greatsword, my issue. Also, anyone know how to make the sword turn with your mouse or character movement? Mine only fires in the direction you were facing when you clicked.
Ok, so I have the code set to the correct path (Sup.Items) for namespace, and then public class has Greatsword (name of my cs file and image), and it says file not found error is expected when I try to compile. I have the exact same code for the other weapon in terms of location only with a different name, and it works. Help?Code:using Terraria.ID; using Terraria.ModLoader; using System; namespace Sup.Items { public class Greatsword : ModItem { public override void SetDefaults() { item.name = "Ghastly Flames Sword"; item.damage = 215; item.melee = true; item.width = 66; item.height = 66; item.toolTip = "A ghastly sword crafted from the flames of vulcan's forge."; item.useTime = 32; item.useAnimation = 32; item.useStyle = 1; item.knockBack = 19; item.value = 10000; item.rare = 2; item.useSound = 1; item.autoReuse = true; } public override void UseItemEffects(Player p, Rectangle rect) { for (int i = 0; i < 3; i++) { int dust = Dust.NewDust(rect, 6, p.velocity.X, p.velocity.Y, 1, Color.White, 1f); } } } }
Removed for reasons.|Sup\Items\Greatsword.cs(37,78) : error CS1022: Type or namespace definition, or end-of-file expected1.I wonder if I am just annoying people with my coding problems?
2.Uhhhg, coding, why do you hate me so much! I have never done anything to you!
Yeah, finally. Much gratitude. Delete the DurabilitySave and it still works like a charm. Brilliant. I would like to ask about the possibility to reserve prefixes while it is thrown damage... Don't want it to be melee, since I'm making a whole new class.Also, there's no point in having both DurabilitySave and durability
music = this.GetSoundSlot(SoundType.Music, "Sounds/Music/Hell2");
using Microsoft.Xna.Framework.Audio;
using Terraria;
using Terraria.ModLoader;
namespace wch.Sounds.Music
{
public class Hell2 : ModSound
{
public override void PlaySound(ref SoundEffectInstance soundInstance, float volume, float pan, SoundType type)
{
soundInstance.Volume = volume * 0.5f;
}
}
}
You probably aren't autoloading soundsYeah, finally. Much gratitude. Delete the DurabilitySave and it still works like a charm. Brilliant. I would like to ask about the possibility to reserve prefixes while it is thrown damage... Don't want it to be melee, since I'm making a whole new class.
Move onto the next question about music... I'm in the mood for changing the vanilla bgm. Pasting your codes and they work just fine. But all the mod musics I input sound too loudly compared to vanilla ones. I simulated how Example mod specify the settings of music but it doesn't work in my case.
This is what I write in my mod.cs
And this is the additional Hell2.csCode:music = this.GetSoundSlot(SoundType.Music, "Sounds/Music/Hell2");
Code:using Microsoft.Xna.Framework.Audio; using Terraria; using Terraria.ModLoader; namespace wch.Sounds.Music { public class Hell2 : ModSound { public override void PlaySound(ref SoundEffectInstance soundInstance, float volume, float pan, SoundType type) { soundInstance.Volume = volume * 0.5f; } } }
You probably aren't autoloading sounds
public wch()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}
Oh, you'll want to follow all the instructions: https://github.com/bluemagic123/tModLoader/wiki/ModSoundYou mean this? I did it. Remember last time I have trouble adding my ak47 sounds? You told me to do this back then...Code:public wch() { Properties = new ModProperties() { Autoload = true, AutoloadGores = true, AutoloadSounds = true }; }
EDIT: BTW, the indication of the durability works fine except its being under the item. What parameter should I change so it can be always on the item?
soundInstance = sound.CreateInstance();
soundInstance.Volume = volume * .5f;
Main.PlaySoundInstance(soundInstance);
The music is so loud even if I followed this and changed the volume to .1f... No idea why... Seems it doesn't work?soundInstance = sound.CreateInstance(); soundInstance.Volume = volume * .5f; Main.PlaySoundInstance(soundInstance);
Hmm, put some errorlogger.log statements in there, so you know if the code is even being calledThe music is so loud even if I followed this and changed the volume to .1f... No idea why... Seems it doesn't work?
Hmm, put some errorlogger.log statements in there, so you know if the code is even being called
public override void PlaySound(ref SoundEffectInstance soundInstance, float volume, float pan, SoundType type)
{
ErrorLogger.Log("haahah");
Main.NewText(Main.time.ToString(), 50, 255, 130, false);
soundInstance = sound.CreateInstance();
soundInstance.Volume = volume * 0.1f;
Main.PlaySoundInstance(soundInstance);
}
I'd check the file paths....or maybe I should check the tmodloader code and make sure it's set up correctly for doing music....You're right, it's not even called. No logs or in-game messages have been received. How should I deal with this?Code:public override void PlaySound(ref SoundEffectInstance soundInstance, float volume, float pan, SoundType type) { ErrorLogger.Log("haahah"); Main.NewText(Main.time.ToString(), 50, 255, 130, false); soundInstance = sound.CreateInstance(); soundInstance.Volume = volume * 0.1f; Main.PlaySoundInstance(soundInstance); }
K, wait for your voice!I'd check the file paths....or maybe I should check the tmodloader code and make sure it's set up correctly for doing music....
K, looks like it's not possible. You'll want to lower the levels in some other audio editing program.K, wait for your voice!
There is currently no hook for that, so it's not possible.How to prevent generation of Crimson/Corruption/Hallow stripes after beating WoF?
I think I found it. But I can't override StartHardmode(). I can't figure out what uses it. Help?
Maybe, if you send me a zip of a project I can confirm the bug and do a fix.if u use canequipaccessory in either globalitem or moditem and block the use of a certain accessory while another accessory is equipped you cannot equip it normally or via right click but can still right click it from the social slot into the accessory slot even when it should not be possible cause the other accessory is still equipped. is that a bug?
So bad. But can you explain why not, please?There is currently no hook for that, so it's not possible.
We just didn't want to deal with it when we were working on it. I guess we thought it was pretty useless. https://github.com/bluemagic123/tModLoader/wiki/ModWorldSo bad. But can you explain why not, please?
See. Actually that's what I'm tryna do. Thx anyways.K, looks like it's not possible. You'll want to lower the levels in some other audio editing program.
I'm not sure what you mean by "attack interval", I don't think there is a field named that. Also, you can just check the vanilla item field spreadsheet and learn from there if you want to. Are you actually talking about how many times it can hit on a single swing?See. Actually that's what I'm tryna do. Thx anyways.
And I got puzzled by another issue. It's about the attack speed of the melee weapons. It seems a melee weapon's attack interval has nothing to do with the use time? I dunno whether my guess is right, but I noticed whatever I changed the use time of a melee weapon, the attack interval doesn't change too much. Although I set a weapon's use time to 50, the dps of it still remains ridiculously high. Maybe the attack interval of a melee weapon does have something to do with the use time. The connection might not be that magnificent like guns and bows... Is there anything here I failed to notice?
EDIT: BTW, I'm tryna use the OnCraft to do something - the resupply item of the throwing knife. It will restore some ammo of the relative throwing knife. But how should I refer to the recipe in Recipe recipe? Like if I wanna refer to the torch recipe, what should I do?