Ivysaur
Official Terrarian
If you want to learn C#. There are a lot of books that can teach you it.i don't really understand the code is there anyone who can give me a crash course?
If you want to learn C#. There are a lot of books that can teach you it.i don't really understand the code is there anyone who can give me a crash course?
If you want to learn C#. There are a lot of books that can teach you it.
Oh thank you, I'll go read them.
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SpiritMod.Items.Shuriken
{
public class TundraTridentProjectile : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Tundra Trident";
projectile.width = 18;
projectile.height = 70;
projectile.aiStyle = 113;
projectile.friendly = true;
projectile.thrown = true;
projectile.tileCollide = true;
projectile.penetrate = -1;
projectile.timeLeft = 1000;
projectile.alpha = 255;
projectile.extraUpdates = 1;
projectile.light = 0;
ProjectileID.Sets.TrailCacheLength[projectile.type] = 9;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
aiType = ProjectileID.BoneJavelin;
}
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
if (Main.rand.Next(0) == 0)
{
target.AddBuff(mod.BuffType("DeepFreeze"), 120, true);
}
}
//public override bool PreDraw(SpriteBatch spriteBatch, Color lightColor)
//{
// Vector2 drawOrigin = new Vector2(Main.projectileTexture[projectile.type].Width * 0.5f, projectile.height * 0.5f);
// for (int k = 0; k < projectile.oldPos.Length; k++)
// {
// Vector2 drawPos = projectile.oldPos[k] - Main.screenPosition + drawOrigin + new Vector2(0f, projectile.gfxOffY);
// Color color = projectile.GetAlpha(lightColor) * ((float)(projectile.oldPos.Length - k) / (float)projectile.oldPos.Length);
// spriteBatch.Draw(Main.projectileTexture[projectile.type], drawPos, null, color, projectile.rotation, drawOrigin, projectile.scale, SpriteEffects.None, 0f);
// }
// return true;
//}
}
}
using System;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SpiritMod.Items.Shuriken
{
public class TundraTrident : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.BoneJavelin);
item.name = "Tundra Trident";
item.useStyle = 1;
item.width = 18;
item.height = 70;
item.noUseGraphic = true;
item.useSound = 1;
item.thrown = true;
item.channel = true;
item.noMelee = true;
item.consumable = true;
item.maxStack = 999;
item.shoot = mod.ProjectileType("TundraTridentProjectile");
item.toolTip = "Inflicts Deep Freeze";
item.useAnimation = 25;
item.useTime = 19;
item.shootSpeed = 11.5f;
item.damage = 85;
item.knockBack = 5.5f;
item.value = Item.sellPrice(0, 0, 20, 20);
item.crit = 10;
item.rare = 5;
item.autoReuse = true;
}
}
}
Yeah, pretty much.Hmm. In the thread, it says "Do not use tModLoader to do anything that breaks the Terraria Forums rules." Does this mean that people are not allowed to make mods that bring back previously removed items like the zapinator?
Please ask this in Thorium's mod thread.Is thorium mod compatible with tmodloader 0.8.1? Because my terraria system says it is
If so, when will the new update be released? I want to play thorium but also using tmodloader
I meant to say that "Because my terraria system says it isn't"Is thorium mod compatible with tmodloader 0.8.1? Because my terraria system says it is
If so, when will the new update be released? I want to play thorium but also using tmodloader
We don't know yet, since none of the developers have that bug.this has probably been answered, but front page doesnt really say...
But! has the npcs/monsters disappearing been fixed with servers?
It's been possible for a long time, but it will require some pretty intensive programming.Does anyone know how to make a walking a pet, like a rabbit? Or it is impossible at current tml stage?
It's not a bug. NearbyEffects only makes sense in the context of the players themselves, and the players are controlled by the clients. It's the same reason that the fireplace and music boxes only have effects client-side.I think this could be a bug:
NearbyEffects is called whenever a player is near a tile, but in MP, it is only called in the Client-Side, not in Server-Side
Is it a bug?
https://github.com/bluemagic123/tMo...l-void-draweffectsnpc-npc-ref-color-drawcolorHow do I make an NPC/Player get a really dark blue tint when a buff is active?
hey bluemagic123 or anyone can teach me how to make a mod?
There is an examplemod you can download.