You mean installing a mod, right? Did you read the error message in the window there?Error happens when I click the button for installing, then first i clicked open file but after i did that again it opened...idk
You mean installing a mod, right? Did you read the error message in the window there?Error happens when I click the button for installing, then first i clicked open file but after i did that again it opened...idk
first error after trying to install mod was about heavy load on server or something, second error was cannot find file specified, then it opened the folder with Runtime Error file which showed the same error: "cannot find file specified"You mean installing a mod, right? Did you read the error message in the window there?
public override void OnHitNPC(NPC target, int damage, float knockback, bool crit)
{
int a = Dust.NewDust(new Vector2(target.position.X, target.position.Y + 2f), target.width, target.height, 21, target.velocity.X * 0.2f, target.velocity.Y * 0.2f, 100, default(Color), 2f);
Main.dust[a].noGravity = true;
Main.dust[a].velocity *= 0.3f;
Dust b = Main.dust[a];
b.velocity.X = b.velocity.X - target.velocity.X * 0.2f;
}
public override void UpdateEquip(Player player)
{
player.moveSpeed += 0.05f;
}
Hopefully thats get BetterMod browser appears to be under heavy load, looks like I'll have to learn how to update mods manually for the time being.
Hm, it looks like health bars are terribly hardcoded into the game. I'll have to add a hook for that in the next update.Quick and fast question, is there any way to hide an NPC's health bar? Specifically, I need this to prevent a worm NPC from showing the (usually wrong) hp of its single parts. Vanilla worms seem to use a bool called "dontCountMe", but setting it to true didn't seem to do anything.
Unfortunately, the only way is to decompile Terraria then look at Player.cs.Hello Please help me
How do i get to know all of the player. stats like there it is player.moveSpeedCode:public override void UpdateEquip(Player player) { player.moveSpeed += 0.05f; }
Hm, it looks like health bars are terribly hardcoded into the game. I'll have to add a hook for that in the next update.
Unfortunately, the only way is to decompile Terraria then look at Player.cs.
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace ExampleMod
{
public class ExampleMod : Mod
{
public ExampleMod()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadGores = true,
AutoloadSounds = true
};
}
public override void AddRecipeGroups()
{
RecipeGroup group = new RecipeGroup(() => Lang.misc[37] + " " + GetItem("ExampleItem").item.name, new int[]
{
ItemType("ExampleItem"),
ItemType("EquipMaterial"),
ItemType("BossItem")
});
RecipeGroup.RegisterGroup("ExampleMod:ExampleItem", group);
}
}
}
oh could you upload Player.cs somewhere on your github?Hm, it looks like health bars are terribly hardcoded into the game. I'll have to add a hook for that in the next update.
Unfortunately, the only way is to decompile Terraria then look at Player.cs.
What is going on with the tmodloader mod browser? The server has been down for hours and is annoying me.
That means the daily bandwidth limit it has was reached. I'm investigating the cause of the sudden jump in downloads.So My mod browser is under heavy load
what does it means?
does that means youre working on the mod browser?
No, we can't. Not allowedoh could you upload Player.cs somewhere on your github?
The Download Server for Tmodloader is overloaded with People that trys to download modsSo My mod browser is under heavy load
what does it means?
does that means youre working on the mod browser?
public override void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor)
{
PlayerDrawInfo info = new PlayerDrawInfo();
color = info.bodyColor;
}
That sounds like an exception is being thrown. Surround with try catch and log the exception.I'm having an issue with some experimental code.
I have a body armor item based off of ExampleMod. What I want it to do is copy the color of the player's skin color.
However, after adding in this code, any accessories worn around the body area stop being drawn.
The armor's color is set correctly, but as said above, all accessories around the body area (shield, balloon, etc) stop drawing. The accessories appear again as soon as I take the armor off.Code:public override void DrawArmorColor(Player drawPlayer, float shadow, ref Color color, ref int glowMask, ref Color glowMaskColor) { PlayerDrawInfo info = new PlayerDrawInfo(); PlayerLayer.Body.layer.Invoke(info); color = info.bodyColor; }
Additionally, the Shield of Cthulhu does not draw on dash, and neither does the afterimage effect.