ALmaZss
Plantera
No, it must be equips.Add(EquipType.Face); or it will hide the hair.Then I think it should be:
Code:equips.Add(EquipType.Head);
No, it must be equips.Add(EquipType.Face); or it will hide the hair.Then I think it should be:
Code:equips.Add(EquipType.Head);
Can you post your sprites?No, it must be equips.Add(EquipType.Face); or it will hide the hair.
I haven't experienced so much with equipTypes, but isn't EquipTypes.Face for accessories?No, it must be equips.Add(EquipType.Face); or it will hide the hair.
Idk why I asked, but I can think better with the images (lol). Btw nice glasses.IS THAT JUST FOR SPOILERS?!
They are not nice. That's just recolored version.I haven't experienced so much with equipTypes, but isn't EquipTypes.Face for accessories?
You could do them like equipable accessory instead of armor...
Idk why I asked, but I can think better with the images (lol). Btw nice glasses.
Using the player.blockRange variable.How can I change player's tile reach?
Nothing changed...Using the player.blockRange variable.
hey, so im adding an item (an overclocker) that when crafted with ANY weapon, it decreases its use time by 25%, so if it had 8, it went to 6, 40--> 30 etc, any idea how i can do this, without adding a new file for every single weapon, as there are 280+ weapons in terrariaUsing the player.blockRange variable.
I'm not sure that's possible with the current system. That would involve dynamically adding weapons to the recipe list and dynamically creating the modified ones without creating the individual items for each.hey, so im adding an item (an overclocker) that when crafted with ANY weapon, it decreases its use time by 25%, so if it had 8, it went to 6, 40--> 30 etc, any idea how i can do this, without adding a new file for every single weapon, as there are 280+ weapons in terraria
Something like this worked.Any guess about not working block range?
Where am I supposed to put it?Something like this worked.
public override void ResetEffects()
{
Player.tileRangeX = int.MaxValue / 32 - 20;
Player.tileRangeY = int.MaxValue / 32 - 20;
}
I have changed the hook on UpdateAccessory and it workedWhere am I supposed to put it?
is there any way to put all the recipes and such in one file, so i have a bunch of files, and was wondering if i could put them in one file, and im also wondering if i have to create my own copy of the vanilla sprites, or if i can just call on the vanilla onesAny guess about not working block range?
Look into RecipeHelper in Example modis there any way to put all the recipes and such in one file, so i have a bunch of files, and was wondering if i could put them in one file, and im also wondering if i have to create my own copy of the vanilla sprites, or if i can just call on the vanilla ones
is there anyway to add in the stats of my items,Look into RecipeHelper in Example mod
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;
namespace LordBozo.Items.Weapons.Overclock //where is located
{
public class Item_98 : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(98);
item.name = "MiniShark 2.0";
item.toolTip = "Faster";
item.useTime = 6;
item.autoReuse = true;
}
public override void AddRecipes() //How to craft this sword
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(98);
recipe.AddIngredient(mod.ItemType("OverClocker"));
recipe.AddTile(TileID.WorkBenches); //at work bench
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;
namespace LordBozo.Items.Weapons.Overclock //where is located
{
public class Item_4 : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(4);
item.name = "Iron Broadsword 2.0";
item.toolTip = "Faster";
item.useTime = 16;
item.useAnimation = 20;
item.autoReuse = true;
}
public override void AddRecipes() //How to craft this sword
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(4);
recipe.AddIngredient(mod.ItemType("OverClocker"));
recipe.AddTile(TileID.WorkBenches); //at work bench
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
I'm not sure what you're suggesting is ever going to work. You could, however, allow the player to right-click while holding the 2.0 weapon to consume Overclockers from the inventory, which then save the cumulative bonus as custom data. There's an example of custom data management in ExamplePlayer, I think.is there anyway to add in the stats of my items,
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.Graphics.Effects; using Terraria.Graphics.Shaders; using Terraria.ID; using Terraria.ModLoader; namespace LordBozo.Items.Weapons.Overclock //where is located { public class Item_98 : ModItem { public override void SetDefaults() { item.CloneDefaults(98); item.name = "MiniShark 2.0"; item.toolTip = "Faster"; item.useTime = 6; item.autoReuse = true; } public override void AddRecipes() //How to craft this sword { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(98); recipe.AddIngredient(mod.ItemType("OverClocker")); recipe.AddTile(TileID.WorkBenches); //at work bench recipe.SetResult(this); recipe.AddRecipe(); } } }
can i combine these files? and how?Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.Graphics.Effects; using Terraria.Graphics.Shaders; using Terraria.ID; using Terraria.ModLoader; namespace LordBozo.Items.Weapons.Overclock //where is located { public class Item_4 : ModItem { public override void SetDefaults() { item.CloneDefaults(4); item.name = "Iron Broadsword 2.0"; item.toolTip = "Faster"; item.useTime = 16; item.useAnimation = 20; item.autoReuse = true; } public override void AddRecipes() //How to craft this sword { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(4); recipe.AddIngredient(mod.ItemType("OverClocker")); recipe.AddTile(TileID.WorkBenches); //at work bench recipe.SetResult(this); recipe.AddRecipe(); } } }
how to make a Accessorie be able to dash ?
Why did you make two nearly identical messages at different times? That could be considered spam! And you spelled "accessory" wrong twice!How to make a accessorie have the abitly to dash?