Standalone [1.3] tModLoader - A Modding API

Can you post your sprites?
IS THAT JUST FOR SPOILERS?!
13024156.png
13024173.png
 
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.
They are not nice. :D That's just recolored version.
 
Suggestion for tmodloader browser:
Add a report feature to delete mods that bypass forum rules
Users who abuse the tmodloader report system lose the priveledge to report mods
 
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 terraria
 
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
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.
 
Any guess about not working block range?
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 ones
 
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 ones
Look into RecipeHelper in Example mod
 
Look into RecipeHelper in Example mod
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();

        }
      
    }
}
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();

        }
      
    }
}
can i combine these files? and how?
 
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();

        }
     
    }
}
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();

        }
     
    }
}
can i combine these files? and how?
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.
 
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