[Genesys] Doomdesirer911
Official Terrarian
Why can I not get on public servers when this is installed?
Hi you peepz, can you at least tell me the code for a new drill or pick please. I cannot code with json files
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;
namespace NameofYourMod.Items
{
public class NameOfYourPickaxeOrDrill : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.SomeVanillaPickOrDrill);
item.name = "My Pickaxe";
item.damage = 10;
item.useTime = 5;
item.useAnimation = 5;
item.pick = 100;
item.knockBack = 6;
item.value = 10000;
item.rare = 2;
}
}
}
Because several network messages have changed to facilitate mods, and we don't want people joining vanilla servers and wrecking havoc. Just run the vanilla exe. The installer should have saved a copy for youWhy can I not get on public servers when this is installed?
This is the vanilla approach. I'm checking for null, so it doesn't matter. This same pattern is used for projectiles and NPC operations. I see no reason for the code to fail.Thanks, I'll try that. Follow up: in a previous reply, you talked about looping through chests at world gen and adding items. (Basically, I'm trying to do this once per day for certain chests). http://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/page-372#post-921068 Some of the replies expressed concern at using a fixed number for the upper bound of chestindex. Do you know what the actual ramifications are for attempting to access more chests than exist in the world are? And is there a better way to find the number of chests in the world? Thanks again for your help.
This is the vanilla approach. I'm checking for null, so it doesn't matter. This same pattern is used for projectiles and NPC operations. I see no reason for the code to fail.
how do i get my normal terraria.
OH... Yeah i figured that out but must of changed that name in a different mod i was trying to make...I think theis causing the trouble. Try changing it to kifsmod.NPCs and also you have to rename the folder that's containing your mod.Code:namespace kif's,mod.NPCs
so my pc says this has a virus can you fix it please
so is it just a glitch cause my antivirus [360 total security] says it has the trojan virusThis is a false positive. As virustotal shows, there is no virus in the download: https://www.virustotal.com/en/file/...e2e34aa4d2f1df081af1a7af/analysis/1467441024/
You can call it a glitch, but "false positive" is a good term to learn, since it conveys the idea that the antivirus isn't broken completely, but just overly sensitive in this particular case.so is it just a glitch cause my antivirus [360 total security] says it has the trojan virus
Do you know what the error says? If you "put it on your desktop", that doesn't tell me much. Sounds like you are either trying to run the installer from within the zip file, trying to install using the installer but don't have java installed, or trying to just run the .exe from the desktop, all of which won't work. Read the readme.txt.If I install this how can I launch the vanilla? I put the actual game file on my desktop but I can't launch it, an error message keeps popping up.
Not many GOG users here, unfortunately, but are you certain you patched a plain 1.3.1.1 Terraria?It won't work.
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail.
I use the GOG version of Terraria if it helps.
using System;
using Terraria.ID;
using Terraria.ModLoader;
namespace Items_Extended.Items.Weapons
{
public class Bronze Eye : ModItem
{
public override void SetDefaults()
{
item.name = "Bronze Eye";
item.damage = 60;
item.ranged = true;
item.width = 44;
item.height = 14;
item.toolTip = "Fires Bronze Coins.";
item.useTime = 30;
item.useAnimation = 30;
item.useStyle = 5;
item.noMelee = true;
item.knockBack = 5.25;
item.value = 100;
item.rare = 1;
item.useSound = 11;
item.autoReuse = true;
item.shoot = 10;
item.shootSpeed = 10f;
item.useAmmo = ProjectileID.BronzeCoin;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.Musket, 1);
recipe.AddIngredient(ItemID.BronzeBar, 30);
recipe.AddIngredient(ItemID.BronzeCoin, 1000);
recipe.AddIngredient(ItemID.IllegalGunParts, 1);
recipe.AddTile(TileID.Furnaces);
recipe.SetResult(this);
recipe.AddRecipe();
}
public override void onHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
{
player.AddBuff(BuffID.Spelunker, 30);
}
}
}
Thanks! it really helps a lot. I shall have a look and will try to make a good mod. also, if any other fellow terrarians are stuck, they should visit www.youtube.com and search terraria tmodloader how to make a mod and there is a series for modding like a pro if you are a noobWhy can I not get on public servers when this is installed?
You cannot have spaces in class/namespace names. So instead of using Bronze Eye use BronzeEye.I'm quite new to C# and I've already run into an error in my extremely simple code for a gun. I got an error that says 'error cs1514 { expected ', but I don't see anything wrong with it or any missing {. It appears for every ranged weapon I make. Please help! Thanks.Code:using System; using Terraria.ID; using Terraria.ModLoader; namespace Items_Extended.Items.Weapons { public class Bronze Eye : ModItem { public override void SetDefaults() { item.name = "Bronze Eye"; item.damage = 60; item.ranged = true; item.width = 44; item.height = 14; item.toolTip = "Fires Bronze Coins."; item.useTime = 30; item.useAnimation = 30; item.useStyle = 5; item.noMelee = true; item.knockBack = 5.25; item.value = 100; item.rare = 1; item.useSound = 11; item.autoReuse = true; item.shoot = 10; item.shootSpeed = 10f; item.useAmmo = ProjectileID.BronzeCoin; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(ItemID.Musket, 1); recipe.AddIngredient(ItemID.BronzeBar, 30); recipe.AddIngredient(ItemID.BronzeCoin, 1000); recipe.AddIngredient(ItemID.IllegalGunParts, 1); recipe.AddTile(TileID.Furnaces); recipe.SetResult(this); recipe.AddRecipe(); } public override void onHitNPC(Player player, NPC target, int damage, float knockback, bool crit) { player.AddBuff(BuffID.Spelunker, 30); } } }
Is there a way I can get a weapon to fire a set amount of bullets in quick succession and then have a cooldown time between another burst?