Standalone [1.3] tModLoader - A Modding API

I hope the 1.3.3.3 version of tmodloader comes out soon enough!
 
I'm not sure if the next tmodloader update will fix this problem, but currently, every time I open tmodloader, it crashes upon reaching the end of initializing mods. No clue why, I got this error only after updating my mods, and it remains after deleting them. I'm not alone in this either, I found a user in the thread for the Wireless mod who is experiencing the same issue. If anyone knows what's causing this, or if it is addressed and fixed with the tmodloader update please reply, because I'd like to play some of these great new mods.
 
So, can i make an item have multiple item set bonuses?
For instance, there's a helmet i have that i want to have a set bonus when you equip one of the armor sets it'll be for, And i want the two armor set bonuses to be different.
Is there any way to do this?
 
So, can i make an item have multiple item set bonuses?
For instance, there's a helmet i have that i want to have a set bonus when you equip one of the armor sets it'll be for, And i want the two armor set bonuses to be different.
Is there any way to do this?
So there's one helmet for two armor sets? If that's the case, put the 'IsArmorSet' check on either the body or the leg parts of both armor sets.
 
Did you make sure it was wearing a space helmet? ;)
Alright, that was kinda funny. But does anyone know how to make a molded mob spawn in space? Does it have to do with zones, or layers?
 
This is code for an npc to spawn and it works, but whenever I leave the world and come back he's gone again. soooo any ideas

Code:
public override bool CanTownNPCSpawn(int numTownNPCs, int money)
        {
            for (int k = 0; k < 255; k++)
            {
                Player player = Main.player[k];
                if (player.active)
                {
                    for (int j = 0; j < player.inventory.Length; j++)
                    {
                        if (player.inventory[j].type == mod.ItemType("woodtoken"))
                        {
                            return true;
                        }
                    }
                }
            }
            return false;
        }
 
Oh, would you look at that, this is Page 666 of the thread
 
Alright, that was kinda funny. But does anyone know how to make a molded mob spawn in space? Does it have to do with zones, or layers?
I believe you want
Code:
ZoneSkyHeight
 
I can't update my mod onto the mod browser, the game just freezes for a bit and then I get this error:
The operation has timed out
at System.Net.HttpWebRequest.GetResponse()
at Terraria.ModLoader.IO.UploadFile.UploadFiles(String address, IEnumerable`1 files, NameValueCollection values)
at Terraria.ModLoader.UI.UIModSourceItem.Publish(UIMouseEvent evt, UIElement listeningElement)
Someone please help... :(
 
This is code for an npc to spawn and it works, but whenever I leave the world and come back he's gone again. soooo any ideas

Code:
public override bool CanTownNPCSpawn(int numTownNPCs, int money)
        {
            for (int k = 0; k < 255; k++)
            {
                Player player = Main.player[k];
                if (player.active)
                {
                    for (int j = 0; j < player.inventory.Length; j++)
                    {
                        if (player.inventory[j].type == mod.ItemType("woodtoken"))
                        {
                            return true;
                        }
                    }
                }
            }
            return false;
        }
Make sure the autoload name and npc.name are the same. See example person.
 
how do I fix this?
8/21/2016 1:50:23 PM
System.ObjectDisposedException: Cannot access a disposed object.
Object name: 'RenderTarget2D'.
at Microsoft.Xna.Framework.Helpers.CheckDisposed(Object obj, IntPtr pComPtr)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTargets(RenderTargetBinding* pBindings, Int32 renderTargetCount)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget(RenderTarget2D renderTarget)
at Terraria.Main.woodColorCheck(Int32 t, Int32 c)
at Terraria.Main.lookForColorTiles()
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args)

9/19/2016 4:25:57 PM
System.NullReferenceException: Object reference not set to an instance of an object.
at Terraria.ModLoader.ItemLoader.SetMatch(Int32 armorSlot, Int32 type, Boolean male, Int32& equipSlot, Boolean& robes)
at Terraria.Player.SetMatch(Int32 armorslot, Int32 type, Boolean male, Boolean& somethingSpecial)
at Terraria.Player.PlayerFrame()
at Terraria.Main.DrawMenu(GameTime gameTime)
at Terraria.Main.do_Draw(GameTime gameTime)
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args)

10/2/2016 8:41:19 PM
Remove the vanilla Terraria and extract the tMod Terraria and it should work and fix the XNA Framework so it can now fix
 
Ummmm, I did that thing to bypass the vanilla update (reinstalling tmodloader and reverting it back to 1.3.2) and now I'm not sure if vanilla will revert back. Anybody know how?
 
Ummmm, I did that thing to bypass the vanilla update (reinstalling tmodloader and reverting it back to 1.3.2) and now I'm not sure if vanilla will revert back. Anybody know how?
Simple Solution: Convince Bluemagic123 to update tmodloader to 1.3.3.3
 
He should be doing it right now......Right?
 
He should be doing it right now......Right?
I don't know. Some people were mentioning that it worked with 1.3.3.3 but not for everyone
[doublepost=1475710674,1475710654][/doublepost]
I don't know. Some people were mentioning that it worked with 1.3.3.3 but not for everyone
Either way 1.3.3.3 is a very minor patch
 
@KirbyMaster500 to go back to 1.3.3.3 just verify integrity of game cache.
It should redo and update the game.
 
I think I'm doing everything right...

"A problem was encountered while installing!
java.nio.file.AccessDeniedException: C:\Program Files\Steam\steamapps\common\Terraria\Terraria.exe"
Help?
 
alright, so I'm getting this error:
Code:
c:\Users\(No need to see)\Documents\My Games\Terraria\ModLoader\Mod Sources\Anomaly\NPCs\AnomalyHarpy.cs(32,37) : error CS1061: 'Terraria.Player' does not contain a definition for 'ZoneSkyHeight' and no extension method 'ZoneSkyHeight' accepting a first argument of type 'Terraria.Player' could be found (are you missing a using directive or an assembly reference?)

so here is the code:

Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace Anomaly.NPCs
{
    public class AnomalyHarpy : ModNPC
    {
        public override void SetDefaults()
        {
            npc.name = "AnomalyHarpy";
            npc.displayName = "Anomaly Harpy";
            npc.width = 98;
            npc.height = 82;
            npc.damage = 10;
            npc.defense = 10;
            npc.lifeMax = 200;
            npc.soundHit = 1;
            npc.soundKilled = 1;
            npc.value = 60f;
            npc.knockBackResist = 0.5f;
            npc.aiStyle = 44;
            Main.npcFrameCount[npc.type] = 4;
            aiType = NPCID.Harpy;  //npc behavior
            animationType = NPCID.Harpy;
        }
       
        public override float CanSpawn(NPCSpawnInfo spawnInfo)
        {
            Tile tile = Main.tile[spawnInfo.spawnTileX, spawnInfo.spawnTileY];
            return spawnInfo.player.ZoneSkyHeight ? 0.5f : 0f;
        }
        public override void NPCLoot()  //Npc drop
        {
            if (Main.rand.Next(100) == 0)
            {
                Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width, npc.height, mod.ItemType("ItemName"), 2); //Item spawn
            }

        }
    }
}

Still a work-in-progress, but can anyone help?
 
That looks like you are trying to install while terraria is running. Read the read me for manual instructions if you still have problems.
 
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