See the yellow triangle next to 'Terraria' in references? that means that Visual Studio can't find the file anymore. Remove the reference and add it again. Also, make sure you are referencing tModLoader's .exe not vanilla .exe, if you have a side-by-side installation.View attachment 152072
hey, sorry for silly questions, still how do i fix ?
I think that width and height change the item's appearance when dropped in the world. I think that item.scale is what you want to change. But I could be wrong.when i make a sword, i can change item width and height, but i do not notice any effect of changing it, as hitbox of my sword seem to stay just as big as my sprite size which stay the same size as well. So what are those for?
Steam user here, and I have the exact same problem. I first noticed it with "Bundle of Balloons", and it indeed happens with all others I've tried -- all of them appear just like in your picture, roughly half of it depicted underneath the character. This is the only significant problem I've encountered so far using the latest tMod.EDIT:Nevermind. I removed and reequiped all my equipment and things seem to have fixed themselves and I can't cause it to happen again. So.. I guess.. move along, nothing to see here.
EDIT 2: Thanks to another member posting about this same issue, it turns out that putting a dye in the head slot is what caused it: https://forums.terraria.org/index.p...der-a-modding-api.23726/page-733#post-1156016
I'm working on getting the TML GOG patches working and I've come across some unusual behavior. Before I make a github issue, I want to see if any of you steam users can reproduce this, because there is every possibility that it could just be an issue on the GOG patching side.
Basically, the Balloon Animal and Bundled Party Balloons vanity accessories display below the character's feet instead of above their head. The left image shows the problem in patched GOG Terraria and the right image from vanilla Terraria shows what it should look like.
View attachment 151690
Hurt in ModPlayer looks like this: public override void Hurt(bool pvp, bool quiet, double damage, int hitDirection, bool crit). You'll have to show the exact error if this doesn't helpone question: ive found the tmodloader migration file an had migrated most of the stuff, but now tmodloader says something llike "no override accepts 2-arguments for the "hurt"-method" (sorry i had to translate that error it might not be perfect) and ive found nothing about it on this migration file so could someone please help me?
in fact ive put that in my weapon...Hurt in ModPlayer looks like this: public override void Hurt(bool pvp, bool quiet, double damage, int hitDirection, bool crit). You'll have to show the exact error if this doesn't help
public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit)
{
int spike = (int)Math.Floor((double)(damage / 10));
player.Hurt(spike, target.direction);
base.OnHitNPC(player, target, damage, knockBack, crit);
}
Oh. You are talking about a vanilla method. I am in bed, hopefully someone can tell you the new parameters.in fact ive put that in my weapon...
and the specific code of this is:
or do I have to do it in ModPlayer?Code:public override void OnHitNPC(Player player, NPC target, int damage, float knockBack, bool crit) { int spike = (int)Math.Floor((double)(damage / 10)); player.Hurt(spike, target.direction); base.OnHitNPC(player, target, damage, knockBack, crit); }
yeah probably (yeah im not a pro coder...). but then i wont bother youYou are talking about a vanilla method. I am in bed, hopefully someone can tell you the new parameters.