Flashkirby99
Skeletron
Looks like reselling items causes them to drop in value until exit/reenter world.
(no mods loaded, tModLoader v0.10.0.1, Windows 7)
(no mods loaded, tModLoader v0.10.0.1, Windows 7)
Last edited:
I might have a clue why this is happening...Looks like reselling items causes them to drop in value until exit/reenter world.
(no mods loaded, tModLoader v0.10.0.1, Windows 7)
You don't have Java installed so you can't open .jar files. That means you will need to do a manual install, which isn't much harder. Download the .zip, make sure to go to Right Click->Properties and make sure it isn't blocked (it says at the bottom if it is). Then, open or extract the zip, and copy the contents of it to C:\Program Files (x86)\Steam\steamapps\common\Terraria. Say yes/ allow it to overwrite older files when it asks.so I followed the instructions unzipped the folder then tried opening the tmodloaderinstaller file. told me to choose a program to run it with and so I chose adobe acrobat. when I opened it up it said that this file type is not supported and after that it only opened with adobe acrobat which couldn't run it so then I tried copying all the files to the folder (C:\Program Files (x86)\Steam\steamapps\common\Terraria) and when I open terraria it opens up vanilla terraria. is there something I'm missing?View attachment 172981
tyYou don't have Java installed so you can't open .jar files. That means you will need to do a manual install, which isn't much harder. Download the .zip, make sure to go to Right Click->Properties and make sure it isn't blocked (it says at the bottom if it is). Then, open or extract the zip, and copy the contents of it to C:\Program Files (x86)\Steam\steamapps\common\Terraria. Say yes/ allow it to overwrite older files when it asks.
Approved.Oh also, GlobalNPC PostDraw is calling GlobalNPC PreDraw in NPCLoader (request)
Something wrong for me when I click on the terraria icon for the modded terrarai it say that windows block the app even though they allowed me to use the app before?
Had the same thing, mod related. Which mods are you using?
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace TutorialMOD.Items.Weapons
{
public class EverlastingGlacier : ModItem
{
public override void SetDefaults()
{
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
item.name = "Everlasting Glacier";
item.UseSound = SoundID.Item1; //The sound played when using your Weapon
item.damage = 1000;
item.width = 80; //The size of the width of the hitbox in pixels.
item.height = 86; //The size of the height of the hitbox in pixels.
item.useTime = 10; //How fast the Weapon is used.
item.useAnimation = 10; //How long the Weapon is used for.
item.autoReuse = true;
item.melee = false;
item.rare = 11;
item.useTurn = true;
}
public override bool AltFunctionUse(Player player)
{
return true;
}
public override bool CanUseItem(Player player)
{
if (player.altFunctionUse == 2)
{
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
player.AddBuff(BuffID.IceBarrier, 59); //Add IceBarrier buff to the Player
player.AddBuff(BuffID.Calm, 59); //Add Calm buff to the Player
}
else
{
item.name = "Everlasting Glacier";
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
item.UseSound = SoundID.Item1; //The sound played when using your Weapon
item.damage = 1000;
item.useTime = 10; //How fast the Weapon is used.
item.useAnimation = 10; //How long the Weapon is used for.
item.autoReuse = true;
item.melee = false;
item.rare = 11;
item.useTurn = true;
}
return base.CanUseItem(player);
}
}
}
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace TutorialMOD.Items.Weapons
{
public class NaturesJudgement : ModItem
{
public override void SetDefaults()
{
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
item.name = "Nature's Judgement";
item.UseSound = SoundID.Item1; //The sound played when using your Weapon
item.damage = 1000;
item.width = 80; //The size of the width of the hitbox in pixels.
item.height = 86; //The size of the height of the hitbox in pixels.
item.useTime = 10; //How fast the Weapon is used.
item.useAnimation = 10; //How long the Weapon is used for.
item.autoReuse = true;
item.melee = false;
item.rare = 11;
item.useTurn = true;
}
public override void OnHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
{
target.AddBuff(BuffID.DryadsWardDebuff, 300); //Add DryadsWardDebuff buff to the NPC for 5 seconds
target.AddBuff(BuffID.Poisoned, 300); //Add Poisoned buff to the NPC for 5 seconds
target.AddBuff(BuffID.Venom, 300); //Add Venom buff to the NPC for 5 seconds
int healingAmount = damage/50;
player.statLife +=healingAmount;
player.HealEffect(healingAmount, true);
}
public override bool AltFunctionUse(Player player)
{
return true;
}
public override bool CanUseItem(Player player)
{
if (player.altFunctionUse == 2)
{
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
player.AddBuff(BuffID.DryadsWard, 59); //Add DryadsWard buff to the Player
player.AddBuff(BuffID.LeafCrystal, 59); //Add LeafCrystal buff to the Player
}
else
{
item.name = "Nature's Judgement";
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
item.UseSound = SoundID.Item1; //The sound played when using your Weapon
item.damage = 1000;
item.useTime = 10; //How fast the Weapon is used.
item.useAnimation = 10; //How long the Weapon is used for.
item.autoReuse = true;
item.melee = false;
item.rare = 11;
item.useTurn = true;
}
return base.CanUseItem(player);
}
}
}