Standalone [1.3] tModLoader - A Modding API

You shouldn't use the built-in mod browser for sharing files in a dev team, to begin with. Beats me WHY would you do that anyway, since all you get this way is compiled mods, without being able to easily edit them.

If you're looking for a simple way, use Dropbox. If for a good way, use git + github/bitbucket.
 
Good in concept, but kinda useless in the end when there are already so many ways to share things.
You shouldn't use the built-in mod browser for sharing files in a dev team, to begin with. Beats me WHY would you do that anyway, since all you get this way is compiled mods, without being able to easily edit them.

If you're looking for a simple way, use Dropbox. If for a good way, use git + github/bitbucket.

More meant for the Spriters of the Team with an Mac or that dont instal the Mod Compile thingy for Tmodloader

whould be faster for the Spriters
 
You shouldn't use the built-in mod browser for sharing files in a dev team, to begin with. Beats me WHY would you do that anyway, since all you get this way is compiled mods, without being able to easily edit them.

If you're looking for a simple way, use Dropbox. If for a good way, use git + github/bitbucket.
^ This. The mod browser is meant to distribute the mod to people who actually want to play with the mod, for development you'll want to share source files, not the .tmod (although it could be readible, I guess it wouldn't be preferred due to buildIgnore)
 
what is the game stack limit for one type of item
i had 100000 or so in a stack and the quick stack seems to take some away into thin air
i was left with what seems to be a random number 20000 or so does not mater how many more i got in stack anything over like 50000 seems to be lost
 
I'm afraid I don't have a clue why that would happen. I'd suggest that you try disabling portions of code with // until the frame issue doesn't happen anymore. Then you should see where the problem is.

I've decided I don't want it to accelerate when it finds an enemy, and instead just move at the same velocity towards it.
how might I accomplish this? I also feel doing this may fix my lag problem.

I've been playing around with the numbers now and have had little success.
 
Tell me if i have any errors in this code for my mod because when i am compiling it says there is a error but i cannot find it nor fix it. pleasw tell me any errors that i need to fix,please.



using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name - "NikIsSick's Yoyo";
item.damage - 290;
item.value - 500;
item.rare - 9;
item.knockback - 15;
item.channel - true;
item.useStyle - 5;
item.useAnimation - 25;
item.useTime - 10;
item.shoot - mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}



index.php
 
Tell me if i have any errors in this code for my mod because when i am compiling it says there is a error but i cannot find it nor fix it. pleasw tell me any errors that i need to fix,please.



using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name - "NikIsSick's Yoyo";
item.damage - 290;
item.value - 500;
item.rare - 9;
item.knockback - 15;
item.channel - true;
item.useStyle - 5;
item.useAnimation - 25;
item.useTime - 10;
item.shoot - mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}



index.php
Could you show us the error you're getting? If it's in the image, I can't see it.
 
item.CloneDefaults(ItemID.WoodYoyo);
item.name - "NikIsSick's Yoyo";
item.damage - 290;
item.value - 500;
item.rare - 9;
item.knockback - 15;
item.channel - true;
item.useStyle - 5;
item.useAnimation - 25;
item.useTime - 10;
item.shoot - mod.ProjectileType("YoyoPName");

Change the - characters to =.
 
Are you kidding me. AGAIN. It happened AGAIN. The massive, on-foot movement lag. Why in god's name does this happen? With the 0.8.1.2 Update it was fixed, no joke, It was fixed. Everything ran at a smooth 60 fps. And then this new update comes around and screws it all up again. What happened? and why does it happen to begin with?
 
Are you kidding me. AGAIN. It happened AGAIN. The massive, on-foot movement lag. Why in god's name does this happen? With the 0.8.1.2 Update it was fixed, no joke, It was fixed. Everything ran at a smooth 60 fps. And then this new update comes around and screws it all up again. What happened? and why does it happen to begin with?
Huh, that is really weird. v0.8.1.2 didn't really change much, and v0.8.2 mostly just added code outside the vanilla Terraria code.
 
WHAT DOES THIS MEAN!?!?!?

c:\Users\nm120\Documents\My Games\Terraria\ModLoader\Mod Sources\NikIsSick Yoyo\YoyoMod.cs(19,10) : error CS1061: 'Terraria.Item' does not contain a definition for 'knockback' and no extension method 'knockback' accepting a first argument of type 'Terraria.Item' could be found (are you missing a using directive or an assembly reference?




using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name = "NikIsSick's Yoyo";
item.damage = 290;
item.value = 500;
item.rare = 9;
item.knockback = 15;
item.channel = true;
item.useStyle = 5;
item.useAnimation = 25;
item.useTime = 10;
item.shoot = mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}
 
Well it's honestly only frustrating because of the fact that it was fixed beforehand. I had no clue what was causing it. I guess I'm just going to have to stick with a previous version until and update comes that I can play.
 
WHAT DOES THIS MEAN!?!?!?

c:\Users\nm120\Documents\My Games\Terraria\ModLoader\Mod Sources\NikIsSick Yoyo\YoyoMod.cs(19,10) : error CS1061: 'Terraria.Item' does not contain a definition for 'knockback' and no extension method 'knockback' accepting a first argument of type 'Terraria.Item' could be found (are you missing a using directive or an assembly reference?




using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name = "NikIsSick's Yoyo";
item.damage = 290;
item.value = 500;
item.rare = 9;
item.knockback = 15;
item.channel = true;
item.useStyle = 5;
item.useAnimation = 25;
item.useTime = 10;
item.shoot = mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}
It's 'knockBack' notice the capital letter 'B'.
 
WHAT DOES THIS MEAN!?!?!?

c:\Users\nm120\Documents\My Games\Terraria\ModLoader\Mod Sources\NikIsSick Yoyo\YoyoMod.cs(19,10) : error CS1061: 'Terraria.Item' does not contain a definition for 'knockback' and no extension method 'knockback' accepting a first argument of type 'Terraria.Item' could be found (are you missing a using directive or an assembly reference?




using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name = "NikIsSick's Yoyo";
item.damage = 290;
item.value = 500;
item.rare = 9;
item.knockback = 15;
item.channel = true;
item.useStyle = 5;
item.useAnimation = 25;
item.useTime = 10;
item.shoot = mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}
It' knockBack
 
It' knockBack

Now its asking me to put a semi colon in a middle of a code line lol

c:\Users\nm120\Documents\My Games\Terraria\ModLoader\Mod Sources\NikIsSick Yoyo\YoyoMod.cs(29,22) : error CS1002: ; expected

using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name = "NikIsSick's Yoyo";
item.damage = 290;
item.value = 500;
item.rare = 9;
item.knockBack = 15;
item.channel = true;
item.useStyle = 5;
item.useAnimation = 25;
item.useTime = 10;
item.shoot = mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}

its between the R and the e in ModRecipe not new ModRecipe
 
Now its asking me to put a semi colon in a middle of a code line lol

c:\Users\nm120\Documents\My Games\Terraria\ModLoader\Mod Sources\NikIsSick Yoyo\YoyoMod.cs(29,22) : error CS1002: ; expected

using Terraria;
using System;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;

namespace ModSources
{

public class YoyoName : ModItem
{
public override void SetDefaults()
{
item.CloneDefaults(ItemID.WoodYoyo);
item.name = "NikIsSick's Yoyo";
item.damage = 290;
item.value = 500;
item.rare = 9;
item.knockBack = 15;
item.channel = true;
item.useStyle = 5;
item.useAnimation = 25;
item.useTime = 10;
item.shoot = mod.ProjectileType("YoyoPName");
}

public override void AddRecipes()
{
ModRecipe recipe - new ModRecipe(mod);
recipe.AddIngredient(ItemID.DirtBlock);
recipe.SetResult(this);
recipe.AddRecipe();
}


}}

its between the R and the e in ModRecipe not new ModRecipe
You're still doing the same there, replace the minus with =
 
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