Standalone [1.3] tModLoader - A Modding API

its like no one wants to let me know this

its been so long and the Documentation does not help much at all missing the important part

take this one for example

public virtual void AnimateTile(ref int frame, ref int frameCounter)
Allows you to animate your tile. Use frameCounter to keep track of how long
the current frame has been active, and use frame to change the current frame.

direct link
https://github.com/bluemagic123/tMo...animatetileref-int-frame-ref-int-framecounter

it tells the info but missing the important part
how it is put together in code form missing example of how it looks like


i know there is example mod but its just to big and there is not any mod tiles with simple normal animations
it only has these 2 for what i can see

VoidMonolith (using vanilla animation code)
AnimatedLoom (changing vanilla static tile to animation)
 
Because Bluemagic is no God
...... i know
[doublepost=1473549807,1473549640][/doublepost]
well for one, why dont you just buy it to begin with, since its not that expensive, secondly "other" versions of the game (non-steam versions) have slightly altered files, which is probably why you cant, and its very highly unlikely they will add support to any versions outside the steam version, and GOG version.
...................................................................................................
 
Here is a looping animation, you can ignore the other things like PreDraw since that's advanced in this case:

https://github.com/bluemagic123/tMo...0/ExampleMod/Tiles/ExampleAnimatedTile.cs#L89

Also note your texture should be horizontal, not vertical like this one.


thx but really it took someone 4 month to tell me something posted 5 times


is this not how it is ment to look still not moveing ingame

public override void AnimateTile(ref int frame, ref int frameCounter)
{
frameCounter++;
if (frameCounter > 10)
{
frameCounter = 0;
frame++;
if (frame > 16)
{
frame = 0;
}
}
}

if i am not wrong the framecounter is speed and frame is how many frames right


this here is the code for the "item" its ment to place


public override DrawAnimation GetAnimation()
{
return new DrawAnimationVertical(10, 16);
}
 
So, is there currently an estimated release date for tmodloader for 1.3.3? I've been using it a lot and was sad to come home last night to find my terraria had auto updated.
 
So, is there currently an estimated release date for tmodloader for 1.3.3? I've been using it a lot and was sad to come home last night to find my terraria had auto updated.

well u can reinstall it but that will downgrade the game so u have to manuel upgrade later or follow this guy


How to play tModLoader still despite the 1.3.3 update.

1.Install Gamelauncher
2.Download tModLoader
3.Rename the Terraria.exe in the tModLoader folder to something else (Like tModLoader.exe)
4.Drag contents of tModLoader folder to where Terraria is(in stean/steamapps/common/Terraria)
5.Open Terraria with Gamelauncher.
6.Add tModLoader.exe as an instance.
7.???
8.Profit

Gamelauncher lets you have tModLoader and Vanilla Terraria as seperate instances, you have to reinstall gamelauncher every time Terraria updates though, as the update replaces Gamelauncher.
 
thx but really it took someone 4 month to tell me something posted 5 times


is this not how it is ment to look still not moveing ingame

public override void AnimateTile(ref int frame, ref int frameCounter)
{
frameCounter++;
if (frameCounter > 10)
{
frameCounter = 0;
frame++;
if (frame > 16)
{
frame = 0;
}
}
}

if i am not wrong the framecounter is speed and frame is how many frames right


this here is the code for the "item" its ment to place


public override DrawAnimation GetAnimation()
{
return new DrawAnimationVertical(10, 16);
}
The tile and the item aren't related. Did you set animationFrameHeight? Post your tile code and sprite.
 
Hey when is the 1.3.3 tmodloader update out cuase i really love playing around with this and i need it badly xD so please tell me around about the time it takes
 
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