Koopahunter197 🌳
Spazmatism
How do I get a mob to spawn in space?
Did you make sure it was wearing a space helmet?How do I get a mob to spawn in space?
There isn't a trojan, turn off your anti-virus software before downloading the file..its a "false posistive".Is the trojan gone?
It worked, thanks a ton!Looks like you simply need to replace 'base' with 'npc'.
The vanilla code was originally from the NPC calss (I assume) so 'base.' will refer to that NPC. When you have that code into your ModNPC class, 'base.' refers to that ModNPC class instead which is why you need to replace 'base' with 'npc'.
oh,yesHow to download the lastest version?The link was lost......
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.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?
Nope, I'm out of the country and blue is a bit busy at the moment.any ETA on 1.3.3.3?
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?Did you make sure it was wearing a space helmet?
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;
}
I believe you wantAlright, 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?
ZoneSkyHeight
Make sure the autoload name and npc.name are the same. See example person.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; }
Remove the vanilla Terraria and extract the tMod Terraria and it should work and fix the XNA Framework so it can now fixhow 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
Simple Solution: Convince Bluemagic123 to update tmodloader to 1.3.3.3Ummmm, 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?