dtim
Terrarian
Um, how do I manually uninstall mods?
You can go to the mods directory, My Documents\My Games\Terraria\ModLoader\Mods on Windows and delete the .tmod files.
Um, how do I manually uninstall mods?
Alright thank you! =DUm, how do I manually uninstall mods?
Don't mess with the player regeneration. It does make you regenerate faster but will also make all dots tick faster. Then again, you might like that if you want a tougher game. Just don't set it too hight or any dot will kill you almost instantly.Thanks a lot !
Thanks for the help . But how do I get my projectile to spawn when it comes in contact with a tile or enemy npc?You can always override an AI method and set the velocity to zero manually:
Code:public override bool PreAI() { projectile.velocity = Vector2.Zero; return false; }
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace EpicnessModRemastered.Projectiles
{
public class PoisonSpell : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Poison Spell";
projectile.width = 8;
projectile.height = 21;
projectile.aiStyle = 1;
projectile.friendly = true;
projectile.hostile = false;
projectile.ranged = false;
projectile.melee = false;
projectile.magic = true;
projectile.penetrate = 1;
projectile.timeLeft = 600000;
projectile.light = 0.5f;
projectile.tileCollide = true;
projectile.extraUpdates = 1;
ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
}
public override bool Kill(Vector2 oldVelocity)
{
Projectile.NewProjectile(projectile.Center.X, projectile.Center.Y, Main.rand.Next(1, 1), Main.rand.Next(1, 1), mod.ProjectileType ("PoisonRing"), (int)(projectile.damage * .5f), projectile.owner);
Main.PlaySound(mod.GetLegacySoundSlot(SoundType.Item, "Sounds/Item/PoisonSpell"), projectile.position);
return true;
}
}
}
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace EpicnessModRemastered.Projectiles
{
public class PoisonRing : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Poison Ring";
projectile.width = 160;
projectile.height = 159;
projectile.friendly = true;
projectile.hostile = false;
projectile.ranged = false;
projectile.melee = false;
projectile.magic = true;
projectile.penetrate = -1;
projectile.timeLeft = 600;
projectile.light = 0.5f;
projectile.tileCollide = false;
projectile.extraUpdates = 1;
ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
}
public override bool PreAI()
{
projectile.velocity = Vector2.Zero;
return false;
}
}
}
anyone knows what happen to boss health bar mod? i cant find it on the browser people.
I HATE YOU THIS DELETED ALL MY PROGRESS THIS IS GO TO HELL I HAVE WORKED HUNDREDS OF HOURS TO GET MY STUFF AND NOW ITS ING GONE
I believe all you are missing is projectile.damage = (some number); from your SetDefaults hook.How do I get my projectile to do damage? This question sounds dumb but since this projectile (Poison Ring) spawns from the (Poison Spell) it doesn't do any damage.
here is the projectile's code (Poison Ring)
Code:using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace EpicnessModRemastered.Projectiles { public class PoisonRing : ModProjectile { public override void SetDefaults() { projectile.name = "Poison Ring"; projectile.width = 160; projectile.height = 159; projectile.friendly = true; projectile.hostile = false; projectile.ranged = false; projectile.melee = false; projectile.magic = true; projectile.penetrate = -1; projectile.timeLeft = 600; projectile.light = 0.5f; projectile.tileCollide = false; projectile.extraUpdates = 1; ProjectileID.Sets.TrailCacheLength[projectile.type] = 5; ProjectileID.Sets.TrailingMode[projectile.type] = 0; } public override bool PreAI() { projectile.velocity = Vector2.Zero; return false; } } }
oh ok then but sometimes modloader can be annoying about outdated mods that can be read without any problem and sometimes not.It's probably not updated yet. I think if you can find an older version it should work. Gameraiders is still using it in his new series.
Thanks a lotVanilla terraria has a -savedirectory switch, the mod directory is derived from that.
All of my Characters and worlds disappeared after downloading. Any help on recuperating them?
@carsopus11, this is not acceptable behavior on this site and will not be tolerated. I see that you've joined today. I suggest you go over the rules and culture of this forum. Any other outburst like this will lead to warning marks.I HATE YOU THIS DELETED ALL MY PROGRESS THIS IS GO TO HELL I HAVE WORKED HUNDREDS OF HOURS TO GET MY STUFF AND NOW ITS ING GONE
Hmm, some way to allocate more memory to terraria, or is it getting as much as it can ?Not possible due to xna, sorry.
I added the projectile.damage = 25; but it still doesn't do damage :/I believe all you are missing is projectile.damage = (some number); from your SetDefaults hook.
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace EpicnessModRemastered.Projectiles
{
public class PoisonRing : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Poison Ring";
projectile.width = 160;
projectile.height = 159;
projectile.friendly = true;
projectile.magic = true;
projectile.penetrate = -1;
projectile.timeLeft = 600;
projectile.light = 0.5f;
projectile.tileCollide = false;
projectile.extraUpdates = 1;
ProjectileID.Sets.TrailCacheLength[projectile.type] = 5;
ProjectileID.Sets.TrailingMode[projectile.type] = 0;
projectile.damage = 25;
}
public override bool PreAI()
{
projectile.velocity = Vector2.Zero;
return false;
}
}
}
If you ever put the item.damage in your SetDefaults hook for your items, it should do the weapons' damageI added the projectile.damage = 25; but it still doesn't do damage :/
Here is the code:
Code:using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace EpicnessModRemastered.Projectiles { public class PoisonRing : ModProjectile { public override void SetDefaults() { projectile.name = "Poison Ring"; projectile.width = 160; projectile.height = 159; projectile.friendly = true; projectile.magic = true; projectile.penetrate = -1; projectile.timeLeft = 600; projectile.light = 0.5f; projectile.tileCollide = false; projectile.extraUpdates = 1; ProjectileID.Sets.TrailCacheLength[projectile.type] = 5; ProjectileID.Sets.TrailingMode[projectile.type] = 0; projectile.damage = 25; } public override bool PreAI() { projectile.velocity = Vector2.Zero; return false; } } }
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace SimpleMod.Items
{
public class SimpleSpear : ModItem
{
public override void SetDefaults()
{
item.name = "Simple Spear";
item.width = 80;
item.height = 80;
item.toolTip = "A simple spear...";
item.rare = 2;
item.useTime = 60;
item.useAnimation = 60;
item.useStyle = 5;
item.useTurn = true;
item.autoReuse = true;
item.UseSound = SoundID.Item1;
item.value = 10000;
item.damage = 60;
item.knockBack = 8f;
item.crit = 4;
item.shoot = mod.ProjectileType("SimpleSpearProj");
item.shootSpeed = 3f;
item.melee = true;
item.noMelee = true;
item.noUseGraphic = true;
}
public override bool CanUseItem(Player player)
{
return player.ownedProjectileCounts[item.shoot] < 1;
}
public override void AddRecipes()
{
ModRecipe recipe;
recipe = new ModRecipe(mod);
recipe.AddIngredient(null, "SimpleAlloy", 10);
recipe.AddTile(TileID.Anvils);
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ModLoader;
namespace SimpleMod.Projectiles
{
public class SimpleSpearProj : ModProjectile
{
public override void SetDefaults()
{
projectile.name = "Simple Spear";
projectile.width = 80;
projectile.height = 80;
projectile.aiStyle = 19;
projectile.penetrate = -1;
projectile.friendly = true;
projectile.hide = true;
projectile.ignoreWater = true;
projectile.tileCollide = false;
projectile.melee = true;
projectile.ownerHitCheck = true;
}
public override void AI()
{
Main.player[projectile.owner].direction = projectile.direction;
Main.player[projectile.owner].heldProj = projectile.whoAmI;
Main.player[projectile.owner].itemTime = Main.player[projectile.owner].itemAnimation;
projectile.position.X = Main.player[projectile.owner].position.X + (float)(Main.player[projectile.owner].width / 2) - (float)(projectile.width / 2);
projectile.position.Y = Main.player[projectile.owner].position.Y + (float)(Main.player[projectile.owner].height / 2) - (float)(projectile.height / 2);
projectile.position += projectile.velocity * projectile.ai[0];
if (!Main.player[projectile.owner].frozen)
{
if (projectile.ai[0] == 0f)
{
projectile.ai[0] = 3f;
projectile.netUpdate = true;
}
if (Main.player[projectile.owner].itemAnimation < Main.player[projectile.owner].itemAnimationMax / 3)
{
projectile.ai[0] -= 1f;
}
else
{
projectile.ai[0] += 1f;
}
}
if (Main.player[projectile.owner].itemAnimation == 0)
{
projectile.Kill();
}
projectile.rotation = (float)Math.Atan2((double)projectile.velocity.X, (double)projectile.velocity.Y) + MathHelper.ToRadians(135f);
if (projectile.spriteDirection == -1)
{
projectile.rotation -= MathHelper.ToRadians(90f);
}
}
}
}
I want to make an accessory that takes away invulnerability frames, and also takes away life regen, how would I do that? I have no idea where to find a list with all of the player's stat names e.g. meleeDamage
*player.meleeDamage*
<snippage>
Code:projectile.rotation = (float)Math.Atan2((double)projectile.velocity.X, (double)projectile.velocity.Y) + MathHelper.ToRadians(135f); if (projectile.spriteDirection == -1) { projectile.rotation -= MathHelper.ToRadians(90f); } } } }
Thx for anyone who will help me