https://github.com/bluemagic123/tModLoader/blob/master/ExampleMod/Items/Weapons/ExampleGun.cs#L118HI! How would I go about making a weapon like the clockwork assault rifle??? 3 round burst I mean.
https://github.com/bluemagic123/tModLoader/blob/master/ExampleMod/Items/Weapons/ExampleGun.cs#L118HI! How would I go about making a weapon like the clockwork assault rifle??? 3 round burst I mean.
There already is an option for sorting by most downloads...Really wondering how far the mod browser can go since it would be great to have icons for mods in the mod browser and then ways to sort such as most downloads and etc.
Out of curiosity, is there efforts to make it so that all armors and vanity sets from mods work with mannequins?
Or is this just not fixable or am I being one of those people whose asked this question many times?
You need to run tmodloader from the terraria steam install directory.help i am getting this message
System.DllNotFoundException: Unable to load DLL 'CSteamworks': The specified module could not be found. (Exception from HRESULT: 0x8007007E)
at Steamworks.NativeMethods.SteamAPI_InitSafe()
at Steamworks.SteamAPI.Init()
at Terraria.Social.Steam.CoreSocialModule.Initialize()
at Terraria.Social.SocialAPI.Initialize(Nullable`1 mode)
at Terraria.Program.LaunchGame(String[] args)
and i dont know how to fix it
Well, you probably want to extend GlobalNPC not NPC, but it's NPCLoot not PostNPCLoot.Trying to make an additional (modded item) drop from the King Slime and I keep getting this error:
Drop.cs(11,22) : error CS0115: 'Fortune.Items.Drops.BossDrops.Fragment.PostNPCLoot()': no suitable method found to override
Here's my code:
namespace Fortune.Items.Drops.BossDrops
{
public class Fragment : NPC
{
public override void PostNPCLoot()
{
if(npc.type ==50) /*NPC ID*/
{
if(Main.rand.Next(1, 2) ==1) /*Chance, subtract 1.*/
{
Item.NewItem((int)npc.position.X, (int)npc.position.Y, npc.width /2, npc.height /2, ItemDef.byName["Fortune:Slimy Fragment"].type, 1, false, 0); /*Or Vanilla ID*/
}
}
}
}
}
Any help would be appreciated.
Thanks. Getting a different error now, but I suppose that helps some. Now it says the type or namespace GlobalNPC could not be found.Well, you probably want to extend GlobalNPC not NPC, but it's NPCLoot not PostNPCLoot.
Well, if a type or namespace can't be found, you need the using statement. Look in ExampleMod for GlobalNPC, but as a hint: using Terraria.ModLoader.Thanks. Getting a different error now, but I suppose that helps some. Now it says the type or namespace GlobalNPC could not be found.
Edit: took out Global again, left NPCLoot, got this:
Drop.cs(11,24) : error CS0506: 'Fortune.Items.Drops.BossDrops.Fragment.NPCLoot()': cannot override inherited member 'Terraria.NPC.NPCLoot()' because it is not marked virtual, abstract, or override
Well, if a type or namespace can't be found, you need the using statement. Look in ExampleMod for GlobalNPC, but as a hint: using Terraria.ModLoader.
Well, why would ModItem have a variable called SlimyFragment? Maybe you should look at ExampleMod, there are plenty of examples of how to access the ID for a mod item, but from your previous post it looks like you have some TAPI code or something.Moved some files, rewrote the code and am getting, I believe, one final error. I appear to have the pathing wrong for finding a mod item for a recipe in a sword. Here's the error, and here's the path for the file. Any tips?
Error:
Documents\My Games\Terraria\ModLoader\Mod Sources\Fortune\Items\Weapons\Guardian's Demise.cs(32,33) : error CS0117: 'Terraria.ModLoader.ModItem' does not contain a definition for 'SlimyFragment'
Path wished:
C:\Users\[USERNAME]\Documents\My Games\Terraria\ModLoader\Mod Sources\Fortune\Items\Drops\BossDrops\SlimyFragment.cs
For now, removing the item from the recipe, and reloading.
EDIT: OMG IT WORKED. Still hoping to get some help with the pathing because it's important for the mod, but at least I can test if the drop works.