Standalone [1.3] tModLoader - A Modding API

I :red:ing dont know how to download mods there is no even a download buttton:mad:
What do you mean? There is definitely a download button...
ZSUTtmB.png
 
i need help i am new to making mods, how do i add stats to an accessory?
Code:
using Terraria.ID;
using Terraria.ModLoader;

namespace BBM.Items.Accessories
{
    public class hs : ModItem
    {
        public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("Happy Slime");
        }
        public override void SetDefaults()
        {
            item.noMelee = true;
            item.width = 28;
            item.height = 20;
            item.value = 10000;
            item.rare = 3;
            item.accessory = true;
        }

        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(ItemID.Gel, 12);
            recipe.AddIngredient(ItemID.PinkGel, 12);
            recipe.AddTile(TileID.WorkBenches);
            recipe.SetResult(this);
            recipe.AddRecipe();
        }
    }
}

public override void UpdateAccessory(Player player, bool hideVisual)
{
if (Main.hardMode == false)
{
player.statLifeMax2 += 30;
}
else if (NPC.downedPlantBoss == false)
{
player.statLifeMax2 += 65;
}
else
{
player.statLifeMax2 += 100;
}
}
 
I'm still having the issue of TModloader freezing on startup. I've tried disabling all the mods in my folder, I've tried reinstalling Terraria and installing the modloader again, but it still freezes when it starts "Finding mods"

Should I just delete the mods, reinstall modloader then find the mods again?
 
how do you make a spider?
That is one of the things you'll want to look at the source to figure out. From what I see it means making 2 separate NPC, one for wall, one for crawling, and calling npc.transform to swap between them based on conditions.
 
Hi, I've asked this question on how to add my mod to github in the discord, but I think my question got buried.(jopojelly might have answered that there was some getting started for github guide, and I've read a few tutorials, but still unclear on what we are supposed to do on the Tmodloader side of things.) Do I upload the entire source code, all the files and everything, into the repository, then submit the github access token, or do I just upload the .tmod file into it, then submit? I'm still very confused so yeah ._.
 
What here wrong
---------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria.ID;
using Terraria;
using Terraria.ModLoader;

namespace mingaku.NPC.Town
{
public class Hatsuki : ModNPC
{
public override void SetDefaults()
{
npc.name = "The Alchemist"; //the name displayed when hovering over the npc ingame.
npc.townNPC = true; //This defines if the npc is a town Npc or not
npc.friendly = true; //this defines if the npc can hur you or not()
npc.width = 18; //the npc sprite width
npc.height = 46; //the npc sprite height
npc.aiStyle = 7; //this is the npc ai style, 7 is Pasive Ai
npc.defense = 15; //the npc defense
npc.lifeMax = 220;// the npc life
npc.HitSound = SoundID.NPCHit1; //the npc sound when is hit
npc.DeathSound = SoundID.NPCDeath1; //the npc sound when he dies
npc.knockBackResist = 0.7f; //the npc knockback resistance
Main.npcFrameCount[npc.type] = 25; //this defines how many frames the npc sprite sheet has
NPCID.Sets.ExtraFramesCount[npc.type] = 9;
NPCID.Sets.AttackFrameCount[npc.type] = 4;
NPCID.Sets.DangerDetectRange[npc.type] = 150; //this defines the npc danger detect range
NPCID.Sets.AttackType[npc.type] = 3; //this is the attack type, 0 (throwing), 1 (shooting), or 2 (magic). 3 (melee)
NPCID.Sets.AttackTime[npc.type] = 30; //this defines the npc attack speed
NPCID.Sets.AttackAverageChance[npc.type] = 10;//this defines the npc atack chance
NPCID.Sets.HatOffsetY[npc.type] = 4; //this defines the party hat position
animationType = NPCID.Guide; //this copy the guide animation
}
public override bool CanTownNPCSpawn(int numTownNPCs, int money) //Whether or not the conditions have been met for this town NPC to be able to move into town.
{
if (NPC.downedBoss1) //so after the EoC is killed
{
return true;
}
return false;
}
public override bool CheckConditions(int left, int right, int top, int bottom) //Allows you to define special conditions required for this town NPC's house
{
return true; //so when a house is available the npc will spawn
}
public override string TownNPCName() //Allows you to give this town NPC any name when it spawns
{
switch (WorldGen.genRand.Next(6))
{
case 0:
return "Syorito";
default:
return "Hatsuki";
}
}

public override void SetChatButtons(ref string button, ref string button2) //Allows you to set the text for the buttons that appear on this town NPC's chat window.
{
button = "Shop"; //this defines the buy button name
}
public override void OnChatButtonClicked(bool firstButton, ref bool openShop) //Allows you to make something happen whenever a button is clicked on this town NPC's chat window. The firstButton parameter tells whether the first button or second button (button and button2 from SetChatButtons) was clicked. Set the shop parameter to true to open this NPC's shop.
{

if (firstButton)
{
openShop = true; //so when you click on buy button opens the shop
}
}

public override void SetupShop(Chest shop, ref int nextSlot) //Allows you to add items to this town NPC's shop. Add an item by setting the defaults of shop.item[nextSlot] then incrementing nextSlot.
{
if (NPC.downedSlimeKing) //this make so when the king slime is killed the town npc will sell this
{
shop.item[nextSlot].SetDefaults(ItemID.RecallPotion); //an example of how to add a vanilla terraria item
nextSlot++;
shop.item[nextSlot].SetDefaults(ItemID.WormholePotion);
nextSlot++;
}
if (NPC.downedBoss3) //this make so when Skeletron is killed the town npc will sell this
{
shop.item[nextSlot].SetDefaults(ItemID.BookofSkulls);
nextSlot++;
shop.item[nextSlot].SetDefaults(ItemID.ClothierVoodooDoll);
nextSlot++;
}
shop.item[nextSlot].SetDefaults(ItemID.IronskinPotion);
nextSlot++;
shop.item[nextSlot].SetDefaults(mod.ItemType("CustomSword")); //this is an example of how to add a modded item
nextSlot++;

}

public override string GetChat() //Allows you to give this town NPC a chat message when a player talks to it.
{
int wizardNPC = NPC.FindFirstNPC(NPCID.Wizard); //this make so when this npc is close to Wizard
if (wizardNPC >= 0 && Main.rand.Next(4) == 0) //has 1 in 3 chance to show this message
{
return "Yes " + Main.npc[wizardNPC].displayName + " is a wizard.";
}
int guideNPC = NPC.FindFirstNPC(NPCID.Guide); //this make so when this npc is close to the Guide
if (guideNPC >= 0 && Main.rand.Next(4) == 0) //has 1 in 3 chance to show this message
{
return "Sure you can ask " + Main.npc[guideNPC].displayName + " how to make Ironskin potion or you can buy it from me..hehehe.";
}
switch (Main.rand.Next(4)) //this are the messages when you talk to the npc
{
case 0:
return "You wanna buy something?";
case 1:
return "What you want?";
case 2:
return "I like this house.";
case 3:
return "<I'm blue dabu di dabu dai>....OH HELLO THERE..";
default:
return "Go kill Skeletron.";

}
}
public override void TownNPCAttackStrength(ref int damage, ref float knockback)// Allows you to determine the damage and knockback of this town NPC attack
{
damage = 40; //npc damage
knockback = 2f; //npc knockback
}

public override void TownNPCAttackCooldown(ref int cooldown, ref int randExtraCooldown) //Allows you to determine the cooldown between each of this town NPC's attack. The cooldown will be a number greater than or equal to the first parameter, and less then the sum of the two parameters.
{
cooldown = 5;
randExtraCooldown = 10;
}
//------------------------------------This is an example of how to make the npc use a sward attack-------------------------------
public override void DrawTownAttackSwing(ref Texture2D item, ref int itemSize, ref float scale, ref Vector2 offset)//Allows you to customize how this town NPC's weapon is drawn when this NPC is swinging it (this NPC must have an attack type of 3). Item is the Texture2D instance of the item to be drawn (use Main.itemTexture[id of item]), itemSize is the width and height of the item's hitbox
{
scale = 1f;
item = Main.itemTexture[mod.ItemType("CustomSword")]; //this defines the item that this npc will use
itemSize = 56;
}

public override void TownNPCAttackSwing(ref int itemWidth, ref int itemHeight) // Allows you to determine the width and height of the item this town NPC swings when it attacks, which controls the range of this NPC's swung weapon.
{
itemWidth = 56;
itemHeight = 56;
}

//----------------------------------This is an example of how to make the npc use a gun and a projectile ----------------------------------
/*public override void DrawTownAttackGun(ref float scale, ref int item, ref int closeness) //Allows you to customize how this town NPC's weapon is drawn when this NPC is shooting (this NPC must have an attack type of 1). Scale is a multiplier for the item's drawing size, item is the ID of the item to be drawn, and closeness is how close the item should be drawn to the NPC.
{
scale = 1f;
item = mod.ItemType("GunName");
closeness = 20;
}
public override void TownNPCAttackProj(ref int projType, ref int attackDelay)//Allows you to determine the projectile type of this town NPC's attack, and how long it takes for the projectile to actually appear
{
projType = ProjectileID.CrystalBullet;
attackDelay = 1;
}

public override void TownNPCAttackProjSpeed(ref float multiplier, ref float gravityCorrection, ref float randomOffset)//Allows you to determine the speed at which this town NPC throws a projectile when it attacks. Multiplier is the speed of the projectile, gravityCorrection is how much extra the projectile gets thrown upwards, and randomOffset allows you to randomize the projectile's velocity in a square centered around the original velocity
{
multiplier = 7f;
// randomOffset = 4f;

} */

}
}
 
What exactly is your problem? Are you getting an error message, or is the code simply not doing what you want it to do? If so, what doesn't it do that you need it do?


c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(15,17) : error CS1061: "Terraria.NPC" не содержит определение для "name". Не удалось найти метод расширения "name", принимающий первый аргумент типа "Terraria.NPC" (пропущена директива using или ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(38,21) : error CS0234: Имя типа или пространства имен "downedBoss1" отсутствует в пространстве имен "mingaku.NPC" (пропущена ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(74,21) : error CS0234: Имя типа или пространства имен "downedSlimeKing" отсутствует в пространстве имен "mingaku.NPC" (пропущена ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(81,21) : error CS0234: Имя типа или пространства имен "downedBoss3" отсутствует в пространстве имен "mingaku.NPC" (пропущена ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(97,33) : error CS0234: Имя типа или пространства имен "FindFirstNPC" отсутствует в пространстве имен "mingaku.NPC" (пропущена ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(100,53) : error CS1061: "Terraria.NPC" не содержит определение для "displayName". Не удалось найти метод расширения "displayName", принимающий первый аргумент типа "Terraria.NPC" (пропущена директива using или ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(102,32) : error CS0234: Имя типа или пространства имен "FindFirstNPC" отсутствует в пространстве имен "mingaku.NPC" (пропущена ссылка на сборку?)

c:\Users\FS Hatsuki\Documents\My Games\Terraria\ModLoader\Mod Sources\Mingaku\NPC\Town\Hatsuki.cs(105,65) : error CS1061: "Terraria.NPC" не содержит определение для "displayName". Не удалось найти метод расширения "displayName", принимающий первый аргумент типа "Terraria.NPC" (пропущена директива using или ссылка на сборку?)
 
Question.
If I download a mod that brings new biomes,will I have to make a new world to get them or will they be generated into a world?
 
Hi, I've asked this question on how to add my mod to github in the discord, but I think my question got buried.(jopojelly might have answered that there was some getting started for github guide, and I've read a few tutorials, but still unclear on what we are supposed to do on the Tmodloader side of things.) Do I upload the entire source code, all the files and everything, into the repository, then submit the github access token, or do I just upload the .tmod file into it, then submit? I'm still very confused so yeah ._.
You can upload the source of you want, it is very useful for tracking changes in your code, but they will be publicly viewable. All you need to do is go through the instructions on the tmodloader website, which will tell you to submit the access token. Once that is done the mod browser will take care of uploading tmod files as releases.

http://javid.ddns.net/tModLoader/register.php

Come chat if you still have questions, you can dm me on discord
 
Me and my friend are trying to play tmod, each time he loads it he gets this error





It worked fine a few months ago and he has no mods installed, any ideas of whats wrong?
 

Attachments

  • 20170715202809_1.jpg
    20170715202809_1.jpg
    62.2 KB · Views: 294
Back
Top Bottom