Standalone [1.3] tModLoader - A Modding API

Hey everyone! I am planning to make a mod centred around religions. I will try to not portray any beings in negative ways for any religions that are still alive today (except beings that are "evil" in the religion, e.g. Lucifer, Hades, The Anti-Christ, etc.) and will try to stay as true to the stories in the religion as possible whilst still making it fun and work as a mod. Will I be allowed to go through with this, or will this deemed too offensive?
 
Hey everyone! I am planning to make a mod centred around religions. I will try to not portray any beings in negative ways for any religions that are still alive today (except beings that are "evil" in the religion, e.g. Lucifer, Hades, The Anti-Christ, etc.) and will try to stay as true to the stories in the religion as possible whilst still making it fun and work as a mod. Will I be allowed to go through with this, or will this deemed too offensive?

more like Megatenish but positive way?
 
hey guys i got a problem while coding a hood named King's Hood it says :
Error CS0103 : the name "thrownVelocity" does not exist in the current contest
here is my coding :
Code:
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace FatalityMod.Items.Armor
{
    [AutoloadEquip(EquipType.Head)]
    public class KingHood : ModItem
    {
        public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("King's Hood");
            Tooltip.SetDefault("'This Hood Is So Sticky'");
        }

        public override void SetDefaults()
        {
            item.width = 18;
            item.height = 18;
            item.value = 10000;
            item.rare = 2;
            item.defense = 4;
        }

        public override bool IsArmorSet(Item head, Item body, Item legs)
        {
            return body.type == mod.ItemType("KingBreastplate") && legs.type == mod.ItemType("KingLeggings");
        }

        public override void UpdateEquip(Player player)
        {
            thrownVelocity += 0.15f;
            meleeSpeed += 0.15f;
        }
        public override void UpdateArmorSet(Player player)
        {
            player.setBonus = "'Jump Like A Slime'";
            autoJump = true;
            jumpSpeedBoost += 2.4f;
            extraFall += 15;
            jumpBoost = true;
        }

        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(null, "SwampSoul", 5);
            recipe.AddIngredient(null, "KingMedal", 1);
            recipe.AddIngredient(ItemID.NinjaHood);
            recipe.AddTile(TileID.Solidifier);
            recipe.SetResult(this);
            recipe.AddRecipe();
        }
    }
}

try adding 'player.' before 'thrownVelocity' and 'meleeSpeed'.
 
by the way how can i use tooltip 2 ? i tried
Code:
public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("King's Hood");
            Tooltip.SetDefault("'This Hood Is So Sticky'");
            Tooltip2.SetDefault("' increased melee speed'");
        }
but it gives the error
Tooltip2 dosen't exist in the current context
 
by the way how can i use tooltip 2 ? i tried
Code:
public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("King's Hood");
            Tooltip.SetDefault("'This Hood Is So Sticky'");
            Tooltip2.SetDefault("' increased melee speed'");
        }
but it gives the error
Tooltip2 dosen't exist in the current context
that means that Tooltip2 doesnt exist
try this
Code:
Tooltip.SetDefault("'This Hood Is So Sticky'" + " \n'increased melee speed'");
 
oh nvm i find how to use the tooltip2 anyway i got a new problem and sorry for sending so much messages and i will show you the problem in a short video :
here is my code :
Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace FatalityMod.Items
{
    public class SlimyPickaxe : ModItem
    {
        public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("Slimy Pickaxe");
            Tooltip.SetDefault("'May stick in your hands'");
        }

        public override void SetDefaults()
        {
            item.damage = 6;
            item.melee = true;
            item.width = 32;
            item.height = 32;
            item.useTime = 40;
            item.useAnimation = 40;
            item.pick = 64;
            item.useStyle = 1;
            item.knockBack = 6;
            item.value = 10000;
            item.rare = 2;
            item.UseSound = SoundID.Item1;
            item.autoReuse = true;
        }

        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(null, "SwampSoul", 10);
            recipe.AddIngredient(ItemID.Gel, 30);
            recipe.AddTile(TileID.Solidifier);
            recipe.SetResult(this);
            recipe.AddRecipe();
        }

        public override void MeleeEffects(Player player, Rectangle hitbox)
        {
            if (Main.rand.Next(10) == 0)
            {
                int dust = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, mod.DustType("BlueSparkle"));
            }
        }
    }
}
same thing is happening with the slimy axe :(
 
oh nvm i find how to use the tooltip2 anyway i got a new problem and sorry for sending so much messages and i will show you the problem in a short video :
here is my code :
Code:
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace FatalityMod.Items
{
    public class SlimyPickaxe : ModItem
    {
        public override void SetStaticDefaults()
        {
            DisplayName.SetDefault("Slimy Pickaxe");
            Tooltip.SetDefault("'May stick in your hands'");
        }

        public override void SetDefaults()
        {
            item.damage = 6;
            item.melee = true;
            item.width = 32;
            item.height = 32;
            item.useTime = 40;
            item.useAnimation = 40;
            item.pick = 64;
            item.useStyle = 1;
            item.knockBack = 6;
            item.value = 10000;
            item.rare = 2;
            item.UseSound = SoundID.Item1;
            item.autoReuse = true;
        }

        public override void AddRecipes()
        {
            ModRecipe recipe = new ModRecipe(mod);
            recipe.AddIngredient(null, "SwampSoul", 10);
            recipe.AddIngredient(ItemID.Gel, 30);
            recipe.AddTile(TileID.Solidifier);
            recipe.SetResult(this);
            recipe.AddRecipe();
        }

        public override void MeleeEffects(Player player, Rectangle hitbox)
        {
            if (Main.rand.Next(10) == 0)
            {
                int dust = Dust.NewDust(new Vector2(hitbox.X, hitbox.Y), hitbox.Width, hitbox.Height, mod.DustType("BlueSparkle"));
            }
        }
    }
}
same thing is happening with the slimy axe :(
So what is the issue exactly? Is it the audio? or is it not making a sound when hitting the blocks?
 
Monika's Granddad I have no idea what that is, but these are some of the plans I have:
Jesus Armor - magic armour that allows you to walk on liquids, heals players that are near you, and improved effects of the paladin's shield.
Te Ika a Maui - a boss that is summoned with Maui's rod while using Maui's hook as bait.
Zeus's Fury - a sentry summon weapon that is basically an upgraded nimbus rod

And I looked for modding tutorials on youtube, but I couldn't get Microsoft Visual Studio to give me auto-fill options from the Terraria files, and can't find them online. If you could tell me how to do it or give me a link on how to that would be greatly appreciated.
 
Hi, does anybody know how I can make my breastplate reduce the rate of air lose while under water (like breathing reed)?
Thanks in advance.
 
I have a question about one of the Mod Browser rules.
3. Your mod will not do anything else deemed illicit, inappropriate, or harmful.
(Yes, we check the decompiled source of mods from time to time. If your code is obfuscated to prevent easy checking we may ban you if we decide to.) This also includes irresponsible use of reflection, Cecil, or other code that prevents harmonious mod coexistence.
I've made a mod (MechScope), that uses a library called Harmony, to modify game code during run-time. It works kinda like detouring in unmanaged code, but it can actually interoperate with other instances of itself, allowing multiple mods to patch the same methods. As far as I know, there haven't been any terraria mods that use this sort of thing yet.
So, would it be OK to upload this mod to the Mod Browser?
 
I have a question about one of the Mod Browser rules.

I've made a mod (MechScope), that uses a library called Harmony, to modify game code during run-time. It works kinda like detouring in unmanaged code, but it can actually interoperate with other instances of itself, allowing multiple mods to patch the same methods. As far as I know, there haven't been any terraria mods that use this sort of thing yet.
So, would it be OK to upload this mod to the Mod Browser?
should be fine to upload as long as it doesnt interfere with other mods and doesn't damage the client in anyway such as malicious code intent on damaging or destroying peoples worlds or what not.
 
help me out a little? I'm completely new to making my own mods, and this comes up when i try to build on Mac. I'm told I need to Compile it before building but I can't figure out how. I feel like I'm missing something obvious.

Error running mcs: Cannot find the specified file
at Mono.CSharp.CSharpCodeCompiler.CompileFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00176] in <6c7c03f48a9747c8a644da4f63a34480>:0
at Mono.CSharp.CSharpCodeCompiler.CompileAssemblyFromFileBatch (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00011] in <6c7c03f48a9747c8a644da4f63a34480>:0
at System.CodeDom.Compiler.CodeDomProvider.CompileAssemblyFromFile (System.CodeDom.Compiler.CompilerParameters options, System.String[] fileNames) [0x00014] in <6c7c03f48a9747c8a644da4f63a34480>:0
at Terraria.ModLoader.ModCompile.CompileMod (Terraria.ModLoader.ModCompile+BuildingMod mod, System.Collections.Generic.List`1[T] refMods, System.Boolean forWindows, System.Byte[]& dll, System.Byte[]& pdb) [0x00267] in <7195c050d4864dbc99c957f98a3d2dcb>:0
at Terraria.ModLoader.ModCompile.Build (Terraria.ModLoader.ModCompile+BuildingMod mod, Terraria.ModLoader.ModCompile+IBuildStatus status) [0x00151] in <7195c050d4864dbc99c957f98a3d2dcb>:0
at Terraria.ModLoader.ModCompile.Build (System.String modFolder, Terraria.ModLoader.ModCompile+IBuildStatus status) [0x0000b] in <7195c050d4864dbc99c957f98a3d2dcb>:0
at Terraria.ModLoader.ModLoader+<>c.<BuildMod>b__72_0 (System.Object _) [0x00000] in <7195c050d4864dbc99c957f98a3d2dcb>:0

I was searching for ways to stop this, so I found ways to change properties on build.txt files, and I'm assuming for noCompile to work I'd need to have successfully built the mod and change the .tmod file. Sorry, I feel like such an idiot as I am not a complete newbie to programming but I haven't done it in a very very long time.

Missing dll files for all.dll

Must have either All.dll or both of Windows.dll and Mono.dll
All.dll must not have any references to Microsoft.Xna.Framework or FNA
Windows.dll must reference the windows Terraria.exe and Microsoft.Xna.Framework.dll
Mono.dll must reference a non-windows Terraria.exe and FNA.dll
 
"Error: Submitted data not valid. Are you sure you already made the repository and have made an initial release already?"

already did this?
 
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