Simple🌳
Official Terrarian
I am pretty quick, huh?wtf not even a day and you reply
I am pretty quick, huh?wtf not even a day and you reply
Yes, too the wings dont show and dont workI am pretty quick, huh?
Another thing you can do instead of:Yes, too the wings dont show and dont work
public virtual bool Autoload(ref string LatormWings, ref string LatormWings_Wings, IList<EquipType> equips) // you can also do static.
{
equips.Add(EquipType.Wings);
return true;
}
[AutoloadEquip(EquipType.Wings)]
public class LatormWings : ModItem
Thx now it works uwu, you saved me a lot of hours thanks lmaoAnother thing you can do instead of:
is add this instead:C#:public virtual bool Autoload(ref string LatormWings, ref string LatormWings_Wings, IList<EquipType> equips) // you can also do static. { equips.Add(EquipType.Wings); return true; }
So that there is an autoload on top of your LatormWingsC#:[AutoloadEquip(EquipType.Wings)] public class LatormWings : ModItem
Hey! New to modding, and I'm posting here with the hope that somebody can help me with my code. I want my weapon to give the player a buff when they right click with it. The issue is that once the player right clicks with the sword, item.buffType is assigned to the entire item. From that point forward, both the left and right clicks assign the buff. How do I unassign item.buffType for the left click functionality? or maybe there's a better way to go about this?
Here's the relevant code:
C#:public override bool CanUseItem(Player player){ //right click functionality if (player.altFunctionUse == 2){ item.UseSound = SoundID.Item100;//placeholder item.useStyle = ItemUseStyleID.HoldingUp; item.useTime = 10;//placeholder item.useAnimation = 10;//placeholder item.noMelee = true; item.buffType = ModContent.BuffType<GhostbladeBuff>(); item.buffTime = 360; } else { item.UseSound = SoundID.Item1; item.useStyle = ItemUseStyleID.SwingThrow; item.useTime = 10; item.useAnimation = 25; item.noMelee = false; } return base.CanUseItem(player); }
item.buffType = ModContent.BuffType<GhostbladeBuff>();
, I'm using item.buffType = mod.BuffType"GhostbladeBuff"
. This allows me to use item.buffType = mod.BuffType"";
to unassign the buff, fixing my issue.Not yet, but we are working on it.Hey guys, Is tModLoader now compatible with Terraria version 1.4.0.5?
Wouldn't it be more advisable waiting for v1.4.1 before messing around with the current assemble process and having everything being wasted due to the fact opcodes changing after the client update?Not yet, but we are working on it.
I think getting an estimate of when the update will come is not a good idea, It will be bad for everyone if the mod loader devs end up rushing the development because the estimate deadline is getting near.Hey, is there any rough estimate for when tModLoader will be compatible with version 1.4.0.5, or any estimated progress percentage?
And will there be an announcement some time before it releases?
Um...I tried to manually install the TModLoader from the front page of this thread, and I followed the directions by dropping the files into the Steam folder, and that overwrote some files. Now Terraria crashes at the Character Select screen. How do I uninstall it...?
I should have known this wouldn't work, it's not compatible with the latest version of Terraria yet...
I didn't corrupt anything irreparably, did I?
I installed TmodLoader off steam today and the mod browser wasn't working and neither was the manual mod browser website, saying that it could not be loaded. Is it a problem with the website or my pc?
Sim amigo, o tModLoader está na versão 1.3.5.3 e está sendo atualizada neste momento para a versão 1.4.0.5.o tmodloader está na versão 1.3, não será atualizado para 1.4.0.5? ou é de outra forma?