Marc40k
Terrarian
The tremor mod adds a boss that spawn minions. I don't know how, though.is it currently possible to make a boss spawn other monsters? like the eye of Cthulhu spawning servants of Cthulhu?
The tremor mod adds a boss that spawn minions. I don't know how, though.is it currently possible to make a boss spawn other monsters? like the eye of Cthulhu spawning servants of Cthulhu?
Just use the NPC.NewNPC function? You can get all autocomplete functions if you get Visual Studio (or something of the sorts). Believe me, just strolling through all the functions a class contains will help a lot.is it currently possible to make a boss spawn other monsters? like the eye of Cthulhu spawning servants of Cthulhu?
For all the recipes that require it, you could add both tiles as requirements.How would I program a tile so that it would only work as a crafting station if a specific tile was immediately adjacent to it?
Think Minecraft's mods' multiblock structures, but in Terraria.
You won't be able to draw textures on the player until I add PlayerLayer support.Just use the NPC.NewNPC function? You can get all autocomplete functions if you get Visual Studio (or something of the sorts). Believe me, just strolling through all the functions a class contains will help a lot.
EDIT:
Question: Is there already a way to draw textures with ModBuffs? Since the SpriteBatch.Begin method has not been called in the overridable Update function of the ModBuffs. Or won't this be possible untill player hooks have been integrated?
Ty in advance!
I'm not entirely sure myself, but for the Sparkling Sphere in the example mod what I did was fiddle around with some numbers.So how would I use the holdoutoffset function in my weapon? I forgot what it was exactly called but I need it to fix this (Yes I know a diagonal facing bow probably wasn't a good idea but I wanted it that way)
View attachment 84138
Ill try it out thxFor all the recipes that require it, you could add both tiles as requirements.
You won't be able to draw textures on the player until I add PlayerLayer support.
I'm not entirely sure myself, but for the Sparkling Sphere in the example mod what I did was fiddle around with some numbers.
In the source code, I see this:what parameters do I pass to player.AddBuff(); for modbuffs?
You'll have to override the CanUse hook and return Main.dayTime.how do you make an item only usable at night? e.g. suspicious looking eye
Just to make sure, you unzipped the folder, right? If you did, is there a Resources folder next to the installer exe, and is there an Install file inside that folder?ca somebody help me, im trying to install it but it keeps saying "could not find installation resource file" ?
The "Install" file isn't supposed to be opened; it just contains information for the installer executable to copy files over to your Terraria directory. Hmm, which platform are you using? That error message you're getting means that the installer isn't able to find the Install file for some reason.yeah i found that but i cant open it
Use npc.AddBuff(buffid, time, false) For you buff use mod.BuffType("buffname") in OnHitNpc methodIs there a way to inflict a debuff on an NPC (ModBuff)
But in modbuff's update method, there is a Player parameter, not an NPC or Entity parameter...Use npc.AddBuff(buffid, time, false) For you buff use mod.BuffType("buffname") in OnHitNpc method
public override void HoldStyle(Player player)
{
int dust3 = Dust.NewDust(player.position - new Vector2(200, 0), 0, 0, Main.dust[21].type, 0f, 0f, 0, Microsoft.Xna.Framework.Color.White);
int dust4 = Dust.NewDust(player.position - new Vector2(-200, 0), 0, 0, Main.dust[100].type, 0f, 0f, 0, Microsoft.Xna.Framework.Color.White);
}
Buff support is still incomplete, and should be officially supported in the next update.But in modbuff's update method, there is a Player parameter, not an NPC or Entity parameter...
So the mod browser just outright crashes, without even showing the error message screen?Hello BlueMagic. You've done some great work with tModLoader. I think I may have found some bugs. If you click on the mod browser when not connected to the internet, then tModLoader crashes.
And something that may or may not be a bug, if you draw two different dust particles in one hook, they are usually displayed the same as each other. This is an example that I put together quickly. It belongs in a modItem.
Even though I specify two different dust types, only one is drawn for both, and it's not always the same one.Code:public override void HoldStyle(Player player) { int dust3 = Dust.NewDust(player.position - new Vector2(200, 0), 0, 0, Main.dust[21].type, 0f, 0f, 0, Microsoft.Xna.Framework.Color.White); int dust4 = Dust.NewDust(player.position - new Vector2(-200, 0), 0, 0, Main.dust[100].type, 0f, 0f, 0, Microsoft.Xna.Framework.Color.White); }
Anyway, thanks.