tAPI berberborscing's Mod

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This might just be me spouting ideas here
Since the bug effects only contact damage mobs, but not projectile mobs, could try having your summons attack by spawning a quick, nonmoving projectile under them?
I've noticed your corruptoid staff still does damage to mobs it hovers over and seems to function relatively fine. I don't know anything about how any of this works though, if what i've said is completely wrong, I apologize.
 
I posted an explanation for the summoner weapon problem here.

I made these changes to your mod to get the Hungry Staff working and damaging enemies.

In MBase.cs I added:
Code:
public override void PreGameUpdate() { // May work just as well in the OnLoad() function, haven't tested
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = false;
}

And in your HungryStaff items CS file I added:
Code:
public override void PreItemCheck(Player player) {
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = true;
}

public override void PostItemCheck(Player player) {
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = false;
    Projectiles.HungryStaff.summoning = false; // This line was there already
}

The others should work as well with similar modifications.

Hope this helps!
 
I posted an explanation for the summoner weapon problem here.

I made these changes to your mod to get the Hungry Staff working and damaging enemies.

In MBase.cs I added:
Code:
public override void PreGameUpdate() { // May work just as well in the OnLoad() function, haven't tested
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = false;
}

And in your HungryStaff items CS file I added:
Code:
public override void PreItemCheck(Player player) {
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = true;
}

public override void PostItemCheck(Player player) {
    Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = false;
    Projectiles.HungryStaff.summoning = false; // This line was there already
}

The others should work as well with similar modifications.

Hope this helps!
Even after this, the Sun and Rain Button don't work. If that can be figured out, I can release a 1.1.3 with a rare spawner orb drop from mobs

EDIT: The buttons still work. So I'm gonna work on the update.
 
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what will this "spawner orb" do? :eek:
You throw it, it lasts 5 minutes, and it spawns a certain mob at random.
Every mob has a 1% chance to drop a spawner orb that spawns the NPC it dropped from.
Say you kill an Antlion and get the orb.
Maybe the sandgun is possible to get now
 
You throw it, it lasts 5 minutes, and it spawns a certain mob at random.
Every mob has a 1% chance to drop a spawner orb that spawns the NPC it dropped from.
Say you kill an Antlion and get the orb.
Maybe the sandgun is possible to get now
id love it if it was permenate..but had a cooldown of some kind..
 
Released an update that fixes the summoner weapons not dealing damage. I will fix the removal when it isn't 9:00 at night :p
I've been coding this update for 2 days straight, adding the new Spawner Orbs. If there's any broken ones, it's probably an oversight due to fatigue, and please notify me. Enjoy your long-awaited update!
 
Released an update that fixes the summoner weapons not dealing damage. I will fix the removal when it isn't 9:00 at night :p
I've been coding this update for 2 days straight, adding the new Spawner Orbs. If there's any broken ones, it's probably an oversight due to fatigue, and please notify me. Enjoy your long-awaited update!
Thanks for fixing the summoner weapons! Was really annoyed sometimes, especially with the jellyfish (from the pinata)
 
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