SlayerOfTheBad
Skeletron
This has really died out, huh? Such a shame.
Because I can't figure out how to fix summoner weapons not dealing damage anymoreThis has really died out, huh? Such a shame.
Nah, like, overall. People have stopped suggesting things too, which is a shame, since it's probably the most community-involved mod there isBecause I can't figure out how to fix summoner weapons not dealing damage anymore
maybe you could talk to @MarioKart7z ...hes great with that kinda stuffBecause I can't figure out how to fix summoner weapons not dealing damage anymore
Hey, fun fact, I work with that guy now, for those that didn't know :3maybe you could talk to @MarioKart7z ...hes great with that kinda stuff
It's not like I'm not trying, r15 seems to have broken all Summoner weapons, and I haven't found a solution yetPlease update this mod for tAPI r15
R15 Is Really Buggy. I Has Faith That @berberborscing Will Fix It For An Update After R15.Please update this mod for tAPI r15
WHAT!? but...but...my arrows wont be enough to save the world..i need my slime friends too...r15 seems to have broken all Summoner weapons
No, r15 removed the need of the PreItemCheck and PostItemCheck method overrides in the summon item's class.It's not like I'm not trying, r15 seems to have broken all Summoner weapons, and I haven't found a solution yet
Why not make it as a downloadable add-on? It'd make summoning Duke Fishron ALOT easier.Not sure if introducing crafting biological creatures is a go, but every other boss does have a summon item...
Maybe as an optional add-on.
public override void PreGameUpdate() { // May work just as well in the OnLoad() function, haven't tested
Main.projPet[ProjDef.byName["berberborscing:HungryStaff"].type] = false;
}
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
}
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 mobsI 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!
what will this "spawner orb" do?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
You throw it, it lasts 5 minutes, and it spawns a certain mob at random.what will this "spawner orb" do?
id love it if it was permenate..but had a cooldown of some kind..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
Thanks for fixing the summoner weapons! Was really annoyed sometimes, especially with the jellyfish (from the pinata)Released an update that fixes the summoner weapons not dealing damage. I will fix the removal when it isn't 9:00 at night
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!