tAPI Bluemagic's Mod - Elemental Unleash (Endgame Extension)

How difficult is the Phantom (compared to Duke Fishron)?

  • Way too easy

    Votes: 6 23.1%
  • Easy

    Votes: 3 11.5%
  • Fair

    Votes: 10 38.5%
  • Hard

    Votes: 6 23.1%
  • Way too hard

    Votes: 1 3.8%
  • This poll has been closed since it is pre-v0.2.3.

    Votes: 0 0.0%

  • Total voters
    26
  • Poll closed .
I made some textures you can use in some way (that is if you can use it)
Void Bolt:
SpellBook_Void.png
Void_Bolt.png
 
Last edited:

Danger808

Steampunker
Can you release the r16 one now because it's available. Also I get this error when i try to run it.

>>> Singleplayer: 01:26:05 <<<
TAPI.Mods+LoadException: Bluemagic.tapi: System.TypeLoadException: Could not load type 'TAPI.ModBuff' from assembly 'tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
ThoriumMod (Thorium Mod null by DivermanSam)
Tremor (Tremor Mod 1.2 by Bogdan3456, Zadum4ivii, Slavdey, Wilson P., The Mystery Chest, Naikoraptor, Rostos16)
LolHens (Elemental Boots 1.7 by LolHens)
CrimsonDemoniteMod (Crimson Demonite Mod null by Omari)
Bluemagic (Bluemagic's Mod - Elemental Unleash 0.3.2 by bluemagic123)
 

blushiemagic

Retinazer
tModLoader
Huh, people are still replying to this.

can you make tmodloader version
Well, since I'm working on tModLoader itself, I don't think I'll have time to port this mod over. However, I will port a couple of bosses from this mod to the example mod. This mod is also possibly merging with a standalone mod.

Can you release the r16 one now because it's available. Also I get this error when i try to run it.

>>> Singleplayer: 01:26:05 <<<
TAPI.Mods+LoadException: Bluemagic.tapi: System.TypeLoadException: Could not load type 'TAPI.ModBuff' from assembly 'tAPI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.RuntimeAssembly.GetType(RuntimeAssembly assembly, String name, Boolean throwOnError, Boolean ignoreCase, ObjectHandleOnStack type)
at System.Reflection.RuntimeAssembly.GetType(String name, Boolean throwOnError, Boolean ignoreCase)
at System.Reflection.Assembly.GetType(String name)
at TAPI.ModJsonHandler.HandleBuff(ModBase modBase, JsonData j, String fname) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 1447
at TAPI.ModJsonHandler.Handle(ModBase modBase) in x:\tAPI Core\tAPI\Mod\ModJsonHandler.cs:line 59
at TAPI.Mod.<Load>b__0(BinBuffer bb) in x:\tAPI Core\tAPI\Mod\Mod.cs:line 276
at TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 449
at TAPI.Mods.HandleModFile(FPath path, Action`1 action) in x:\tAPI Core\tAPI\Mod\Mods.cs:line 427
at TAPI.Mod.Load() in x:\tAPI Core\tAPI\Mod\Mod.cs:line 107
at TAPI.Mods.Load() in x:\tAPI Core\tAPI\Mod\Mods.cs:line 539
at Mods.Load()

Mods used:
ThoriumMod (Thorium Mod null by DivermanSam)
Tremor (Tremor Mod 1.2 by Bogdan3456, Zadum4ivii, Slavdey, Wilson P., The Mystery Chest, Naikoraptor, Rostos16)
LolHens (Elemental Boots 1.7 by LolHens)
CrimsonDemoniteMod (Crimson Demonite Mod null by Omari)
Bluemagic (Bluemagic's Mod - Elemental Unleash 0.3.2 by bluemagic123)
Oh, I forgot to update this to r16. I'll try to get that done later today :p
 

blushiemagic

Retinazer
tModLoader
v0.3.3: Darkness Unleashed
-Updated to tAPI r16
- Added Unleashed Corruption monsters + Banners
- Added Unleashed Crimson monsters + Banners
- Probably some things I forgot to keep track of

I've had this update ready for over a month now, but I forgot to upload it because of 1.3. This is probably going to be the final update since I'm working on tModLoader now. However, it's possible that this will merge with a standalone mod later; I'll let you guys know if that happens.
 

Danger808

Steampunker
Halp, when I try to build the mod I get this, what do I do?


Terraria 1.2.4.1, tAPI Builder r14

========================================
Building mod Bluemagic

Validating Jsons...
Compiling code...
BluemagicRecipes.cs (20,11)
'Terraria.Recipe' does not contain a definition for 'fromMod'
if(!Recipe.fromMod.ContainsKey("Bluemagic"))
^
BluemagicRecipes.cs (20,13)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"] = new List<Recipe>();
^
BluemagicRecipes.cs (16,24)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,30)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,36)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,42)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,48)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,103)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,110)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
GlobalItem.cs (17,84)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 1f, 0f);
^
GlobalItem.cs (62,84)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 1f, 0f);
^
OffsetShoot.cs (9,14)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
OffsetShoot.cs (54,14)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
DevArmor.cs (13,20)
Unreachable code detected
if(player.lifeRegen > 0)
^
PhantomBlade.cs (20,11)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PhantomBlade.cs (65,11)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumBreaker.cs (9,24)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, time, 0f);
^
PuriumBreaker.cs (54,24)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, time, 0f);
^
PuriumRifle.cs (20,14)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumRifle.cs (65,14)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumShotbow.cs (24,22)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, projSpeed, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumShotbow.cs (70,22)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, projSpeed, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
SandWorm.cs (32,38)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(npc.Center, offset * 12f, 31, npc.damage / 2, 0f, Main.myPlayer, 0f, 0f);
^
SandWorm.cs (83,38)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(npc.Center, offset * 12f, 31, npc.damage / 2, 0f, Main.myPlayer, 0f, 0f);
^
Shroomsand.cs (98,18)
'TAPI.TileDef' does not contain a definition for 'chest'
if(below != null && !below.active() && (!above.active() || !(above.type == 21 || TileDef.chest[(int)above.type] || above.type == 323)))
^
Failed to build Bluemagic.

========================================

Built 0 mods.
 

blushiemagic

Retinazer
tModLoader
Halp, when I try to build the mod I get this, what do I do?


Terraria 1.2.4.1, tAPI Builder r14

========================================
Building mod Bluemagic

Validating Jsons...
Compiling code...
BluemagicRecipes.cs (20,11)
'Terraria.Recipe' does not contain a definition for 'fromMod'
if(!Recipe.fromMod.ContainsKey("Bluemagic"))
^
BluemagicRecipes.cs (20,13)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"] = new List<Recipe>();
^
BluemagicRecipes.cs (16,24)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,30)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,36)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,42)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,48)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,103)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
BluemagicRecipes.cs (16,110)
'Terraria.Recipe' does not contain a definition for 'fromMod'
Recipe.fromMod["Bluemagic"].Add(Recipe.newRecipe);
^
GlobalItem.cs (17,84)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 1f, 0f);
^
GlobalItem.cs (62,84)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 1f, 0f);
^
OffsetShoot.cs (9,14)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
OffsetShoot.cs (54,14)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
DevArmor.cs (13,20)
Unreachable code detected
if(player.lifeRegen > 0)
^
PhantomBlade.cs (20,11)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PhantomBlade.cs (65,11)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumBreaker.cs (9,24)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, time, 0f);
^
PuriumBreaker.cs (54,24)
Argument 3: cannot convert from 'int' to 'string'
Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, time, 0f);
^
PuriumRifle.cs (20,14)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumRifle.cs (65,14)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, velocity, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumShotbow.cs (24,22)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(position, projSpeed, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
PuriumShotbow.cs (70,22)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(position, projSpeed, projType, damage, knockback, player.whoAmI, 0f, 0f);
^
SandWorm.cs (32,38)
The best overloaded method match for 'Terraria.Projectile.NewProjectile(Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, string, int, float, int, float, float)' has some invalid arguments
int proj = Projectile.NewProjectile(npc.Center, offset * 12f, 31, npc.damage / 2, 0f, Main.myPlayer, 0f, 0f);
^
SandWorm.cs (83,38)
Argument 3: cannot convert from 'int' to 'string'
int proj = Projectile.NewProjectile(npc.Center, offset * 12f, 31, npc.damage / 2, 0f, Main.myPlayer, 0f, 0f);
^
Shroomsand.cs (98,18)
'TAPI.TileDef' does not contain a definition for 'chest'
if(below != null && !below.active() && (!above.active() || !(above.type == 21 || TileDef.chest[(int)above.type] || above.type == 323)))
^
Failed to build Bluemagic.

========================================

Built 0 mods.
The problem is that the more recent versions of this mod is only compatible with r15 and above. If you don't want to use r15 or above, you might have to look through the older downloads.
 

blushiemagic

Retinazer
tModLoader
All of the mods that I am using are compatible together in r14.
That's weird, tAPI updates shouldn't break mods. They don't even build in r15?

Looking at the release dates for r15 and for the older versions, it looks like... v0.2.2 is the last one made for r14. If you want more features, you can keep trying the next version until they stop working.
 
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