Open Options - Controls - scroll down - Mod bindings or smth like thatYo i ummmmm am having a little bit confusion and a hard time trying to find out how to add a hotkey or simply just finding the hotkey to enable/toggle the checklist...Pls help meh.. :-D
Nothing is pre-set. You have to go settings, controls, then scroll down to mod settingsBut What Hotkeys Do We Use To Open The List? PLEASE TELL ME! At LEAST SOMEONE TELL ME HOW PLEASE thank You
Their end.The Cyber King and Alchemaster from Tremor are not ordered correctly on the Checklist...Is this on your end, or the Tremor devs?
Please inform Tremor of this on their thread. Boss Checklist merely displays the info, it doesn't do anything more.Hello, when i defeated the Alchemaster from Tremor 1.3 it did not have a tick in the boss checklist, regardless of how many times i defeated him.
Thanks
Alright then, ThanksHello, when i defeated the Alchemaster from Tremor 1.3 it did not have a tick in the boss checklist, regardless of how many times i defeated him.
Thanks
You'll have to ask ersionmake the ersion mod be supported pls
bossChecklist.Call("AddBoss", "Tacoman", 5.5f, (Func<bool>)(() => ExampleWorld.downedAbomination));
bossChecklist.Call("AddBossWithInfo", "Tacoman", 5.5f, (Func<bool>)(() => ExampleWorld.downedAbomination), "Use a [i:" + mod.ItemType("StrongFlareGun") + "] at night in the Example Biome");
oops, my bad, it's fixed.help something's wrong heres the log:
Object reference not set to an instance of an object.
at BossChecklist.UI.BossChecklistUI..ctor() in D:\Documents\My Games\Terraria\ModLoader\Mod Sources\BossChecklist\BossChecklistUI.cs:line 146
at BossChecklist.BossChecklist.Load() in D:\Documents\My Games\Terraria\ModLoader\Mod Sources\BossChecklist\BossChecklist.cs:line 52
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
New Release: 0.1.2
I have added an info message capability, which can be used to show spawn conditions and spawn items to the user.
Users:
All the mod bosses will show "No info available" until you convince the modder to update. Please don't ask for support here, but in the respective mod's threads.
Modders:
To use the new functionality, we will change
toCode:bossChecklist.Call("AddBoss", "Tacoman", 5.5f, (Func<bool>)(() => ExampleWorld.downedAbomination));
Code:bossChecklist.Call("AddBossWithInfo", "Tacoman", 5.5f, (Func<bool>)(() => ExampleWorld.downedAbomination), "Use a [i:" + mod.ItemType("StrongFlareGun") + "] at night in the Example Biome");
Basically change AddBoss to AddBossWithInfo and add a string parameter. This string can use the chat tags system for color and items: http://terraria.wiki.gg/Chat#Tags
No, but you could ask to be part of their development team or make a pull request for their repository if they have one.Is there any way for users to edit the info themselves? Like, could I add a description/spawn condition for the bosses from mods myself?
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Audio;
using Terraria;
using Terraria.ID;
using Terraria.Initializers;
using Terraria.IO;
using Terraria.ModLoader;
using Terraria.GameContent;
using Terraria.DataStructures;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ModLoader;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Trelamium.Items;
using Trelamium.Items.Accesories;
using Trelamium.Items.Armor;
using Trelamium.Items.Weapons;
using Trelamium.Tiles;
using Trelamium.Tiles.DForest;
using Trelamium.Tiles.Stations;
using Trelamium.NPCs.Pyron;
using Trelamium.NPCs.SpiderQueen;
using Trelamium.NPCs.TheAzolinth;
using Trelamium.NPCs.DarkWING;
using Trelamium.NPCs.CumulorBoss;
using Trelamium.NPCs.Glacier;
namespace Trelamium
{
public class Trelamium : Mod
{
public Trelamium()
{
Properties = new ModProperties()
{
Autoload = true,
AutoloadSounds = true,
AutoloadGores = true,
AutoloadBackgrounds = true
};
}
public override void Load()
{
if (!Main.dedServ)
{
Filters.Scene["Trelamium:GlacierRun2"] = new Filter(new gbScreenShaderData("FilterMiniTower").UseColor(0.3f, 0.9f, 0.9f).UseOpacity(0.65f), EffectPriority.VeryHigh);
SkyManager.Instance["Trelamium:GlacierRun2"] = new gbSky();
}
}
public override void PostSetupContent()
{
Mod bossChecklist = ModLoader.GetMod("BossChecklist");
if(bossChecklist != null)
{
// To include a description:
bossChecklist.Call("AddBossWithInfo", "Cumulor", 2.5f, (Func<bool>)(() => TrelamiumWorld.downedCumulor), "Use a [i:" + mod.ItemType("SuspiciousLookingCloud") + "] During the rain");
bossChecklist.Call("AddBossWithInfo", "Mother Spider", 3.55f, (Func<bool>)(() => TrelamiumWorld.downedSpider), "Go underground after you killed the Eater of worlds/Brain of cthulhu and kill a spider egg");
bossChecklist.Call("AddBossWithInfo", "Pyron", 5.5f, (Func<bool>)(() => TrelamiumWorld.downedPyron), "Use a [i:" + mod.ItemType("BlazingEmblem") + "] In the underworld");
bossChecklist.Call("AddBossWithInfo", "Glacier", 7.5f, (Func<bool>)(() => TrelamiumWorld.downedGlacier), "Use a [i:" + mod.ItemType("FrostEmblem") + "] In the snow biome at night");
bossChecklist.Call("AddBossWithInfo", "DarkWING", 11.5f, (Func<bool>)(() => TrelamiumWorld.downedDarkwingboss), "Use a [i:" + mod.ItemType("DarkHive") + "] During the night");
bossChecklist.Call("AddBossWithInfo", "The Azolinth", 2.5f, (Func<bool>)(() => TrelamiumWorld.downedAzolinth), "Use a [i:" + mod.ItemType("AdvancedTechnologyTransmitter") + "] At anytime");
}
}