tModLoader CrackShell

IDK what to make. What do you think?

  • Bosses

    Votes: 1 7.7%
  • Weapons

    Votes: 0 0.0%
  • Tiles(May take longer)

    Votes: 0 0.0%
  • My first Town NPC

    Votes: 5 38.5%
  • All of the above(Will take plenty of time but will reveal a big update)

    Votes: 7 53.8%

  • Total voters
    13

xX_Cobalt_Boss_Xx

Official Terrarian
:D
Yeah!
CrackShell is out! It's Currently at v0.5.8.9 and adds:
2 Buffs
1 Tile
13 NPCs
30 Items

:)-_-:indifferent: well that's not much, is it?
THERE IS MORE COMING!
I'm working on this by myself and don't need any help.
Here is one of the Bosses:
ShadowEye.png
ShadowWormTail.png
ShadowWormBody.png
ShadowWormHead.png
There are a few bugs I need to fix like part of the worm's body disappearing so I'll work on that, but otherwise, it's going very well!
also, thank you all for 4.6K+ downloads! I wasn't expecting this many as I'm not very well known!
Code:
using System.IO;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria.World.Generation;
using Microsoft.Xna.Framework;
using Terraria.GameContent.Generation;
using System.Linq;
namespace YourModName
{
    public class MyWorld : ModWorld
    {
        public override void ModifyWorldGenTasks(List<GenPass> tasks, ref float totalWeight)
        {
            int genIndex = tasks.FindIndex(genpass => genpass.Name.Equals("Shinies"));
            if (genIndex == -1)
            {
                return;
            }
            tasks.Insert(genIndex + 1, new PassLegacy("Custom Biome", delegate (GenerationProgress progress)
            {
                progress.Message = "Custom Biome Progress";
                for (int i = 0; i < Main.maxTilesX / 100; i++)       //100 is how many biomes. the bigger is the number = less biomes
                {
                    int X = WorldGen.genRand.Next(1, Main.maxTilesX - 300);
                    int Y = WorldGen.genRand.Next((int)WorldGen.rockLayer - 100, Main.maxTilesY - 200);
                    int TileType = mod.TileType("YourTileName");     //this is the tile u want to use for the biome , if u want to use a vanilla tile then its int TileType = 56; 56 is obsidian block
                    WorldGen.TileRunner(X, Y, 170, WorldGen.genRand.Next(100, 2000), TileType, false, 0f, 0f, true, true);  //170 is how big is the biome     100, 2000 this changes how random it looks.
                }
            }));
        }
    }
}
There is the light healer:
LightHealer.png
It is a stick that heals 1 life every time you hit something with it. There is also the dirt gun wich rapid fires bullets.
This is for if u want custom biome, btw.
Download Here: http://www.mediafire.com/file/qpslpl96ow7ld84/TheCrack.tmod

ModSupport_TheCrack.png
Also, check out the server if you want to try my mod with friends! The server may go down for updates.
Password: 1234
IP: 192.168.0.50
Port: 777
Mods Required:
CrackShell

Note: I'm not sure if it will work with people outside of my local area network. :(
Also: I added support for tmodloader 0.10
 
Last edited:
I'd suggest not to make bosses just recolors of other ones.
The custom biome thing is also a bit random, lol.
Well, I've finished re-coloring my favorite sprites, so I will try to make original sprites now, and I have a few original ones already. Thanks for noticing this and also, everyone,
I will make mod support posters soon!
 
OK, I need help. so I released a weapon. And as soon as I released it I found a bug and now my mod is op. The sword keeps healing more and more the more you hit something and heals you every time you swing the sword pls help this is code
Code:
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;

namespace TheCrack.Items   //where is located
{
    public class LightHealer : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Light Healer";     //Sword name
            item.damage = 10;            //Sword damage
            item.melee = true;            //if it's melee
            item.width = 90;              //Sword width
            item.height = 90;             //Sword height
            item.toolTip = "Cool Modded Sword";  //Item Description
            item.useTime = 1;          //how fast
            item.useAnimation = 25;   
            item.useStyle = 1;        //Style is how this item is used, 1 is the style of the sword
            item.knockBack = 1000;      //Sword knockback
            item.value = 10000;      
            item.rare = 10;
            item.UseSound = SoundID.Item1;       //1 is the sound of the sword
            item.autoReuse = true;   //if it's capable of autoswing.
            item.useTurn = true;
        }
        public override void AddRecipes()  //How to craft this sword
        {
            ModRecipe recipe = new ModRecipe(mod);    
            recipe.AddIngredient(ItemID.Wood, 10);   //you need 10000 AshBlock
            recipe.AddIngredient(ItemID.LesserHealingPotion, 1);   //you need 100 StoneBlock
            recipe.AddTile(TileID.WorkBenches);   //at work bench
            recipe.SetResult(this);
            recipe.AddRecipe();

        }
        public override void OnHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
        {
            item.healLife += 1;  //This is the part I expect he error from
        }
    }
}
Server going down for tonight!
 
OK, I need help. so I released a weapon. And as soon as I released it I found a bug and now my mod is op. The sword keeps healing more and more the more you hit something and heals you every time you swing the sword pls help this is code
Code:
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.Graphics.Effects;
using Terraria.Graphics.Shaders;
using Terraria.ID;
using Terraria.ModLoader;

namespace TheCrack.Items   //where is located
{
    public class LightHealer : ModItem
    {
        public override void SetDefaults()
        {
            item.name = "Light Healer";     //Sword name
            item.damage = 10;            //Sword damage
            item.melee = true;            //if it's melee
            item.width = 90;              //Sword width
            item.height = 90;             //Sword height
            item.toolTip = "Cool Modded Sword";  //Item Description
            item.useTime = 1;          //how fast
            item.useAnimation = 25; 
            item.useStyle = 1;        //Style is how this item is used, 1 is the style of the sword
            item.knockBack = 1000;      //Sword knockback
            item.value = 10000;    
            item.rare = 10;
            item.UseSound = SoundID.Item1;       //1 is the sound of the sword
            item.autoReuse = true;   //if it's capable of autoswing.
            item.useTurn = true;
        }
        public override void AddRecipes()  //How to craft this sword
        {
            ModRecipe recipe = new ModRecipe(mod);  
            recipe.AddIngredient(ItemID.Wood, 10);   //you need 10000 AshBlock
            recipe.AddIngredient(ItemID.LesserHealingPotion, 1);   //you need 100 StoneBlock
            recipe.AddTile(TileID.WorkBenches);   //at work bench
            recipe.SetResult(this);
            recipe.AddRecipe();

        }
        public override void OnHitNPC(Player player, NPC target, int damage, float knockback, bool crit)
        {
            item.healLife += 1;  //This is the part I expect he error from
        }
    }
}
Server going down for tonight!
Replace
Code:
item.healLife += 1;
with
Code:
player.statLife += 1;
player.HealEffect(1);
 
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