Want to ask one question. Is it possible to tapi to change the sprites of the original items and monsters of terraria? If you can, help me
. I would be very grateful!
You can yes, I suggest decompiling tAPI and looking in Main.cs, there is a bunch of Texture variables, you would just change them to be what you want from your mods loaded textures.
I do this in my mod Future Dance to replace the timer textures, this is how it works:
Code:
// Replace vanilla Timer textures
if(!Main.dedServ) {
Main.tileTexture[144] = textures["Vanilla/Tile_Timers"];
Main.itemTexture[583] = textures["Vanilla/Item_Timer_1"];
Main.itemTexture[584] = textures["Vanilla/Item_Timer_3"];
Main.itemTexture[585] = textures["Vanilla/Item_Timer_5"];
}
This is done in ModBase.OnAllModsLoaded, btw.
I've been considering texture packs for tAPI, but I'm not sure exactly how to do it or really have the time to work on it much
Yea i thought about that but I thought it was ok. At least I made the sprite sheet of it myself. Here are a better picture
View attachment 21555
As you should see now, the left part of the hat stands out too much. it isn't like that in the sprite or spritesheet.
Are you 100% certain it isn't the texture? I can't think of what could cause that. Try using a 0% tolerance pick colour selection on the transparency, and see if there's some pixels to the side of the hat that you didnt notice.
So, asking once again as these questions went unanswered, how would I go for making custom music a thing, as of where do I need to put the file and in what format, also how can I edit a vanilla NPC's drop table adding my own drops to it as old tConfig did lazily let us replace vanilla defs with ini files but doubt that's a thing here.
Looking into the code for this, (never did music myself either) I think I found the answer.
You need to make a soundbank (.xsb) with your music and put it in the Wavebanks directory.
Then you need to make a Wavebanks.json, which has a single property "tracks", which is an array of music names.
Code:
{
"tracks": [
"Track1",
"Track2",
"Track3"
]
}
Then you do what you already know to use them
Random note, you can have 1 .xsb (music) 1 .xwb (sound effects) and the 1 json in this folder. The json is only for the soundbank though, not sure why it's called wavebanks
How can I make a weapon fire rockets (Rocket Is, Rocket IIs, etc.) and have it use them as ammo?
Set the weapon's "shoot" to the ID of one of the rockets (first one makes most sense) and set the "useAmmo" property to the ammo ID of rockets.
So I guess, use 134 for the "shoot" and 771 for the "useAmmo"
EDIT: Wow lots of missed messages, my browser didnt tell me there was more