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tAPI [Discontinued] tAPI - A Mod To Make Mods

Discussion in 'Released' started by Yoraiz0r, Oct 14, 2014.

Thread Status:
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Thread was lock by: Tunnel King
Reason: discontinued prior to 1.3 release
Lock date: 20:26 04-08-2016
  1. daupper

    daupper Terrarian

    Great! Finally a nice and clean release. So.. how exactly would I update? Do I have to uninstall r10 or does it replace the necessary files? What about the mods? Will they have to be recoded?
    Also, I'd just love to see all the added things in detail. Is there a changelog, that displays more than "TCF Release"? I know Shockah posted a summary over at terariaonline, but still. Not really detailed. (for example, "tons of new hooks". I'd love to know which ones exactly)
  2. zadum4ivii

    zadum4ivii Official Terrarian

    Not working... I am creating a character and he doesn't have this item...
  3. Shockah

    Shockah Grandson of The Wizard

    You don't have to uninstall r10, you can just install over.
    The thing is, writing such a changelog would take us a whole day, due to the fact it was basically rewritten from scratch. It will be faster if you decompile tAPI.

    @zadum4ivii: Oops. Replace "virtual" with "override". Sorry

    EDIT: So much stuff going on, I can't keep up, and I'm still at work lol
  4. daupper

    daupper Terrarian

    Sorry. I did not want to get you in a hurry or anything. I installed it now and it works perfectly fine, even without game launcher. Testing my older mods now.
  5. Loki

    Loki Consigliere Staff Member Re-Logic Administrator

    Glad to see this arrive! Congrats to the entire team involved, and I'm sure the entire community will enjoy your work for years to come.

  6. Shockah

    Shockah Grandson of The Wizard

    Yep, I made the Game Launcher optional just 2 days ago, 2-3 hours before the planned release date! :p
    daupper likes this.
  7. zadum4ivii

    zadum4ivii Official Terrarian

    Everything works! Thank you again!
    Good luck in working ;)
    daupper and Shockah like this.
  8. Yoraiz0r

    Yoraiz0r Lead Developer Re-Logic

    As Shockah says, documentation takes us a ton of time! However, if you use visual studio of any version, just adding tAPI.exe as a reference will let you open all of its classes and see all of the hooks we have now.

    Also, if you hadn't yet, check the first post's "documentation" section, http://tapi.axxim.net/docs/?mode=hooks&doc=modplayer for example , contains all the hooks and a brief summary of what they are capable of doing!

    We prefer avoiding checking what we added vs what we re-added in r10 , further versions will contain detailed changelogs (e.g. from r11 to r12) but the difference between r10 and r11 is "too big".

    (also... I've been trying to make video tutorials of modding for the past hour... way more complicated than I figured it would be ;-; had to re-take 3 times already)

    Edit: Regarding upgrading from r10, check this.
    Last edited: Oct 14, 2014
    Nopezal, Blue_Raven, W1K and 2 others like this.
  9. Lhokî

    Lhokî Terrarian

    Great work! Thank you all so much for making this happen. :dryadpassionate:
    daupper, Arkhayla and Shockah like this.
  10. daupper

    daupper Terrarian

    Thanks, Yorai! I backed up my mods and set up Visual Studio now. I removed any constructors and the mod builds fine, but when I try to load it, I get a NullReferenceException. I don't know why. Looks like it can't handle some file path.
    Oh, by the way sorry for the german stuff in the exception, lol.
    TAPI.Mods+LoadException: rillaifMods.tapi: System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
    bei TAPI.Mod.<Load>b__0(BinBuffer bb)
    bei TAPI.Mods.HandleTapiModFile(FPath path, Action`1 action)
    bei TAPI.Mods.HandleModFile(FPath path, Action`1 action)
    bei TAPI.Mod.Load()
    bei TAPI.Mods.Load()
    bei TAPI.Mods.Load()
  11. zadum4ivii

    zadum4ivii Official Terrarian

    Any r11 cheat menu mods?
    --- Double Post Merged, Oct 14, 2014 ---
    And is it possible to make the "On player look" for an accessory?
  12. Yoraiz0r

    Yoraiz0r Lead Developer Re-Logic

    "player look"? do you mean mousing over tiles?
  13. zadum4ivii

    zadum4ivii Official Terrarian

    No, no, no, something like this. Sorry if you didn't understand me, i am Russian.

    Attached Files:

  14. 360Chadscope

    360Chadscope Pixel Pirate

    So an accessory which you can see on the player when it's equipped.
  15. zadum4ivii

    zadum4ivii Official Terrarian

  16. Yoraiz0r

    Yoraiz0r Lead Developer Re-Logic

    Ah, you can definitely do that, no code required at all either.
    In the item's json file, you can fill a line pointing to what accessory it is and what spritesheet to use, for example
    "textureBalloon": "Items/Balloon Accessory",
    will make your item show "Mod/Items/Balloon Accessory.png" when equipped.
    360Chadscope, Nopezal and W1K like this.
  17. zadum4ivii

    zadum4ivii Official Terrarian

    Thanks! Will try it later)
  18. Nopezal

    Nopezal Skeletron Prime

    Ah, great! Seeing this thread made me happy.
    Also, sad to hear PoroCYon's out of the team. He filled me in with the details about it though, and he didn't seem too upset.
    360Chadscope, Yoraiz0r and Arkhayla like this.
  19. Shockah

    Shockah Grandson of The Wizard

    It's too generic of an exception. Could you possibly upload the whole mod?

    If all goes well, I'll have mine ready today.
    zadum4ivii likes this.
  20. CheeseBane

    CheeseBane Terrarian

    Does that say

    Cause I think it does!

    Arkhayla and Yoraiz0r like this.
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