kingofthechairs
Terrarian
Basically the error i'm having is my gun (Blobthrower) shoots a projectile (Blobthrowerbubble) using the following code:
Somehow it can't find the projectile. I'll put the projectile's code below
I'll also be putting the weapon's code down below if it's needed.
C#:
Item.shoot = ModContent.ProjectileType<BlobThrowerbubble>();
C#:
using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
namespace BruceAdds.Projectiles.BlobThrowerbubble
{
public class BlobThrowerbubble : ModProjectile
{
public override void SetDefaults()
{
Projectile.DamageType = DamageClass.Ranged; // Damage class projectile uses
Projectile.scale = 1f; // Projectile scale multiplier
Projectile.penetrate = 1; // How many hits projectile have to make before it dies. 3 means projectile will die on 3rd enemy. Setting this to 0 will make projectile die instantly
Projectile.aiStyle = 0; // AI style of a projectile. 0 is default bullet AI
Projectile.width = Projectile.height = 6; // Hitbox of projectile in pixels
Projectile.friendly = true; // Can hit enemies?
Projectile.hostile = false; // Can hit player?
Projectile.timeLeft = 90; // Time in ticks before projectile dies
Projectile.light = 1f; // How much light projectile provides
Projectile.ignoreWater = true; // Does the projectile ignore water (doesn't slow down in it)
Projectile.tileCollide = true; // Does the projectile collide with tiles, like blocks?
}
}
}
I'll also be putting the weapon's code down below if it's needed.
C#:
using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
using Microsoft.Xna.Framework;
namespace BruceAdds.Items.BlobthrowerSA
{
public class Blobthrower : ModItem{
public override void SetDefaults()
{
Item.width = 33;
Item.height = 28;
Item.scale = 1.0f;
Item.useStyle = ItemUseStyleID.Shoot; // Use style for guns
Item.rare = 4;
Item.damage = 20; // Gun damage + bullet damage = final damage
Item.DamageType = DamageClass.Ranged;
Item.useTime = 1; // Delay between shots.
Item.useAnimation = 15; // How long shoot animation lasts in ticks.
Item.knockBack = 0.5f; // Gun knockback + bullet knockback = final knockback
Item.autoReuse = true;
Item.value = 100000;
Item.UseSound = SoundID.Item11;
Item.noMelee = true; // Item not dealing damage while held, we don’t hit mobs in the head with a gun
Item.shoot = ModContent.ProjectileType<BlobThrowerbubble>(); // What kind of projectile the gun fires, does not mean anything here because it is replaced by ammo
Item.shootSpeed = 12f; // Speed of a projectile. Mainly measured by eye
Item.useAmmo = ModContent.ItemType<RadWaste>(); // What ammo gun uses
}
}
}