using Terraria.ID;
using Terraria.ModLoader;
namespace HeroUnleash
{
class HeroUnleash : Mod
{
public SetStaticDefaults()
{
DisplayName.SetDefault("Hero Sword");
Tooltip.SetDefault("Your Description");
}
public override void SetDefaults();
{
item.damage = 70; //the weapon damage
item.melee = true; //this makes it so it is a meele weapon
item.width = 40; //those are the hitboxes, higher in number, bigger the hitboxes
item.height = 30; //those are the hitboxes, higher in number, bigger the hitboxes
item.useTime = 35; //how fast the weapon can swing
item.useAnimation = 35; //how fast the swinging animation happens
item.useStyle = 1; //this makes it so it is a broadswoard, if you want it a shortsword use 3 instead of 1
item.knockBack = 6; //this is the weapon knockback
item.value = 1000000; //this is how much the weapon sells for, what u see right there is 20 silver
item.rare = 4; //this is the item title color. 0 is white.
item.UseSound = SoundID.Item1; //this is the sound for swords, dont change it.
item.autoReuse = false; //false means you have to continously press click for you to swing, example wooden sword, set it to true so you can hold the mouse button to swing continously
}
public override void AddRecipes(); //this is where you add the recipe, you keep this the exact same
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.Wood, 7); //here you add the recipes, you can change it to whatever you want. If you want to add a modded material you have to write it like this: recipe.AddIngredient(null, "YourModdedMaterialName", 69);
recipe.AddTile(TileID.Anvils); //here is where you are able to craft it, Anvils is any anvil in the game.
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
using Terraria.ModLoader;
namespace HeroUnleash
{
class HeroUnleash : Mod
{
public SetStaticDefaults()
{
DisplayName.SetDefault("Hero Sword");
Tooltip.SetDefault("Your Description");
}
public override void SetDefaults();
{
item.damage = 70; //the weapon damage
item.melee = true; //this makes it so it is a meele weapon
item.width = 40; //those are the hitboxes, higher in number, bigger the hitboxes
item.height = 30; //those are the hitboxes, higher in number, bigger the hitboxes
item.useTime = 35; //how fast the weapon can swing
item.useAnimation = 35; //how fast the swinging animation happens
item.useStyle = 1; //this makes it so it is a broadswoard, if you want it a shortsword use 3 instead of 1
item.knockBack = 6; //this is the weapon knockback
item.value = 1000000; //this is how much the weapon sells for, what u see right there is 20 silver
item.rare = 4; //this is the item title color. 0 is white.
item.UseSound = SoundID.Item1; //this is the sound for swords, dont change it.
item.autoReuse = false; //false means you have to continously press click for you to swing, example wooden sword, set it to true so you can hold the mouse button to swing continously
}
public override void AddRecipes(); //this is where you add the recipe, you keep this the exact same
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(ItemID.Wood, 7); //here you add the recipes, you can change it to whatever you want. If you want to add a modded material you have to write it like this: recipe.AddIngredient(null, "YourModdedMaterialName", 69);
recipe.AddTile(TileID.Anvils); //here is where you are able to craft it, Anvils is any anvil in the game.
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}