tAPI Getting Started with Modding

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If you want Iron and lead to be interswitchable...
Code:
    "recipes":
    [{
        "items": {"Adamantite Forge": 1, "g:Tier2Bar": 60},
        "tiles": ["Mythril Anvil"],
        "creates": 1
    }]

g:Tier2Bar basically means you can use Iron or Lead.
Oh! I thought it would be put in it as {"Iron Bar or Lead Bar"}:5 :p
 
Oh! I thought it would be put in it as {"Iron Bar or Lead Bar"}:5 :p

"g:Tier1Bar" is Copper/Tin
"g:Tier2Bar" is Iron/Lead
"g:Tier3Bar" is Silver/Tungsten
"g:Tier4Bar" is Gold/Platinum
"g:Tier5Bar" is Demonite/Crimtane
"g:HMTier1Bar" is Cobalt/Palladium
"g:HMTier2Bar" is Mythril/Orichalcum
"g:HMTier3Bar" is Adamantite/Titanium
 
How would I go about adjusting the speed of my mob say for a largebody mob to make it slower or to make a mob faster.I aapologize if this has been answered already.
 
Why won't my .CSs work! I've tried everything and they don't work!
Code:
using System.Text;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using Terraria;
using TAPI;

namespace CrimsonCurse.NPCs.Monsters
{
    public class Terrarium_Slime : ModNPC
    {

        public override void AI()
        {
            npc.netUpdate = false;
            npc.ai[1]++;

            if (npc.ai[1] >= 10 && Main.netMode != 1)
            {
                int Servant1Spawn = NPC.NewNPC((int)npc.position.X + (npc.width / 2), (int)npc.position.Y + (npc.height / 2), "CrimsonCurse:Terrarium_Slime", 0);
                npc.ai[1] = 20 - Main.rand.Next(1500);
                if (Main.netMode == 2 && Servant1Spawn < 200)
                {
                    NetMessage.SendData(23, -1, -1, "", Servant1Spawn, 0f, 0f, 0f, 0);
                }
            }
        }

        public int Servant1Spawn { get; set; }
    }
}
Namespaces: Done
JSONs: Done
Working?: Nah, great.
 
Why won't my .CSs work! I've tried everything and they don't work!
Code:
using System.Text;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using Terraria;
using TAPI;

namespace CrimsonCurse.NPCs.Monsters
{
    public class Terrarium_Slime : ModNPC
    {

        public override void AI()
        {
            npc.netUpdate = false;
            npc.ai[1]++;

            if (npc.ai[1] >= 10 && Main.netMode != 1)
            {
                int Servant1Spawn = NPC.NewNPC((int)npc.position.X + (npc.width / 2), (int)npc.position.Y + (npc.height / 2), "CrimsonCurse:Terrarium_Slime", 0);
                npc.ai[1] = 20 - Main.rand.Next(1500);
                if (Main.netMode == 2 && Servant1Spawn < 200)
                {
                    NetMessage.SendData(23, -1, -1, "", Servant1Spawn, 0f, 0f, 0f, 0);
                }
            }
        }

        public int Servant1Spawn { get; set; }
    }
}
Namespaces: Done
JSONs: Done
Working?: Nah, great.

Code:
using System.Text;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

using Terraria;
using TAPI;

namespace CrimsonCurse.NPCs
{
    public class Terrarium_Slime : ModNPC
    {

        public override void AI()
        {
            npc.netUpdate = false;
            npc.ai[1]++;

            if (npc.ai[1] >= 10 && Main.netMode != 1)
            {
                int Servant1Spawn = NPC.NewNPC((int)npc.position.X + (npc.width / 2), (int)npc.position.Y + (npc.height / 2), "CrimsonCurse:Terrarium_Slime", 0);
                npc.ai[1] = 20 - Main.rand.Next(1500);
                if (Main.netMode == 2 && Servant1Spawn < 200)
                {
                    NetMessage.SendData(23, -1, -1, "", Servant1Spawn, 0f, 0f, 0f, 0);
                }
            }
        }

        public int Servant1Spawn { get; set; }
    }
}

Try this?
 
so for some reason my magic weapons don't activate either of the spectre armor bonuses, is there any reason for this?

Lemme see the Magic Weapons and the projectiles they shoot out (if it isn't a custom, at least tell me what projectile you're shooting out).
 
i always thought it'd be fun to make a mod but i didn't know how and i couldn't be bothered, but thanks to this tutorial as soon as i get my laptop back i will make a mod, now what to make.....
[DOUBLEPOST=1430003961,1430003843][/DOUBLEPOST]everybody likes this? that's like so many people!:merchanteek:
 
i always thought it'd be fun to make a mod but i didn't know how and i couldn't be bothered, but thanks to this tutorial as soon as i get my laptop back i will make a mod, now what to make.....
[DOUBLEPOST=1430003961,1430003843][/DOUBLEPOST]everybody likes this? that's like so many people!:merchanteek:

Sup. It's me.
 
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