How do i make my weapons shoot projectiles?

c:\Users\Brown\Documents\My Games\Terraria\ModLoader\Mod Sources\CursesOfInnocence\Items\CursesOfInnocence.cs(38,32) : error CS0117: 'Terraria.ID.ItemID' does not contain a definition for 'LamentOfInnocence'

when i put null, it told me this-

c:\Users\Brown\Documents\My Games\Terraria\ModLoader\Mod Sources\CursesOfInnocence\Items\CursesOfInnocence.cs(37,30) : error CS0103: The name 'LamentOfInnocence' does not exist in the current context


Replace the Recipe Line with

Code:
recipe.AddIngredient(null,"LamentOfInnocence", 1);

If you look at the code you not Only make ItemID to null,you cange some thing more

Compare
Code:
recipe.AddIngredient(null,"WingSkelett", 1);
to
recipe.AddIngredient(ItemID.Wood, 50);

YOu need to change the . to , and add " " Around the Item Name
 
he item LamentOfInnocence does not exist in the mod CursesOfInnocence.
If you are trying to use a vanilla item, try removing the first argument.
at Terraria.ModLoader.ModRecipe.AddIngredient(Mod mod, String itemName, Int32 stack)
at CursesOfInnocence.Items.CursesOfInnocence.AddRecipes()
at Terraria.ModLoader.ModLoader.AddRecipes()
at Terraria.Recipe.SetupRecipes()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
 
Do you have the line

MODNAME.Items;

In your Mod File?

I mean these File
6rhApYo.png
 
Code:
using Terraria.ModLoader;

namespace LamentOfInnocence
{
    class LamentOfInnocence : Mod
    {
        public LamentOfInnocence()
        {
            Properties = new ModProperties()
            {
                Autoload = true,
                AutoloadGores = true,
                AutoloadSounds = true
            };
        }
    }
}
Maybe i have all the names right and stuff. :kingslime:
 
Code:
using Terraria.ModLoader;

namespace LamentOfInnocence
{
    class LamentOfInnocence : Mod
    {
        public LamentOfInnocence()
        {
            Properties = new ModProperties()
            {
                Autoload = true,
                AutoloadGores = true,
                AutoloadSounds = true
            };
        }
    }
}
Maybe i have all the names right and stuff. :kingslime:

there is No "using MODNAME.Items

Code:
using Terraria.ModLoader;
using LamentOfInnocence.Items

namespace LamentOfInnocence
{
    class LamentOfInnocence : Mod
    {
        public LamentOfInnocence()
        {
            Properties = new ModProperties()
            {
                Autoload = true,
                AutoloadGores = true,
                AutoloadSounds = true
            };
        }
    }
}

Should Work
 
I get this and good morning! :rslime::kingslime:

Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
at Terraria.ModLoader.AssemblyManager.InstantiateMods(List`1 modsToLoad)
 
I get this and good morning! :rslime::kingslime:

Sequence contains more than one matching element
at System.Linq.Enumerable.Single[TSource](IEnumerable`1 source, Func`2 predicate)
at Terraria.ModLoader.AssemblyManager.InstantiateMods(List`1 modsToLoad)
You might not have a class that extends Mod, or your folder structure was messed up, or your mods folder name is wrong.
 
"c:\Users\-----\Documents\My Games\Terraria\ModLoader\Mod Sources\------------\Projectiles\Dagger.cs(15,24) : error CS1061: 'Terraria.Projectile' does not contain a definition for 'name' and no extension method 'name' accepting a first argument of type 'Terraria.Projectile' could be found (are you missing a using directive or an assembly reference?)" anyone understand this?
 
when i tried it i got this error:
the type or namespace name 'shootspeed' does not exist in the namespace fun(my mods name).items
 
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