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tModLoader Official tModLoader Help Thread

Discussion in 'Released' started by Jofairden, Jul 30, 2015.

  1. littleoofer

    littleoofer Terrarian

    terraria works but i try to get tmodloader its doesnt show up iv tried reinstalling it and verifing terraria mulitple time
     
  2. LordBigzy

    LordBigzy Terrarian

    People i need help Visual Studio says the code is perfectly fine, though when running in terraria, it comes up with this:
    An error ocurred while building MemeologistsHolyGrail.XNAdll fails with 2 errors and C:\Users\myname\OneDrive\Documents\My Games\Terraria\ModLoader\Mod Sources\MemeologistsHolyGrail\Tiles\DankiteOre.cs(17,35) : error CS0029: Cannot implicitly convert 'bool'to 'int' warnings.

    Oh and heres the code (im attempting to make a tile)

    Tile Code

    using Microsoft.Xna.Framework;
    using Terraria;
    using Terraria.ModLoader;

    namespace MemeologistsHolyGrail.Tiles
    {
    public class DankiteOreBlock : ModTile
    {


    public override void SetDefaults()
    {
    Main.tileSolid[Type] = true;
    Main.tileMergeDirt[Type] = true;
    Main.tileBlockLight[Type] = true;
    Main.tileLighted[Type] = true;
    Main.tileSpelunker[Type] = true;
    Main.tileShine[Type] = true;
    Drop = mod.ItemType("DankiteItem");
    AddMapEntry(new Color(444, 222, 435));
    }
    }
    }

    Item Code

    using Terraria;
    using Terraria.ID;
    using Terraria.ModLoader;

    namespace MemeologistsHolyGrail.Items.Placeables
    {
    public class DankiteItem : ModItem
    {



    public override void SetDefaults()
    {
    DisplayName.SetDefault("Dankite");
    item.width = 12;
    item.height = 12;
    item.maxStack = 999;
    Tooltip.SetDefault("Emanating with pure dankness...");
    item.useTurn = true;
    item.autoReuse = true;
    item.useAnimation = 15;
    item.useTime = 10;
    item.useStyle = 1;
    item.consumable = true;
    item.createTile = mod.TileType("DankiteOreBlock");
    }

    }
    }

    Idk whats up with that lol
     
  3. Shinzaru

    Shinzaru Terrarian

    Does anyone have tips on replacing the bullet projectile for the Minishark?
    I'm trying to change the effect and replace the projectile when a certain buff is up, so I'm attempting to override Shoot - however it never overrides and I don't even think the minishark uses the Shoot method. It still shoots the same projectile along with my added one.

    I'm doing this in a GlobalItem class, in order to affect vanilla items together. I am returning false for the method in order to produce my own projectile. This works for bows and other guns.

    Ideas?
     
    Last edited: Sep 19, 2019 at 5:54 PM