Draako
Terrarian
lol k
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Thx dude it workedJust delete assemblyinfo.cs.
Thx dude it workedJust delete assemblyinfo.cs.
Are you telling me you have a Mod Sources/DeadpoolMod/Items/Armor/Deadpoolsmask_Head.png? Show us your folder structure.DeadpoolMod/Items/Armor/Deadpoolsmask_Head
Are you telling me you have a Mod Sources/DeadpoolMod/Items/Armor/Deadpoolsmask_Head.png? Show us your folder structure.
So i got past the error about the mask but theres another about the legs:
Missing texture DeadpoolMod/Items/Armor/Deadpoolspants_Legs
at Terraria.ModLoader.ModLoader.GetTexture(String name)
at Terraria.ModLoader.Mod.AddEquipTexture(EquipTexture equipTexture, ModItem item, EquipType type, String name, String texture, String armTexture, String femaleTexture)
at Terraria.ModLoader.Mod.AddEquipTexture(ModItem item, EquipType type, String name, String texture, String armTexture, String femaleTexture)
at Terraria.ModLoader.Mod.AutoloadItem(Type type)
at Terraria.ModLoader.Mod.Autoload()
at Terraria.ModLoader.ModLoader.do_Load(Object threadContext)
For one you can add the following code to the SetDefaults function of your item:How would i make an item behave like a soul? I mean how gravity affects it. If i use the "update" and write gravity = 0f; it flies away
ItemID.Sets.ItemNoGravity[item.type] = true;
using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace ExampleSword.Items.Weapons
{
public class ExampleSword : ModItem
{
public override void SetDefaults()
{
item.name = "Crescent Rose";
item.damage = 35;
item.melee = true;
item.width = 64;
item.height = 56;
item.toolTip = "Crescent Rose";
item.useTime = 30;
item.useAnimation = 30;
item.useStyle = 1;
item.knockBack = 6;
item.value = 10000;
item.rare = 2;
item.useSound = 1;
item.autoReuse = true;
item.useTurn = true;
}
public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(this,ItemID.DirtBlock);
recipe.AddTile(18);
recipe.SetResult(this, 1);
recipe.AddRecipe();
}
}
}
Look at this post and the answer I gave.Hi I was wondering if anyone could tell me where I'm going wrong, the mod compiles and runs without error but the item doesn't appear on any crafting menus no matter what I do.
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace ExampleSword.Items.Weapons { public class ExampleSword : ModItem { public override void SetDefaults() { item.name = "Crescent Rose"; item.damage = 35; item.melee = true; item.width = 64; item.height = 56; item.toolTip = "Crescent Rose"; item.useTime = 30; item.useAnimation = 30; item.useStyle = 1; item.knockBack = 6; item.value = 10000; item.rare = 2; item.useSound = 1; item.autoReuse = true; item.useTurn = true; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(this,ItemID.DirtBlock); recipe.AddTile(18); recipe.SetResult(this, 1); recipe.AddRecipe(); } } }
Hi I was wondering if anyone could tell me where I'm going wrong, the mod compiles and runs without error but the item doesn't appear on any crafting menus no matter what I do.
Code:using System; using Microsoft.Xna.Framework; using Terraria; using Terraria.ID; using Terraria.ModLoader; namespace ExampleSword.Items.Weapons { public class ExampleSword : ModItem { public override void SetDefaults() { item.name = "Crescent Rose"; item.damage = 35; item.melee = true; item.width = 64; item.height = 56; item.toolTip = "Crescent Rose"; item.useTime = 30; item.useAnimation = 30; item.useStyle = 1; item.knockBack = 6; item.value = 10000; item.rare = 2; item.useSound = 1; item.autoReuse = true; item.useTurn = true; } public override void AddRecipes() { ModRecipe recipe = new ModRecipe(mod); recipe.AddIngredient(this,ItemID.DirtBlock); recipe.AddTile(18); recipe.SetResult(this, 1); recipe.AddRecipe(); } } }
recipe.AddIngredient(ItemID.DirtBlock);
You'll want to fiddle around with the y offset values of your Mount for that.hey can someone help me with this problem ive got? the mount that i made (skateboard) floats in the air when i use it. is there a way to prevent that? thanks alot!
View attachment 101014
thanks for the help i reduced the y values for the mount and its no longer floating but my player still floats in the air, i have tried changing the height boost values but it the player still floats. any help would be apprieciatedhey can someone help me with this problem ive got? the mount that i made (skateboard) floats in the air when i use it. is there a way to prevent that? thanks alot!
View attachment 101014
You have a for loop where array[l] = 20; or something, right? You'll want to up tha value.thanks for the help i reduced the y values for the mount and its no longer floating but my player still floats in the air, i have tried changing the height boost values but it the player still floats. any help would be apprieciated