So we just wait till they fix it?I got the same error too. No fix as far as I can tell. I think it was introduced when tModLoader was updated. Seems they left an error in the code and forgot about it. They will probably fix it soon. (I don't understand JSON so I can't say what the problem is)
I'm having the same issue rn
Use the Mod Browser mirrors until it's fixed:Having the same issue.
GOG Install should work again. Make sure terraria v1.4.0.4 installed.
You can install TML into the GOG dir if you want, make sure a v1.4.0.4 Terraria.exe is present.
WindowsIt is very likely the index of a player in the Main.player array, so it can range from 0 to MaxPlayers-1 (that's probably 254)
That's an odd error, I havent seen that before. What OS are you on?
You might want to read the vanilla code adaption guide
Same for Steam, it's the first time I am installing tModLoader and I'm not sure if it's just unsupported or if there's something I'm missing.I have the GOG version and have done that but when I load TML it still pulls up as 1.3.5.3 instead of 1.4.0.4.
using Terraria.ModLoader;
namespace ModName
{
public class ModName : Mod
{
public static int state=0;
internal static ModHotKey Hotkey;
public ModName()
{
}
public override void Load()
{
Hotkey = RegisterHotKey("Change weapon mode", "");
}
public override void Unload()
{
Hotkey = null;
}
}
}
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Reflection;
using Terraria;
using Terraria.Audio;
using Terraria.GameInput;
using Terraria.ID;
using Terraria.Localization;
using Terraria.ModLoader;
using Terraria.UI;
namespace ModName
{
public class Player : ModPlayer {
public override void ProcessTriggers(TriggersSet triggersSet)
{
if (ModName.Hotkey.JustPressed)
{
ModName.state = (ModName.state + 1) % 3;
}
}
}
}
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace ModName.Items
{
public class Weapon : ModItem
{
public override void SetStaticDefaults()
{
Tooltip.SetDefault("Weapon");
}
public override void SetDefaults()
{
item.damage = 10;
item.melee = true;
item.width = 80;
item.height = 80;
item.useTime = 20;
item.useAnimation = 20;
item.useStyle = 5;
item.knockBack = 0;
item.value = 10000;
item.rare = 2;
item.UseSound = SoundID.Item1;
item.autoReuse = true;
item.shootSpeed = 4.5f;
}
public override bool Shoot(Player player, ref Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack)
{
if (ModName.state == 0)
{
item.useStyle = 1;
}else{
item.useStyle = 20;
}
return true;
}
}
}
What about custom bosses?I found these in NPC:
downedMechBossAny = false;
downedMechBoss1 = false;
downedMechBoss2 = false;
downedMechBoss3 = false;
downedBoss1 = false;
downedBoss2 = false;
downedBoss3 = false;
downedQueenBee = false;
downedSlimeKing = false;
downedGoblins = false;
downedFrost = false;
downedPirates = false;
downedClown = false;
downedPlantBoss = false;
downedGolemBoss = false;
downedMartians = false;
downedFishron = false;
downedHalloweenTree = false;
downedHalloweenKing = false;
downedChristmasIceQueen = false;
downedChristmasTree = false;
downedChristmasSantank = false;
downedAncientCultist = false;
downedMoonlord = false;
downedTowerSolar = false;
downedTowerVortex = false;
downedTowerNebula = false;
downedTowerStardust = false;
So, if (NPC.downedPlantBoss) { stuff }