That'd be in the dusts' Update() hook. Then, you have to make AI for it. I can't really explain more.How can I make dusts that spawn orbit around the player? And is it possible to have wings with more than 4 frames?
You can't put it anywhere you like, you should put it in Sounds/Music since that's the slot it'll be using and where tML will look if you are using the default autoloading properties.You don't need to put it in Sounds/Music, you can put it anywhere you like
And if you don't know, put that in the SetDefaults of the NPC.
That'd be in the dusts' Update() hook. Then, you have to make AI for it. I can't really explain more.
For the wings, I think I've heard that's with PreDraw() and return false and code the wings' animation. I don't have an example, though.
Currently, custom framing for wings isn't supported. *sad face* Possibly in the future.How can I make dusts that spawn orbit around the player? And is it possible to have wings with more than 4 frames?
Yes. But currently I still need to test myself if I've done it right. If you can send or pm me the texture I could try my method out for you, if it works I'll share it.Yeah I fixed it!
Now is it possible to make wings semi transparent?
I'm not on my laptop right now so I can't send you the wings.png. You can use some of the vanilla textures instead.You can't put it anywhere you like, you should put it in Sounds/Music since that's the slot it'll be using and where tML will look if you are using the default autoloading properties.
Currently, custom framing for wings isn't supported. *sad face* Possibly in the future.
You can look at how ExampleMod's Example Shield rotates around the player for similar effects for the dusts. It might give you a clue anyway.
[doublepost=1470833211,1470833156][/doublepost]
Yes. But currently I still need to test myself if I've done it right. If you can send or pm me the texture I could try my method out for you, if it works I'll share it.
if (projectile.ai[0] > 0f)
{
float offset = (projectile.ai[0] - 1f) / (modPlayer.elementShields - 1);
float rotation = modPlayer.elementShieldPos / 300f + offset;
rotation = (rotation % 1f) * 2f * (float)Math.PI;
projectile.position += 160f * new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation));
projectile.rotation = -rotation;
}
Yes.I'm not on my laptop right now so I can't send you the wings.png. You can use some of the vanilla textures instead.
Also, is this the part that makes it orbit?
Code:if (projectile.ai[0] > 0f) { float offset = (projectile.ai[0] - 1f) / (modPlayer.elementShields - 1); float rotation = modPlayer.elementShieldPos / 300f + offset; rotation = (rotation % 1f) * 2f * (float)Math.PI; projectile.position += 160f * new Vector2((float)Math.Cos(rotation), (float)Math.Sin(rotation)); projectile.rotation = -rotation; }
Burst fire type of thing ? yeah it would be nice to have it :/
player.canDash2 = true gives you the ability to Cthulhu dash, I think. I can't check, as I'm on mobile right now.How do you remake the effects of the Shield of Cthulhu.
recipe.AddRecipeGroup("IronBar", 10);What would be the item ID for "Any Iron Bar"?
EDIT: As in, how to make something crafted with iron or lead, like a trapdoor or a mech boss summoning item, for example.
You should honestly just decompile or at least look into the source code with ILSpy or whatever.Guys small question, how do you make a weapon animation like the arkhalis ? from what I understood, it's like a static melee staff with a bigger hitbox and an animation.
I really would love to know how to do that...
Second question, I tried all sorts of things, is there even a way to "accelerate" and modify "air top speed" ? I want my char to be able to fluidly change directions in midair and accelerate at high speeds..
Lastly, what do I exactly need for a minion, the example minion isn't really clear about which class I need, in my case I want to do a melee minion, but there is a catch, it generates an electro shield every n amount of time around it, which is what will actually damage the enemy ( to avoid piercing cooldown ) and will launch homing projectiles.
What I need to know is how do I do a "homing" npc + buff combo in the first place and how to make a projectile follow the minion ( the shield ).
Other useful things I would like to know how it works :
-disabling piercing cool down
-passive mana regen ( doesn't seem to work, while code is correct and literally is a copy of my health regen code )
-Weapon burst fire
Well, you should.I have seen the source code once but never used it as a reference..