Gustavo123
Terrarian
What means TutorialSword.cs (32,44)?
TutorialSword.cs is the script in which the error is located. The first number (32) indicates in what line the error is (line 32, in your case), and the second number (44) is the column number, or in other words, the character at which line the error is (you can usually ignore that).What means TutorialSword.cs (32,44)?
Does anybody know how to add vanilla blocks to the Spelunker effect? Like for example, if I wanted it highlight dirt, how would I do that? I tried searching and I can't find any code to do with the spelunker effect.
using System;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace MyExampleMod.Tiles
{
public class MyExample : GlobalTile
{
public override void SetDefaults()
{
Main.tileSpelunker[0] = true;
}
}
}
this code of a custom sentry doesnt work in 1.3.5 , anyone knows why?
using Terraria;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;
namespace TutorialMOD.Items ///We need this to basically indicate the folder where it is to be read from, so you the texture will load correctly
{
public class CustomSentryItem : ModItem
{
public override void SetDefaults()
{
item.name = "Custom Sentry"; //the name displayed when hovering over the Weapon ingame.
item.damage = 60; //The damage stat for the Weapon.
item.mana = 20; //this defines how many mana this weapon use
item.width = 56; //The size of the width of the hitbox in pixels.
item.height = 56; //The size of the height of the hitbox in pixels.
item.useTime = 25; //How fast the Weapon is used.
item.useAnimation = 25; //How long the Weapon is used for.
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
AddTooltip("Summons a custom sentry"); //The description of the Weapon shown when hovering over the Weapon ingame.
item.noMelee = true; //so the item's animation doesn't do damage
item.knockBack = 2.5f; //The knockback stat of your Weapon.
item.value = Item.buyPrice(0, 10, 0, 0); // How much the item is worth, in copper coins, when you sell it to a merchant. It costs 1/5th of this to buy it back from them. An easy way to remember the value is platinum, gold, silver, copper or PPGGSSCC (so this item price is 10gold)
item.rare = 8; //The color the title of your Weapon when hovering over it ingame
item.UseSound = SoundID.Item44; //The sound played when using your Weapon
item.autoReuse = true; //Weather your Weapon will be used again after use while holding down, if false you will need to click again after use to use it again.
item.shoot = mod.ProjectileType("CustomSentryProj"); //This defines what type of projectile this weapon will shot
item.summon = true; //This defines if it does Summon damage and if its effected by Summon increasing Armor/Accessories.
item.sentry = true; //tells the game that this is a sentry
}
public override bool Shoot(Player player, ref Microsoft.Xna.Framework.Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack)
{
Vector2 SPos = Main.screenPosition + new Vector2((float)Main.mouseX, (float)Main.mouseY); //this make so the projectile will spawn at the mouse cursor position
position = SPos;
for (int l = 0; l < Main.projectile.Length; l++)
{ //this make so you can only spawn one of this projectile at the time,
Projectile proj = Main.projectile[l];
if (proj.active && proj.type == item.shoot && proj.owner == player.whoAmI)
{
proj.active = false;
}
}
return true;
}
}
}this code of a custom sentry doesnt work in 1.3.5 , anyone knows why?
using Terraria;
using Terraria.ID;
using Microsoft.Xna.Framework;
using Terraria.ModLoader;
namespace TutorialMOD.Items ///We need this to basically indicate the folder where it is to be read from, so you the texture will load correctly
{
public class CustomSentryItem : ModItem
{
public override void SetDefaults()
{
item.name = "Custom Sentry"; //the name displayed when hovering over the Weapon ingame.
item.damage = 60; //The damage stat for the Weapon.
item.mana = 20; //this defines how many mana this weapon use
item.width = 56; //The size of the width of the hitbox in pixels.
item.height = 56; //The size of the height of the hitbox in pixels.
item.useTime = 25; //How fast the Weapon is used.
item.useAnimation = 25; //How long the Weapon is used for.
item.useStyle = 1; //The way your Weapon will be used, 1 is the regular sword swing for example
AddTooltip("Summons a custom sentry"); //The description of the Weapon shown when hovering over the Weapon ingame.
item.noMelee = true; //so the item's animation doesn't do damage
item.knockBack = 2.5f; //The knockback stat of your Weapon.
item.value = Item.buyPrice(0, 10, 0, 0); // How much the item is worth, in copper coins, when you sell it to a merchant. It costs 1/5th of this to buy it back from them. An easy way to remember the value is platinum, gold, silver, copper or PPGGSSCC (so this item price is 10gold)
item.rare = 8; //The color the title of your Weapon when hovering over it ingame
item.UseSound = SoundID.Item44; //The sound played when using your Weapon
item.autoReuse = true; //Weather your Weapon will be used again after use while holding down, if false you will need to click again after use to use it again.
item.shoot = mod.ProjectileType("CustomSentryProj"); //This defines what type of projectile this weapon will shot
item.summon = true; //This defines if it does Summon damage and if its effected by Summon increasing Armor/Accessories.
item.sentry = true; //tells the game that this is a sentry
}
public override bool Shoot(Player player, ref Microsoft.Xna.Framework.Vector2 position, ref float speedX, ref float speedY, ref int type, ref int damage, ref float knockBack)
{
Vector2 SPos = Main.screenPosition + new Vector2((float)Main.mouseX, (float)Main.mouseY); //this make so the projectile will spawn at the mouse cursor position
position = SPos;
for (int l = 0; l < Main.projectile.Length; l++)
{ //this make so you can only spawn one of this projectile at the time,
Projectile proj = Main.projectile[l];
if (proj.active && proj.type == item.shoot && proj.owner == player.whoAmI)
{
proj.active = false;
}
}
return true;
}
}
}
What's the error name?
you know how to fix it?What's the error name?
CustomSentryItem.cs(14,18) : error CS1061
That looks like a problem with CrystiliumMod. Try disabling just that mod.Hello there,
I've got a question concerning tModLoader. Today I wanted to reinstall it and it first worked out, I browsed and installed a bunch of mods (more like 9).
I enabled them all and restarted my game. When I restarted my game the mods where initializingand the following message popped up:
When I pressed "continue" it started to initialize the mods again, which lead to the message popping up again. When I pressed "open log" this (the second picture) window opened itself.
Translation: Feld nicht gefunden - field(?) not found
bei - at
Thanks for your help and I apologize for my poor English
lightasderView attachment 176704 View attachment 176706
How do I disable the mod when I cant get into the game?That looks like a problem with CrystiliumMod. Try disabling just that mod.
Hi! i was having the same issue ,first,you should go to the tmodloader mods folder in your documents directory, look for the files who end in .enabled extension,delete those files, then start your modded terraria, go to the mod menu, enable the mods you want , and dont press "reload mods", just clic "back" and then exit the game normally, and just open the client again , if none of these works , try installing .net framework 4.6.2 or 4.7How do I disable the mod when I cant get into the game?