Everybody
Terrarian
Is the JSON named "Corruptonitemask" exactly, case sensitive? Same for the PNG and CS name
Yep.
Corruptonitemask.json
Corruptonitemask.cs
Corruptonitemask.png
Is the JSON named "Corruptonitemask" exactly, case sensitive? Same for the PNG and CS name
Are they in the same folder?Yep.
Corruptonitemask.json
Corruptonitemask.cs
Corruptonitemask.png
Are they in the same folder?
Try this:Yes sir!
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using TAPI;
using Terraria;
namespace WillTest.Items
{
public class Corruptonitemask : ModItem
{
public override void Effects(Player player)
{
player.scope = true;
player.dash += 1;
player.dashDelay += 1;
player.dashTime += 1;
}
}
}
Is it an accessory, or a de/buff?Someone help me! My Buff Immunity is not working. It doesn't even grant poison immunity!
{
"displayName": "Poisoned Plus",
"tip": "Immunity to Poison",
"debuff": false,
"vanityPet": false,
"lightPet": false,
"enchantment": false,
"noTimer": false,
"buffImmune": 20
}
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using TAPI;
using Terraria;
namespace TestWill.Buffs
{
public class Poisonedplus : TAPI.ModBuff
{
public override void Effects(Player p, int index)
{
p.buffImmune = 30;
}
public override void End(Player p, int index)
{
p.buffImmune = 0;
}
}
}
How do you make an effect temporary, like Ghost?
I'm using:
Code:public override void DamagePlayer(Player p) { p.panic = true; }
You can use p.AddBuff("Panic!", time in ticks, true)How do you make an effect temporary, like Ghost?
I'm using:
Code:public override void DamagePlayer(Player p) { p.panic = true; }
You can use p.AddBuff("Panic!", time in ticks, true)
60 is the value for one second
EDIT: Ninja'd
So:You can use p.AddBuff("Panic!", time in ticks, true)
60 is the value for one second
EDIT: Ninja'd
public override void DamagePlayer(Player p)
{
p.addBuff(panic, 300, true)
}
Like what do you want to see next?Get ninja'd. Anyway, I was hoping you'd be online. You should add certain things to the guide.
Like what do you want to see next?
-Creating projectiles
-Creating dust
-Applying effects to armor
or all 3?
I know how to make them come out either at random or when hitting / getting hit by an NPC, but not when a key is pressed-Creating Projectiles
-Creating Dust
-Applying effects to armor
-Grappling Hooks
-Flails
-Boomerangs
But I actually need help with a Spell Tome right now.
To make a weapon work like a shortsword, make the useStyle 3.Can you help me with a shortsword and a spell tome?
To make a weapon work like a shortsword, make the useStyle 3.
And what will the spell tome do?
It takes some health and converts it into mana. And I know how shortswords work, but I want this one to be inaccurate like the Gatligator.
public override void UseItem (Player p, Rectangle rect)
{
p.statLife -= INT;
p.statMana += INT;
p.ManaEffect(INT); //Make this INT the same as the one for statMana
}
Code:public override void UseItem (Player p, Rectangle rect) { p.statLife -= INT; p.statMana += INT; p.ManaEffect(INT); //Make this INT the same as the one for statMana }
and the shortsword would have to fire a projectile to work that way