Providing Help for Accessories

Try this:
Code:
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;
    }
}
}
 
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;
}
}
}
 
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;
}
}
}
Is it an accessory, or a de/buff?
 
How do you make an effect temporary, like Ghost?
I'm using:
Code:
       public override void DamagePlayer(Player p)
        {
            p.panic = true;
        }
 
Like what do you want to see next?
-Creating projectiles
-Creating dust
-Applying effects to armor
or all 3?

-Creating Projectiles
-Creating Dust
-Applying effects to armor
-Grappling Hooks
-Flails
-Boomerangs

But I actually need help with a Spell Tome right now.
 
-Creating Projectiles
-Creating Dust
-Applying effects to armor
-Grappling Hooks
-Flails
-Boomerangs

But I actually need help with a Spell Tome right now.
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
 
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.
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
 
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

I need your help on three accessories; Firstly, I want to make a cape that will heal you based on damage done, a Bubble Scroll that will release Flairon Bubbles on hit, and a Blood Pact that will make you deal extra damage, but hurt yourself based on that damage done. I'm sorry if I'm asking for too much :(
 
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