tModLoader Tremor Remastered [discontinued]

Do you like Tremor Mod? (If "No" please tell why)

  • Yes!

    Votes: 1,490 86.1%
  • Nope.

    Votes: 241 13.9%

  • Total voters
    1,731
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Do you think you could fix the way spread weapons work in the mod? Like the Quadratron and Spectre taro cards for example, their spread becomes nullified when you shoot up-left or down-right. The code for spread shots is this:
Code:
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)
{
  float spread = 15f * 0.0174f; //15 degrees spread converted to radians because math reasons
  float baseSpeed = (float)Math.Sqrt(speedX * speedX + speedY * speedY);
  double startAngle = Math.Atan2(speedX, speedY)- spread/2;
  double deltaAngle = spread/3f; //spread divided by number of shots
  double offsetAngle;
  int i;
  for (i = 0; i < 3;i++ ) //i < number of shots
  {
  offsetAngle = startAngle + deltaAngle * i;
  Terraria.Projectile.NewProjectile(position.X, position.Y, baseSpeed*(float)Math.Sin(offsetAngle), baseSpeed*(float)Math.Cos(offsetAngle), item.shoot, damage, knockBack, item.owner);
  }
  return false;
}
Oh, thanks for the code!



By the way, we will have some crossover content with mod from @Grox The Great ;)
 
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TMod has updated, looks like I'm going to have to wait until Tremor updates to match it... (something about "UseSound" no longer being viable).
 
How does the arabian merchant work?? Do I just walk around the desert with battle potions and hope he just magically appears?? Or am I gonna find him tied up while traversing the underground desert??
 
How does the arabian merchant work?? Do I just walk around the desert with battle potions and hope he just magically appears?? Or am I gonna find him tied up while traversing the underground desert??
It just spawns like regular NPCs. The OP information was outdated.
 
I'm planning on playing the mod but I'm a "bit" afraid it will have giant spiders so information concerning if they are in the mod would be greatly appreciated~
 
I'm planning on playing the mod but I'm a "bit" afraid it will have giant spiders so information concerning if they are in the mod would be greatly appreciated~
Don't worry we don't have any spooky spiders. Especially giant.
But we have a sword that shoots spider eggs. Hope this will not scare you.
Also you could look into the OP "Content" section.
 
Don't worry we don't have any spooky spiders. Especially giant.
But we have a sword that shoots spider eggs. Hope this will not scare you.
Also you could look into the OP "Content" section.
Alright, tnx a lot~ looking forward to playing the mod ^~^
 
My understanding of the 1.3 content:
-Glacier biome found underground and above ground with new enemies
-New big drill, possible endgame tool
-Retextured nano + cog armor (could mean many new resprites with updated textures)
-New skeleton hellish boss (possibly related to new undead event)
-New goblin invasion enemies including a king boss/miniboss
-New biome of sorts with textured green grass with jungle-like trees
-alchemy class with new flasks & plague doctor-esque armor
-Purple slime crown item of some kind
-Paradox Cohort event
-New music boxes for new music tracks
-New stone boss possible related to paradox cohort
-New weapons including a powerful bow and maybe a shadowflame spell
-new pygmy-esque enemies unlike any other creature in Terraria
-Night of the undead event (similar to pirate invasion and goblin invasion)
-Hunger system + food
-Tremode
 
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