Theo
Official Terrarian
I'll look it up. Thanks in advance!You mean like splash potions? I left that code on one of the pages of Everybody's mod somewhere
Are you talking about a summoned minion? Yes, but then minion projectiles are way more complicated than other projectiles (not to mentioned that you'd have to program your own AI for it). I've made a tutorial on summon weapons somewhere, and also another one on AI (although it's for NPCs).Is there a way to make a tiny plantera that fights for you?
Sin Costan
Eye of Cthulhu
@bluemagic123 thanks a lot with animating projectiles, it was quite simple after looking at your code in your Endgame Extension mod. Also, I found a great use for your Custom Dust tutorial, making custom Heat Ray projectiles. I might be using some of your tutorial to add to the projectile tutorial... if you don't mind of course. 
Fizzard007
Golem
what?Code:"shoot": "MPT:Bubble",
I think the problem is that you did not adjust the "MPT" part to your mod's internal name.
Theo
Official Terrarian
He means that you must replace "MPT" with your mod's internal name.what?
Fizzard007
Golem
help when i load a world this error shows upHe means that you must replace "MPT" with your mod's internal name.
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item( key)
at TAPI.PlayerLayer.<.cctor>b__a(TAPI.PlayerLayer layer, Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
at TAPI.PlayerLayer+Action.OnDraw(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch sb)
at TAPI.PlayerLayer.Draw(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Graphics.SpriteBatch sb)
at Terraria.Main.DrawPlayer(Terraria.Player drawPlayer, Microsoft.Xna.Framework.Vector2 Position, System.Single rotation, Microsoft.Xna.Framework.Vector2 rotationOrigin, System.Single shadow = 0)
at Terraria.Main.Draw(Microsoft.Xna.Framework.GameTime gameTime)
please help
Sin Costan
Eye of Cthulhu
Later on this week, gonna add more stuff to the tutorial! Maybe even today, who knows?
- Animated Projectiles!
- Custom Heat Ray!
- Powder?
EDIT: Possibly change the layout of the Tutorial...
- Animated Projectiles!
- Custom Heat Ray!
- Powder?
EDIT: Possibly change the layout of the Tutorial...
Last edited:
Theo
Official Terrarian
Yes! More stuff! Also, make sure you add a thrown projectile (grenade, etc) tutorial.Later on this week, gonna add more stuff to the tutorial! Maybe even today, who knows?
- Animated Projectiles!
- Custom Heat Ray!
- Powder?
EDIT: Possibly change the layout of the Tutorial...
ballista rod
Empress of Light
Hey, can you tell me how to create a basic thrown weapon with animation?(or even without)Later on this week, gonna add more stuff to the tutorial! Maybe even today, who knows?
- Animated Projectiles!
- Custom Heat Ray!
- Powder?
EDIT: Possibly change the layout of the Tutorial...
Boffin
Brain of Cthulhu
I'm not sure how to add a cool-down to my projectile, is there anyway to do that?
Sin Costan
Eye of Cthulhu
I'm not sure how to add a cool-down to my projectile, is there anyway to do that?
Hmm, what do you mean by cool-down, like it delays firing of all kinds for a while or just the projectile? If it were case A, then you would just need to add into your item's .json
Code:
"reuseDelay": 10, //10 ticks until you can use any item again
If it were case B, then I would suggest making the item produce a buff that lasts for a certain amount of time in which you add an if statement to CanUseItem() or PreShoot() to your item .cs file. Sorta something like this.
Code:
using System;
using Microsoft.Xna.Framework;
using TAPI;
using Terraria;
namespace InternalModName.Items
{
public class ModItemName : ModItem
{
public override bool CanUse(Player player)
{
if (player.HasBuff(BuffDef.byName["InternalModName:CoolDownBuff"]) //If the player has the cooldown buff, the item won't be used.
{
return false;
}
else //If player doesn't, item is used.
{
return true;
}
}
public override bool? UseItem(Player player)
{
if(!player.HasBuff(BuffDef.byName["InternalModName:CoolDownBuff"]) //If player doesn't have cooldown buff, add the cooldown buff for 5 seconds
{
player.AddBuff(BuffDef.byName["InternalModName:CoolDownBuff"], 300, false);
}
return true;
}
}
}
This probably isn't the greatest way to go about it, but it should work.
Boffin
Brain of Cthulhu
How did I not notice that reuseDelay was a thing :|
When I get on my computer I'll have a go at both, thanks
When I get on my computer I'll have a go at both, thanks
Sin Costan
Eye of Cthulhu
Ok, I updated the MPT.zip once again. It now includes
Guide Ray - Custom Heat Ray with Custom Dust (Custom Dust Tutorial by @bluemagic123 )
*notes:
- I'm probably gonna update MPT.zip again soon so that it includes a commented template of making a custom heat ray projectile with vanilla dust
- Guide Ray is absolutely awesome (Fires custom dust that are Guide Gore and Guide Voodoo Doll)
Flame Blast Arrow - Custom Arrow (that can be used by any bow) that makes an animated projectile, the Flame Blast (Thanks for the help @bluemagic123 )
Flame Blaster - Item that converts general arrows into Flame Blast projectile
Cursed Inferno Powder - Custom Vile Powder that causes Cursed Flame when dust touches enemies (Some of the code by @berberborscing )
Guide Ray - Custom Heat Ray with Custom Dust (Custom Dust Tutorial by @bluemagic123 )
*notes:
- I'm probably gonna update MPT.zip again soon so that it includes a commented template of making a custom heat ray projectile with vanilla dust
- Guide Ray is absolutely awesome (Fires custom dust that are Guide Gore and Guide Voodoo Doll)
Flame Blast Arrow - Custom Arrow (that can be used by any bow) that makes an animated projectile, the Flame Blast (Thanks for the help @bluemagic123 )
Flame Blaster - Item that converts general arrows into Flame Blast projectile
Cursed Inferno Powder - Custom Vile Powder that causes Cursed Flame when dust touches enemies (Some of the code by @berberborscing )
ballista rod
Empress of Light
Do you happen to know how to make a gun that uses ammo but gives something else (like a gun that splits out the empty shells of the bullets and they can be collected)
Fizzard007
Golem
please help! I made a sword and it wont work ! I get this error when I build my mod
Terraria 1.2.4.1, tAPI Builder r14a
========================================
LitJson.JsonException: ModInfo Error: Invalid character 'F' in input string ---> LitJson.JsonException: Invalid character 'F' in input string
at LitJson.Lexer.NextToken()
at LitJson.JsonReader.ReadToken()
at LitJson.JsonReader.Read()
at LitJson.JsonMapper.ReadValue(WrapperFactory factory, JsonReader reader)
at LitJson.JsonMapper.ToObject(String json)
at tAPI_Builder.MainWindow.<>c__DisplayClass8.<BtnBuild_Click>b__0()
--- End of inner exception stack trace ---
at tAPI_Builder.MainWindow.<>c__DisplayClass8.<BtnBuild_Click>b__0()
and here's my code
{
"displayName": "King Slimes Sword",
"size": [32,32],
"value": [0,2,50,99],
"rare": 6,
"tooltip": "A sword for King Slime!",
"useStyle": 1,
"useAnimation": 16,
"useTime": 16,
"damage": 34,
"knockback": 7,
"useSound": 1,
"autoReuse": true,
"melee": true,
"recipes":
[{
"items": { "Gel": 200, "Gold Bar": 15, "Gold Crown": 1 },
"tiles": [ "Anvil" ],
"creates": 1
},
{
"items": { "Gel": 200, "Gold Bar": 15, "Platinum Crown": 1 },
"tiles": [ "Anvil" ],
"creates": 1
}]
}
please help!
Terraria 1.2.4.1, tAPI Builder r14a
========================================
LitJson.JsonException: ModInfo Error: Invalid character 'F' in input string ---> LitJson.JsonException: Invalid character 'F' in input string
at LitJson.Lexer.NextToken()
at LitJson.JsonReader.ReadToken()
at LitJson.JsonReader.Read()
at LitJson.JsonMapper.ReadValue(WrapperFactory factory, JsonReader reader)
at LitJson.JsonMapper.ToObject(String json)
at tAPI_Builder.MainWindow.<>c__DisplayClass8.<BtnBuild_Click>b__0()
--- End of inner exception stack trace ---
at tAPI_Builder.MainWindow.<>c__DisplayClass8.<BtnBuild_Click>b__0()
and here's my code
{
"displayName": "King Slimes Sword",
"size": [32,32],
"value": [0,2,50,99],
"rare": 6,
"tooltip": "A sword for King Slime!",
"useStyle": 1,
"useAnimation": 16,
"useTime": 16,
"damage": 34,
"knockback": 7,
"useSound": 1,
"autoReuse": true,
"melee": true,
"recipes":
[{
"items": { "Gel": 200, "Gold Bar": 15, "Gold Crown": 1 },
"tiles": [ "Anvil" ],
"creates": 1
},
{
"items": { "Gel": 200, "Gold Bar": 15, "Platinum Crown": 1 },
"tiles": [ "Anvil" ],
"creates": 1
}]
}
please help!
Boffin
Brain of Cthulhu
ModInfo Error
Can you post the contents of your ModInfo.json file? This is saying you have a random capital F in there.
Fizzard007
Golem
{Can you post the contents of your ModInfo.json file? This is saying you have a random capital F in there.
"internalName": "WM",
"displayName": " Wepon Mod",
"author: "Felix",
"info": "This mod adds Random Weapons like mage weapons, ranged weapons, melee weapons and even summoner stuff!!",
"version": "0.0.0"
}
Boffin
Brain of Cthulhu
{
"internalName": "WM",
"displayName": " Wepon Mod",
"author: "Felix",
"info": "This mod adds Random Weapons like mage weapons, ranged weapons, melee weapons and even summoner stuff!!",
"version": "0.0.0"
}
On the line "author: "Felix", you missed the speech mark after author. It should be "author": "Felix",
Fizzard007
Golem
F
I'm going to try that soon
Hopefully it works.
OhOn the line "author: "Felix", you missed the speech mark after author. It should be "author": "Felix",
I'm going to try that soon
Hopefully it works.
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