Hi,i understand that you can port mods,And I have one stupid request for you, could you please port one mod?the name of mod its another rpg mod,and it author sayed that everybody can do what they want with it,can please you port it?I will understand if you refuse
The basic steps are still the same as shown in the video - run tModPorter to fix most of the code and put the displaynames, tooltips, etc. in localization. Most of the actual work will be fixing bugs depending on what you already have in your mod. That said, I am a bit unfamiliar with 1.3, as I started really getting into modding afterwards. Feel free to ask for more specific help - due to recent life events I hardly have the time to make a whole video on this.
The easiest way to do that is to create a new projectile and item. Set Item.shoot to the new projectile, and set Projectile.aiStyle to ProjAIStyleID.Boomerang. If you want it to act like a more specific boomerang, you can also set AIType to that boomerang's ProjectileID. You can change anything else as you see fit
@@TheRandomYTDude First, make sure you include the namespace of the ingredient in your usings. If you're using Visual Studio it will automatically suggest that when you do this next step. When creating a recipe with a modded item, instead of recipe.AddIngredient(type, stack), put in recipe.AddIngredient(stack), replacing ItemClassName with your mod item. If you need any other help you can message me on Discord @achyros, that'll be a lot easier than youtube comments.
dont have discord, that first part just means that your crafted item should be in the same folder as the item you r using right?@@the-abyss-stares-back
@@TheRandomYTDude Not necessarily. Up at the top where you have things like "using Terraria;", add "using ModName.FolderName;" to allow the current file to use classes from different folders. If it's already in the same folder, you can skip that step.
Oh that's why, thanks for showing :>
Thats what i whose looking for!! Big THX for video !! Can you make some more about projectails ect. ? BIG THX one more time, good job
Sure, although there is a *lot* to go over with projectiles. Are you looking for anything specifically?
I already ported my mod using a different tutorial, but that one didn’t show how to make a multi line tooltip, thx
when i mushed run tmodporter it didnt do anything.
What if i have folders inside of folders
Thanks
Hi,i understand that you can port mods,And I have one stupid request for you, could you please port one mod?the name of mod its another rpg mod,and it author sayed that everybody can do what they want with it,can please you port it?I will understand if you refuse
What about accessories or buffs?
Can you please make a tutorial on how to port a mod from terraria 1.3 to 1.4.4?
The basic steps are still the same as shown in the video - run tModPorter to fix most of the code and put the displaynames, tooltips, etc. in localization.
Most of the actual work will be fixing bugs depending on what you already have in your mod.
That said, I am a bit unfamiliar with 1.3, as I started really getting into modding afterwards. Feel free to ask for more specific help - due to recent life events I hardly have the time to make a whole video on this.
is there a good easy way to basically just make a resprited boomerang with better stats?
The easiest way to do that is to create a new projectile and item. Set Item.shoot to the new projectile, and set Projectile.aiStyle to ProjAIStyleID.Boomerang. If you want it to act like a more specific boomerang, you can also set AIType to that boomerang's ProjectileID. You can change anything else as you see fit
@@the-abyss-stares-back sorry i might sound stupid but how do you add a modded item to a recipe
@@TheRandomYTDude First, make sure you include the namespace of the ingredient in your usings. If you're using Visual Studio it will automatically suggest that when you do this next step. When creating a recipe with a modded item, instead of recipe.AddIngredient(type, stack), put in recipe.AddIngredient(stack), replacing ItemClassName with your mod item.
If you need any other help you can message me on Discord @achyros, that'll be a lot easier than youtube comments.
dont have discord, that first part just means that your crafted item should be in the same folder as the item you r using right?@@the-abyss-stares-back
@@TheRandomYTDude Not necessarily. Up at the top where you have things like "using Terraria;", add "using ModName.FolderName;" to allow the current file to use classes from different folders. If it's already in the same folder, you can skip that step.