ACCESSORIES AND VANITY - HOW TO MAKE A MOD - TMODLOADER 1.4 - 08

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  • Опубліковано 20 гру 2024

КОМЕНТАРІ • 152

  • @CHughesWrites657
    @CHughesWrites657 2 роки тому +2

    I came back to around 3500 errors on my mod when tModLoader updated to 1.4. I gave up on it and let it sit for a long time. Then, you posted a new tutorial. I had subscribed to you months before when I had started my mod, and forgot about it. I watched this tutorial, and it gave me the courage to join the tModLoader discord and ask about migration. My mod went from 3500ish errors to 500, and because of that, I’ve had the determination to keep working on it. Currently at 237 errors, I’m whittling away at them, but wouldn’t have ever picked this project back up if it wasn’t for you, Lynx. Please, don’t ever stop making these awesome tutorials, and remember that these videos effect people in amazing ways!!!
    P.S. if you end up reading this, then I really liked your terraria play through. Just saying, I wouldn’t mind seeing more…

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      The 1.3 to 1.4 changes caused so many problems with mods. It is good that you are gradually getting the errors down. Glad that my videos have been able to motivate you to reopen the project. As for the Terraria playthrough. I have been thinking about doing one for a while. Just haven't had time to try.

  • @JamesBarber-g5q
    @JamesBarber-g5q 21 день тому

    this is pretty nice as there is almost no tutorials on this, but now I can add accessorys!

  • @niwang8793
    @niwang8793 Рік тому

    The way to add stat on accessories is very helpful, it is one of the greatest help that a starting modder could get.

  • @sloupinoux
    @sloupinoux 2 роки тому

    Hey, i just wanted to say, you're a life savior. I'm an artist and i was looking to do some simple vanity items for fun, and to experiment with basic modding in Terraria, but i couldn't for the longest time understand the code or just find a tutorial that explains things properly for the common folks who just started touching to mods. So thank you really, because i managed to do my first items pretty quick with your help! 😊

  • @GordoDoesOtherThings
    @GordoDoesOtherThings 2 роки тому +1

    I sincerely hope you enjoy making these videos as much as we enjoy watching them! There truly is no other channel quite like yours, really informative and helpful for those that only just began coding. Keep up the amazing work!

  • @toasterperson5974
    @toasterperson5974 2 роки тому +2

    It's funny, I was just looking at how to make accessories, thanks for the tutorial! >w

  • @Dylan12226
    @Dylan12226 2 роки тому +1

    Hi, your videos are so SO good. As someone who has never coded in C#, you made it very easy for me to create a simple, functional mod. I have been thinking of ideas lately and I was wondering if you could make a video about advanced swords such as the Murasama from the Calamity mod or how to implement new gameplay elements to the game like RPG elements? My main message is keep up the amazing work and thank you for growing the Terraria modding community!

  • @OneGrindyBoi
    @OneGrindyBoi 2 роки тому

    Lynx, it's time to wear a crown you king.

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Fun behind the scenes fact. If the video was like the previous. I would have done a crown vanity item.

  • @fabiojuniosoaresdosanjos-zo4xk

    Do you know the code to increase the positioning range of the blocks in the terrarium?
    Or to reduce the damage suffered?
    I'd also like to know the code to increase the maximum number of sentries?
    And the mana regeneration code?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I think you do blockRange or tileRange += X
      defence += X
      minionsMax += X
      Mana regen I can't remember of top of head I think it is statMana2 or something like that

  • @superduperman8287
    @superduperman8287 2 роки тому

    Your tutorials are so helpful, don't stop making them. (your mic sounds so much better!)

  • @C_haon
    @C_haon Рік тому +1

    Great content, best and most informative help out there. Is there any chance you could show us how to make a placed block that can change, like something that interacts with wires or even a plant?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I'll do something which involves wiring in the future, it is something I constantly forget about.

  • @sacobred8400
    @sacobred8400 2 місяці тому +1

    Are you planning on doing a tutorial for custom damaga classes soon?

    • @FoolsLynx
      @FoolsLynx  2 місяці тому +1

      I need to think of a way to make it not feel completely generic.

    • @sacobred8400
      @sacobred8400 2 місяці тому +1

      @@FoolsLynx i feel like tutorials like this should be generic so people have something to start with, instead of giving them a finished product which might not be what they want (im not sure if were talking about the same thing my english is not great)

    • @FoolsLynx
      @FoolsLynx  2 місяці тому +1

      While I try to keep most things generic, Damage Classes sort of don't fit. I might just make a hybrid class maybe hybrid of melee and magic as it isn't specific and can be worked with

  • @xlanmc
    @xlanmc 2 роки тому +2

    Thx for this tutoriales you're the best

  • @sloupinoux
    @sloupinoux 2 роки тому

    Adding thid to my other comments, i've been dying to know how to do some some housing furnitures. Do you think you're going to make a tutorial about that at some point? Thank you for your hard work again!

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      I'm covering crafting stations and stuff next episode. The stuff in that video is required for furniture anyway. Don't know if I'm doing a dedicated video on furniture. Maybe some items. Can't remember if it is on my list of videos.

  • @st0plight
    @st0plight Рік тому +1

    First off, I want to say thank you so much for making these! It's definitely a pipe dream since I don't really know anything about coding, but these videos make me want to attempt making a content addition mod someday-- something akin to thorium or cal (though probably not nearly as big lmao).
    I did want to ask though, since I couldn't find any info anywhere about it... is it possible to make the game read the actual in-game sprite as something bigger than the default 'template size'? For example, I'm wanting to make a shark tail; and I'm struggling to fit the sprite into the space that back accessories have by default. Is there lines of code that I could implement to make it read the sprite size as something wider? I imagine you can, but I have a feeling it's a lot more complicated than just typing a [value] x [value] scaling...

    • @FoolsLynx
      @FoolsLynx  Рік тому

      Unfortunately the frame size you have for each frame is the maximum size you can have. As far as I know there is no easy way to do it

    • @st0plight
      @st0plight Рік тому

      @@FoolsLynx Well dang. Thank you for letting me know!

  • @unkn0vvnmystery
    @unkn0vvnmystery Рік тому

    amazing tutorial, vary easy to follow. I am have trouble making a debuff like on fire that effects npc and players the tmodloader's example was for players only I tried combing it and there wipe debuff but I can't seem to figure out the syntax. any ideas or know where I can find a example?

  • @xeroc4520
    @xeroc4520 2 роки тому +1

    Hi,
    How do you make a buff potion that gives multiple vanilla buffs on use?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      you can do something like this
      public override void SetDefaults() {
      // normal code...
      Item.buffType = BuffID;
      Item.buffTime = 30 * 60; // 30 seconds
      }
      public override void OnConsumeItem(Player player) {
      player.AddBuff(BUFFID2, Item.buffTime);
      // Repeat above for multiple
      }
      That should work.

    • @xeroc4520
      @xeroc4520 2 роки тому

      @@FoolsLynx Thanks for your reply. Unfortunately it didn't work - it's only granting the first one in SetDefaults. Do you have a discord where we could discuss the issue easier?

    • @xeroc4520
      @xeroc4520 2 роки тому +1

      ​@@FoolsLynx Edit: Actually it worked, thanks. I was just using fargos mutant mod which gives infinite buffs and apparently messes up the OnConsumeItem function. Once I disabled the mod and consumed the potion manually it was fine. Thank you!
      now I'll figure out how to make it work with mutant mod

  • @tameranian
    @tameranian 2 роки тому

    Do you plan on covering how to make a custom pet? If not, do you have any resources or advice on how to code the pet projectile or whatever is needed for it? I cant seem to find any clear examples on how to make one from scratch.

    • @FoolsLynx
      @FoolsLynx  2 роки тому +1

      It's on my list but it is not for ages. But you can use the example mod for reference: github.com/tModLoader/tModLoader/tree/1.4/ExampleMod/Content/Pets

  • @jakubduc
    @jakubduc Рік тому

    Do you plan on covering making keybindings, if not then could I get some kind of page where the 1.4 new keybinding classes and methods are explained?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      You can look at the examplemod on GitHub. That has an example

    • @jakubduc
      @jakubduc Рік тому

      Thanks I couldn't find it before. Sorry for bothering you!

  • @kuba159cz2
    @kuba159cz2 2 роки тому

    Are you planning on ever making a Custom Class tutorial? I can't seem to figure it out myself.

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Eventually. Stuff changed since 1.3 and I am trying to understand it better

    • @kuba159cz2
      @kuba159cz2 2 роки тому

      @@FoolsLynx oh

  • @luissesaber
    @luissesaber Рік тому

    will there be a sprite sheet and custom animation tutorial?
    I get custom animations seem to be harder so I plan on messing around with that, but I've been having sprite animation issues, for example, like the soul of sight or somtin

  • @LyingOstrich
    @LyingOstrich 10 місяців тому

    Do you know how to make an accessory cause melee weapons apply a debuff when they hit something, similar to what Magma Stone does?

  • @SaltyBacon001
    @SaltyBacon001 Рік тому

    Is there going to be another video in this series? you seem to be quite busy but it would rlly help! maybe you could cover how to make a modded workbench or something.

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I made a community post about this not long ago. I will have videos out soon. And good news, the next video will literally be custom crafting stations with one being a custom workbench.

    • @SaltyBacon001
      @SaltyBacon001 Рік тому

      Well that’s handy

  • @AMGMax19
    @AMGMax19 Рік тому

    Hi lynx!
    I was wondering how I would add a piece of code that would increase the velocity of an arrow or bullet.
    Thanks!

    • @FoolsLynx
      @FoolsLynx  Рік тому

      For vanilla AI, override the Pre or Post AI method and do Projectile.Velocity += or *=

    • @AMGMax19
      @AMGMax19 Рік тому

      @@FoolsLynx Ok, thanks!

  • @straticalplays8800
    @straticalplays8800 Рік тому

    Do you know how to replicate the Hallowed Plate Mail? It has a built in cape and I’m not quite sure how to mimic. I’ve made a chest piece sprite and cape sprite, I just don’t know how to combine the two. Thanks!

    • @FoolsLynx
      @FoolsLynx  Рік тому

      You would use similar logic as the robe shown in this video but instead of leg slot you use maybe back? Not 100% sure on that one

  • @klubis4935
    @klubis4935 2 роки тому

    Will you make a tutorial on how to make a custom damage class?

  • @brosnya5471
    @brosnya5471 Рік тому

    I have been trying to work this out for a long time but nothing i am doing is working. How do you add audio to the accessorie of heremes boots? Any help much appreciated.

    • @FoolsLynx
      @FoolsLynx  Рік тому

      github.com/tModLoader/tModLoader/wiki/Basic-Sounds
      Take a look at this. It might help.

  • @mintyfilms1772
    @mintyfilms1772 2 роки тому

    question: how do you attach gun handle sprite to the player hands?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      There are offset values you can set. Take a look at the examplemod which has an example gun on it that I think shows how

  • @Poplist-SAINT
    @Poplist-SAINT Рік тому

    Lynx I have a very big question that i would like to ask, And for you to respond
    I don't know what the content folder is and never had it in my mod Folder i only have items folder and properties, and i'm very confused.

    • @FoolsLynx
      @FoolsLynx  Рік тому

      You create the folders yourself.

  • @Aar-br9gr
    @Aar-br9gr Місяць тому

    Is there a way to make a custom accessory that can be equipped multiple times? I tried overriding CanAccessoryBeEquippedWith but I can't get it to work.

    • @FoolsLynx
      @FoolsLynx  Місяць тому

      I am not sure, its been a while since I last played terraria, does normal terraria allow multiple of the same item to be equipped? Even if it is a specific accessory. If no, then it might not be possible. might be worth asking on the tmodloader discord. I will try and search but I cannot think where to look.

    • @Aar-br9gr
      @Aar-br9gr Місяць тому

      @@FoolsLynx in vanilla terraria you can't equip identical accessories. However, I think you can use CanAccessoryBeEquipped to determine what accessories can't be equipped with it, so I figured there might be a way to use it to allow itself to be equipped instead. I'm not sure though.

    • @FoolsLynx
      @FoolsLynx  Місяць тому

      I can't even find any information on that function. I will keep looking however.

  • @upsidedown-pug1974
    @upsidedown-pug1974 2 роки тому

    I was just wondering how do you get accessories to have "special" effects like the Brain of Confusion's confuse effect or the Star Cloaks star fall effect. I knew how to do it in 1.3 but now in 1.4 it's different and weird

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      I think you need to create a class extending GlobalNPC and in that override the OnHitPlayer method. Check if the player has the accessory equipped and if it does, apply the effect to the NPC.

  • @bigosik1100
    @bigosik1100 Рік тому

    there is a function that let do some actions when weapon will crit?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      override the OnHitNPC method and then do if(crit) to run code when crit.

    • @bigosik1100
      @bigosik1100 Рік тому

      @@FoolsLynx can I do NewProjectile in OnHitNPC (in item file) ?

  • @bigosik1100
    @bigosik1100 Рік тому

    If i want to do smth like boomerang, how to prevent shoot another projectile until first will die?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      In your item code, you will want to override the CanUseItem method and check that the number of projectiles of that type is less than 1.
      You can see this done on the example spear:
      github.com/tModLoader/tModLoader/blob/1.4/ExampleMod/Content/Items/Weapons/ExampleSpear.cs

  • @ThatGuyNamedBender
    @ThatGuyNamedBender Рік тому

    My stat accessory works but it's not displaying its stats. Any idea why that might be?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      What do you mean it isn't displaying stats? If you mean it doesn't show the "Increases Melee by 50%" or whatever, that is because that was a custom tooltip.

  • @babbdi
    @babbdi Рік тому

    hey, are you planning to do summoner items?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I have it down at Episode 17. You can use the examplemod for references

    • @babbdi
      @babbdi Рік тому

      ​@@FoolsLynx thank you, the content of summoners weapons is very scarce after 1.4, feels good to have good content creators teaching it

    • @FoolsLynx
      @FoolsLynx  Рік тому

      If you check in the wiki on the examplemod github, there is open source mods too. There might be something for 1.4, I haven't looked. If not you can try and adapt 1.3 stuff

  • @LIMCEND
    @LIMCEND 2 роки тому +2

    Can you make a mod to equip a lot more accessories than the game allows!?

    • @FoolsLynx
      @FoolsLynx  2 роки тому +2

      The player method has a public int called extraAccessorySlots. You can adjust that to give more accessory slots. I think

    • @LIMCEND
      @LIMCEND 2 роки тому +2

      @@FoolsLynx Can you make a video showing it please 🥺

    • @FoolsLynx
      @FoolsLynx  2 роки тому +2

      Maybe when I cover something that requires the player class

    • @LIMCEND
      @LIMCEND 2 роки тому +1

      @@FoolsLynx Ok, I will be waiting...⚘❤

  • @bolzazap1073
    @bolzazap1073 4 місяці тому

    Hola, Necesito agregar accesorios que aumenten el alcance , velocidad y daño solo para el latigo , no para el minion , como podria hacerlo?

    • @FoolsLynx
      @FoolsLynx  4 місяці тому

      English:
      Range I don't believe can be changed with an accessory, this is handled by the Whip item itself. I might be wrong. Speed and Damage can be modified by doing
      player.GetDamage(DamageClass.Summon) += additive damage / 100f
      or
      player.GetAttackSpeed(DamageClass.Summon) += speed bonus / 100f
      I cannot remember for sure if the DamageClass is Magic, Summon or Melee.
      Google Translated Spanish:
      No creo que el alcance se pueda cambiar con un accesorio, esto lo maneja el propio elemento Whip. Podría estar equivocado. La velocidad y el daño se pueden modificar haciendo
      player.GetDamage(DamageClass.Summon) += daño aditivo / 100f
      o
      player.GetAttackSpeed(DamageClass.Summon) += bonificación de velocidad / 100f
      No puedo recordar con seguridad si la clase de daño es mágica, de invocación o cuerpo a cuerpo.

  • @yanas2226
    @yanas2226 5 місяців тому

    how to make it possible to equip several identical accessories

  • @alzr-kr8gr
    @alzr-kr8gr 5 місяців тому

    Hi, what is the part of the image on the right-most of breastplate.png used for?

    • @alzr-kr8gr
      @alzr-kr8gr 5 місяців тому

      sorry, the breastplate_body.png

    • @FoolsLynx
      @FoolsLynx  5 місяців тому

      I beleive it is the back arm.

  • @joemamaisrealyaknow2653
    @joemamaisrealyaknow2653 2 роки тому

    Is there a way to make a Custom sword shoot a custom projectile only once every a couple of hits?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      I'm not 100% sure. I'd ask on the tmodloader discord server for methods to do it. The only way I can think is to create a counter that increases on hit.

    • @joemamaisrealyaknow2653
      @joemamaisrealyaknow2653 2 роки тому

      @@FoolsLynx ok thanks

  • @bolzazap1073
    @bolzazap1073 4 місяці тому

    Cuando uso tu mod de ejemplo o tambien al usar el de examplemod del tmodloader me slata error, no se si tenga que ver que estoy en vercion beta de la 1.4.4 y deva crear mi mod en la 1.4.3 estable.

    • @FoolsLynx
      @FoolsLynx  4 місяці тому

      English:
      Not much should have changed between 1.4.4 preview and 1.4.3 (you'd have to check the change notes) so there shouldn't be an issue. A general rule of thumb. Don't use ExampleMod as an actual mod. Only use it as a reference because it can have outdated and buggy code.
      Google Translated Spanish:
      No debería haber cambiado mucho entre la vista previa 1.4.4 y 1.4.3 (tendría que verificar las notas de cambio), por lo que no debería haber ningún problema. Una regla general. No utilices EjemploMod como un mod real. Úselo sólo como referencia porque puede tener código desactualizado y con errores.

  • @Chlebakkkkk
    @Chlebakkkkk 2 роки тому

    Can you do a tutorial on custom sword effects ?something like the effects that re-logic added in the new update ?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      I'll need some context on what specifically

    • @Chlebakkkkk
      @Chlebakkkkk 2 роки тому

      @@FoolsLynx these new swords effects thta they added,I’ve seen some mods with them like murasama from calamity or the new Excalibur swing effects.

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      In the case of true excalibur is that the yellow and pink swing effect animation (as seen on the wiki?)

    • @Chlebakkkkk
      @Chlebakkkkk 2 роки тому

      @@FoolsLynx yes

  • @sawyermarshall6054
    @sawyermarshall6054 Рік тому

    This is unrelated to this video but I figured I'd put it here since it is the most recent. I've been trying to add dust to a sword and no matter what I do I just can't figure it out, I've scoured everywhere on youtube and github to find an example of it but there is no such thing anywhere that I looked. If you could respond or make a video on implementing dusts that would be greatly appreciated. Edit: Wait a minute I might've found something. Edit 2: Okay yeah I finally figured it out

  • @LerpMcGerk
    @LerpMcGerk 2 роки тому

    how do you make ores spawn after an event? Like defeating a boss

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      If you are using a custom boss, you need to use a downed system to track the boss downed. github.com/tModLoader/tModLoader/blob/1.4/ExampleMod/Common/Systems/DownedBossSystem.cs
      Then in your worldgen system you will want a bool that is set to false by default then in the postupdate method check if the boss is downed and that the ore hasn't been spawned already. Spawn the new ore. Set the variable to true to prevent it from spawning again. If you want multiple you will need to create a method in your worldgen that will create your ore then when a boss is downed, this method is called. You will either do this when your custom boss is defeated or you have to do it with GlobalNPCs and i am not sure which method you use for that

    • @LerpMcGerk
      @LerpMcGerk 2 роки тому

      @@FoolsLynx k

  • @peterdavis7695
    @peterdavis7695 2 роки тому

    I notice the description for the tutorial stat accessory is lying about the damage boost. It says it gives 50% extra damage, when it only gives 25% extra damage.
    What's going on here?

    • @FoolsLynx
      @FoolsLynx  2 роки тому +1

      This was because I recorded the video multiple times and in the final version I didn't update my tooltip from a previous recording so the tooltip is wrong

  • @crimson-2244
    @crimson-2244 Рік тому +2

    Bro I love you like im gay for you like you saved my life now I will do anything for you like bro 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏

  • @GuyFunniGD
    @GuyFunniGD 7 місяців тому

    how do you create the tooltips and display names?

    • @GuyFunniGD
      @GuyFunniGD 7 місяців тому

      nvm i figured it out

    • @FoolsLynx
      @FoolsLynx  7 місяців тому

      Localisation files

    • @GuyFunniGD
      @GuyFunniGD 7 місяців тому

      @@FoolsLynx thx

  • @StephenAT530
    @StephenAT530 Рік тому

    im trying to figure out how to make a debuff but i cant find anything about it would anyone know something about that

  • @ZyphoToo
    @ZyphoToo 2 роки тому

    Is there a way to directly modify a vanilla item?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Create a class that extends GlobalItem and then you can modify values.

    • @ZyphoToo
      @ZyphoToo 2 роки тому

      @@FoolsLynx thx

  • @mewuwu9742
    @mewuwu9742 2 роки тому

    Hey, I don't know if you're still responding to comments, but I was wondering how to make an accessory give a buff instead of just modifying stats. I'd appreciate any help!

    • @FoolsLynx
      @FoolsLynx  2 роки тому +1

      What you can do is player.AddBuff(buffID) in the UpdateAccessory.

    • @mewuwu9742
      @mewuwu9742 2 роки тому

      @@FoolsLynx Thank you!

  • @Wishrain
    @Wishrain Рік тому

    how do i make the accessory increase luck?

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I will need to look it up as I constantly forget luck exists in terraria

  • @brenoknight187
    @brenoknight187 2 роки тому

    dude i follow every step here and works but my items not get modifier when i craft them , how i fix it?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Does the goblin tinkerer not do it? If not I will take a look as I didn't think about modifiers

    • @brenoknight187
      @brenoknight187 2 роки тому

      @@FoolsLynx with goblin dont work too

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Ok I will take a look as I might have messed up something

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Just took a look. I spawned both the goblin tinkerer and using heros mod. they both gave prefix modifiers to the accessories. Vanity items cant have prefixes so make sure you have Item.accessory = true

    • @brenoknight187
      @brenoknight187 2 роки тому

      @@FoolsLynx and for weapons what i do?

  • @EvilNecroid
    @EvilNecroid 2 роки тому

    ive been searching all over and i cant find visual studio code for jack shit.
    all i wanna know is if i can change the base max minions without the need to an item

    • @FoolsLynx
      @FoolsLynx  2 роки тому +1

      You create a class that extends modplayer it might be something different and override the reset method and one other method and then change the max minions that way. Look at examplemod under the common folder for player class stuff

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      The methods you want to override are:
      Intialize, ResetEffects and ResetDead
      Then in this you will set the minion summons to the minimum you want to be able to summon.

    • @EvilNecroid
      @EvilNecroid 2 роки тому

      @@FoolsLynx oh ok

  • @doorone9572
    @doorone9572 2 роки тому

    what engine does it use?

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Terraria is programmed in Xna

  • @Linkos308
    @Linkos308 9 місяців тому

    i think if this video gets 50k likes her should make a "ghouly gosties come out to play" song

  • @helsdo2650
    @helsdo2650 5 місяців тому

    How to add a minion slot to an accessory?

    • @FoolsLynx
      @FoolsLynx  5 місяців тому

      player.maxMinions += x

  • @CoCuCoH41k
    @CoCuCoH41k 2 роки тому

    When will there be a guide to the pursuers' pets, for example, like Chester? NOT FLYING MASS

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      I have no idea what the Pursuers pets is.

    • @MGMac_
      @MGMac_ 2 роки тому

      Do you just mean pets..?

  • @spydernoobgaming1576
    @spydernoobgaming1576 2 роки тому

    how do you make a hat vanity item'

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      Apply the information from one of the others but change the equip type to head. Also look at the tutorial helmet.

  • @beresh304
    @beresh304 Рік тому

    pls made tutorial how to create boss

    • @FoolsLynx
      @FoolsLynx  Рік тому

      It's coming in the future. I am doing 3 back to back videos on NPCs

  • @skitskurr1655
    @skitskurr1655 Рік тому

    you are god

  • @makzer8770
    @makzer8770 2 роки тому +2

    Too bad I wasn't able to continue trying to create a mod, my pc is really not the best for any of this...

    • @MGMac_
      @MGMac_ 2 роки тому +1

      Well I mean that's a weird excuse, even an old office computer is built for programming and the like

  • @thorn_1234
    @thorn_1234 2 роки тому

    👍

  • @HistiSubs
    @HistiSubs 2 роки тому

    So I noticed in your WorldGen tutorial you showed how to set ore tiles to generate in your world at creation. I am in trouble right now because I am wanting to create a new structure to generate in a specific location. I cannot seem to find a resource to guide me into the process to implement a new structure, so I am unable to continue in the development of my mod;
    On the other hand the other things I have to do with modding have adequate documentation on the api's purpose and usage. In the long term I want to completely replace the dungeon generation in place of a similar structure for the use of shrinking the size of generated structures in game and apply them with usage of SubWorld Library; which as I said has plenty of adequate documentation. I eventually intend to adapt this for other mods that add massive structures/biomes that greatly interfere with other mods worldgen to increase compatibility for as many mods as possible. Of course I intend to make the creators aware of the changes I make but I want to avoid looking into their source code if at all possible.
    Thanks in advance!

    • @FoolsLynx
      @FoolsLynx  2 роки тому

      1.4 changed the way that tiles are generated. First you need to get the current tile at the X and y coord and turn it to air. Then you use WorldGen.PlaceTile to... Well place tile

  • @bigosik1100
    @bigosik1100 Рік тому

    I am struggling with rotation problem, code below:
    Projectile.rotation = Projectile.velocity.ToRotation() + MathHelper.PiOver2;
    Projectile.ai[0] += 1f; // Use a timer to wait 15 ticks before applying gravity.
    Projectile.velocity.X = Projectile.velocity.X * 0.99f;
    if (Projectile.ai[0] >= 30f)
    {
    Projectile.ai[0] = 30f;
    Projectile.velocity.Y += 0.4f;
    Projectile.rotation = 1.1f * Projectile.velocity.Y;
    }
    if (Projectile.velocity.Y > 16f)
    {
    Projectile.velocity.Y = 16f;
    }
    this is throwing knife ai, when velocity.Y equals 16f projectile stops rotating. I don't know the reason of this. Maybe you will se smth.

    • @FoolsLynx
      @FoolsLynx  Рік тому

      Because of the line:
      Projectile.rotation = 1.1f * Projectile.velocity.Y;
      Your rotation value is ALWAYS going to be 1.1f * y which 1.1f * 16 isn't ever going to change.
      This line:
      Projectile.rotation = Projectile.velocity.ToRotation() + MathHelper.PiOver2;
      Is completely redundant because every tick you are setting the Projectile rotation to 1.1 * 16
      For the first if statement just do:
      if(Projectile.ai[0] == 30)
      this way you will only call it once as you are incrementing the ai[0] by 1 each tick.
      After that, your rotation will be based on the x and y velocity to a rotation value. What you might want to do is instead of setting the Rotation value equal to velocity to rotation, you increment rotation instead
      so
      Projectile.rotation += Projectile.velocity.ToRotation() + MathHelper.PiOver2;
      Hopefully that makes sense.

    • @bigosik1100
      @bigosik1100 Рік тому

      @@FoolsLynx Hello, I tried to follow this tips and I did some experiments,
      this line: Projectile.rotation = Projectile.velocity.ToRotation() + MathHelper.PiOver2
      is a must have because before 30f this proj moves straight, incrementing this line is not good and don't work
      this line: if(Projectile.ai[0] == 30) just doesn't work, greater or eqal work
      i moved rotation line in if like this:
      if (Projectile.ai[0] < 30f)
      {
      Projectile.rotation = Projectile.velocity.ToRotation() + MathHelper.PiOver2;
      }
      in previous if i increment rotation by 0.5f
      now it works correct
      still thanks for help🙂

    • @FoolsLynx
      @FoolsLynx  Рік тому

      I am glad it got working, I forgot my own code that I wrote in this video and that that line is need before the before any timer stuff

  • @ultra9612
    @ultra9612 Рік тому

    How do you make accessories give damage reduction, like the worm scarf