![]() ![]() - item.displayName (default "") can be set to make the item have the name stated in display name, note that any code referencing the item would still use the given ini file name of the item.- Moved player head rotation code when in merman form to Player.PlayerFrame (before the FrameEffect hook).- For example somePlayer.HasItem("Gold Ore",25) would return true if the player has at least 25 gold ores in the inventory.- public bool HasItem(string name,int stack =-1), like the netID version but takes a name instead.- For example somePlayer.HasItem(8,3) would return true if the player has at least 3 torches.- public bool HasItem(int netID,int stack =-1), returns true if the player has the item, if stack is not -1 it will check if the player has at least the stack amount specified of the item.- PlaySound (default true) can be set to false to remove any jump related sound.- EmitDust (default true) can be set to false to remove any dust emitted by cloud in a bottle like effects.- LetJump (default true) can be set to false to remove all the handling of the jump key control.- public void CheckJump(Player P,ref bool LetJump,ref bool EmitDust,ref bool PlaySound).- PlaySound (default true) can be set to false to remove any stepping sound when running fast.- EmitDust (default true) can be set to false to remove any dust emitted by things such as hermes boots when moving fast.- LetRun (default true) can be set to false to remove all the handling of horizontal movement.- public void DirectionalMovement(Player P,ref bool LetRun,ref bool EmitDust,ref bool PlaySound).- EmitDust (default true) can be set to false to make the player not emit dust when using rocket boots of any kind.- LetRocket (default true) can be set to false to remove all the handling of rocket boots velocity changes and dust stuff.- public void RocketFrame(Player P,ref bool LetRocket,ref bool EmitDust).- Setting LetDraw to false would be the equivalent of returning false in the old way.- Changed Player PreDraw hook, it is now public void PreDraw(Player P,SpriteBatch SP,ref bool LetDraw).- Once you download this, run it and set the desitnation folder to your steam/steamapps/common/terraria folder, then play with tConfig as you normally do.- It is highly encouraged that you use this and report on this thread with your crash logs if you play multiplayer / get random crashes.- All mods have to be rebuilt to run on tConfig 0.35.0.- GetChoiceIndex(string setting), returns the choice's index.- GetChoice(string setting), returns the choice. ![]() - GetString(string setting), returns the setting as a string (also works for keybind and choice).- GetInt(string setting), returns the setting as an int.- GetBool(string setting), returns the setting as a bool.- Settings.GetSetting(string setting), returns JsonData setting.- Settings.Get(string setting), returns JsonData setting value.- Getting setting values in code can be done with the following methods, note that each also includes a null parameter modname, so you can retrieve settings of other mods.- Note that 'ingameLock' is unused at the moment.- each setting holds a number of properties, the shared similar properties are "type", "display", "serverSynced" - serversynced values are received from the server automatically on joining, not serversynced ones stay as they were.- There's 5 types of settings you can use at the moment, those are 'bool', 'int', 'choice', 'string' and 'keybind'.- Mod settings are capable of settings some values in your mods without creating overrides, this is useful for multipliers, key bindings and etc.- Mod settings file is Modpacks/ModPackname/Settings.json, create this file to use the feature.- Added json mod settings feature, all credits go to Shockah on this amazing new feature.- Added public static int Menu.MenuPosX, MenuPosY and bool MenuActive fields as per request.'texture=Some Other NPC' (texture must be of the same group, aka npc to npc) - Added 'texture=' INI attribute, can be used to make one ini use another's texture e.g.- public void PreDrawAll(SpriteBatch SP,bool gameMenu)- called right after the game's Draw spritebatch.Begin. ![]()
0 Comments
Leave a Reply. |