0.2.0 commit

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mikx 2025-02-11 16:04:10 -05:00
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
namespace tMx.Content.Items.Materials
{
public class FrozenTablet : ModItem
{
public override void SetDefaults()
{
Item.ResearchUnlockCount = 666;
Item.value = Item.buyPrice(gold: 1);
Item.rare = ItemRarityID.Blue;
Item.material = true;
Item.maxStack = 666;
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
namespace tMx.Content.Items.Materials
{
public class MoltenTablet : ModItem
{
public override void SetDefaults()
{
Item.ResearchUnlockCount = 666;
Item.value = Item.buyPrice(gold: 1);
Item.rare = ItemRarityID.Red;
Item.material = true;
Item.maxStack = 666;
}
}
}

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using System;
using Microsoft.Xna.Framework;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace tMx.Content.Items.Weapons.Boomrangs
{
public class MeteorHammer : ModItem
{
public override void SetDefaults()
{
Item.damage = 80;
Item.DamageType = DamageClass.Melee;
Item.width = 30;
Item.height = 30;
Item.useTime = 5;
Item.useAnimation = 10;
Item.noUseGraphic = true;
Item.useStyle = 1;
Item.knockBack = 3;
Item.value = 8;
Item.rare = ItemRarityID.Orange;
Item.shootSpeed = 12f;
Item.shoot = ModContent.ProjectileType<Content.Projectiles.MeteorHammerProjectile>();
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.DirtBlock, 10);
recipe.AddTile(TileID.WorkBenches);
recipe.Register();
}
public override bool CanUseItem(Player player) //this make that you can shoot only 1 boomerang at once
{
for (int i = 0; i < 1000; ++i)
{
if (Main.projectile[i].active && Main.projectile[i].owner == Main.myPlayer && Main.projectile[i].type == Item.shoot)
{
return false;
}
}
return true;
}
}
}

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using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace tMx.Content.Items
{
// This is a basic item template.
// Please see tModLoader's ExampleMod for every other example:
// https://github.com/tModLoader/tModLoader/tree/stable/ExampleMod
public class tMxSword : ModItem
{
// The Display Name and Tooltip of this item can be edited in the 'Localization/en-US_Mods.tMx.hjson' file.
public override void SetDefaults()
{
Item.damage = 50;
Item.DamageType = DamageClass.Melee;
Item.width = 40;
Item.height = 40;
Item.useTime = 20;
Item.useAnimation = 20;
Item.useStyle = ItemUseStyleID.Swing;
Item.knockBack = 6;
Item.value = Item.buyPrice(silver: 1);
Item.rare = ItemRarityID.Blue;
Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.DirtBlock, 10);
recipe.AddTile(TileID.WorkBenches);
recipe.Register();
}
}
}

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using tMx.Content.Items;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
using System;
using Terraria.Audio;
using Microsoft.Xna.Framework;
namespace tMx.Content.Projectiles
{
// This file showcases the concept of piercing.
// The code of the item that spawns it is located at the bottom.
// NPC.immune determines if an npc can be hit by a item or projectile owned by a particular player (it is an array, each slot corresponds to different players (whoAmI))
// NPC.immune is decremented towards 0 every update
// Melee items set NPC.immune to player.itemAnimation, which starts at item.useAnimation and decrements towards 0
// Projectiles, however, provide mechanisms for custom immunity.
// 1. penetrate == 1: A projectile with penetrate set to 1 in SetDefaults will hit regardless of the NPC's immunity counters (The penetrate from SetDefaults is remembered in maxPenetrate)
// Ex: Wooden Arrow.
// 2. No code and penetrate > 1, penetrate == -1, or (appliesImmunityTimeOnSingleHits && penetrate == 1): npc.immune[owner] will be set to 10.
// The NPC will be hit if not immune and will become immune to all damage for 10 ticks
// Ex: Unholy Arrow
// 3. Override OnHitNPC: If not immune, when it hits it manually set an immune other than 10
// Ex: Arkhalis: Sets it to 5
// Ex: Sharknado Minion: Sets to 20
// Video: https://media-1.discordapp.net/attachments/242228770855976960/1150275205017636995/Projectile_Immunity_Sharknado_Arkhalis_Example.mp4 Notice how Sharknado minion hits prevent Arkhalis hits for a brief moment.
// 4. Projectile.usesIDStaticNPCImmunity and Projectile.idStaticNPCHitCooldown: Specifies that a type of projectile has a shared immunity timer for each npc.
// Use this if you want other projectiles a chance to damage, but don't want the same projectile type to hit an npc rapidly.
// Ex: Ghastly Glaive is the only one who uses this.
// 5. Projectile.usesLocalNPCImmunity and Projectile.localNPCHitCooldown: Specifies the projectile manages it's own immunity timers for each npc
// Use this if you want the multiple projectiles of the same type to have a chance to attack rapidly, but don't want a single projectile to hit rapidly. A -1 value prevents the same projectile from ever hitting the npc again.
// Ex: Lightning Aura sentries use this. (localNPCHitCooldown = 3, but other code controls how fast the projectile itself hits)
// Overlapping Auras all have a chance to hit after each other even though they share the same ID.
// Try the above by uncommenting out the respective bits of code in the projectile below.
// This is a simple item that is based on the FlintlockPistol and shoots ExamplePiercingProjectile to showcase it.
internal class MeteorHammerProjectile : ModProjectile
{
public override void SetDefaults()
{
Projectile.width = 8; // The width of projectile hitbox
Projectile.height = 8; // The height of projectile hitbox
Projectile.aiStyle = 1; // The ai style of the projectile, please reference the source code of Terraria
Projectile.friendly = true; // Can the projectile deal damage to enemies?
Projectile.hostile = false; // Can the projectile deal damage to the player?
Projectile.DamageType = DamageClass.Melee; // Is the projectile shoot by a ranged weapon?
Projectile.penetrate = 0; // How many monsters the projectile can penetrate. (OnTileCollide below also decrements penetrate for bounces as well)
Projectile.timeLeft = 60; // The live time for the projectile (60 = 1 second, so 600 is 10 seconds)
Projectile.alpha = 5; // The transparency of the projectile, 255 for completely transparent. (aiStyle 1 quickly fades the projectile in) Make sure to delete this if you aren't using an aiStyle that fades in. You'll wonder why your projectile is invisible.
Projectile.light = 10.0f; // How much light emit around the projectile
Projectile.ignoreWater = true; // Does the projectile's speed be influenced by water?
Projectile.tileCollide = true; // Can the projectile collide with tiles?
Projectile.extraUpdates = 1; // Set to above 0 if you want the projectile to update multiple time in a frame
}
public override bool OnTileCollide(Vector2 oldVelocity)
{
// If collide with tile, reduce the penetrate.
// So the projectile can reflect at most 5 times
Projectile.penetrate--;
if (Projectile.penetrate <= 0)
{
Projectile.Kill();
}
else
{
Collision.HitTiles(Projectile.position, Projectile.velocity, Projectile.width, Projectile.height);
SoundEngine.PlaySound(SoundID.Item10, Projectile.position);
// If the projectile hits the left or right side of the tile, reverse the X velocity
if (Math.Abs(Projectile.velocity.X - oldVelocity.X) > float.Epsilon)
{
Projectile.velocity.X = -oldVelocity.X;
}
// If the projectile hits the top or bottom side of the tile, reverse the Y velocity
if (Math.Abs(Projectile.velocity.Y - oldVelocity.Y) > float.Epsilon)
{
Projectile.velocity.Y = -oldVelocity.Y;
}
}
return false;
}
}
}

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# This file will automatically update with entries for new content after a build and reload.
Items: {
tMxSword: {
DisplayName: tMx Sword
Tooltip:
'''
Template of an item
Replacing this tooltip is duty
It's snowing on Mt.Fuji
'''
}
MeteorHammer: {
DisplayName: Meteor Hammer
Tooltip: ""
}
ExamplePiercingProjectileItem: {
DisplayName: Example Piercing Projectile Item
Tooltip: ""
}
MoltenTablet: {
DisplayName: Molten Tablet
Tooltip: You can barely hold it in your hand. It's hot!
}
FrozenTablet: {
DisplayName: Frozen Tablet
Tooltip: You can barely hold it in your hand. It's cold!
}
}
Projectiles: {
MeteorHammerProjectile.DisplayName: Meteor Hammer Projectile
ExamplePiercingProjectileItem.DisplayName: Example Piercing Projectile Item
}
Configs: {
tMxConfigs: {
DisplayName: tMx Configs
NoPotionDelay: {
Label: No Potions Delay
Tooltip: No delay between healing/mana potions use. Debuff = Off
}
Headers: {
Tweaks: Tweaks Header
Mechanics: Mechanics Header
}
CleanResearchedPiggyProtect: {
Tooltip: The clean command will not delete item(s) in your piggy bank.
Label: Protect item(s) from pig.
}
}
}

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using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace tMx.Mechanics.CleanResearched
{
public class CleanResearchedCommand : ModCommand
{
public override CommandType Type
=> CommandType.Chat;
public override string Command
=> "tmx";
public override string Description
=> "Clean all researched objects from inventory and your hotbar.";
public override void Action(CommandCaller caller, string input, string[] args)
{
tMxConfigs config = ModContent.GetInstance<tMxConfigs>();
Player p = caller.Player;
int pic = 0;
if (args.Length == 0)
{
Main.NewText($"[tMx] You must specify an argument.", Color.Red);
Main.NewText($"[tMx] /tmx clean - Clean your inventory and your hotbar of any fully searched item(s).", Color.Red);
}
if (args.Contains("clean"))
{
List<int> piggy = new List<int>();
foreach (Item i in p.bank.item)
{
if (i.type != ItemID.None)
{
piggy.Add(i.type);
}
}
// Clean the inventory of any fully researched item(s)
int ic = 0;
for (int index = 10; index < 50; index++)
{
Item i = p.inventory[index];
if (Main.LocalPlayerCreativeTracker.ItemSacrifices.TryGetSacrificeNumbers(i.type, out var amountWeHave, out var amountNeededTotal) && amountWeHave >= amountNeededTotal
&& !i.potion
&& !piggy.Contains(i.type))
{
ic++;
p.inventory[index].TurnToAir();
} else if (piggy.Contains(i.type) && config.CleanResearchedPiggyProtect)
{
pic++;
}
}
Main.NewText($"[tMx] Cleaned {ic} item(s) from your inventory.", Color.Brown);
// Clean the hotbar of any fully researched item(s)
int ichot = 0;
for (int indexhot = 0; indexhot < 10; indexhot++)
{
Item i = p.inventory[indexhot];
if (Main.LocalPlayerCreativeTracker.ItemSacrifices.TryGetSacrificeNumbers(i.type, out var amountWeHave, out var amountNeededTotal)
&& amountWeHave >= amountNeededTotal
&& !i.potion
&& !i.GetPrefixCategories().Contains(PrefixCategory.Accessory)
&& !i.GetPrefixCategories().Contains(PrefixCategory.AnyWeapon)
&& i.type != ItemID.Torch
&& i.type != ItemID.FallenStar
&& !piggy.Contains(i.type))
{
ichot++;
p.inventory[indexhot].TurnToAir();
} else if (piggy.Contains(i.type) && config.CleanResearchedPiggyProtect)
{
pic++;
}
}
Main.NewText($"[tMx] Cleaned {ichot} item(s) from your hotbar.", Color.Brown);
if (pic == 1)
{
Main.NewText($"[tMx] {pic} item was protected for being in your piggy bank.", Color.Brown);
} else if (pic > 1)
{
Main.NewText($"[tMx] {pic} items were protected for being in your piggy bank.", Color.Brown);
}
ic = 0;
ichot = 0;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
using Terraria.ModLoader.IO;
using static Terraria.GameContent.Bestiary.IL_BestiaryDatabaseNPCsPopulator.CommonTags.SpawnConditions;
using Microsoft.Xna.Framework;
namespace tMx.NPCs.CustomLoot
{
public class FrozenTabletOnKill : GlobalNPC
{
public override void OnKill(NPC npc)
{
if (Main.rand.NextBool(3)) // ~33%
{
if (npc.type == NPCID.IceSlime
|| npc.type == NPCID.IceBat)
{
int dropItemType = ModContent.ItemType<Content.Items.Materials.FrozenTablet>();
int newItem = Item.NewItem(npc.GetSource_FromThis(), npc.Hitbox, dropItemType);
if (Main.netMode == NetmodeID.MultiplayerClient && newItem >= 0)
{
NetMessage.SendData(MessageID.SyncItem, -1, -1, null, newItem, 1f);
}
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ID;
using Terraria.ModLoader;
using Terraria;
using Terraria.ModLoader.IO;
using static Terraria.GameContent.Bestiary.IL_BestiaryDatabaseNPCsPopulator.CommonTags.SpawnConditions;
using Microsoft.Xna.Framework;
namespace tMx.NPCs.CustomLoot
{
public class MoltenTabletOnKill : GlobalNPC
{
public override void OnKill(NPC npc)
{
if (Main.rand.NextBool(3)) // ~33%
{
if (npc.type == NPCID.Hellbat
|| npc.type == NPCID.Lavabat
|| npc.type == NPCID.LavaSlime
|| npc.type == NPCID.FireImp)
{
int dropItemType = ModContent.ItemType<Content.Items.Materials.MoltenTablet>();
int newItem = Item.NewItem(npc.GetSource_FromThis(), npc.Hitbox, dropItemType);
if (Main.netMode == NetmodeID.MultiplayerClient && newItem >= 0)
{
NetMessage.SendData(MessageID.SyncItem, -1, -1, null, newItem, 1f);
}
}
}
}
}
}

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{
"profiles": {
"Terraria": {
"commandName": "Executable",
"executablePath": "$(DotNetName)",
"commandLineArgs": "$(tMLPath)",
"workingDirectory": "$(tMLSteamPath)"
},
"TerrariaServer": {
"commandName": "Executable",
"executablePath": "$(DotNetName)",
"commandLineArgs": "$(tMLServerPath)",
"workingDirectory": "$(tMLSteamPath)"
}
}
}

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## tMx
tMx is my official tModLoader mod containing all my modifications.

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using Terraria;
using Terraria.ModLoader;
namespace tMx.Tweaks.Potion
{
public class NoPotionDelay : GlobalItem
{
public override void OnConsumeItem(Item item, Player player)
{
tMxConfigs config = ModContent.GetInstance<tMxConfigs>();
if (item.potion && config.NoPotionDelay)
{
player.ClearBuff(21);
player.potionDelay = 0;
player.potionDelayTime = 0;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ModLoader;
using Terraria;
namespace tMx.Tweaks.Potion
{
internal class PotionLength : GlobalItem
{
public override void OnConsumeItem(Item item, Player player)
{
tMxConfigs config = ModContent.GetInstance<tMxConfigs>();
if (item.potion)
{
}
}
}
}

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displayName = tMx
author = mikx
version = 0.2.0

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tMx Server Official Mod

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ModLoader;
namespace tMx
{
// Please read https://github.com/tModLoader/tModLoader/wiki/Basic-tModLoader-Modding-Guide#mod-skeleton-contents for more information about the various files in a mod.
public class tMx : Mod
{
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<!-- Import tModLoader mod properties -->
<Import Project="..\tModLoader.targets" />
<!-- General -->
<PropertyGroup>
</PropertyGroup>
<!-- References -->
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.12.35707.178 d17.12
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "tMx", "tMx.csproj", "{3A853CE7-F5D2-49BC-AD7E-2DBD49701C8B}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3A853CE7-F5D2-49BC-AD7E-2DBD49701C8B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3A853CE7-F5D2-49BC-AD7E-2DBD49701C8B}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3A853CE7-F5D2-49BC-AD7E-2DBD49701C8B}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3A853CE7-F5D2-49BC-AD7E-2DBD49701C8B}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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using System.ComponentModel;
using Terraria.ModLoader.Config;
namespace tMx
{
public class tMxConfigs : ModConfig
{
[Header("Tweaks")]
[Label("No Potions Delay")]
[Tooltip("No delay between healing/mana potions use. Debuff = Off")]
[DefaultValue(false)]
public bool NoPotionDelay;
[Header("Mechanics")]
[Label("Protect item(s) from pig.")]
[Tooltip("The clean command will not delete researched item(s) present in your piggy bank.")]
[DefaultValue(false)]
public bool CleanResearchedPiggyProtect;
public override ConfigScope Mode => (ConfigScope)0;
}
}