working nice

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Emilia(SleepeeSoftware) 2026-02-21 11:22:03 +01:00
commit 49511f4109
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using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Emiliasmod.Content.Items.Accessories
{
public class Spacesuit : ModItem
{
public static readonly int DefenseBonus = 8;
//public override LocalizedText Tooltip => base.Tooltip.WithFormatArgs();
public override void SetDefaults() {
Item.width = 40;
Item.height = 40;
Item.accessory = true;
Item.rare = ItemRarityID.Red;
Item.value = Item.sellPrice(platinum: 1, gold: 35);
}
public override void AddRecipes() {
Recipe recipe = CreateRecipe();
recipe.AddTile(TileID.LunarMonolith);
recipe.AddIngredient(ItemID.TerrasparkBoots, 1);
recipe.AddIngredient(ItemID.CelestialShell, 1);
recipe.AddIngredient(ItemID.ArcticDivingGear, 1);
recipe.AddIngredient(ItemID.CharmofMyths, 1);
recipe.AddIngredient(ItemID.AnkhShield, 1);
recipe.AddCondition(Condition.DownedMoonLord);
recipe.Register();
}
public override void UpdateAccessory(Player player, bool hideVisual) {
player.rocketBoots = 4;
player.vanityRocketBoots = 4;
player.waterWalk2 = true;
player.waterWalk = true;
player.iceSkate = true;
player.desertBoots = true;
player.fireWalk = true;
player.noFallDmg = true;
player.lavaRose = true;
player.lavaMax += 20 * 60;
player.statDefense += DefenseBonus;
player.arcticDivingGear = true;
//player.wereWolf = true;
player.accMerman = true;
player.buffImmune[BuffID.BrokenArmor] = true;
player.buffImmune[BuffID.Bleeding] = true;
player.buffImmune[BuffID.Burning] = true;
player.buffImmune[BuffID.Chilled] = true;
player.buffImmune[BuffID.Confused] = true;
player.buffImmune[BuffID.Cursed] = true;
player.buffImmune[BuffID.Darkness] = true;
player.buffImmune[BuffID.Poisoned] = true;
player.buffImmune[BuffID.Silenced] = true;
player.buffImmune[BuffID.Slow] = true;
player.buffImmune[BuffID.Stoned] = true;
player.buffImmune[BuffID.Weak] = true;
player.noKnockback = true;
player.lifeRegen += 4;
player.PotionDelayModifier -= 0.25f;
player.GetDamage(DamageClass.Generic) += 10f;
player.GetAttackSpeed(DamageClass.Generic) += 10f;
player.GetCritChance(DamageClass.Generic) += 4f;
player.GetKnockback(DamageClass.Summon) += 0.5f;
player.blockRange += 1;
player.pickSpeed -= 0.15f;
player.accRunSpeed = 6.75f;
player.runAcceleration = 2.0f;
player.moveSpeed += 0.25f;
if (!hideVisual) {
player.CancelAllBootRunVisualEffects();
}
//if (player.)
player.GetModPlayer<SpacesuitStatBonusAccessoryPlayer>().SpacesuitStatBonusAccessory = true;
}
}
// Some movement effects are not suitable to be modified in ModItem.UpdateAccessory due to how the math is done.
// ModPlayer.PostUpdateRunSpeeds is suitable for these modifications.
public class SpacesuitStatBonusAccessoryPlayer : ModPlayer
{
public bool SpacesuitStatBonusAccessory = false;
public override void ResetEffects() {
SpacesuitStatBonusAccessory = false;
}
public override void PostUpdateRunSpeeds() {
//// We only want our additional changes to apply if ExampleStatBonusAccessory is equipped and not on a mount.
//if (Player.mount.Active || !SpacesuitStatBonusAccessory) {
// return;
//}
// The following modifications are similar to Shadow Armor set bonus
//Player.canFloatInWater = true;
Player.runAcceleration *= 1.75f;
Player.maxRunSpeed *= 1.15f;
Player.accRunSpeed *= 1.15f;
Player.runSlowdown *= 1.75f;
}
}
}

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using Terraria;
using Terraria.DataStructures;
using Terraria.ID;
using Terraria.ModLoader;
namespace Emiliasmod.Content.Items.Accessories
{
[AutoloadEquip(EquipType.Wings)]
public class Spacesurf : ModItem
{
public override void SetStaticDefaults() {
ArmorIDs.Wing.Sets.Stats[Item.wingSlot] = new WingStats(180, 14f, 4f, true);
}
public override void SetDefaults() {
Item.width = 22;
Item.height = 20;
Item.value = Item.sellPrice(platinum: 1, gold: 35);
Item.rare = ItemRarityID.Red;
Item.accessory = true;
}
public override void VerticalWingSpeeds(Player player, ref float ascentWhenFalling, ref float ascentWhenRising,
ref float maxCanAscendMultiplier, ref float maxAscentMultiplier, ref float constantAscend) {
ascentWhenFalling = 1.2f; // Falling glide speed
ascentWhenRising = 0.4f; // Rising speed
maxCanAscendMultiplier = 1f;
maxAscentMultiplier = 3f;
constantAscend = 0.135f;
}
public override void UpdateAccessory(Player player, bool hideVisual)
{
player.wingTimeMax = 100000000;
player.moveSpeed += 0.1f;
player.jumpSpeedBoost += 1.8f;
player.maxFallSpeed += 0.10f;
player.maxRunSpeed *= 1.75f;
player.wingAccRunSpeed += 0.75f;
}
public override void AddRecipes() {
Recipe recipe = CreateRecipe();
recipe.AddCondition(Condition.DownedMoonLord);
recipe.AddIngredient(ItemID.CelestialSigil, 1);
recipe.AddIngredient(ItemID.MoonLordLegs, 1);
recipe.AddIngredient(ItemID.LongRainbowTrailWings, 1);
recipe.Register();
}
}
}

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using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace Emiliasmod.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 EmiliasWand : ModItem
{
// The Display Name and Tooltip of this item can be edited in the 'Localization/en-US_Mods.Emiliasmod.hjson' file.
public override void SetDefaults()
{
Item.damage = 300;
Item.DamageType = DamageClass.Melee;
Item.pick = 300;
Item.width = 40;
Item.height = 200;
Item.useTime = 10;
Item.useAnimation = 10;
Item.useStyle = ItemUseStyleID.Shoot;
Item.knockBack = 6;
Item.value = Item.buyPrice(platinum: 1);
Item.rare = ItemRarityID.Red;
//Item.UseSound = SoundID.Item1;
Item.autoReuse = true;
Item.useTurn = true;
}
public override void AddRecipes()
{
Recipe recipe = CreateRecipe();
recipe.AddIngredient(ItemID.DirtBlock, 10);
recipe.AddTile(TileID.WorkBenches);
recipe.Register();
}
}
}

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Emiliasmod.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Terraria.ModLoader;
namespace Emiliasmod
{
// 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 Emiliasmod : Mod
{
}
}

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

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.2.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Emiliasmod", "Emiliasmod.csproj", "{741ADC3D-2994-FB59-1BEE-0908CF33834F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{741ADC3D-2994-FB59-1BEE-0908CF33834F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{741ADC3D-2994-FB59-1BEE-0908CF33834F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{741ADC3D-2994-FB59-1BEE-0908CF33834F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{741ADC3D-2994-FB59-1BEE-0908CF33834F}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {62AAAEF0-7CE9-4FA8-AD95-81047C2FCF75}
EndGlobalSection
EndGlobal

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# This file will automatically update with entries for new content after a build and reload.
Items: {
EmiliasWand: {
DisplayName: Emilias Wand
Tooltip: Is it a Drill ? is it a Sword ? It's an Hitachi Magic Wand !! (never used ?)
}
Spacesuit: {
DisplayName: Spacesuit
Tooltip: Are you ready for Space ?
}
Spacesurf: {
DisplayName: Spacesurf
Tooltip: ""
}
}

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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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# Emilia's Mod
___
### 1. Environment: Space & Subworlds
- Subworld Library: Integrate this to handle the "Space" dimension without hitting the 163,840-tile height limit of the main world.
- Physics Overrides: Create a ModSceneEffect or Subworld hook to set gravity = 0f and windSpeed = 0f.
- Oxygen Logic: A ModPlayer timer that drains health if HasSpaceSuit == false while in the Space subworld.
___
### 2. Ship Construction & The Launch Pad
- The Anchor (Launch Pad): A ModTile that acts as the origin point (0,0) for your ship scan.
- Integrity Scan: A method to check a 50×50 (or larger) area for "Hull" tiles (Luminite bricks, etc.) and at least one "Engine" tile.
- Serialization: A CaptureShip() function that saves the TileType, WallType, and TileEntity data of the ship into a TagCompound.
- Launch Animation: * Spawn a large Projectile with the ships sprite.
- Set ship tiles in the world to type = 0 (Air).
- Apply upward velocity to the projectile and trigger the subworld transfer once it hits the "top" of the screen.
___
### 3. Pilot Mode (Top-Down Combat)
- The Controller: A ModTile (Pilot Seat) that toggles IsPiloting = true.
- Physics Hack: * In PreUpdateMovement, set Player.gravity = 0.
- Apply Player.velocity *= 0.95f for linear drag.
- Map WASD to 2D vector movement (Top-down style).
- Visual Masking: Use PlayerDrawLayer to hide the player sprite and draw the Ship sprite rotated toward Main.MouseWorld.
- Ship Systems: Implement a "Shield" variable in ModPlayer that recharges over time and absorbs damage before the player takes hits.
### 4. Automation & Logistics
- The Registry: A List<Guid> or List<Point16> in a ModSystem to track active machines (extractors, assemblers).
- Heartbeat Loop: Run automation logic in PostUpdateWorld every 1020 ticks to save CPU.
- Push/Pull Logic: Instead of complex pipes, use a "Transferer" tile that checks for an IItemStorage (Chest or TileEntity) in the 4 cardinal directions and moves 1 item per tick.
- Resource Nodes: Create "Asteroid" tiles in the subworld that can only be harvested by an automated LaserDrill TileEntity.
### 5. Progression Flow (Post-Moon Lord)
- Crafting: Combine Luminite and Moon Lord drops to create the Launch Pad and Ship Engines.
- Assembly: Build the ship on the pad in the Main World.
- Exploration: Launch to the Orbit Subworld to mine "Exotic Matter" from asteroids.
- Automation: Use Exotic Matter to build the Star-Chart (Remote Teleporter) and auto-farms.
- Expansion: Use the ship's Top-Down mode to fight "Star-Beast" bosses in Deep Space.
### 6. Other Point
- Navigator (move in after moonlord)
- Physicist (move in after moonlord)
- Martian (move in after martian invasion, but access shop after moonlord) * hint about space travel
- Martian spaceship can drop ship part after moonlord
- Cleanse Reforge
- spacesuit (Terrarian upgrade + Mystical Conch + Diving gear)
- Alien Surf (Sigil + Celestial Starboard)
- Space Combat (Top Down Ship Control).
Items: {
EmiliasWand: {
DisplayName: Emilias Wand
Tooltip:
'''
Is it a Drill ? is it a Sword ? It's an Hitachi Magic Wand !! (never used ?)
'''
}
Spacesuit: {
DisplayName: Spacesuit
Tooltip:
Are you ready for Space ?
'''
Beam me up !!!!
'''
}
}

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displayName = Emilia&#39;s Mod
author = EmiliaUwU
version = 0.1

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Have you ever dreamed to go into space, fight space battle and Vanquish Celestial Horror Beyond our Imagination !!

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This description will show up on the steam page, check out https://steamcommunity.com/comment/Guide/formattinghelp.

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