public override void SetStaticDefaults() { DisplayName.SetDefault("Music Box (Lunatic Cultist)"); CreativeItemSacrificesCatalog.Instance.SacrificeCountNeededByItemId[Type] = 1; MusicLoader.AddMusicBox(Mod, MusicLoader.GetMusicSlot(Mod, "Music/LunaticCultist"), ModContent.ItemType <Items.CultistMusicBox>(), ModContent.TileType <Tiles.CultistMusicBox>()); }
public override void Load() { PartySelectHotkey = KeybindLoader.RegisterKeybind(this, "Party menu", "F"); GuardHotKey = KeybindLoader.RegisterKeybind(this, "Guard", "Q"); MusicUpKey = KeybindLoader.RegisterKeybind(this, "MusicalUp", "Z"); MusicLeftKey = KeybindLoader.RegisterKeybind(this, "MusicalLeft", "X"); MusicDownKey = KeybindLoader.RegisterKeybind(this, "MusicalDown", "N"); MusicRightKey = KeybindLoader.RegisterKeybind(this, "MusicalRight", "M"); instance = this; CommandLogic.Initialize(); CommandLogic.instance.ChangeCommand(0); Logger.InfoFormat("{0} Sora logging", Name); if (!Main.dedServ) { orgCoatSlots = new int[3]; orgCoatSlots[0] = AddEquipTexture(new Items.Armor.orgCoat(), EquipType.Body, "KingdomTerrahearts/Items/Armor/orgCoat_Body"); orgCoatSlots[1] = AddEquipTexture(new Items.Armor.orgCoat(), EquipType.Legs, "KingdomTerrahearts/Items/Armor/orgCoat_Legs"); orgCoatSlots[2] = AddEquipTexture(new Items.Armor.orgCoat(), EquipType.Head, "KingdomTerrahearts/Items/Armor/orgCoat_Head"); MusicLoader.AddMusicBox(this, MusicLoader.GetMusicSlot(this, "Sounds/Music/Lazy Afternoons"), ModContent.ItemType <Items.Placeable.LazyAfternoons_Item>(), ModContent.TileType <Tiles.MusicBoxes.LazyAfternoons_MusicBox>()); MusicLoader.AddMusicBox(this, MusicLoader.GetMusicSlot(this, "Sounds/Music/Vector to the Heaven"), ModContent.ItemType <Items.Placeable.VectorToHeaven_Item>(), ModContent.TileType <Tiles.MusicBoxes.VectorToHeaven_MusicBox>()); } if (Main.netMode != NetmodeID.Server) { // First, you load in your shader file. // You'll have to do this regardless of what kind of shader it is, // and you'll have to do it for every shader file. // This example assumes you have both armour and screen shaders. Ref <Effect> dyeRef = new Ref <Effect>(ModContent.Request <Effect>("KingdomTerrahearts/Effects/lastWorldShader").Value); // To add a dye, simply add this for every dye you want to add. // "PassName" should correspond to the name of your pass within the *technique*, // so if you get an error here, make sure you've spelled it right across your effect file. GameShaders.Armor.BindShader(ModContent.ItemType <Items.lastWorldDye>(), new ArmorShaderData(dyeRef, "ArmorMyShader")); Ref <Effect> screenRef = new Ref <Effect>(ModContent.Request <Effect>("KingdomTerrahearts/Effects/Shockwave").Value); // The path to the compiled shader file. Filters.Scene["Shockwave"] = new Filter(new ScreenShaderData(screenRef, "Shockwave"), EffectPriority.VeryHigh); Filters.Scene["Shockwave"].Load(); } if (!Main.dedServ) { partyInterface = new UserInterface(); partyUI = new PartyUI(); partyUI.Activate(); commandInterface = new UserInterface(); commandUI = new CommandMenu(); commandUI.Activate(); dialogInterface = new UserInterface(); dialogUI = new DialogDisplay(); dialogUI.Activate(); levelUpInterface = new UserInterface(); levelUpUI = new KeybladeLeveling(); levelUpUI.Activate(); } //Collision extra On.Terraria.Player.Update_NPCCollision += CollisionDetour; }