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  1. #1
    Xenoxiluna's Avatar
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    TerraHax Modded Client Beta [0.9.8a] for Windows & MacOS!

    Code:
    ___________                          ___ ___                
    \__    ___/______________________   /   |   \_____  ___  ___
      |    |_/ __ \_  __ \_  __ \__  \ /    ~    \__  \ \  \/  /
      |    |\  ___/|  | \/|  | \// __ \\    Y    // __ \_>    < 
      |____| \___  >__|   |__|  (____  /\___|_  /(____  /__/\_ \
                 \/                  \/       \/      \/      \/
    Hey, everyone. I have updated TerraHax to support Terraria 1.3.1.1. The Mac edition client may also work on Linux, however, I have not tested this. As always, thank you for the feedback and support.

    Current Version: 0.9.8a
    Terraria Version: 1.3.1.1

    Enjoy!
    ---------------------------------------------------------------------------------------------
     
    Installation
    ----------------
    Make a backup of your Terraria.exe
    Then replace the exe with The modded version in this folder.
    For use with the .help command, place Commands.txt in your installation folder as well.

    Uninstallation
    -----------------------
    Restore your backed up exe.

     
    Installation
    ----------------
    Browse to "~/Library/Application Support/Steam/steamapps/common/Terraria/Terraria.app/Contents/MacOS" in a Finder window
    Make a backup of your Terraria.exe
    Then replace the exe with The modded version in this folder.
    For use with the .help command, place Commands.txt in your installation folder as well.

    Uninstallation
    -----------------------
    Restore your backed up exe.

     
    .help
    .heal
    .healthregen [num]
    .manaregen [num]
    .infrockets
    .infrange
    .depthmeter
    .watch
    .flippers
    .cloudinabottle
    ****cketboots
    .item [item name or ID]
    .deleteinv
    .ammo [num]
    .maxstack [num]
    .fill
    .butcherenpc
    .butcherfnpc
    .butcherall
    .bloodmoon
    .goto [player name]
    .freecraft
    .instantrespawn
    .placetile [tile id]
    .placewall [wall id]
    .destroytile
    .destroywall
    .removeliquid
    .editoff
    .size [number]
    .noclip
    .shine
    .off
    .water [num 1 - 255]
    .lava [num 1 - 255]
    .usetime [num]
    .autoreuse
    .spectreboots
    .players
    .name [name]
    .damage [num]
    .flashlight
    .fullbright
    .home
    .defence [num]
    .shootspeed [decimal]
    .pickuprange [num]
    .infwings
    .infammo
    .infhealth
    .infmana
    .health [num]
    .mana [num]
    .summon [NPC ID] [*Optional* Amount]
    .track
    .prefix [ID or Name]
    .day
    .night
    .create [name] [shootspeed] [ammotype]
    .anitime [num]
    .replacetile [tile ID]
    .masktile [tile ID]
    .maskwall [wall ID]
    .replacewall [wall ID]
    .maskoff
    .rain [num 1 - 255]
    .rainspeed [num]
    .knockback [decimal's only]
    .destroy
    .sethome
    .rainlava
    .grav
    .invis
    .maim [playername]
    .maimall
    .invin
    .pos
    .god
    .itemprefix [prefix] [itemname]
    .bind [key] [command]-[command]-etc...
    .unbind [key]
    .listbinds
    .unbindall
    .speed [decimal or num]
    .movecam
    .gotocam
    .scale [num]
    .gotoprev
    .gotomouse
    .backupinv
    .restoreinv
    .say [text]
    .pickaxe [number]
    .axe [number]
    .hammer [number]
    .cloneinv [player]
    .softcore
    .mediumcore
    .hardcore
    .nofalldamage
    .waterbreathing
    .spelunker
    .showinvis
    .archery
    .maxsummons
    .spawnrate
    .crit
    .maxminions
    .invul
    .inflifesteal
    .clonechar
    .nodebuffs
    .honey

     
    Whats new in TerraHax?

    Beta Builds
    __________________________________________________ ______________________
    v0.9.8a
    --------------------
    Updated to support 1.3.1.1

    v0.9.8
    --------------------
    Fixed an issue with some ID’s being invalid(WARNING! Some tiles may still crash you!)
    Added honey placement(.honey)
    Reduced damage of maim and maimall to 500

    v0.9.7b
    --------------------
    Possibly fixed an issue with wall ID's above 171
    Changed a few Internal Methods to Public
    Added OS X Support
    Fixed commands.txt placement for OS X
    Fixed Music for OS X

    v0.9.7a
    --------------------
    Fixed an issue preventing .infrange from disabling
    Updated to support 1.3.0.8

    v0.9.7
    --------------------
    Added inflifesteal
    Added clonechar
    Added no debuffs
    Fixed .item
    Updated .clearinv
    Updated backupinv and restoreinv to backup prefixes, equipment, and dyes
    Updated to support 1.3.0.7

    v0.9.6a
    --------------------
    Updated to v1.3.0.6

    v0.9.6
    --------------------
    Fixed an issue where the map would reset upon exiting the game
    Fixed an issue where NPC's above 200 would not spawn
    Fixed an issue with world generation
    Added maxsummons
    Added spawnrate
    Added crit
    Added infitems
    Added maxminions
    Added invul

    v0.9.5
    --------------------
    Fixed track
    Fixed freecraft
    Fixed an issue with the .off command reseting health to 400
    Fixed an issue where the world would not save
    Fixed an issue where an error would show upon closing the No Steam version
    Added showinvis
    Added Spelunker
    Added Archery

    v0.9.4c
    --------------------
    Updated to 1.3.0.5

    v0.9.4b
    --------------------
    Fixed infrange
    Fixed flippers
    Fixed waterwalking
    Fixed cloneinv
    Added character difficuly change(Soft, Medium, Hard)
    Added nofalldamage
    Added waterbreathing

    v0.9.4a
    --------------------
    Updated item ID's

    v0.9.4
    --------------------
    Updated to 1.3.0.4

    v0.9.3.4
    --------------------
    Updated to 1.3.0.3

    v0.9.2b
    --------------------
    Added waterwalking
    Added inventory cloning
    Fixed a bug with infinite range not disabling properly
    Fixed a bug with the sniper rifle not zooming in
    Fixed .movecam
    Fixed .freecraft(still buggy)

    v0.9.2a
    --------------------
    Updated to 1.2.0.3.1
    Many commands are broken
    *NOTHING HAS BEEN TESTED IN MULTIPLAYER*

    v0.9.1
    --------------------
    Added gotoprev command
    Added gotomouse command
    Recreated goto command
    Added an inventory backup command
    Added an inventory restoration command(for backup)
    Noclip has been optimized
    Added say command for macros
    Changed some aliases
    Re-added players command with a new and optimized UI
    Added axe command
    Added hammer command
    Added pickaxe command

    v0.8.6
    --------------------
    Fixed fullbright
    Fixed crash on world creation
    Fixed infammo
    Added scale
    Added gotocam
    Removed old players command
    Re-added the old .help command

    v0.8.4(2)
    --------------------
    Updated to 1.1.2

    v0.8.4
    --------------------
    Changed /help to .help
    Snail debuff fix

    v0.8.3
    --------------------
    Removed old keybinds(N-noclip and H heal)(H will not work since the game uses it)
    Added speed
    Fixed infammo
    Added movecam

    v0.8.1
    --------------------
    Fixed defence
    Optimized Code
    Fixed Freecraft(IT TURNS OFF!!!)
    Added friendly npc kill
    Renamed butcher to butcherenpc
    Added maim(Most likely doesnt work on Tshock as always =p)
    Added maimall
    Added invincibility
    Added position
    Added god mode(Sorry it took so long, I was more concerned about other features)
    Added item prefix
    Added keybinds

    v0.7.6
    --------------------
    Fixed a bug with GPS not spawnable using text with the item command
    Fixed a bug with timers not being spawnable using text with the item command
    Placed knockback in commands.txt =p
    Added some missing tile id's
    added invisibility(Potion)
    Added gravity(potion)
    Added Lava rain
    Added Destroy
    Added Sethome

    v0.7.4
    --------------------
    Added rain
    Added rainspeed
    Added maskwall
    Added masktile
    Added maskoff
    Added replacewall
    Added Replacetile
    Fixed a bug with multiplayer edit warning being reenabled

    v0.7.2
    --------------------
    Added scorches create command( All credit goes to Scorch of HF )
    Added animation time
    Added day and night commands
    Removed Multiplayer edit delay and warning

    v0.7.1
    --------------------
    Added prefix
    Fixed a bug with item ID's not working beyond 585
    Fixed an item mousetext bug in inventory
    Fixed a bug with tile id's not working beyond 106
    Fixed a bug with wall id's not working beyond 20
    Fixed a bug with NPC id's not working beyond 73
    ID list updated
    Fixed Freecraft(Still doesn't like to turn off)

    v0.7a
    --------------------
    Updated for 1.1.1

    v0.7
    --------------------
    Added summoning
    Fixed a bug with item id's beyond 390 not working
    Added Infinite health
    Added infinite mana
    Added health change command(Can possibly be detected on TSHOCK etc...)
    Added mana change command(Can possibly be detected on TSHOCK etc...)
    Added player tracking

    v0.6.5
    --------------------
    Fixed a bug with infwings not disabling
    Fixed a bug with NPC's not spawning(thanks to Blizzardzz on HF)
    Added infinite ammo
    Added knockback modification
    Added command history
    New icon image =)

    v0.6a
    --------------------
    Changed the command trigger from / to .
    Added shootspeed
    Added defense
    Added infwings

    v0.6
    --------------------
    Added pickuprange command
    Fullbright fixed
    Fixed freecraft(Still doesnt like to turn off)
    Fixed auto capitalization with three or more word items
    Added home command

    v0.5.8
    --------------------
    Added /players command(See whos on the server)
    Added name change command
    Added /damage command
    Added spectre boots command(rocket only; works with infrockets)
    Added autoreuse command
    Added noclip hotkey of N
    Added usetime command
    Replaced Fullbright with shine(For now)
    Added flashlight command
    Added Item ID's(Copy and pasted sloppy >.<)

    v0.5.4
    --------------------
    Added lava and water spawning
    Added /heal hotkey of H
    Death bug Fixed!!
    Fixed a bug with spectre boots
    Fixed the grappling hook bug
    Removed auto capitalization on the item command(until I fix it)

    v0.5.1
    --------------------
    Re-enabled single player chat
    Fixed infinite range
    Fixed cloud in a bottle
    Fixed noclip

    v0.5
    --------------------
    Many thing DO NOT WORK
    Ok for normal use
    report non working commands(I just got the source and ported. No time to add just yet.)

    Alpha Builds
    __________________________________________________ ______________________
    v0.4.9b
    --------------------
    Very stable release
    Some essential commands working
    God mode broken once again

    v0.4.9a
    --------------------
    Entire code rewritten
    Completely optimized
    New Codelist > Check commands.txt
    Multiplayer working again
    Most commands are broken

    v0.4.9
    --------------------
    Added more commands
    Greatly optimzed code
    fixed water
    fixed lava
    fixed clear inventory
    fixed auto capitalization on the /give command
    /Give command replaced with /item
    /size command fixed
    And much more...

    v0.4.7
    --------------------
    Chat fixed
    Added more commands

    v0.4.5
    --------------------
    Possible chat fix (failed)
    number of chatlines increased
    Added Numerous commands, Check the Command.txt file for working commands
    Optimized coding

    v0.4
    ---------------------
    god mode and noclip are now working

    v0.3.7
    ---------------------
    Many comands are now fixed
    Optimized code
    Fixed commands in single player

    v0.3.4
    ------------------
    the night command now works


    v0.3.1
    -------------------
    Updated /give command to be less buggy(i said less)
    Added numerous commands that are mostly broken(broken commands wil not be listed)
    Optimized code

    v0.3
    -----------------------
    added giveall command
    added players command

    v0.2
    -------------------------
    optimized code
    added teleport

    v0.1
    -----------------------
    Newly compiled source
    Very buggy give command
    Terraria v1.0.6.1 support


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  3. #2
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  4. #3
    Xenoxiluna's Avatar
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    Quote Originally Posted by Shooter2000 View Post
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    Wait for approval to download.

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    :O PLEASE APPROVE!!!

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    OMGGGGGGGGGGGGGGGGGGG APPROVE THIS BABY <3 IM WAITING FOR THIS FOR SOOOOOO LONG

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    waiting for approval

    - - - Updated - - -

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    Just please update it to 1.3.1

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    He DID, you fucking idiot. God damn.

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    think you could add homing bullets? there's a mod on the terraria forums called terraria patcher which has this and runs it from a .cs file

    this is what the code for it looks like. also terraripatcher is opensource so would be awesome if you added some stuff from it like the plugin loader

    Code:
    using System;
    using Microsoft.Xna.Framework;
    using PluginLoader;
    using Terraria;
    using Terraria.ID;
    
    namespace TranscendPlugins
    {
        public class HomingBullets : MarshalByRefObject, IPluginProjectileAI
        {
            public void OnProjectileAI001(Projectile pProjectile)
            {
                if (pProjectile.owner != Main.myPlayer) return;
                if (pProjectile.type == ProjectileID.LunarFlare) return;
                if (pProjectile.type == ProjectileID.NebulaBlaze1) return;
                if (pProjectile.type == ProjectileID.NebulaBlaze2) return;
                if (pProjectile.type == ProjectileID.ChlorophyteBullet) return; // don't want to do tracking x2
                if (pProjectile.type == ProjectileID.VortexBeaterRocket) return; // don't want to do tracking x2
                if (pProjectile.type == ProjectileID.PygmySpear) return;
                if (pProjectile.type == ProjectileID.MiniRetinaLaser) return;
                if (pProjectile.type == ProjectileID.ElectrosphereMissile) return;
                if (pProjectile.type == ProjectileID.Meteor1) return;
                if (pProjectile.type == ProjectileID.Meteor2) return;
                if (pProjectile.type == ProjectileID.Meteor3) return;
                if (pProjectile.type == ProjectileID.MoonlordArrow) return;
                if (pProjectile.type == ProjectileID.MoonlordArrowTrail) return;
                if (pProjectile.type == ProjectileID.MiniSharkron) return;
                
                float num138 = (float)Math.Sqrt((double)(pProjectile.velocity.X * pProjectile.velocity.X + pProjectile.velocity.Y * pProjectile.velocity.Y));
                float num139 = pProjectile.localAI[0];
                if (num139 == 0f)
                {
                    pProjectile.localAI[0] = num138;
                    num139 = num138;
                }
                if (pProjectile.alpha > 0)
                {
                    pProjectile.alpha -= 25;
                }
                if (pProjectile.alpha < 0)
                {
                    pProjectile.alpha = 0;
                }
                float num140 = pProjectile.position.X;
                float num141 = pProjectile.position.Y;
                float num142 = 300f;
                bool flag4 = false;
                int num143 = 0;
                if (pProjectile.ai[1] == 0f)
                {
                    for (int num144 = 0; num144 < 200; num144++)
                    {
                        if (Main.npc[num144].CanBeChasedBy(pProjectile, false) && (pProjectile.ai[1] == 0f || pProjectile.ai[1] == (float)(num144 + 1)))
                        {
                            float num145 = Main.npc[num144].position.X + (float)(Main.npc[num144].width / 2);
                            float num146 = Main.npc[num144].position.Y + (float)(Main.npc[num144].height / 2);
                            float num147 = Math.Abs(pProjectile.position.X + (float)(pProjectile.width / 2) - num145) + Math.Abs(pProjectile.position.Y + (float)(pProjectile.height / 2) - num146);
                            if (num147 < num142 && Collision.CanHit(new Vector2(pProjectile.position.X + (float)(pProjectile.width / 2), pProjectile.position.Y + (float)(pProjectile.height / 2)), 1, 1, Main.npc[num144].position, Main.npc[num144].width, Main.npc[num144].height))
                            {
                                num142 = num147;
                                num140 = num145;
                                num141 = num146;
                                flag4 = true;
                                num143 = num144;
                            }
                        }
                    }
                    if (flag4)
                    {
                        pProjectile.ai[1] = (float)(num143 + 1);
                    }
                    flag4 = false;
                }
                if (pProjectile.ai[1] > 0f)
                {
                    int num148 = (int)(pProjectile.ai[1] - 1f);
                    if (Main.npc[num148].active && Main.npc[num148].CanBeChasedBy(pProjectile, true) && !Main.npc[num148].dontTakeDamage)
                    {
                        float num149 = Main.npc[num148].position.X + (float)(Main.npc[num148].width / 2);
                        float num150 = Main.npc[num148].position.Y + (float)(Main.npc[num148].height / 2);
                        float num151 = Math.Abs(pProjectile.position.X + (float)(pProjectile.width / 2) - num149) + Math.Abs(pProjectile.position.Y + (float)(pProjectile.height / 2) - num150);
                        if (num151 < 1000f)
                        {
                            flag4 = true;
                            num140 = Main.npc[num148].position.X + (float)(Main.npc[num148].width / 2);
                            num141 = Main.npc[num148].position.Y + (float)(Main.npc[num148].height / 2);
                        }
                    }
                    else
                    {
                        pProjectile.ai[1] = 0f;
                    }
                }
                if (!pProjectile.friendly)
                {
                    flag4 = false;
                }
                if (flag4)
                {
                    float num152 = num139;
                    Vector2 vector13 = new Vector2(pProjectile.position.X + (float)pProjectile.width * 0.5f, pProjectile.position.Y + (float)pProjectile.height * 0.5f);
                    float num153 = num140 - vector13.X;
                    float num154 = num141 - vector13.Y;
                    float num155 = (float)Math.Sqrt((double)(num153 * num153 + num154 * num154));
                    num155 = num152 / num155;
                    num153 *= num155;
                    num154 *= num155;
                    int num156 = 8;
                    pProjectile.velocity.X = (pProjectile.velocity.X * (float)(num156 - 1) + num153) / (float)num156;
                    pProjectile.velocity.Y = (pProjectile.velocity.Y * (float)(num156 - 1) + num154) / (float)num156;
                }
            }
        }
    }

  14. #11
    Xenoxiluna's Avatar
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    Quote Originally Posted by noobster29 View Post
    think you could add homing bullets? there's a mod on the terraria forums called terraria patcher which has this and runs it from a .cs file

    this is what the code for it looks like. also terraripatcher is opensource so would be awesome if you added some stuff from it like the plugin loader

    Code:
    using System;
    using Microsoft.Xna.Framework;
    using PluginLoader;
    using Terraria;
    using Terraria.ID;
    
    namespace TranscendPlugins
    {
        public class HomingBullets : MarshalByRefObject, IPluginProjectileAI
        {
            public void OnProjectileAI001(Projectile pProjectile)
            {
                if (pProjectile.owner != Main.myPlayer) return;
                if (pProjectile.type == ProjectileID.LunarFlare) return;
                if (pProjectile.type == ProjectileID.NebulaBlaze1) return;
                if (pProjectile.type == ProjectileID.NebulaBlaze2) return;
                if (pProjectile.type == ProjectileID.ChlorophyteBullet) return; // don't want to do tracking x2
                if (pProjectile.type == ProjectileID.VortexBeaterRocket) return; // don't want to do tracking x2
                if (pProjectile.type == ProjectileID.PygmySpear) return;
                if (pProjectile.type == ProjectileID.MiniRetinaLaser) return;
                if (pProjectile.type == ProjectileID.ElectrosphereMissile) return;
                if (pProjectile.type == ProjectileID.Meteor1) return;
                if (pProjectile.type == ProjectileID.Meteor2) return;
                if (pProjectile.type == ProjectileID.Meteor3) return;
                if (pProjectile.type == ProjectileID.MoonlordArrow) return;
                if (pProjectile.type == ProjectileID.MoonlordArrowTrail) return;
                if (pProjectile.type == ProjectileID.MiniSharkron) return;
                
                float num138 = (float)Math.Sqrt((double)(pProjectile.velocity.X * pProjectile.velocity.X + pProjectile.velocity.Y * pProjectile.velocity.Y));
                float num139 = pProjectile.localAI[0];
                if (num139 == 0f)
                {
                    pProjectile.localAI[0] = num138;
                    num139 = num138;
                }
                if (pProjectile.alpha > 0)
                {
                    pProjectile.alpha -= 25;
                }
                if (pProjectile.alpha < 0)
                {
                    pProjectile.alpha = 0;
                }
                float num140 = pProjectile.position.X;
                float num141 = pProjectile.position.Y;
                float num142 = 300f;
                bool flag4 = false;
                int num143 = 0;
                if (pProjectile.ai[1] == 0f)
                {
                    for (int num144 = 0; num144 < 200; num144++)
                    {
                        if (Main.npc[num144].CanBeChasedBy(pProjectile, false) && (pProjectile.ai[1] == 0f || pProjectile.ai[1] == (float)(num144 + 1)))
                        {
                            float num145 = Main.npc[num144].position.X + (float)(Main.npc[num144].width / 2);
                            float num146 = Main.npc[num144].position.Y + (float)(Main.npc[num144].height / 2);
                            float num147 = Math.Abs(pProjectile.position.X + (float)(pProjectile.width / 2) - num145) + Math.Abs(pProjectile.position.Y + (float)(pProjectile.height / 2) - num146);
                            if (num147 < num142 && Collision.CanHit(new Vector2(pProjectile.position.X + (float)(pProjectile.width / 2), pProjectile.position.Y + (float)(pProjectile.height / 2)), 1, 1, Main.npc[num144].position, Main.npc[num144].width, Main.npc[num144].height))
                            {
                                num142 = num147;
                                num140 = num145;
                                num141 = num146;
                                flag4 = true;
                                num143 = num144;
                            }
                        }
                    }
                    if (flag4)
                    {
                        pProjectile.ai[1] = (float)(num143 + 1);
                    }
                    flag4 = false;
                }
                if (pProjectile.ai[1] > 0f)
                {
                    int num148 = (int)(pProjectile.ai[1] - 1f);
                    if (Main.npc[num148].active && Main.npc[num148].CanBeChasedBy(pProjectile, true) && !Main.npc[num148].dontTakeDamage)
                    {
                        float num149 = Main.npc[num148].position.X + (float)(Main.npc[num148].width / 2);
                        float num150 = Main.npc[num148].position.Y + (float)(Main.npc[num148].height / 2);
                        float num151 = Math.Abs(pProjectile.position.X + (float)(pProjectile.width / 2) - num149) + Math.Abs(pProjectile.position.Y + (float)(pProjectile.height / 2) - num150);
                        if (num151 < 1000f)
                        {
                            flag4 = true;
                            num140 = Main.npc[num148].position.X + (float)(Main.npc[num148].width / 2);
                            num141 = Main.npc[num148].position.Y + (float)(Main.npc[num148].height / 2);
                        }
                    }
                    else
                    {
                        pProjectile.ai[1] = 0f;
                    }
                }
                if (!pProjectile.friendly)
                {
                    flag4 = false;
                }
                if (flag4)
                {
                    float num152 = num139;
                    Vector2 vector13 = new Vector2(pProjectile.position.X + (float)pProjectile.width * 0.5f, pProjectile.position.Y + (float)pProjectile.height * 0.5f);
                    float num153 = num140 - vector13.X;
                    float num154 = num141 - vector13.Y;
                    float num155 = (float)Math.Sqrt((double)(num153 * num153 + num154 * num154));
                    num155 = num152 / num155;
                    num153 *= num155;
                    num154 *= num155;
                    int num156 = 8;
                    pProjectile.velocity.X = (pProjectile.velocity.X * (float)(num156 - 1) + num153) / (float)num156;
                    pProjectile.velocity.Y = (pProjectile.velocity.Y * (float)(num156 - 1) + num154) / (float)num156;
                }
            }
        }
    }
    I can add homing bullets. I've toyed around with the idea of adding a plugin loader to TerraHax, but I am unsure if I can make it work across all versions of the program(Mac & Linux specifically). Consistency is a priority now and I'd like to provide the same features for everyone. The more likely possibility would be to add requested plugins from Terraria Patcher and potentially add support for TModLoader. It really comes down to how much time I will have. I also need to refactor and bug fix my sloppy codebase that I've been building off of since 2011... Either way, I'm not saying no. I'm just unsure of the direction we will take at the moment especially since I've been away from the scene for awhile.
    Last edited by Xenoxiluna; 07-05-2016 at 06:09 PM.

  15. #12
    Arenthor's Avatar
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    I dont suppose there is any way you might be able to suppport tmodloader? I have been playing a lot of modded Terraria lately.

  16. #13
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    If it would be possible to support terrariapatcher plugins, tmodloadeer support, and such or even add a similar API that works with the client, that would be great because it would also allow us to make our own plugins for the client and not having to ask you.

  17. #14
    HkgStudioPL's Avatar
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    Thank you for this. )) I love this shit :P

  18. #15
    matthewkreuz's Avatar
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    Please change " . " to use commands, for other, because in Brazilian servers not work with " . "

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