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I just wanted to say for some reason this interacts strangely with mods that use the Subworld Library stuff to load into different "worlds" such as Challenge Vaults where the Zenith no longer works aka you can't attack with it in the new world you load into nor your original world if you go back until you fully exit back to the main menu and reload into the world.
I'm not sure if this issue is something on the subworld mod/library or if it's something to do with this mod specifically but figured I would mention it here.
In my language, zenith is "he" and everything that is written is translated through Google Translate, so all stones are in his direction
I'm not sure what to change to what....lol
You can change stats in mod config
Do you think you could slow down the growth of the sword. It gets too strong too fast. I haven't even made it to hard mode yet and the sword is killing everyone on the screen.
The Int value (whole number) has become higher than approximately 2 billion 147 million 483 thousand 630, which is why it has become negative, and since the game has a minimum damage of 1 with the fact of damage, you do not raise the enemy's health, but inflict 1 damage on him. How can I fix it? No way, the Terraria engine does not provide for this, all you can do is not improve your sword too much, leaving it overnight.
@Any whim - for your money
No way, the point of these extra swords is to take over the entire screen and defeat everyone there, not to make your damage tens of times greater
Craft Custom Zenith (20 stars), change item ID in config
You mean source code? Just extract files from mod list
Andro already manually rewritten part of this mod to fix the error, it was a long, long time ago. It was that both mods made it so that crit above 100% gave additional damage, but it had to stop, since he wrote everything so that such mechanics would not work in my mod while his mod was around. In extreme cases, it seems that you can turn off such additional damage in the settings. And the error with 0 damage itself occurs due to the int limitation. It cannot be higher than 2 billion damage, and if the damage is more, it becomes negative, and either does 0 (no damage goes through) or 1. I tried to find a way around this, but nothing worked, even the method limiting damage stopped working after 2 billion. Perhaps later tModLoader will have functionality to fix this, but for now, as far as I know, we'll have to endure it.
If you could try and look at it and see what could be done? If not i understand though, seriously. You've already made a very entertaining mod as is.
i can only use it for so long before it becomes useless and i need to PAINFULLY train another one from 0.
This is strange and most likely a conflict with some mod.
See in mod config, it should be clear there
You can use config to change all