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From source code:
if (config.IncreaseBaseDamage)
damage.Base += statDamage;
if (config.IncreaseFlatDamage)
damage.Flat += statDamage;
if (config.IncreaseMultDamage)
damage += statDamage * 0.01f;
Mult Damage is final mult
Just remember that my mod only works properly if the developer has coded their mod properly.
Hearing about this issue, I created the StrongReference function. You can just look for something similar in the config file. You'll be able to select a projectile and an item associated with the projectile. When you fire a beam, the beam will hit, think "we need to search for the specified item," and take the first item from your inventory, which is how it starts working.
With the dragon ball mod normal ki blasts are leveling up just as intended but beam attacks can't get exp wich is werid because even stellar novas from the stars above are getting xp and signature effects... somehow
I tried, but Terraria doesn't have such a feature and I can't implement the same mechanics with Sentry, but you can cause chaos with the extra projectiles from each of them.
What level will be if you remove the max level cap?
Everything should work from the start, you just need the Pokemon to kill the mob, and in extreme cases, call the Pokemon from the hotbar, holding the item in your hand while it lies in the very top panel.
In fact, this is one of the main questions.
It is not stated anywhere, but the mod has several principles.
1 - works by itself, installation is enough, no interface, and you can only go into the config if you want.
2 - no items, not even test ones, not even for displaying stats, this is a mod for mechanics, not content.
3 - the mod must work without exceptions. In order for the system to work well in most cases, you need to make sure that there are no exceptions. For example, if there are problems with some weapon, I try to solve the problems without directly mentioning the weapon. The mod will not think "I have the last prism, so I will work a little differently", it just makes everything work from the copper dagger to the last prism.
4 - the effect is only on the equipment, not on the player himself.
I already made a mod (AbsoluteRPG) that allowed opening a window with improving any player statistics, but I couldn't port it to new versions, the saves just stopped working, and I stopped messing around with it. But the point is that there was a full-fledged menu for improving stats, and there were several sections, each of which could have several pages with stats. At the same time, they were easy to add, it was enough to come up with a stat and write a simple implementation, throw the file into the folder and everything else worked by itself, for example, saving and placing in sections / pages, even the description of the stat was shown.
I was tired of messing around with interfaces from Terraria back then, and I don't really want to repeat all this from scratch.
why not make the display like a window you can open similar to the recipe browser or even something the map where you can open and close it with a hot key, just a thought.
You could even, if its not a hassle or isn't in theme with the mod, a book item that can display char stats. similar to the guide book you could get in certain minecraft mods eg tinkers construct: Materials and You book.
If it's stat-wise, I suppose Movement Speed, Jump and Luck could be some other stats to add in? Dunno what other stats to factor in as I don't wanna add in some stats that weapons use. (Armor I think is only Defense while Weapons get a bunch of extra stuff like more projectiles, cost decrease, etc. Correct me on this if I've missed something.)
For the XP Multipliers ah... alright. I'll try to mess around with that.
For optimization, I use only 2 numbers, storing them in items, so there is only one experience for everything, but the effect you want can be obtained by simply correcting the multipliers. Let's say you make the experience gain multiplier 1, for armor you make the price 100, for weapons 400, for accessories 200, and so you have everything progressing from one variable, but differently
As for improving the player himself - I don't know if it's worth adding
For Signature Player, Health, Mana, Damage, Defense, Minions & Sentries and prob Regen can be possible stats to increase as you level up via the Player. Some defaults I could think of...
Per Level...
Health: 2
Mana: 1
Damage: 0.5
Defense: 0.25
Minions & Sentries: 0.05
HP Regen: 0.02
MP Regen: 0.04
This would be it's own level cap, at Level 100 since that' the cap I would use... your overall total would be...
Health: 200
Mana: 100
Damage: 50
Defense: 25
Min/Sen: 4
HP Regen: 2
MP Regen: 4
Dunno what other stats to list as I kinda don't wanna overshadow the weapons/armor stats too much.
P.S.
Could the exp price be separated from Weapons/Armor/Accessories? Instead of being for all of them? Or is that not possible?
Try just reset your config, there is a button below for this
Why? There is nothing to add yet, and the mod works stably on the latest version of the game
No, everything is fine. I launched the game, entered the world with this mod (and a hundred others), gave levels to my weapons, no crashes or anything else. Most likely, your game is broken by another mod (even if you think "I played with this mod 100 times and everything was fine" - they can release an unstable update. There is also a possibility that my mod along with another one is breaking the game, but... it definitely won't break anything at the game loading stage, since it is already enabled in the world.
The point is that there are a lot of variables, and there was a lot of text, so I just left the main text so that you could make basic settings, and the rest can be seen in the source code / asked in the discussions or comments. If you want to make such a detailed translation, I can take the time and write everything in more detail and more clearly, but this will take time and most likely redo what is already there. Therefore, if you want to do everything here and now, it is better to just leave it empty as if it does not need to be translated
The mod had a rebalance.
You kill an enemy, you get experience for it, you always need the same amount of experience, experience does not depend on the weapon, while you are going through the game the enemies become more difficult, and their number does not change, not counting the appearance of potions and a water candle. As a result, you can kill enemies with absolutely any weapon, getting the same level at all stages of progress in the same time, and due to the fact that you always need the same experience, you have no reason to take a new weapon saying "well, damn, here you need 10,000 experience and here 1000, I'll take the right one to improve it already"
So this is not a problem, it's a joy for you
I'm include something like this in this mod, and it works on abigails flower
@gtsolos2009
@KorvyWorvy
Try this mod, it may be helpful for you
https://steamcommunity.com/sharedfiles/filedetails/?id=3018279603&searchtext=minion
Thanks! I think magic storage ended up being the problem for me.
@KorvyWorvy
I understand that Abigail's flower is very strong, and you want to make it even better, so it's sad that the improvement does not work
But the improvement works, to get experience you need to kill at least one enemy by calling the flower from the quick access panel yourself
Just wait until this wonderful weapon can kill at least someone
And if it does not work, just reset the config, or look at other mods. Perhaps some mod breaks Abigail. But it works with the most popular mods, so I do not think that is the problem
Previously, the mod allowed you to get experience for dealing damage, but now, for the sake of balance, everything is done so that experience is given for killing mobs. As an example - before, you could just endlessly try to kill a boss with some weapon, and it became stronger each time, and by the end of the game any weapon became too, too strong. Now, at any stage, weapons are improved equally over time. In other words, everything should be fine for you, you just need to kill enemies. Kill a couple of slimes and watch the experience. Calamity has nothing to do with it.
Let's imagine that we made it so that defense was Per Level = 1. If we made Per Level Mult = 5, we will receive 1 * 5 = 5 armor for each level. If we made Per Level = 2, and Per Level Mult = 10, we get 20 armor per level. If we made Per Level = 0.1 and Per Level Mult = 10, there will be 1 per level. That is, you have a level, and you get Per Level for it, and it is then multiplied by others in order to get the number you need.
This can't be done, the mod is aimed at improving the weapon itself, when the number of minion slots is specific to the player. There is no way to do this without breaking the game, so there is only a function to reduce the requirement for slots by minions. You can read more about it in the Steam discussions for this mod.
Works with other mods, but there may be conflicts. Calamity wrote about the case in the mod description. If some weapons break, you need to disable the breaking stats for them, usually this is Additional Projectile Chance, but cases when there are such conflicts are rare