tModLoader

tModLoader

Signature Equipment
811 Comments
bilolja.se Nov 28 @ 5:19am 
how to i change the amount of projetiles that have been shot. i cant find any rad setting in the config. am i in the wrong version maybe? idk.
Kenflesh  [author] Nov 14 @ 4:43pm 
@Shadowkayr
There's definitely some kind of damage increase. Just try setting the level as high as possible, like 100,000, and you'll see the difference. So the mod definitely works. The reason it's so low isn't my fault, and I can't change it. Most likely, projectile Pokémon don't take projectile damage into account, inflicting a static amount of damage specified in the Pokémon itself, which I can't change. What most likely affects the damage is the final damage multiplier, which in the default config increases by (I think) 1% per level. You can increase this number in the config, but that's the maximum.
Shadowkayr Nov 14 @ 8:28am 
@Kenflesh This isnt the Problem leveling is working but they dont get any dmg plus they do with lvl 20 or 50 the same amount of damage
Kenflesh  [author] Nov 14 @ 8:05am 
To work with Signature Equipment with PokeMod, you need to take 7 steps:
1. Install the Signature Equipment.
2. Install PokeMod.
3. Get a Pokemon.
4. Put the Pokemon in the HotBar (the very top of the inventory, the slots that you access by pressing the buttons 1 2 3 4 5 6 7 8 9 0, where the pickaxe is usually placed, etc.).
5. Summon a Pokemon by clicking the left mouse button.
6. Let the Pokemon kill at least 1 enemy, such as a green slime.
7. You will notice that the amount of experience has increased, and all you have to do is level up. You can also enable "Allow Cheat Command" in the Server Config of Signature Equipment, pick up an item (in the hotbar), enter "/itemlvl 100000" without quotation marks and enjoy the fact that you have a high level that causes a lot of damage.
Kenflesh  [author] Nov 14 @ 8:05am 
@christianhalosmith
"Is it compatible with other mods?
Yes, but be careful with mods that can somehow replace your items, for example, a goblin with a calamity broke your progress (you can remove this function in the calamity config so that there are no problems)"
Shadowkayr Nov 14 @ 4:41am 
@Kenflesh I got a Question how can i make your Mod work with pokemod? they dont get the damage increase ? would be nice if you can help me
Valor Nov 13 @ 1:22pm 
@Kenflesh tyty
Kenflesh  [author] Nov 13 @ 2:36am 
@Valor
"on anothor note any idea how ton make it work with jojostands it has its own equip slot so it doesnt seem to work."
Unfortunately, this isn't my problem. The author didn't specify items as the source of projectiles (stands), and the only thing you can do about it is add them manually. Somewhere in my config, I have a Strong Reference or something similar; you can bind a projectile to an item there, and then it should work. It's the same with Dragonball.
Valor Nov 12 @ 1:32pm 
it worked just got confused because it doesnt even have level 0 at the start

on anothor note any idea how ton make it work with jojostands it has its own equip slot so it doesnt seem to work.

Thannk you, great mod.
Kenflesh  [author] Nov 12 @ 11:35am 
@Valor
Try summon pokemon from hotbar, and if this doesn't work, write me
Valor Nov 11 @ 10:49am 
anyone know how to get this mode to work with pokemon?
Kenflesh  [author] Nov 7 @ 7:20am 
@Bosoner350
Try summon from hotbar or find something like "strong referece" in mod config and set item and projectiles
Bosoner350 Nov 6 @ 9:43pm 
I'm playing the JojoStands mod and they don't level up the stands when they kill enemies, and trying to modify some things in the configuration and nothing works, the stands have a different slot of equipment but they are taken as minions
christianhalosmith Nov 6 @ 8:09pm 
Can this mod work with the calamity mod or do they conflict?
Kenflesh  [author] Oct 22 @ 5:19pm 
@Mischief&Mayhem_Games
This is normal and is done for balance, you can change this in the Server Config of the mod
Kenflesh  [author] Oct 22 @ 5:18pm 
@joaopedrocostamaria
There's too little information for me to recommend anything. Either you haven't installed the mod, or you've disabled it in the config, or the sword isn't leveling up, or you're too low a level, or you haven't leveled up at all—the list of possibilities is endless.
Mischief&Mayhem_Games Oct 20 @ 9:44pm 
i only gain xp by killing enemies :(
joaopedrocostamaria Oct 15 @ 12:42pm 
why my swords don't get bigger? just increase the damage but the sword don't get big
Kenflesh  [author] Oct 3 @ 12:48am 
@Snaily
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
Snaily Oct 2 @ 6:08pm 
how does mult damage work?
Kenflesh  [author] Oct 1 @ 1:58pm 
@Raziel
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.
Raziel Sep 28 @ 12:26pm 
I'm having an interesting problem.
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
Marblelight9681 Sep 26 @ 6:34pm 
i fixed it by removing the mod and adding it back and then resting the config
Beetah Ƹ̴Ӂ̴Ʒ Sep 20 @ 12:59pm 
@Kenflesh i can't seen to get it to happen with the level cap turned off. and it only seemed to happen in multiplayer.
Kenflesh  [author] Sep 18 @ 5:58pm 
@JoLo A Tricky Guy
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.
Kenflesh  [author] Sep 18 @ 5:56pm 
@Marblelight9681 @Beetah Ƹ̴Ӂ̴Ʒ
What level will be if you remove the max level cap?
JoLo A Tricky Guy Sep 17 @ 4:59am 
hey ya since there is "reduce minion slot requirement" could you add for a sentry slot too? it would be really fun for the sentry only run.
Marblelight9681 Sep 14 @ 3:56pm 
Im also having problems where items spawn with max level like i have a block of dirt that has max level its really weird
Beetah Ƹ̴Ӂ̴Ʒ Sep 12 @ 3:48pm 
is anybody else having a problem with weapons spawning at max level? I think it's a mod conflict somewhere but i can't seem to find it.
Kenflesh  [author] Sep 11 @ 12:59am 
@Rashiiii
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.
Kenflesh  [author] Sep 11 @ 12:57am 
If you do something not according to these principles, you will get a situation where you will need to violate several of them, and this can lead to unnecessary bugs or give something different from what people expected.
Kenflesh  [author] Sep 11 @ 12:57am 
@SonicX8000
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.
Kenflesh  [author] Sep 11 @ 12:49am 
@PortalPrizm
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.
PortalPrizm Sep 1 @ 2:52am 
@SonicX8000
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.
SonicX8000 Aug 28 @ 10:28am 
I just had a thought, usually the XP Info is displayed on the item, but for Player Leveling... how would you show the Info, that is... if it were to be added?
Rashiiii Aug 27 @ 9:23pm 
I'm playing with the PokeMod mod and I don't know how to make the pokemons be affected by this mod how do I fix this?
SonicX8000 Aug 23 @ 1:35pm 
The Player improving is more-so long-term since one may cap weapon/armor level to a low value and want to still switch weapons/armor from time to time. (In my case, The max level is 20 for Weapons & Armor), the player will still grow overtime throughout their session of the playthrough.

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.
Kenflesh  [author] Aug 23 @ 8:43am 
@SonicX8000
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
SonicX8000 Aug 22 @ 2:27pm 
Would it be outside the scope for a Signature Player? Basically... the Player can gain XP by either dealing damage, slaying a mob, or by taking damage but at a percentage from what is config'd for Weapons, Armor & Accessories Gained XP. (Or it could be it's own config.)

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?
Kenflesh  [author] Aug 20 @ 7:57am 
@Sle3p7
Try just reset your config, there is a button below for this
幻想乡最强突破手 Aug 16 @ 12:27am 
I messed up all my stats settings and its now just 0 gain experience all the time how do i fix this
Lenon218 Aug 6 @ 9:07am 
because i cant ´play the Mod. because the Mod Manager says that the Mod is out dated,
Kenflesh  [author] Aug 5 @ 4:09pm 
@Lenon218
Why? There is nothing to add yet, and the mod works stably on the latest version of the game
Lenon218 Aug 5 @ 2:17pm 
update pls
Kenflesh  [author] Jul 22 @ 12:17pm 
@Mr. Eldebh Uberpod
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.
[D.O.H] Mr. Eldebh Uberpod Jul 19 @ 8:32pm 
this is crashing my game when trying to boot up it
Kenflesh  [author] Jul 1 @ 11:12pm 
@都射成这样子了你还不润
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
Kenflesh  [author] Jul 1 @ 11:05pm 
@Michulecc
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
AyoWeizmb Jul 1 @ 9:30pm 
@Kenflesh Hello author, while I was localizing this mod into Chinese, I found that some texts are missing from the Localization files. Since I don't know programming, could you please help add the remaining texts into the files?
Michulecc Jul 1 @ 10:44am 
i`m having problem with this mod. the xp lv stays at 500 and the only way i get XP is from kiling idk why is that