tModLoader

tModLoader

Signature Equipment
794 Comments
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
Sle3p7 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
Kenflesh  [author] Jul 1 @ 8:25am 
@辰星
I'm include something like this in this mod, and it works on abigails flower
辰星 Jun 30 @ 7:44am 
@Kenflesh
@gtsolos2009
@KorvyWorvy

Try this mod, it may be helpful for you

https://steamcommunity.com/sharedfiles/filedetails/?id=3018279603&searchtext=minion
KorvyWorvy Jun 29 @ 8:39pm 
@Kenflesh
Thanks! I think magic storage ended up being the problem for me.
Kenflesh  [author] Jun 29 @ 12:21am 
@gtsolos2009
@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
KorvyWorvy Jun 27 @ 10:56pm 
@gtsolos2009 im having the same issue and i NEED to know how to fix it.
autisticat Jun 27 @ 8:32pm 
abigail never gains exp when killing enemys for some reason
Kenflesh  [author] Jun 11 @ 1:38pm 
@Dott
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.
Kenflesh  [author] Jun 11 @ 1:34pm 
@AoffyDosy
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.
Dott Jun 9 @ 10:46am 
I have a lil problem, seems that the mod doesn't works with calamity bosses, because after hitting one of them the weapon gets bugged and doesn't levels up and not only that, the weapon itself bugs and doesn't lets it level up anymore :/
AoffyDosy May 31 @ 11:28pm 
How per level multiplier work for weapons? I set it to 0.3 dmg per level and having per level multiplier of 2, having level 21 so it should be 0 + 0.3 + 0.6 +1.2 + 2.4 + 4.8 + 9.6 + 19.2 + . .. . or 0.3x2 every level?
guiga May 30 @ 1:18pm 
@Kenflesh thanks bro! i understand now and do a config to fit what i want
Kenflesh  [author] May 30 @ 10:53am 
@guiga
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.
guiga May 29 @ 9:06pm 
Yo Kenflesh, how can i configure the minions to like a each 4-6 lvls, I summon one more? i try some things, but i cant reach a result that i like
✝ The Pintus ⭕⃤ May 24 @ 3:58pm 
How do I use evolution points?
Kenflesh  [author] May 15 @ 9:25pm 
In short, if the question is "Should I install it to play Calamity?", the answer is "Yes, definitely, you won't regret it"
Kenflesh  [author] May 15 @ 9:24pm 
@ty ukrainiec?
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
Baz Skręcony May 15 @ 5:25am 
How does it work with calamity or any other mod weapons? It also upgrades them and gives special effects or just classic vanilla weapons are getting upgraded? If both I'd love to try it