Releases: Jofairden/EvenMoreModifiers
v0.0.10.5
Mod Browser Autorelease built on tModLoader v0.10.1.3
You might've gotten errors similar to this in v0.0.10.4
https://cdn.discordapp.com/attachments/103115427491610624/435127494769901578/error.PNG
This is fixed in this update. For the rest it is the same as v0.0.10.4
v0.0.10.4
Mod Browser Autorelease built on tModLoader v0.10.1.3
- I updated how modifiers are generated. Previously (and in the original mod) you could drop an item and roll if lucky. Right now, modifiers are generated on world generation, and otherwise on first update (first time the world is updated)
- The modifier +{x}% chance to inflict {buff} for {time}s can no longer be rolled multiple times for the same debuff, but can still be rolled multiple times for different debuffs (e.g. you can roll On Fire and Venom on the same item, but not either twice)
- Updated the +{x}% damage redirected to mana modifier:
- Tooltip is now clearer: +{x}% of damage taken is redirected to mana
- Can now no longer block damage into negative mana, and will only block up to how much mana you have left
- The rarities Legendary and Transcendent no longer modify the item's name
- Other: updated thread
Mostly important for other modders:
- Previously there were multiple CanRoll methods, these have all been reduced to just one (CanRoll) as the specific method in that context is part of the context passed (one can just check ctx.Method)
- Modifier's properties now has UniqueRoll and MergeTooltips bools. If UniqueRoll is true, that modifier can only be rolled once on an item. If MergeTooltips is true, the tooltips should merge (eg +10% damage and +13% damage would display as one line saying +23% damage.) I haven't implemented MergeTooltips' functionality yet though, but that is the idea and available in a future update.
- Added Modifier.PostRoll to accomodate for UniqueRoll and such. Specifically used by the random debuff modifier, so that it does not actually roll two of the same debuff types
- Reduced boilerplate code in ModifierPlayer, it is also faster (ModifierPool.RollableModifiers and CanRoll are all drastically simplified)
- Even though the rarities Legendary and Transcendent no longer modify the item's name, these functionalities are still present and usable.
- Added missing mod.GetGlobalModifier and mod.GlobalModifierType helpers. (Note: GlobalModifier is present but not yet in use, and is also likely to change: do not use it yet!)
v0.0.10.3
Mod Browser Autorelease built on tModLoader v0.10.1.3
- Added multiplayer compatibility
- Buffed weapon debuff modifiers' apply chance
- Fixed various issues with modifier properties
- For now, the chance to roll a mod is now a static 50%. You will see more modifiers on your items. This is mostly for testing purposes Getting multiple of the same modifiers is intentional, and for testing purposes
- Fixed the mod giving +% mining speed
- Fixed the mod giving +% thorns
- Items that can stack can no longer roll mods (ammos, coins...)
- Nothing much can be done (yet) about the item frames. You can abuse them now to reroll modifiers though, namely useful for armors which cannot be put into the tinkerer's slot.
v0.0.10.2
v0.0.10.1
v0.0.9 Even More Modifiers
V0.0.9: Fixed crash on depleting placed item stack.
V.0.0.8: Updated to tModloader V0.9.2.1.
V.0.0.7: Updated to tModloader V0.9.1. Magic Dice sprite edited.
V.0.0.6: Updated to tModloader V0.9.0.2. New Magic Dice sprite by @SeverynN
V.0.0.5: Fixed bug where stackable weapons (e.g. Light Disk) were receiving modifiers, fixed Harpoon duplication, fixed accessory modifiers getting weaker on save/load, fixed Shield of Cthulu and the like displaying weapon modifier tooltips.
V.0.0.4: Fixed rerolling modifiers also removing any prefixes.
V.0.0.3: Fixed a couple of the new armor modifiers.
V.0.0.2: Added several new equipment modifiers, made numerous bug fixes and improvements, added tentative multiplayer support, added Magic Dice item, adjusted Luck to be used any time modifiers are rolled.