After the longest vacations of my career life. I'm not embarking on a new journey and won't have the time to focus on Yggdrasil for a long while I assume.
Thank you everyone for supporting us during that journey ❤️ . We had a lot of fun and I'm happy you seemed to enjoy what was first supposed...
It's by design. I'm not planning to change the location of it.
We'll see in the future, I might change my mind. Others have talked about having to relocate the hellevator.
Thanks for the feedback. I'll add that to the todo list.
I'm really surprised by the super low amount of shards you got though! Will have a look for sure.
On the first post at the bottom I have a master file (google sheet) that I keep up to date. It's not a wiki but that should do the trick.
In any case, here's the link Yggdrasil Mod
Yes of course, you cannot just simply create a new class/method out of nothing
Terraria doesn't know what to do with this as "NearTheBoy" is not a thing that exists.
That's what the first error is saying.
The 2nd error is because in that method, terraria doesn't know what/who is NPC as it's also...
You can't change the item.damage like this indeed.
You might be able to do what you want in the ModifyWeaponDamage class instead.
public override void ModifyWeaponDamage(Player player, ref StatModifier damage)
{
}
All of this needs to happen in your modPlayer class.
Basically, when equipped with the accessory you turn a bool to true on your player.
In the player class, you then check with an if what the HP of your player is compared to their max HP and when it does, you activate what you wrote above.
I remember having some problem when I published Yggdrasil at first but then when the anvil went in and the steam page opened it was all good.
So sadly, I'm pretty sure you are not doing anything wrong.
What's the steam workshop page looks like when you published?
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