After going through the files (big thanks for making this open source), it looks relatively easy to add extra classes. Like a bunch of other people, I was pretty interested in a Thorium bard class. Does anyone know if there would be issues with referencing variables from other mods? Is it perfectly possible for me to just add to the MPlayer.cs with something like:
Code:else if (bard) { player.symphonicDamage += .05f; }
only vanilla bosses.If I kill a boss from a diffeent mod like calamity or thorium, will i still level up for that or is it only bosses not from mods?
install cheat sheet or hero and give youself the void contract it reset the class you chosen and give you a new blank contractI understand the mod creator despising the idea of being able to change class, but it is kind of ridiculous that you cant craft the blank contract by now.
I came upon this mod while looking for a higher form of D&D-like gameplay features, and while this mod has them, its simply not fair that you cant change a characters class.
To decide which class I want to use, what I would have to do is try the class, test its abilities for myself, and then create a whole new character to try the next class. repeat this tens of times until I have just the basics of what each class is.
Even while doing this I cant see what the class is like late-game after being leveled up. Why in the world can't we change classes? So many of them are underwhelming!
sorry but no you must use a cheat to get a blank contract.There's no means of crafting a blank contract regularly, is there?
It's no longer maintainedThis mod's vanished from tModLoader's browser...
I screwed up with my filter settings, it's still listed.
Hopefully someone can take over maintaining these old things. They're quite fun.
News: @Jofairden will be taking over maintenance of this mod. Should hopefully mean less time left out of date / broken.
It's no longer maintained