I added in the patch notes that I added a hotkey to toggle functions and tooltips. You need to hold it (LeftAlt by default, check your controls if it doesn't work) to be able to see the Limit Break and Energized statuses. Same goes for Extensions, if they're present.it also seems the tooltips for limit break and Energized are also not there.....it seems some things are missing here
Thanks for reporting that! Should be fixed with the latest version.Getting hit sometimes makes my character freeze and unable to do anything (attack, use items, equip something else), but I also doesn't take damage anymore until I save and quit and log back in..
Using latest DNI Upgrade Version (126.96.36.199)[tML]: Silently Caught Exception:
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Terraria.ModLoader.GlobalItem.Instance(Item item)
at DNIWpnUpgr.Globals.DNIWpnUpgrPlayer.PreHurt(Boolean pvp, Boolean quiet, Int32& damage, Int32& hitDirection, Boolean& crit, Boolean& customDamage, Boolean& playSound, Boolean& genGore, PlayerDeathReason& damageSource) in DNIWpnUpgrPlayer.cs:line 16
at Terraria.ModLoader.PlayerHooks.PreHurt(Player player, Boolean pvp, Boolean quiet, Int32& damage, Int32& hitDirection, Boolean& crit, Boolean& customDamage, Boolean& playSound, Boolean& genGore, PlayerDeathReason& damageSource)
at Terraria.Player.Hurt(PlayerDeathReason damageSource, Int32 Damage, Int32 hitDirection, Boolean pvp, Boolean quiet, Boolean Crit, Int32 cooldownCounter)
at Terraria.Player.Update(Int32 i)
at Terraria.Main.DoUpdate(GameTime gameTime)
at Terraria.Main.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String args, Boolean monoArgs)
at Terraria.WindowsLaunch.Main(String args)
I actually HAVE thought about a reset mechanic tbh. But idk on how will I implement the stat gain with the rarity after the reset. Have any ideas? Because I would love implementing this.Any chance of upgrades that change a weapons rarity to the next level up (Cyan to Red)? Perhaps usable only on weapons that have reached its maximum upgrade potential (EX Weapons), Resetting all the upgrades of that weapon but increasing the rarity level with stats boosted to be appropriate for that rarity tier.
A silly idea sure and probably not worth the time investment, But it would be satisfying to able grind your favorite weapons to luminite tier with enough dedication.
Unfortunately i'm clueless of how to actually implement such a thing, Reforging already changing rarity might be a problem.I actually HAVE thought about a reset mechanic tbh. But idk on how will I implement the stat gain with the rarity after the reset. Have any ideas? Because I would love implementing this.
I'll see what I can do with changing the rarity. That's the biggest issue I got for now.Unfortunately i'm clueless of how to actually implement such a thing, Reforging already changing rarity might be a problem.
Unless you mean how much stats should increase per rarity upgrade? For tier 1 to 8 was thinking something along the lines of a 8% stat increase with a +3 damage addition after that, Cyan & Red (Luminite) tier multiplier should probably be much higher than that.
Using Adamantite Sword as an example,
(Light Red) (Base) = 50 base damage
(Pink) = 57 base damage
(Light Purple) = 64 base damage
(Lime) = 72 base damage
(Yellow) = 81 base damage