1. For issues you find with the Console 1.3 release, please follow this link and give as much detail as possible. This is the speediest way to get info to Pipeworks and get a hotfix in the works.
    A FAQ with notes and workarounds can be found HERE. Please check this first to see if this helps your issue.

tModLoader Even More Modifiers Relaunch Beta

Discussion in 'Works-in-Progress' started by Jofairden, Apr 7, 2018.

  1. Jofairden

    Jofairden Plantera

    Welcome to the Even More Modifiers relaunch beta!
    Yes, you heard that right, Even More Modifiers is back!


    [​IMG]
    [​IMG]
    [​IMG][​IMG]



    [​IMG]
    Table of Contents
    1. Table of Contents
    2. About
    3. What's New
    4. Your Job
    5. List of things to come
    6. Community Creation
    7. Credits
    8. Compatibility
    9. Downloads
    10. Changelogs
    11. List of Modifiers

    [​IMG]
    # About
    This mod adds an additional 'modifier' system for items, allowing them to roll modifying effects that can give various bonuses. These effects can roll on weapons, accessories and armor. (vanity is excluded) This system goes on top of prefixes, that means you can still use vanilla prefixes to full benefit.

    This one was only for testing purposes. It showcases changing the item name in the tooltip and adding various lines for modifiers dynamically. This was the start of reworking the mod (also those modifiers actually already worked)[​IMG]

    Old mod example: (will look similar to-date)
    [​IMG]
    Back to top

    [​IMG]
    # What's new
    The mod has been remade from the ground up. This makes the code a lot more manageable, and also means it is a breeze to add new modifiers or change existing ones. That said, other modders can add their own modifiers! To learn more about that, see the creation section.

    Rolling modifiers has changed, but only slightly. Previously, rolling a 'line' (a modifier) on your item always had a 50% chance. This meant 3- or 4-lines were pretty frequent. In the relaunch, this has changed to decrease by 50% each continuous roll. This means you have a 50% chance to roll an initial line, 25% for a second, 12.5% for a third and 6.25% for a fourth. Modifiers roll up to 4 lines (as before) This change means 3- and 4-liners are more rare, and should become much more valuable and feel more rewarding to get.

    Every item has a chance to have rolled modifiers when it was generated, or when a world is first loaded. (this is present from v0.0.10.4 and onwards) To re-roll modifiers, you reforge the item at the tinkerer. Armors are also rerollable and can roll accessory-type prefixes and modifiers. You can place an item in an item frame and take it out to get a free roll. This is unintended, but cannot be fixed yet. Abuse it to your own will.

    You can also use the cubing system to reroll modifiers, and the sealing cube to lock the modifiers in place. See the above gifs.

    Back to top
    [​IMG]
    # Your job
    As a beta user, your job is to play the relaunched mod and test it. If you find issues, please report them in this thread (alternatively on Github)
    I'd like to gather feedback on the following:
    • Strength of modifier. So, if a modifier is too weak or strong, tell me.
    • Frequency of modifiers. So, if a modifier rolls too often or little, tell me.
    • Functionality of modifiers. If a modifier doesn't work correctly, tell me. (it is likely some stuff works incorrectly in multiplayer, PLEASE LET ME KNOW!)
    • Rarity (value) of modifiers. The rarity of your item (common, uncommon etc.) is based on the modifiers you roll, where Transcendent rarity is highest. If you feel like modifiers give too much or little rarity, let me know.
    • Obviously, bugs. If something doesn't work right, please tell me.
    Also tell me if you like that modifiers are re-roll-able through the tinkerer. Normally you have to use a magic dice, but I find this an inconvenience. A more elaborate re-rolling system is implemented called the cubing system. Each cube type has its own unique rolling mechanic. You simply put your item in the cube UI and off you go! (see above gifs)

    Back to top
    [​IMG]
    # List of things to come
    • Modifiers on generated items, such as items generated in chests (available from v0.0.10.4 and onwards)
    • Making armors easily re-roll-able somehow like weapons and accessories (available from v0.0.10.7 and onwards) [previous versions: abuse item frames]
    Specific re-rolling dices
    This elaborate system gives more flexibility for re-rolling modifiers. Inspiration was taken from Maplestory's cubing system.
    This system will allow you to re-roll in various different ways, allowing more customization. Obviously the better ones would be harder to get, but also necessary for getting that one godly item. If you have a suggestion for this system, let me know. (available from v0.1.0.0 and onwards)

    Draft:
    • Lock entire modifier (cannot re-roll with reforging)
    • Lock a single effect (cannot re-roll with reforging)
    • Re-roll 1/2/3/4 effect(s)
    • Re-roll everything, you're luckier rolling higher magnitudes
    • Re-roll everything, choose what to keep 1/2/3/4 effect (between old AND new)
    • And then also:
      • Reroll magnitudes
        • 1 line
        • 2 lines
        • 3 line
        • everything
      • And more...

    Back to top
    [​IMG]
    # Community Creation
    With the new system, you can easily create your own new modifiers. I highly suggest you take a look at some of the existing modifiers first, so you can get a feel for how the classes are laid out. You can also create your own rarities and pools. Pools are meant to roll 'themed' items, so for example a pool could only exist of frost- or ice-like effects and only roll on a specific set of themed items (winter event anyone?) My hope is that people come up with their own addition mods, that make full benefit of the new system by adding new pools, rarities and modifiers. Of course, existing mods can add as well, such as big content mods like Calamity or Thorium. If the makers of such mods want to add stuff, feel free to contact me if you have questions etc. It wouldn't make sense for this mod to add stuff for other mods itself, because I am not the creator of those mods: they should unleash their own creativity (I am not them, I would not know what they'd come up with)

    How to make your own content is described in this document

    Back to top
    [​IMG]
    # Credits
    Original creator of the mod: @Hiccup251
    Unfortunately hiccup has left the scene now almost a year ago, he kindly requested I kept the mod alive.
    Massive thanks to @thegamemaster1234 for migrating a lot of already existing modifiers to the new system!
    Thanks chicken-bones for some great insights how to approach things
    Thanks @O Bárbaro Desenhista for making the mod icon

    Thanks to WillSM for helping with some sprites. Thanks a lot!

    Back to top

    [​IMG]
    # Compatibility

    The mod has bugged with accessory modifying mods in the past like Anti-social (but it should work since v0.1.0.5)
    The cheat sheet slots dont register properly yet, but will in the future I promise. (works since v0.1.0.7)
    All other mods supported from what is known.
    World load issue should be fixes since v0.1.0.9

    In and before v0.0.10.6 LOAD ISSUES with this mod (null error), but it might display another mod.
    [​IMG]
    # Downloads
    Download on browser: http://javid.ddns.net/tModLoader/download.php?Down=mods/Loot.tmod
    Download on Github: https://github.com/Jofairden/EvenMoreModifiers/releases

    Back to top
    [​IMG]
    # Changelogs
    To see changelogs: https://hackmd.io/s/HkYOPaynf

    For more information, to see the code, collaborate or open an issue, visit the github: https://github.com/Jofairden/EvenMoreModifiers
    [​IMG]
    # List of Modifiers
    More modifiers are added in the future!
    • +% crit damage (global)
    • +% dodge chance (global)
    • + fishing skill
    • + max life
    • +% damage vs max life foes
    • + immunity frames
    • immunity to knockback
    • + life regen per minute
    • + light (light around player)
    • + luck (for the player)
    • +% magic crit chance
    • +% magic damage
    • + max mana
    • +% of damage taken is redirected to mana
    • +% melee crit chance
    • +% melee damage
    • +% mining speed
    • +% minion damage (summon)
    • +% defense
    • +% move speed
    • +% ranged crit chance
    • +% ranged damage
    • +% chance to survive lethal blows
    • +% thorns
    • +% throwing crit chance
    • +% throwing damage
    • + flight time

    • +% chance to not consume ammo
    • +% crit chance (global)
    • +% damage, but you are cursed (gives life degen if not curse immune)
    • +% damage
    • +% damage during the day/night
    • +% damage, but adds x mana cost
    • +% knockback
    • -% mana cost
    • Up to +% damage based on missing health
    • +% use speed
    • +% damage based on player's velocity
    • +% projectile velocity
    • +% chance to inflict a debuff for x time
     
    Last edited: Jul 13, 2018
  2. Sir AFK

    Sir AFK Terrarian

    I have been waiting so long for this. Thank you so much.
     
    Jofairden likes this.
  3. Jofairden

    Jofairden Plantera

    Yw! Let me know!
     
    Sir AFK likes this.
  4. S'AraisVanu

    S'AraisVanu Terrarian

    Quick pitch to OP/future modders: Would it be possible to have similar rolling modifiers for hostiles as well? Enemy Affixes is nice; but additional shenanigans from a "Giant Legendary Burner of Souls" would amuse.
     
  5. Dnarris

    Dnarris Eye of Cthulhu

    Awesome to see this back! Thank you. I'm loading it up now and will be certain to give you feedback!
     
    Jofairden likes this.
  6. Jofairden

    Jofairden Plantera

    If you mean modifiers that alter enemy npcs: that is Prefixes for Enemies! It is the mod next on the list for me to rework

    Thank you! :3
     
    Fury likes this.
  7. S'AraisVanu

    S'AraisVanu Terrarian

    Cool.
     
    Jofairden likes this.
  8. SolarMaximus

    SolarMaximus Terrarian

    I waited for this for a long time, let's test
     
    Jofairden likes this.
  9. Fury

    Fury Lunatic Cultist

    Thank you very much for reworking this (and Prefixes for Enemies next?! It's April, not December. How can Christmas be now?)
    Anyway, I'm very excited about it. I literally just whisper-screamed "YEEESSS!" at my desk.
     
    Jofairden likes this.
  10. Jofairden

    Jofairden Plantera

    Yes, PfE is next. REJOICE!!!
     
    Joost8910 likes this.
  11. Finch

    Finch Terrarian

    This is already looking AMAZING
     
    Jofairden likes this.
  12. Burst

    Burst Plantera

    A legend returned...

    Thanks for relaunching! I'll use that one in my future playthroughs. xD
     
    Jofairden likes this.
  13. using Terraria.ModLoader;

    namespace Osmium
    {
    class Osmium : Mod
    {
    public Osmium()
    {
    Properties = new ModProperties()
    {
    Autoload = true,
    AutoloadGores = true,
    AutoloadSounds = true
    load()Loot.EMMLoader.RegisterMod(Osmium)
    };
    }
    }
    }

    is this right?
     
  14. Burst

    Burst Plantera

    Two things:
    First of all, the Magic Dice isn't present, sadly.

    Secondary, when I have a sword in my hand (on the first place on the toolbar), the modifiers disappear after a bit. I crafted a new blade and putted it there again, but no 3 minutes later, the modifier was gone!
     
  15. MarioPower

    MarioPower Terrarian

    I can't seem to use this mod in multiplayer. Gets stuck on "Loading player data".
     
  16. Jofairden

    Jofairden Plantera

    No, you need to override the Load() method. You should familiarize yourself with tModLoader first before attempting this imho.

    As stated in OP:
    You can reroll via the tinkerer (like vanilla prefixes)
    I have no ideas about modifiers disappearing. Please do some more testing. The best thing to do is open an issue on github with more details.
    --- Double Post Merged, Apr 7, 2018, Original Post Date: Apr 7, 2018 ---
    Highly likely the mod doesn't function well in MP, since I haven't had time to test it. Thanks for trying though! I'll let you know when I get it working.
     
  17. Alright, thanks.
     
  18. MarioPower

    MarioPower Terrarian

    Aw, well rip. Thanks for the quick reply, though. :)
     
  19. xXtemplar3Xx

    xXtemplar3Xx Terrarian

    I was just using this mod and for some reason when i used the prefix that takes mana away instead of hp it bugged out when i died so i had negative mana, when i took all accsessories with the prefix nothing was bugged, later i made magic cuffs and it had that prefix, so what happened was it regenerated the mana and i took mana damage equally so i never lost health or mana so thats broken please fix thats way too op.
     
    Last edited: Apr 8, 2018
  20. S'AraisVanu

    S'AraisVanu Terrarian

    Odd behavior: Coins and Vanity can roll modifiers. Obviously a harmless bug, but they cannot be benefited from.
     
    Jofairden likes this.