Just to show I'm actually working on this, here I can show you I've already completely reworked the backend and modifying items is fully functional:
In this example, 3 modifier tooltip lines are added, each of them can be controlled individually. This is just a test modifier, that applies inferno, sets defense to an insane number, and increases melee damage. As you can see it also is able to modify the item name color, and adds a prefix (suffix also possible)
The most important aspect of the rework is that everything is much more dynamic. This means other mods can start adding their own modifiers, rarities and effects with ease, and control exactly what they do. Lots of default stuff is implemented, requiring very little work to create such a modifier.
Next up I have to implement and test modifying NPCs fully. After that all works, it's a matter of re implementing all of the old existing modifiers to the new system (who knows how long that will take) What I mean with this is: yes, prefixes for enemies is merging with even more modifiers
Note that this is not the same as the ModPrefix that got implemented not long ago. This system can do much more, and is not just for items. On top of that, ModPrefix has a limit of 255 entries, of which more than 80 are already filled with vanilla prefixes. This system has a theoretical maximum of 4,294,967,295 entries.
In this example, 3 modifier tooltip lines are added, each of them can be controlled individually. This is just a test modifier, that applies inferno, sets defense to an insane number, and increases melee damage. As you can see it also is able to modify the item name color, and adds a prefix (suffix also possible)
The most important aspect of the rework is that everything is much more dynamic. This means other mods can start adding their own modifiers, rarities and effects with ease, and control exactly what they do. Lots of default stuff is implemented, requiring very little work to create such a modifier.
Next up I have to implement and test modifying NPCs fully. After that all works, it's a matter of re implementing all of the old existing modifiers to the new system (who knows how long that will take) What I mean with this is: yes, prefixes for enemies is merging with even more modifiers
Note that this is not the same as the ModPrefix that got implemented not long ago. This system can do much more, and is not just for items. On top of that, ModPrefix has a limit of 255 entries, of which more than 80 are already filled with vanilla prefixes. This system has a theoretical maximum of 4,294,967,295 entries.
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