tModLoader Player & Enemy Stats Multipliers

Suggestions always welcome.


@Zeniphierial After consideration the "Mod Settings Configurator" won't be used for this mod.
Reason is : Tmodloader beta has a configuration menu incoming, it seems much more valid to make modifications to stats BEFORE loading any game instead of "DURING" a game. Too many issues could happen.

Also planned : a way to retrieve this own mod settings directly from the "server" instead of using local configuration in all cases

That said, nothing is implemented yet and I have no ETA, kinda in a break right now more or less, working on other stuff mostly.
 
hmmm it seems i noticed something off...it dont seem to be increasing the HP values anymore when i change the multipliers for HP?
 
it is actually an update to this one (made by compa, refer to thanks)
though a lot has been changed (refer to changelog for all details)
major differences :
  • no more specific per mod per boss adjustments (sorry too much work for me alone) (EDIT: though again the code is on github now, so anyone can contribute, all contributors will be properly credited, and if it's a major contrib you'll be added to authors field)
  • multipliers actually work on all entities (no they did not, even with vanilla, all entities with negative ID such as green slimes were escaping it, including some modded bosses such as the grand thunderbird by thorium)
  • scale has been removed (except for bosses) because it can majorly mess up AIs (zombies for example) : the risk is definetely not worth the reward. I still left the ability to change boss scale hoping it wouldn't cause too much issues.
  • some modifiers were added : player health, player mana, player regen.

On the backend, a whole bunch of code got rewritten (at least 50~70%), hence why I thought it warranted its own version. Though if compa ever came back (yes I have tried contacting her) & had issues with that (despite her open source mod) I'd be happy to solve it in private & find an adequate solution without crippling users.

What if i want to add more health on to the chestplate? my current code is this

using Terraria;
using Terraria.ID;
using Terraria.ModLoader;

namespace ExampleMod.Items.Armor
{
[AutoloadEquip(EquipType.Body)]
public class ExampleBreastplate : ModItem
{
public override void SetStaticDefaults()
{
base.SetStaticDefaults();
DisplayName.SetDefault("Example Breastplate");
Tooltip.SetDefault("This is a modded body armor."
+ "\nImmunity to 'On Fire!'"
+ "\n+20 max mana and +1 max minions");
}

public override void SetDefaults()
{
item.width = 18;
item.height = 18;
item.value = 10000;
item.rare = 2;
item.defense = 60;
}

public override void UpdateEquip(Player player)
{
player.buffImmune[BuffID.OnFire] = true;
player.statManaMax2 += 20;
player.maxMinions++;
}

public override void AddRecipes()
{
ModRecipe recipe = new ModRecipe(mod);
recipe.AddIngredient(null, "EquipMaterial", 60);
recipe.AddTile(null, "ExampleWorkbench");
recipe.SetResult(this);
recipe.AddRecipe();
}
}
}
[doublepost=1522684420,1522684388][/doublepost]Oh sorry i dont know how to use the code thing im new to forumns
 
Small suggestion... make potions and stat recovery drops scale with max life and mana multiplication. Currently packing 6k HP on one playthrough and Lesser Healing Potions still only heal 50 HP and hearts only heal 20, making it more of a hassle to keep your life up. With my max life mult of x50, Lesser Healing Potions should heal 2.5k HP and hearts should heal 1k HP. A bit of a longshot, but it should be implemented to support larger numbers.
 
Oh hey, someone updated my little mod! (and rewrote my spaghetti code) I'm totally fine with it getting updated, and given my """glorious""" codding abilities its probably for the best someone else is maintaining it.

I'd be happy to help work on it if I get the free time. Although I dunno what I could contribute aside from re-adding boss specific multipliers.
 
Hello, i saw this mod and a thing went into my mind. Is possible to actually increase the player's size with multipliers?, i see that you can do this with bosses, but this is just a mere question.
 
Will this mod ever be compatible with multiplayer? currently it's very buggy.

If player damage is reduced, monsters before death disappear.
If monsters have higher health scale, they become invisible and can't hit player with "melee", but they still can shoot projectiles (if they have ranged attacks)
 
Why with this config bosses have 2x more hp too?
Thorn from mod of redemption and Mushroom Monarch from AA mod. Maybe more or all
{
"GlobalEnemySpawnRateMultiplier": 1.25,
"GlobalEnemySpawnCapMultiplier": 1.0,
"GlobalEnemyHealthMultiplier": 2.0,
"GlobalEnemyDamageMultiplier": 2.0,
"GlobalProjectileDamageMultiplier": 1.0,
"GlobalEnemyDefenseMultiplier": 2.0,
"GlobalEnemyKnockbackMultiplier": 1.0,
"GlobalEnemyMoneyMultiplier": 1.0,
"GlobalArmorDefenseMultiplier": 1.0,
"GlobalItemDamageMultiplier": 1.0,
"GlobalItemManaUsageMultiplier": 1.0,
"GlobalPlayerHealthMultiplier": 1.0,
"GlobalPlayerHealthRegenMultiplier": 1.0,
"GlobalPlayerManaMultiplier": 1.0,
"GlobalPlayerDefenseMultiplier": 1.0,
"GlobalPlayerCritChanceMultiplier": 1.0,
"GlobalBossHealthMultiplier": 1.0,
"GlobalBossDamageMultiplier": 1.0,
"GlobalBossDefenseMultiplier": 1.0,
"GlobalBossKnockbackMultiplier": 1.0,
"GlobalBossMoneyMultiplier": 1.0,
"GlobalBossScaleMultiplier": 1.0,
"HardmodeGlobalEnemyHealthMultiplier": 2.0,
"HardmodeGlobalEnemyDamageMultiplier": 2.0,
"HardmodeGlobalProjectileDamageMultiplier": 1.0,
"HardmodeGlobalEnemyDefenseMultiplier": 2.0,
"HardmodeGlobalEnemyKnockbackMultiplier": 1.0,
"HardmodeGlobalEnemyMoneyMultiplier": 1.0,
"HardmodeGlobalBossHealthMultiplier": 1.0,
"HardmodeGlobalBossDamageMultiplier": 1.0,
"HardmodeGlobalBossDefenseMultiplier": 1.0,
"HardmodeGlobalBossKnockbackMultiplier": 1.0,
"HardmodeGlobalBossMoneyMultiplier": 1.0,
"PostMoonLordGlobalEnemyHealthMultiplier": 2.0,
"PostMoonLordGlobalEnemyDamageMultiplier": 2.0,
"PostMoonLordGlobalProjectileDamageMultiplier": 1.0,
"PostMoonLordGlobalEnemyDefenseMultiplier": 2.0,
"PostMoonLordGlobalEnemyKnockbackMultiplier": 1.0,
"PostMoonLordGlobalEnemyMoneyMultiplier": 1.0,
"PostMoonLordGlobalBossHealthMultiplier": 1.0,
"PostMoonLordGlobalBossDamageMultiplier": 1.0,
"PostMoonLordGlobalBossDefenseMultiplier": 1.0,
"PostMoonLordGlobalBossKnockbackMultiplier": 1.0,
"PostMoonLordGlobalBossMoneyMultiplier": 1.0
}
 
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