TheGrain
Terrarian
My coding skills aren't up to scratch, so I couldn't do what I mentioned. Sadly.Yes found this out the tedious way, and I agree with you, step one should be functional then step two should be balanced
My coding skills aren't up to scratch, so I couldn't do what I mentioned. Sadly.Yes found this out the tedious way, and I agree with you, step one should be functional then step two should be balanced
I understand that the previous version of the mod was very unbalanced, such as having an infinite amount mana with heartless while using the last prism, but there's no real point in trying to balance things like that when you lose everything when you dc. Seeing how you do keep your skill points, you just can't allocate them, in the chance that you're not finding the bug (or not looking), maybe just make it so the stars don't require anything. Yes, I know that can be odd, seeing how someone could start mage and just instantly go into ranger after getting an energy shield, but it's a quick fix that allows the mod to be playable, and can let you still develop and balance however you like.
Edit 1: And yes, the version that's on the browser is the same as the most recent downloadable .tmod file darkwolf has posted. I checked.
Perhaps @darkwolf7786 should also make a fresh thread for the mod, seeing how this one has many... many pages that are from the old version (the legacy version, if you will). Probably not though because you'd have two threads with the same name, and many people may not know that the thread has moved places. I'm just stating the possibility of a new thread because this one doesn't really have a page one to refer to for the mod and changelog that's easy to find.
Lol third post in a row... But is would like to know, how's the darkwolf version of the skill tree going? I know the last update you gave said you had to do the other side and add things, and that update was only ~10 days ago, but just wondering... for a friend.
Edit: And also keep up the good work keeping this mod alive.
Yes found this out the tedious way, and I agree with you, step one should be functional then step two should be balanced
@darkwolf7786 This is fair enough, judging by the issues with his past coding it sounds like you have a lot to do, so we're sorry for hassling, its just news of a possible version of such a good mod is really exciting haha. We are very glad to have you working on it, and I myself and content with waiting. Is there a date when you hope for it to be finished/released or is it simply too hard to say at the moment? We appreciate your efforts greatly n_n
1. Thanks for replying to my many (possibly annoying/ tedious questions)
2. I know what you mean by the code is a bit of a tricky deal in the OG. I took a look a while back, and I knew that I'd need A LOT more time then I had to decipher it, as I'm not the best programmer and I'm used to certain methods of writing the code.
3. For finding the save/load functions, I'll try, but as previously mentioned, I'm not the best programmer (hence before, but completely different language (Yes I know Terraria is more based on their classes)).
Once again, thanks for the update and keep on keepin' on!
It's been depreciated on favor of something better and was probably removed or changed into something else. This happens a lot with mod loaders because there is a large amount of R&D that go into these. They find better ways to do things and try to remove the old ways so that things don't get too bloated. I haven't checked to make sure BinaryWriter still works, but you might want to test that first, as it may not actually exist anymore. As Darkwolf7786 said, the new version seems to use Tagcompound instead, but it may not be doing what we think it's doing.Yes, that's why I said I may not be able to do it. I still don't yet fully understand what's causing bugging and errors in tmod 10.0. I will keep trying though. Good luck to ya' on revamping/remaking the skill tree!
Edit: To clarify the first statement, I mean I don't really understand why the BinaryWriter stuff isn't working, seeing how it normally should. I'm not just saying that Idk why things bug in this version of TMod.
Yes, that's why I said I may not be able to do it. I still don't yet fully understand what's causing bugging and errors in tmod 10.0. I will keep trying though. Good luck to ya' on revamping/remaking the skill tree!
Edit: To clarify the first statement, I mean I don't really understand why the BinaryWriter stuff isn't working, seeing how it normally should. I'm not just saying that Idk why things bug in this version of TMod.
As Darkwolf7786 said, the new version seems to use Tagcompound instead, but it may not be doing what we think it's doing.
i'm not a programmer, but did as you said
Well, as he stated, he's not a programmer, so I'm guessing he thinks that just the .txt will work? maybe?I have no clue what you posted.
sorry, it was .tmod.
here player.cs
So the legacy one is just the original but up to date/functional? Thanks if it is ^^Alrighty, double post time. It seems that it does save and load successfully so I decided to upload it into the modloader browser as "RockosARPG Legacy", so you should be able to find it there (version listed is v0.10.0.3, don't worry about this. I had uploaded a "v0.10.0.2" prematurely, but that version had 999 skill points at start so I could test the tree and I forgot to change it back to 0, and tmodloader would not let you update the same version number.)
In any case, you should be able to go to the tmodloader browser and use this version (please delete any older versions you're using since because its using a different name, its considered to be a different mod) or download the tmod file here: Download
Again, thanks to Mirrodep for converting those lines for me.
Edit: As a note, back when I was first updating the mod, as part of removing non-malleable code, there was a rather forced system of potions, hard coding effects of various healing items in game (for example, if another mod made a custom potion, it wouldn't work with the code there), so I had those item modifications removed. I do not expect any of the special potion code or nodes pertaining to potions to work in this version and the potions should just work as they normally do in Terraria.