tModLoader

tModLoader

Turtle's L'il Dragon Race
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Update: 30 Jul @ 6:27pm

Version 4.11.4
** New **
- Added a new vanity accessory: Spiked L'il Dragon Tail. Craft it at the dragon vanity bench with 1 Silk.

** Changes **
None

** Fixes **
- Fixed disabled tether collars incorrectly overriding the Tether Collar Always Enabled server setting.

** Code/Internal **
None

Update: 30 Jul @ 5:46am

Version 4.11.3
** New **
None

** Changes **
- Bumped some required mod versions due to core function argument changes that would break those.
- Slight description modification to mention a few of the changes this mod secretly (not any more!) makes to MrPlague's Authentic Races to fix some bugs that bothered the heck out of me.

** Fixes **
- Fixed the stat display hover text during race select, implemented by MrPlague's Authentic Races, always showing in the top left corner of the screen. C'moooon man, all you had to do was run statHoverText.Recalculate() ;)

** Code/Internal **
- Changes to MakeColoredDrawDatas and PlayerShader in DragonUtil to support dying the player's texture directly via the usual 3 armour slots you get.
- Added data object field: UseArmourDyeForTail. Uses armour dye slots for shaders instead of player skin dye (which to my knowledge, goes unused ingame anyways?)

Update: 29 Jul @ 4:40am

Version 4.11.2
** New **
None

** Changes **
None

** Fixes **
- Fixed fire breath damage over time improperly handling damage number displays when combined with other damage over time effects.
- Major edits to the race selection UI (mostly under the hood) to truly fix rendering between different between the race selection screen and the character selection screen, once and for all.
This fixes a bug with Absol looking incorrect on the race selection screen, for those who are using it.
This should also fix a bug with head previews during character creation getting offset after selecting a L'il Dragon codebase race, then back to a non-dragon codebase one.
This should ALSO fix an issue with clothes getting offset strangely during race select?

** Code/Internal **
None

Update: 26 Jul @ 6:56pm

Version 4.11.1
** New **
None

** Changes **
- Races flagged as being able to use breath gems can now craft the dragon breath bench, rather than that bench being tied to being able to craft the vanity bench.

** Fixes **
- Fixed a major bug where the rescue system was not killing players, and players could not give up on rescue if the rescue system damage cap was set too high, or -1 (the default). Sorry!

** Code/Internal **
- Added data object field: AlwaysGiveFlightSpeedBoost. When true, this race always gets their flight speed boost while midair, even when not having any wings equipped.
- Added data object function: BreathUseKey. You can use this to manually define what key input (or other trigger) breath attacks should be triggered by, alongside the usual usability checks.
- Added data object function: ConditionalAffinity. Use this to conditionally disable affinity effects without physically removing affinity from the player.
- Fixed some projectiles not using Main.rand and instead creating a new instance of the random number generator object.
- A couple of comment fixes.

Update: 24 Jul @ 12:31am

Version 4.11.0 - While not adding any new content, this patch fixes a major underlying bug with how the dragons handled head/helmet rendering, which was causing some sprites like that of the Umbrella Hat to have some stretched pixels, plus a few other mod conflicts.
** New **
None

** Changes **
- Required updates for all affected races. Races will appear broken if not updated, so the required versions for all affected races has been updated!

** Fixes **
- Refactored the way helmets and heads draw for the dragons and other races, so they don't break helmets in unforseen ways.

** Code/Internal **
For developers using this codebase, eyelid sprites have shrunk from 64 pixels wide to 40 pixels (anchored left, so the white space on the right is removed).
Some races will need fixes to their head positions and item holding positions, too.
Check render layers like DragonHelmet and DragonSaddle to see special uses of dataObj.SpriteWidth to properly align everything like it was before.
`drawInfo.drawPlayer.bodyFrame.Width - dataObj.SpriteWidth` is your friend for getting the difference between the race's sprite width and the default, where dataObj is fetched using DragonUtil.GetData(player) and needs to be null checked before use.

Please let me know if anything explodes after this update. It probably will.

Update: 22 Jul @ 3:12am

Version 4.10.16
** New **
None

** Changes **
None

** Fixes **
- Fixed slightly offset particle spawning box when toggling the Focused Pendant of Stone (or similar items).

** Code/Internal **
None

Update: 21 Jul @ 6:03pm

Version 4.10.15
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Adjusted logic for held items disappearing when petrified or while breathing fire, to better support the custom arm implementation.

Update: 20 Jul @ 8:16am

Version 4.10.14
** New **
None

** Changes **
None

** Fixes **
- Rescue Regen healing logic changed to hopefully play a bit nicer with external max health increases.

** Code/Internal **
None

Update: 20 Jul @ 2:42am

Version 4.10.13
** New **
None

** Changes **
- Expected Absol race version bumped to v0.6.13, if installed. Absol's swung item offsets look wrong otherwise!

** Fixes **
None

** Code/Internal **
- Fixed SwungItemOffsetStart, SwungItemOffsetMid, and SwungItemOffsetEnd being inverted in their logic. Oops!
- The above three values are also now exclusive- they don't progressively add to one another in sequence. It's easier to work with this way.
Sorry for the update spam. This is important.

Update: 20 Jul @ 12:29am

Version 4.10.12
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Forgot to add this last update: data object field CustomArmsDrawAfterImages for making custom arm layers also respect afterimages.