tModLoader

tModLoader

Turtle's L'il Dragon Race
Showing 11-20 of 377 entries
< 1  2  3  4 ... 38 >
Update: 19 Jul @ 11:55pm

Version 4.10.11
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Added data object flags: TailDrawsAfterImage and WingsDrawAfterImage. Can be toggled on to make the race's corresponding body parts render in afterimages.
- Added data object fields: PulleyRotationAddClose and PulleyRotationAddAway, as well as PulleyOffsetClose and PulleyOffsetAway. They let you change the visual rotation and position of the pulley that appears while holding a rope.
This involves a custom implementation of the pulley rendering for L'il Dragon codebase races, and as such may have some discrepancies if other mods attempt to change pulley rendering or if it updates in vanilla code.

Update: 19 Jul @ 8:55am

Version 4.10.10
** New **
None

** Changes **
None

** Fixes **
- Fix custom front arm layer rendering when the rest of the body isn't (eg. while petrified) by changing the layer to use BeforeParent(PlayerDrawLayers.ArmOverItem).

** Code/Internal **
- Moved some new item offset code in from PokeLib! See the new data object additions: ShouldChangeSwungItemOffset, CustomSwungItemOffset, SwungItemOffsetStart, SwungItemOffsetMid, SwungItemOffsetEnd.
- Minor comment updates.

Update: 18 Jul @ 6:41pm

Version 4.10.9
** New **
- Added a new vanity head which makes you look like Poem The Dragon (Poem drew the sprite, I just added it in!).
Make them at the Dragon Vanity Bench with 1 Silk, or convert between the two types. Comes in two varieties: one with the eye as part of the armour, and one without.

** Changes **
None

** Fixes **
- Fixed some armour items being flagged as accessories when they shouldn't be (and don't work in accessory slots).
- Fixed the "L'il Dragon Speed Stat Affects Accessories" being in the common config rather than the race config. This may revert the config to the default value, sorry!
- Mostly a 'code/internal' kinda change, but still a fix? Preview characters during character creation with wings visible will no longer have their wing frames improperly determined by the currently hovered character.

** Code/Internal **
- The HeldItem layer is no longer made invisible when breathing fire or with the 'magic weapons invisible' toggle, for races that don't use their heads to swing items.
- Added data object function: ModifyWingPositionsBack. Used to change the position of specifically the player's custom back wing, without touching the front one.
- Added data object flag: UsesCustomArms. If true, the race will try to render the custom arm layer.
- Added data object flag: DragonWingGlideFrame. Specify a custom wing frame to use while holding JUMP to glide.
- Added data object flag: AlwaysShowsCustomWings. Basically the same as the config of the same functionality.
- Added data object field: TailExtraOffset, for more flexibility in tail positioning.
- Added data object flag: TailIgnoresVanillaBobbing, to make the tail not bob with vanilla bobbing offsets.
..plus a bunch of other data object things for custom arms. Check the code in DragonRaceDataObject!

Yes. Something new is coming.

Update: 12 Jul @ 10:09pm

Version 4.10.8
** New **
None

** Changes **
None

** Fixes **
- Fixed a bunch of cases where I spelled 'dyeable' as 'dyable'. Unfortunately the internal class names are gonna stay incorrect because I don't want to make everyone's existing items disappear.

** Code/Internal **
None

Update: 11 Jul @ 7:05am

Version 4.10.7
** New **
None

** Changes **
None

** Fixes **
- Using more compatible rendering methods regarding gravity and direction flipping where possible.

** Code/Internal **
None

If your character visuals suddenly explode, it was probably because of this update.

Update: 11 Jul @ 3:53am

Version 4.10.6
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- WHY WAS THE STARS ABOVE MMHOOK IN THE FILES THE WHOLE TIME BUT NOT NEEDED?!?
I'm sorry for the bloated file size all this time. It's fixed now. Dev mishap.
Please let me know if this suddenly causes the mod to stop loading for you.

Update: 11 Jul @ 3:45am

Version 4.10.5
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Added GetHorizontalFlip and GetVerticalFlip to DragonUtil for drawing function simplification.
- Data object ModifyWingPositions now has an overload which includes a ref to drawInfo. Old version is being deprecated.
- Testing the possibility of supporting custom arms. You can use a character with the name DBGARMTESTNAME to see what I'm working on... but only on an Absol character lol
It's not much right now, and I need to actually put it into practice to see what else I need to work on there.

Update: 11 Jul @ 1:51am

Version 4.10.4
** New **
- Added new config: Electricity - Breath Regen Interval. Used for the below change.

** Changes **
- (Calamity) Dragons with electric affinity now slowly regain breath in the abyss. Configurable.

** Fixes **
None

** Code/Internal **
None

Update: 9 Jul @ 6:40pm

Version 4.10.3
** New **
None

** Changes **
None

** Fixes **
- Fixed dragons producing the wrong sound when hit while petrified but also standing on a pedestal, each with different statue variants (eg. stone claw but emerald pedestal)

** Code/Internal **
- DragonUtil.GetStatueMaterialTraits(Player ply) now properly checks if the player is on a pedestal and returns the correct traits.

Update: 6 Jul @ 1:32am

Version 4.10.2
** New **
None

** Changes **
None

** Fixes **
None

** Code/Internal **
- Update DragonPlayer.HasBreathAffinity to return false if we can't use breath gems, but somehow have a breath type (support for L'il Fox change).
- No longer show the breath bar UI if you somehow have a breath type assigned, but shouldn't be able to use breath gems.
- Fixed a bunch of improper uses of hasBreathAffinity instead of HasBreathAffinity.