tModLoader

tModLoader

Dual Classes
36 Comments
-NEBULON- 24 Jul @ 12:40pm 
last update 2024 is crazy
MelonTheAnimator 25 Mar @ 3:03am 
maybe let us customize mod weapons!
Rato Artista 8 Mar @ 2:19pm 
What about CALAMITY compatibility?
Doodlinka 5 Jan @ 5:37am 
this is genius! will probably upset the balance of vanilla+ mods too much though...
oi oi, isagi 28 Dec, 2024 @ 9:53am 
So cool mod, i love melee and magic but dont love range and summon. this mod compatibility this class!
Muffintiem 20 Dec, 2024 @ 12:19pm 
What about mod compatibility?
Shyguymask 19 Dec, 2024 @ 1:49am 
This mod is really interesting, I'm playing it right now.
i am a piece of bread 11 Dec, 2024 @ 2:15am 
there should be an option to tweak the amount of mana that sword projectiles use
Frost Falcon  [author] 27 Oct, 2024 @ 2:15pm 
I thought I made an exception for ranged/magic weapons using ranged/magic ammo, but let me double check.
D8alus 24 Oct, 2024 @ 8:25pm 
Any chance of removing the mana requirement from ranged/magic so it's not double dipping on resource usage with ammo and mana?
Supreme Maid Calamitas 14 Oct, 2024 @ 3:55am 
or----- make armor interaction toggleable and blacklist/whitelist.
mamacusempelo 13 Oct, 2024 @ 5:17am 
Sorry, the first time I read it, I didn’t see the part about summon.
Grute 12 Oct, 2024 @ 1:50pm 
Similar thing with nebula armor not activating on weapons with an added magic type and stuff like whips or bubble gun not getting the frostburn effect from the frost armor, or whips getting the burn from the fire gauntlet.

Probably fair to make the zenith or vamipre knives not proc the healing from the spectre armor, yeah. If you do something like that though you should add a little bit of text on the weapons that says like "Won't cause healing from spectre armor set." just so it doesn't seem like a bug.
Kaleina 12 Oct, 2024 @ 7:21am 
Understandable! It'd just be neat if most of them could benefit properly from Spectre armor's set bonus, like the melee/magic weapons and ranged/magic weapons. I've been really loving the concept of this mod and have been planning a playthrough with my friend, so I'm looking forward to future changes!
Frost Falcon  [author] 12 Oct, 2024 @ 6:45am 
I can do that, though I'm not going to apply it to every weapon. Giving the vampire knives more healing from spectre armor, for example, would be too much.
Kaleina 11 Oct, 2024 @ 8:37pm 
Would it be possible to make the weapons that were originally not magic class, but gained magic damage benefit from the Spectre armor set bonuses?

I noticed that the weapons that were originally magic that gained ranged like the Charged Blaster Cannon still benefits from the set bonus as normal, but the Terra Blade, Eventide and Holy Arrows wouldn't trigger the healing effect or chaser effect from either Spectre set bonuses.

I assume this is because they were originally Melee/Ranged class weapons, so the Spectre set bonus doesn't read them as Magic damage being dealt for its condition.
Frost Falcon  [author] 11 Oct, 2024 @ 5:58pm 
I think you'd have to ask the developer of Summoner Prefixes about that. My mod doesn't change anything about whip functionality, only the damage class.
Eden&Eve 11 Oct, 2024 @ 5:12pm 
I've noticed that it doesn't work well with another mod, Summoner Prefixes. Specifically the "Spritual" prefix. It says that whips with this prefix will be used alongside other whips, but deal 1 damage. The whips won't even swing when used with another whip. Can you see if you can fix this? -A summoner main :steamthumbsup:
Frost Falcon  [author] 11 Oct, 2024 @ 1:52pm 
What do you mean by nothing for summoner? Minions got the most direct improvements out of everything.
mamacusempelo 9 Oct, 2024 @ 11:48pm 
wow, nothing for summoner....
SonicSuperFast 9 Oct, 2024 @ 4:02pm 
No. It just shows error text
Jolteongamer 9 Oct, 2024 @ 1:49pm 
will this work on other moded weapons?
MelonTheAnimator 8 Oct, 2024 @ 8:12am 
YES I WANTED SMTHN LIKE THIS FOR AGES
An Agent of Chaos 8 Oct, 2024 @ 6:31am 
would you consider dual class armor sets? I can imagine hallowed armor being more mage-specific while still keeping the class-specialised helmets (because of the magical nature of the armor)
Teokai 8 Oct, 2024 @ 6:31am 
Maybe I missed something, but "Beam Swords", when there are no mana, do not do damage in true melee. Is this intended?
Grute 8 Oct, 2024 @ 5:29am 
This is a really interesting idea, I'm gonna give it a try.
Frost Falcon  [author] 7 Oct, 2024 @ 11:07am 
I didn't really crunch the numbers on how much more damage everything could do. I picked 75% because it makes sense that it can be stronger than normal if you build into both damage classes, but having to do so means missing out on other benefits like defense and mobility accessories, so I thought it was fair.
As for things like zenith being usable on a magic build, yeah, it's probably overpowered, but that's also part of the fun. Now you have more options for how to play, even with mono-class builds. If it ends up being game breaking or overcentralizing, I can always nerf the base damage or something.
Supreme Maid Calamitas 7 Oct, 2024 @ 8:48am 
This is what I had in my mind for so long it's like a dream come true, Thank you for your hard work and contribute.

would be tough to implement each individual weapon by manually assign them but if the focus is on vanilla-friendly then go ahead I would still continue to play the mod regardless.
Supreme Maid Calamitas 7 Oct, 2024 @ 8:45am 
In my humble opinion mixing dual classes already make weapon completely broken by it own even if the rule is to reduce estimate damage by 25% for making it less viable for one-trick class but imagine what interaction these weapon would actually does for certain class.
For example easiest one of all imagine you hold Zenith the end-game weapon that already has ridiculous DPS and you're wearing nebula armor which to be fair it give your Zenith less mana cost plus nebula armor set's bonus apply on top of you are able to use both the melee and mage accessories.
Frost Falcon  [author] 7 Oct, 2024 @ 8:08am 
This was made with a vanilla-like experience in mind. Even if I automated applying these changes to big content mods, it would likely not work from a game balance perspective.
Harly 7 Oct, 2024 @ 7:28am 
Good idea but horrible realisation in the future if you can't auto assign these changes to every modded weapon/item/etc
Frost Falcon  [author] 7 Oct, 2024 @ 6:51am 
I decided to manually assign every weapon, but I used some pretty basic rules to do so. I think it does make sense to list all the changes, though. Thanks for the suggestion.
GoldenMat 6 Oct, 2024 @ 6:29pm 
It would be nice to have a list of all affected items, or is it just the ones mentioned in the description? btw love the idea, I will try this mod <3
Supreme Maid Calamitas 6 Oct, 2024 @ 2:52am 
How do you determined what weapon is dual class like for instance does it automatically detect if for example a sword that shoot projectile (beam or whatever) will auto-convert into melee/magic hybrid or you (mod author) need to manually put the stuff to each categories?
JINKIES SCOOB 5 Oct, 2024 @ 8:37pm 
yeh what that guy said >:) :clickbutton:
Berry 5 Oct, 2024 @ 2:33pm 
Honestly amazing mod now do it for calamity and thorium >:)