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tModLoader

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NotMe642 7 May, 2024 @ 4:33pm
Config help!
I want to make a weapon shoot let's say 2 projectiles at exactly lvl 10 and not have a chance to shoot another one before that level.
Is that even possible to do?
Last edited by NotMe642; 7 May, 2024 @ 4:36pm
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Showing 1-15 of 16 comments
Kenflesh  [developer] 22 May, 2024 @ 4:13am 
In Additional Projectile chance:
Per Level = 1
Per Level Mult = 10
With 10 level, you shoot 2 projectiles

By default, 1 level is 1% chance to 2
You need 100% (1 projectile default and 100% chance to create another projectile) on 10 level
Then you need 100/10=10
Sadistick23 13 Aug, 2024 @ 6:52am 
Is there any way to make sure that, if I hit 100 damage, then I got 100 experience, when the weapon is pumped and there will be 110 damage, then I will get 110 experience for a hit?
Kenflesh  [developer] 14 Aug, 2024 @ 8:09pm 
Originally posted by Sadistick23:
Is there any way to make sure that, if I hit 100 damage, then I got 100 experience, when the weapon is pumped and there will be 110 damage, then I will get 110 experience for a hit?

Exp Per Hit = 0
From Damage Percent Weapon = 100

Then 100% of your damage converted to exp
MaxWarren 1 Sep, 2024 @ 11:19am 
Hi, how can i make it so every 10 level i get a minnion slot? Nothing less, nothing more
Kenflesh  [developer] 1 Sep, 2024 @ 9:59pm 
@MaxWarren
No way, because the number of minion slots is a character stat, not a weapon
And the mod improves the weapon, not the character
Debretch 11 Mar @ 2:11am 
Used those settings and my copper bow shooting like 30 projectiles at level 18, did the settings change?
Kenflesh  [developer] 11 Mar @ 2:19am 
Originally posted by Debretch:
Used those settings and my copper bow shooting like 30 projectiles at level 18, did the settings change?

Now, if you reset the config after updating the mod, level 1 = 2% chance for a projectile, and if the projectiles you shoot fly apart, they can also make a clone with a 2% chance
That is, if you use a copper bow with regular arrows at level 18, you will have a 36% chance for an additional projectile, shooting two arrows
If you have it wrong, your stat with projectiles is set differently
Debretch 15 Mar @ 1:51am 
Is there a way to disable the clone chance? I wanted to shoot an extra arrow every 10 levels, but at weapon level 44 I'm shooting 8+ (I wanted exactly 4 extra and 40% chance for a fifth)
Kenflesh  [developer] 17 Mar @ 4:17am 
Originally posted by Debretch:
Is there a way to disable the clone chance? I wanted to shoot an extra arrow every 10 levels, but at weapon level 44 I'm shooting 8+ (I wanted exactly 4 extra and 40% chance for a fifth)

There is no way to remove the chance
If you want to have 1 additional projectile for 10 levels, but at the same time have a chance to either shoot or not shoot an additional projectile, this is Per Level = 1 and Per Level Mult = 10. If you want to have 1 additional projectile without a chance, the only way is to do Per Level Mult = 100 and get an additional projectile for each level, there are no other options yet
Anubis 25 Mar @ 8:04pm 
how does the slot price works ?
Kenflesh  [developer] 26 Mar @ 12:17am 
Originally posted by Anubis:
how does the slot price works ?
"My mod doesn't currently have anything that allows you to simply tell after how many levels you will receive an additional stat
It works like this: a minion initially has its own cost, usually 1 slot, spiders for example 0.75, and it is this number that reduces my stat by a certain percentage
It doesn’t give you the opportunity to get an infinite number of slots, I just can’t imagine how to make it work adequately, now it just allows you to get several times more minions on this weapon for each slot, by default at the maximum level you will get 10 times more minions for each existing slot you have

Stat "Minion Slots Reduce"
WeaponLevel * Per Level * Per Level Mult = Result
Result - the percentage by which the price of one minion will be reduced
Let's say an accessory allows you to summon another minion, 3 such accessories and the slot that is initially available - 4 slots
Usually each minion takes up 1 slot (this is its price), all we need is:
NumberOfSlots / (Price - Result%) = TotalNumberOfMinions

Here are two examples when a minion price 1 slot and a total of 3 slots (the slot that the player has by default does not work adequately, so I take into account 3 when there are actually 4 slots)
Result = 0:
3 / (1 - 0%) = 3 / 1 =3 minions
Result = 50:
3 / (1 - 50%) = 3 / 0.5 = 6

If something is not clear, just use a calculator, substituting the formulas above with the numbers you want to add

The minion price mechanic was not added by me, this is how Terraria works, for example, summoning a spider requires a price of less than 1 minion per 1 slot, which is why with 10 slots you can have more than 10 spiders at once"
To whom it may concern, is there any way i can add the number of damage compoundly? as in you know that in terraria, the difficulty level is not linear; more of an exponential increase.
Would it be possible, and would you be able to guide in order for me to do the following:
lvl n: (old damage * multiplier) + flat damage = new damage
e.g.
Base Damage = 10
lvl 1: (10 * 1.15) + 5 = 17
lvl 2: (17 * 1.15) + 5 = 24
lvl 3: (24 * 1.15) + 5 = 33
lvl 4: (33 * 1.15) + 5 = 42
and so on
Thank you in advance
Kenflesh  [developer] 16 Apr @ 5:21am 
Originally posted by ZustZebra:
Would it be possible, and would you be able to guide in order for me to do the following:
lvl n: (old damage * multiplier) + flat damage = new damage

It is impossible to do this specifically, since any stat in the mod implies a boost with level
For example, you can't make yourself 5 shells at once on any weapon with the same success
So you rather need to use another mod to increase "static" damage, for example, there is a mod for a command that changes the base damage of a weapon
Change it to 1.15x and then you can use my mod, where each level will give 5 flat damage
Thank you! for your cooperation and response, it seems that I have misunderstanding regarding your mod (maybe I just don't know how to read or didn't read thoroughly).

Would you be willing to explain regarding about the "Upgrade Weapon Damage Mode" config
what will turning on Inc Base Damage, Inc Flat Damage, and Inc Mult damage do when it is turned on and would turning it all on increases the stats mutiplicatively? or would it disable the rest? or does it have its own pattern (as in base first, flat second, and mult third)?

Would really appreciate your responses and if it doesnt trouble you, I would like the mathematical formula for each of the "Upgrade Weapon Damage Mode" config please to further understand this.

Once again, Thank you in advance!
Kenflesh  [developer] 16 Apr @ 9:54pm 
Originally posted by ZustZebra:
Would you be willing to explain regarding about the "Upgrade Weapon Damage Mode" config
what will turning on Inc Base Damage, Inc Flat Damage, and Inc Mult damage do when it is turned on and would turning it all on increases the stats mutiplicatively? or would it disable the rest? or does it have its own pattern (as in base first, flat second, and mult third)?

If it is enabled, it works together
That is, if you enable all 3, it will first increase the base, then the multiplier, then add flat damage
If you get 1 level on a weapon by selecting everything, when you have 100 damage on your weapon, it will be (100 + 1) * 1.01 + 1 = 103.01 damage
If mult is disabled, it will be 100 + 1 + 1 = 102
If everything except the base is enabled, it will be 100 * 1.01 + 1 = 102

That is, there is a standard formula for calculating terraria, where you first take the base damage of the weapon that can be enhanced by the mod, then it is multiplied by the multiplier, for example, this happens in armor sets that give a percentage increase, and then there is additional damage on top, after all the calculations, like the synergy of the whip with minions
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