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Lavendarjosh

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    Do you play Terraria, too? Check out my mods, if you like!

    https://forums.terraria.org/index.php?threads/drop-your-weapon.57976/

    https://forums.terraria.org/index.php?threads/boombastic-mod.57638/

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  1. This is a small collection of modlets I made to adjust the game to my likings, addressing various points I found unimmersive or unfun. Josh's Better Spikes Not only did I find the spikes in the game too flimsy, they also were annoying if you placed them wrong on accident or to block off a corridor and the like. Now they last longer (3x to be exact) and can be picked up. This also affects all spikes found in POIs. Josh's Craftable Beaker Beaker can be crafted at the forge. A glass mug isn't rocket science. Josh's Derpy Dogs Instead of removing zombie dogs altogether, I made them incredibly slow to move. They can still be dangerous if they get to you, although their attack speed is reduced as well. Josh's Ducttape-B-Gone The need for duct tape for weapons seems nonsensical to me, so I removed it. That's what screws and fixtures are for. Josh's Easy Clean Water Put water from glass into pot, boil, and put back into glass? No. Josh's Firearm Focus I welcome the introduction of pipe weapons for early game shooting, but I didn't see an incentive to use them if you can just one-stab anything with a hunting knife. This modlet increases the damage of all firearms by 30% and increases ammunition found in loot. It also decreases melee damage in relation to your current stamina, the less stamina, the less damage. This is really noticable below 50%, so you better whip out a gun at that point. Josh's Indoor Lighting I'm not the first one to notice that the game is way too dark in buildings, and not the first to try and change that. It's still not exactly how I'd want it to be, but better than before. Josh's Quality of Life Perks This modlet improves some perks that I thought were lacking or not good enough to invest into. And it makes being on foot a little easier on the long run. Pun intended. Lock Picking: Lock picking time and lock pick break chance are decreased. Treasure Hunter: The digging radius decreases one block earlier. Slow Metabolism: The effect of stamina regeneration on hunger and thirst is reduced. Parkour: Stamina drain from jumping is reduced. Rule 1: Cardio: Adds a 20% sprinting speed bonus per level. And that is all. There's still tons of things I'd like to adjust, but these were the easy pickings. The mod is hosted on the Nexus.
  2. Welp, I think I got it to work after all by changing "StatComparePercModMaxToMax" to "StatComparePercCurrentToMax". 😅
  3. In an attempt to lower melee damage with decreasing stamina, I adapted a part of the game code, but it doesn't seem to work. This is what I tried: <append xpath="/buffs/buff[@name='buffStatusCheck01']/effect_group"> <passive_effect name="EntityDamage" operation="perc_add" value="-.05" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.9"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.06" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.8"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.07" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.7"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.08" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.6"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.09" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.5"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.1" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.4"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.1" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.3"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.1" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.2"/> </passive_effect> <passive_effect name="EntityDamage" operation="perc_add" value="-.1" tags="melee"> <requirement name="StatComparePercModMaxToMax" stat="Stamina" operation="LT" value="0.1"/> </passive_effect> </append> The part is used in "Being at low health increases the chance of getting hit by a critical effect" in the buff.xml, but here nothing happens. I tried to set the penalty to -.9 for all for testing purposes, but still no effect. Does anyone have an idea why, or can offer a solution that works as intended?
  4. I've searched far and wide but haven't found an answer or example where this is done. How do I define a skill point cost for a perk or attribute that is not tied to the base_skill_point_cost? Or is base_skill_point_cost + cost_multiplier_per_level really the only possible way to do this? Because that would be terribly inconvenient. What I want to achieve is tying the point cost the the perk level (lvl1 costs 1 point, 2 for 2 etc.) or just assign cost values as I see fit.
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