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Block's Leveling Mod
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Mod Features: Gameplay Tweaks
Mod Side: Both
tModLoader Version: 1.4.4
Language: English, Chinese
Velikost souboru
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551.004 KB
10. srp. 2023 v 14.57
19. pro. 2024 v 11.37
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Block's Leveling Mod

V 1 kolekci od uživatele BlockCrusader
BlockCrusader's Mods
31 položek
Popis
Block's Leveling Mod

Block's Leveling Mod adds a leveling mechanic to your weapons, allowing you to use them for longer if you diligently use them in order to level them up. At its core, this leveling system is based on the one from Example Mod, but with a comprehensive overhaul to execute the mechanic in a fully fleshed out, balanced, and polished manner.

To understand how this mod works and how to use its leveling system, please read the rest of this description (At least the Leveling Mechanics, Runes, and Final Notes sections).
I know it's long, but it will give you a comprehensive understanding. I find myself answering questions in comments that are already answered here too often...


Leveling Mechanics:
  • By default, weapons can't level up; the mechanic must be activated via. items called Runes (See their section below)
  • Weapons that can gain XP will do so whenever they deal damage. In most cases XP gained is equal to damage dealt
  • Bosses, events, and worms all have multipliers which reduce the XP granted when fighting them, to combat power-leveling
  • The XP required to level up is calculated dynamically based on level; as a weapon level up, its XP requirements will steadily become greater
  • Weapons will gain a damage boost as they level up. It starts very small, but will add up with each level
  • By default, the max level is 100, at which point weapons receive x3 damage

Runes:
  • These are craftable items which activate a weapon's ability to gain XP and level up
  • All Runes' crafting stems from the Dormant Experience Rune, craft one with 5 stone and a gem at a work bench to get started
  • Hold an applicable weapon in your hotbar, not the cursor, and right click the Rune from your inventory to apply it to the weapon
  • Different Runes apply different 'Base XP' values to weapons, determining how easy or hard it is to gain levels
  • A weapon's Base XP is how much XP it needs to get from level 0 to level 1. This value is used to calculate all level thresholds
  • A weapon's rarity will dictate what tiers of Rune can be applied to it, with higher rarities requiring higher tiers
  • Higher tier Runes require materials from later in the game's progression, and apply higher Base XPs
Ethereal Runes
  • These are an additional, special, easily-accessed counterpart that work on any weapon.
  • Ethereal Runes are ideal for bypassing progression and other barriers to suit your own tastes for balancing
  • Ethereal Runes are also useful for weapons with modded rarities, since they default to the highest Rune tier

Experience Orbs:
These are special items that rarely drop from enemies and can be used to bolster your weapon's training by instantly granting a dynamically calculated amount of XP
  • Hold an applicable weapon and right click the Experience Orb from your inventory to apply it to the weapon
  • XP granted by an orb dependents on its type/size and the base XP of the weapon it's applied to
  • There are 5 rarities of orb, with the rarer variants being stronger
  • There is also a sixth, special type which instead grants a single level to a weapon
  • Orbs drop in a dormant form, and must refined at a crafting station (the station depends on the type) to become usable
  • All orbs can also be crafted into counterparts which deduct XP, if you ever find a need to do that...

Player Leveling:
An optional addition that allows your player to level up as well
  • Players' ability to gain XP relies only on config settings
  • Player level can also confer a (global) damage boost, though it is much smaller and is turned off by default
  • Likewise, there is also an optional boost to damage reduction from player level, also disabled by default
  • Both of the two above features are not recommended for balanced play

Prestige:
Want to take your player or weapons farther than otherwise allowed? With Prestige you can do just that;
  • Buy Prestige Runes from the Travelling Merchant in order to Prestige a level 100 player or weapon
  • Prestige will wipe the player/weapon's XP and reset it to level 0, but preserve the damage boost gained from the previous levels
  • This allows you to keep gaining more damage from further levels!
  • However, it is very difficult to level up Prestige players/weapons; weapons gain XP 20 times slower, and players gain XP 50 times slower!
  • If your Prestige weapon reaches level 100 again, there is a config option that allows stacking Prestige; up to a max of 3 times!
  • Stacking Prestige offers even more power, but also makes gaining XP exponentially harder.
Note that Prestige is rather overpowered in nature, so it isn't recommened to use unless you don't care if it's unbalanced and/or are just interested in power.

Enemy Scaling:
Another optional feature that allows enemies to gain extra HP and Defense as you progress
  • When enabled (The feature is off by default), enemies gain up to x3 HP and x1.5 Defense based on downed vanilla bosses
  • This feature will encourage you to spend time leveling up weapons in order to keep up with increasingly resilient foes
  • To reduce the increased amount of grinding, XP gains are greatly increased when this feature is active
  • Enemy stat scaling, and bonus XP can be customized via. config


Other Features:
  • Sound and text feedback upon leveling up. Both feedbacks are togglable
  • Tooltips detailing weapon XP, level, and power
  • Vast amounts of configuration with (overly) informative descriptions to fine-tune balancing
  • Cross-mod features and compatibility with one of my other mods; 'Weapon Augments'

Open Source
  • This mod is open-source under the GNU GPLv3 license. In short, you’re allowed to view and utilize code from the source if you’d like, but if you want to publish any work you did with it, that project will have to use the same license (GNU GPLv3). The mod's LICENSE file contains the full details of terms and conditions, etc.
  • You can access the source-code using tML's extract function (Found in-game on the mod's More Info page in your Mods List).

Localization
This mod inherently supports the English language, though I am unable to provide any other languages since that's the only one I'm fluent in. However, localization contributions on GitHub are welcomed and appreciated. Below is a list of supported languages so far:
  • English (Base)
  • Simplified Chinese (Contributed by Urgiv)
If you desire to contribute localization, please make a PR in the GitHub repository for my mods' .tmod files[github.com].

Final notes:
  • As with all upgrading/leveling mods, this mod is NOT very vanilla friendly in nature; keep this in mind if you like balanced play
  • Furthermore, it is highly recommended to read the pinned discussion 'FAQ Thread: Compatibility, Known Issues/Bug Reports, Roadmap & More', as there are some other known issues to be wary of!
tModLoader BSWLmod původně napsal:
Developed By BlockCrusader
Populární diskuze Zobrazit vše (2)
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před 20 hodinami
PŘILEPENO: FAQ Thread: Compatibility, Known Issues/Bug Reports, Roadmap & More
BlockCrusader
2
28. čvc. 2024 v 6.34
Manually adding compatibility and removing ethereal runes?
The Mighty Koi
Počet komentářů: 418
BlockCrusader  [autor] 4. led. v 13.31 
@thelazzybeast, first you craft a Dormant Ethereal Rune from x1 Dormant Experience Rune + x2 Glass @ anvil. From there you can craft the Dormant Ethereal Rune into the Ethereal Rune of your choosing.
Kai the Examiner 27. pro. 2024 v 12.12 
@BlockCrusader ooooh, that makes sense. ty for the method of fixing it, I completely understand that some things are hardcoded
BlockCrusader  [autor] 27. pro. 2024 v 6.27 
@Kai the Examiner, that issue occurs when this mod can't figure out what weapon a given projectile belongs to (its 'source'). This may happen with unconventional weapons that spawn their projectiles in an indirect way.

Among vanilla weapons this happens with Abagail's Flower & Storm Tiger Staff (The minion technically spawns upon their respective buff being active, rather than the swing of the weapon), as well as the Last Prism (Not sure about this one, it uses secondary projectiles for the beams, but this mod catches most secondary projectiles' sources fine).

These exceptions have to be hard-coded to work at all, so it's not really viable to fix the issue on my end, unfortunately.

You can, however, use the 'Manual Item-Projectile Sync' config setting in this mod to resolve the issue on a case-by-case basis by telling the mod what projectiles and items/weapons should go together. It's not very efficient - like actual hard-coding would be - but it should get the job done.
Kai the Examiner 26. pro. 2024 v 20.38 
Hey, idk if there's a way to fix this, but the beam weapons from the Dragon ball terraria legacy mod don't gain xp for levels. Sorry if you aren't doing cross mod compatibility, but I really would appreciate it.
SonicX8000 20. pro. 2024 v 9.12 
Ah, so max is 4 slots regardless if you prestige, I see.

I wasn't leaning it towards a balancing issue, just was wondering if it was possible to config how many extra augment slots you can get as well as what levels to unlock the extra slots at.
BlockCrusader  [autor] 20. pro. 2024 v 8.43 
@SonicX8000, when using the Weapon Augments cross-mod feature, weapons gain less damage than normal from Levels in order to counterbalance power boosts from Augments (With default settings the damage boost at lvl 100 goes from x3 to x2.25). Overall your weapons will still be stronger by lvl 100, but in most cases weapons don't reach that point unless you use them the entire game.
I've done many runs with this feature and haven't had any noticeable balancing issues.
Also, Prestige won't give you any more slots than the +4 you already had.

If you find the extra slots too powerful you could reduce the 'Damage Boost Multiplier' setting to intensify the previously-mentioned counterbalance, and/or simply not use some of the extra slots.

On the converse, if you want extra slots sooner, you could use Weapon Augments config to increase the default/base slot count, and then use extra slots from that whenever your weapon reaches what you deem an 'appropriate' level.
BlockCrusader  [autor] 20. pro. 2024 v 8.31 
@Darround, read the first bullet point under the Rune Application Troubleshooting section of the FAQ Thread
Darround 20. pro. 2024 v 8.07 
right click on rune doesnt work lol
SonicX8000 19. pro. 2024 v 11.03 
If there's a way to adjust the Total Global XP needed for Weapons. I want to unlock Augment Slots for weapons at like... Level 10, 20 & 30 with 30 being the cap, so a total of 3 Augment Slots unlocked. No augments slots are unlocked by default which I prob would have to adjust that in the Weapon Augments config?

If not, One Augment Slot is unlocked by default and I could do Lv 5 & 10 with 10 being the level cap to unlock 2 extra Augment Slots, though with a high XP requirement since I kinda don't want the Damage Boost to get too high, but still be able to unlock Augment Slots. Prob can adjust the Damage Boost Slider to find a sweet spot for that if Total Global XP & Level Cap can't work out, even then I can set it to 0 and just have Weapons rely on Augments instead.)

Reason I bring this up is that every 25 levels you get a Augment Slot for the weapon, 4 Extra Slots once you reach 100. (Prestige I guess would let you gain another 4 slots). 5 (9 if you Prestige?) seems a bit too high.
SonicX8000 19. pro. 2024 v 11.00 
Yea, I figured for the XP Transfer which I only realized before heading to bed for the day. XP Orbs I kinda wanted to give then another use if you didn't want to use them for Weapons, which is understandable.

While I was messing around with the configs, I noticed that there's compact with Weapon Augments, another mod that you made and I wonder if this can be possible to do.

*Next post since apparently I hit the character limit*