tModLoader

tModLoader

Turtle's L'il Dragon Race
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更新于:7 月 18 日 下午 6:41
作者:Turtleren

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.

更新于:7 月 12 日 下午 10:09
作者:Turtleren

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

更新于:7 月 11 日 上午 7:05
作者:Turtleren

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.

更新于:7 月 11 日 上午 3:53
作者:Turtleren

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.

更新于:7 月 11 日 上午 3:45
作者:Turtleren

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.

更新于:7 月 11 日 上午 1:51
作者:Turtleren

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

更新于:7 月 9 日 下午 6:40
作者:Turtleren

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.

更新于:7 月 6 日 上午 1:32
作者:Turtleren

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.

更新于:7 月 4 日 下午 9:33
作者:Turtleren

Version 4.10.1
** New **
- Added new configs for modifying the focused pendant toggle particles: Focused Pendant Toggle Particles, Focused Pendant Toggle Off Colour, Focused Pendant Toggle On Colour.

** Changes **
- Changed the particle type used when toggling a focused pendant.

** Fixes **
None

** Code/Internal **
- Minor optimisations to some DragonUtil functions. Namely:
- Removed Item.value = 0 from CommonGemDefaults
- Optimised some useless operations in GetProperHitboxCenterOffset
- Use Player.CCed instead of the individual checks in HandleBreathAttack. Also did this change in other classes where it was being done like that

更新于:7 月 3 日 上午 1:22
作者:Turtleren

Version 4.10.0 - I'd do a major version bump but then TML will force me to update every dependent mod, which... isn't actually needed!
This update has a LOT of small (and not so small) gameplay tweaks, fixes, and configs. Breaths, their affinities, and item descriptions were the main focus.

** New **
- Added the Dragon Platinum Pile. It's identical to the gold pile, but platinum. Needs 8 Platinum Coins to make.
- Also added reverse recipes for the gold and platinum piles, so you can convert them back into coins.
- Added new rescue system config: Max Damage to Prevent Death. You can set this to make it so attacks that do more than this amount of damage will ignore the rescue system, killing players outright instead.
- Added particles when toggling the Focused Pendant of Stone on or off, so that there is a visual indicator of the pendant's activation.
- Added new configs to support the changes below, mostly relating to breath affinities. Not gonna detail them all here...

** Changes **
Breath affinity tweaks:
+ Fire breath debuff now also does 8 damage per second. Configurable.
+ Fire breath base damage multiplier raised from 130% to 140%.
+ Fire affinity default water damage is now 0 (disabled).
- Fire affinity now slows you down in water. It is also harder to rise in water.
+ Fire affinity now gives a speed boost when not in rain or water. More when in the Underworld.
+ Fire affinity gives fast fluid movement in lava.
- Ice affinity damage reduction is now disabled in the underworld.
+ Ice affinity now has innate water walking (but not walking on lava). Disabled in the underworld.
+ Electric affinity max hydration time raised from 4 minutes to 6 minutes.
+ Electric breath projectiles now pierce 10 defence if Hydrated (with affinity).
~ Adjusted the default life affinity aggro reduction from -5000 to -100.

- Inner Essence recipe now uses Fallen Stars so that it's accessible in worlds like getfixedboi.
- The Focused Pendant of Stone can now be made without needing the regular Pendant of Stone (new recipes added that combine the regular pendant's recipe, plus a diamond).
- Breath power gems use a wider range of item rarities now, to help indicate progression.
- Recipes using gold or platinum bars/ore are no longer split into two separate recipes, but rather just one recipe that uses 'Any Gold Ore' or 'Any Gold Bar'.
- Updated a bunch of descriptions to be more clear, correct, colourful, and whatnot. Figured I'd shorten this one instead of listing out every change separately.
- Rescue Regen now heals faster (50HP/s -> 60HP/s) and bypasses life regen blocking effects.
- Rescue Regen now applies Rescue Grace after it frees a player from needing rescue.
- Status guns no longer have listed damage values.
- (Calamity -> Base) Intense breath variants now cost 3 Luminite Bars each, and the breath gem itself is not lost upon use.
- Intense breath gems also now use the Red item rarity instead of Light Purple.
- (Calamity) Both calamity breath power gems now use the Red item rarity instead of Light Purple.
- (Calamity) Auric breath power gem tier now costs 5 Auric Bars instead of 1, to align with all of the other Auric gear.

** Fixes **
- Hopefully fixed the daytime Empress of Light killing players through the rescue system sometimes, especially on higher difficulties.
- Fixed intense fire breath not having the immunities of regular fire breath.
- Fixed intense life breath missing the healing effect of the base life breath. Yes, I consider this a bug.
- Fixed ice breath affinity cold resist logic being inverted (yes, it was broken this whole time!)
- Fixed electricity affinity's hydration buff timer immediately dropping by 1 minute (visually, internally it's just 1 frame) when stepping out of water after maxing out the time.
- Hitbox compatibility fix for Elaina: Wandering Witch. You should no longer slide left at high speed.
Dear modders: Please consider that changing Player.width does not keep the player centered properly!

** Code/Internal **
- NeckPendantOfStoneActive now has ToggleOnVisuals and ToggleOffVisuals to facilitate common visual/audio cues for its usage. L'il Fox hedge pendant will use this too, soon.