Epic Loot (v0.2.7) (Beta)Requires tConfig v0.29.0InstallerSource/Obj (7-zip archive)Github RepositoryWikiElemental Affixes - Example Add-OnThe Epic Loot mod is designed to add more variation to your loot! Currently it features a new dynamic affix system that overrides the vanilla prefix system. Additionally, Epic Loot may end up making the game easier or unbalanced in some ways - this could be taken care of by using other mods that make the game harder, and I will probably work on balancing a bit in the future.This mod isn't finished, and there may be bugs, so be sure to back up your save files. It hasn't been tested in multiplayer.Epic Loot is released under the GNU GPL license, so you may use the source code however you like, but please do give credit where credit is due.Description Overrides the vanilla prefix system entirely. To clarify, this means vanilla prefixes won't appear when reforging or when items are spawned. Custom prefixes added by mods that use the vanilla prefix system won't appear either. Items that currently have vanilla item prefixes should keep them, but back up your save files if you're worried about losing them. Dynamically generates affixes with random values Higher values are more rare than lower values; it will be very difficult to get the best affix combination Includes ~37 affixes. See this google doc spreadsheet for details. Adds up to 4 affixes to an item Affixes are applied whenever the game would normally apply a prefix. Reforging is possible currently (mostly for testing purposes), but may be disabled in the future. Adds a magic find stat that can be increased by affixes; the stat increases the likelihood of getting higher stat rolls for affixes, and increases the chances of getting multiple affixes. Other modders can create their own affixes in this system. See the Elemental Add-On as an example. The add-on is a separate mod, but requires the Epic Loot mod to be loaded, and adds new affixes. The add-on is very incomplete, mostly just a proof of concept at this stage. Enemies drop random loot which is affected by your magic find stat, and the enemy's damage & defense. What's a dynamic affix?To clarify, the affixes defined and used in this mod are different from vanilla prefixes in the way that they may have random numbers, within a defined range, that are rolled when the affix is assigned to the item.For example, the Angelic affix adds between 10 and 50 HP upon respawning. When you get this affix, the amount of HP it restores varies based on the dice! One that restores 50 HP will be rare and valuable.Random Screenshot:Here you can see an accessory that has three affixes, all of which got the lowest possible rolls. The "Avg Rand" is supposed to give you an idea of how rare your prefixes are - the closer it is to 1, the more rare they are. In this case, the value is really low. I'll probably change how this value is calculated, since taking the average isn't really an accurate assessment of rarity.Changelog v0.2.7 Added new functionality for affixes that can access an array of randomly generated values Added Sacrificial and Kamikaze affixes v0.2.6 Fixed issue with npc affixes appearing as 'bla' in multiplayer Improved NPC syncing logic to use a RNG seed, reduces network data transferring significantly v0.2.5 (April 9th, 2013) Removed the 'Complete' system that overrode health/mana crystal use. This will reduce confusion and simplify the balancing act by giving everyone the same experience instead of splitting it into two versions.There may still be affixes that add to mana and health outright, but the values should be reduced. Slightly nerfed health and mana affixes Fixed to work in tConfig 0.29 v0.2.4 (March 4th, 2013) Updated magic find bonuses - Magic find is increased for each of the three (pre-hardmode) bosses that are defeated in the world. Playthrough magic find bonus - For each boss you defeat, your magic find goes up for the current playthrough. Exiting the world or restarting the game will reset this bonus. 0.2.3 Now utilizing a new method for adding HP through affixes (requires tConfig beta 0.23.8h) Older Changes Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler 0.2.2 Fixed NPC syncing in multiplayer In the default health system mode, HP affixes should be disabled (until I can figure out how to make them work) 0.2.1 Added affixes: 'of Willpower' - Adds mana cost, increases damage 'Vengeful' - Increases damage based on how low your health is. Added requirement for Painful affix to ensure that weapons that get the affix actually get bonus damage Increased minimum bonus damage of Painful affix to 10%, altered some other affix minimums Removed possibility of pickaxes, drills, hammers, or axes being dropped 0.2.0 Added networking code for syncing NPC affixes Added Leeching and Vampiric affixes for ranged/magic weapons Fixed a out-of-range bug in loot drop function 0.1.9 Nerfed NPC Rejuvenating affix Began work on elemental damage/resistance, but code is disabled for now Rearranged code utilizing new modpack builder feature (available in 0.28.2 beta) - the code is now managed as a visual studio solution. Added 'Heavy' and 'Light' melee weapon affixes. Heavy reduces movement speed, and increases damage/knockback, while Light does the opposite. These may need to be rebalanced a bit. 0.1.8 Fixed tooltip for Thirsty affix Disabled Summoner affix for now Balancing: Nerfed loot a bit Fixed loot for worms Nerfed magic find affix Magic find is now increased by 20% in a hardmode world Added 'Stabby' melee weapon affix 0.1.7 Added NPC affixes: 'Quick' - Runs the AI() method multiple times 'Rejuvenating' - Adds life regen. Might be overpowered or underpowered, haven't been able to test much yet. 'Summoner' - NPC Summons another npc of the same type semi-frequently 0.1.6 Added rare chance of obtaining random weapon or armor loot from NPCs. Affixes for the loot and chance of dropping is affected by the NPC's affix power. The items dropped will have damage <= the NPC's damage and defense <= the NPC's defense. Removed Color affix - I'm thinking about making all affixes affect color in some way instead... Added Vampiric and Leeching affixes for weapons (get health or mana on hit) Furthermore, by default you cannot get any extra health or mana from crystals. All health and mana increase must come from affixes. It saves your player's original life stat so if you disable the mod, you will still have the health from before you used the mod. You now start with 100 mana. With the current +health and +mana affixes, you can get up to +320 health/mana (with 5 accessory slots) making the max be 420. There is an option to play with default health/mana system, just toggle it in the tConfig Settings menu. This version should be compatible with other mods that add to health. 0.1.5 - Added a few basic NPC affixes. 0.1.4 - Fixed projectiles 0.1.3 - Rebalanced some affixes 0.1.2 - Fixed some minor things. Rebuilt for tConfig 0.27.5g To-Do (Partially Done) - Determine how to decide what items monsters will drop, and what item drop rates will be. Could be handled in a separate mod. Synchronize magic find stat over multiplayer (add up or average players' values) (Partiallyl Done) - Define environmental magic find modifiers; for instance, hardmode should increase magic find. Maybe different biomes will have different base magic find values as well. Add more affixes Main Concepts (some WIP) Item Affixes - Variation for items! Woot! NPC Affixes - Variation for NPCs. Even more woot! NPCs that are strong might drop better loot! Tile Affixes - Tiles that are spawned during worldgen might have a chance of giving off an Aura that affects the surroundings. Basically, like any other affix, but affects players/npcs in a certain area. Elemental Damage / Resistance - Weapons might get elemental damage applied, along with a debuff or some other effect. NPCs might get an element assigned randomly, with a higher chance of getting the element associated with the biome it spawned in.