Forager
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Level-Up-Bonus
   
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2020 年 1 月 17 日 上午 6:56
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Level-Up-Bonus

描述
This mod adds a few bonus items for you whenever you level up, it also makes it go boom whenever you level up.
15 条留言
Moonlightfox 2024 年 7 月 17 日 上午 8:25 
<3
SpaghettiLord1010  [作者] 2024 年 7 月 13 日 下午 11:07 
Yeah I havn't been active at all in the forager modding scene, feel free to make changes and the likes, do hope it works out!
Moonlightfox 2024 年 7 月 13 日 上午 8:09 
The "welcome slime" feels unrelated, and seems to be the cause of people's problems, so I will just comment it out... if that works, since everyone in this community is gone I will just upload a new version without the slime. Just need to get the mod tool thing running
SpaghettiLord1010  [作者] 2020 年 8 月 16 日 上午 1:41 
Well, I've heard some things about it, yeah, but I haven't worked on this mod in ages, you know, I'll have to look into it, but if there's many things that have changed on the new update I'll most likely let it stay like this :/
Thanks for the feedback though, I'll tell you if I update it!
꧁⎛⎝ Maplefrog7⎠⎞꧂ 2020 年 8 月 15 日 下午 8:25 
agree
killutia 2020 年 8 月 15 日 上午 3:36 
hi, really love this mod. but there are many deadly bugs, my game couldn't continue. 1. seems not compatible with the official evolve mod. 2. when add new skill, monsters spawned are very buggy, can cause deadly lagging. can you remove the monsters or fix those? thanks!
꧁⎛⎝ Maplefrog7⎠⎞꧂ 2020 年 1 月 31 日 下午 3:59 
can make a way to disable the slime with bones sticking out, or change it so they have to spawn on land and cant have like 50 on one island thx.
SpaghettiLord1010  [作者] 2020 年 1 月 27 日 上午 5:27 
#define Main
Trace("Hello? Is this working?")
globalvar WelcomeSlime;
globalvar WelcomeSlimeSpr;
WelcomeSlimeSpr = sprite_add("SlimeSprite.png", 2,1,1,8,9);
WelcomeSlime = EnemyCreate(undefined,"WelcomeSlime",EnemyType.Raider,0.5,10,1,3,1,2);


#define OnLevelUp()
ExplosionCreate(x,y,75,0);
DropItem(x,y,Item.Wood, 10);
DropItem(x,y,Item.Coal, 10);
DropItem(x,y,Item.Coin, 100);

#define OnLoad()
var _inst = ModEnemySpawn(objPlayer.x, objPlayer.y-64, depth, WelcomeSlime);
WelcomeSlime.sprite_index = WelcomeSlimeSpr;
SpaghettiLord1010  [作者] 2020 年 1 月 27 日 上午 5:27 
Ok, so I checked my code, and I have no reference to the objSlime nor do I check for any defeated thing or sth. The event I used is triggered whenever you re-enter a world to create that Welcome Slime which fights like a skeleton.
And regarding the _instGalaxySprite, my code has a lenght of 45 chars in line 17 which tells me that it could be that some other mod you have, defines an enemy called WelcomeSlime and these mods crash one another somehow. (or they changed how the modding works pretty hard)
I can't really say why that happens, but I could make another mod that doesn't spawn in the enemy which seems to be the problem here.
I can however confirm that this is most likely not an error that happens solely because of my mod.

Here is my code for you to see, but as said, I don't really know where the problem could be...
Isombra 2020 年 1 月 27 日 上午 3:27 
Hi, really great mod, i love this. But i have a problema, i dont know if is same for all players.

When i close the Skill menu or i enter/out of a dungeon, spawn a clone of my character with a bone how weapon. And you can read on the chat:
Exectuion error: C:\Steam\steamapps\workshop\content\751780\1971192058/Main.gml[L17,c27]
Couldn't find any instances of 21 (objSlime)

When you kill the clone (the clone fight how a skeleton... more or less) you can read on the chat:
Exectuion error: C:\Steam\steamapps\workshop\content\751780\1971192058/Main.gml[L17,c51]
Global variable `_instGalaxySpirit` is not set.

If you go out of a dungeon, the clone spawn over the build and you cant kill her, if you go out of the dungeon many times, the enemy stack over the dungeon...

If you try uninstall this mod when this clone is spawned in your world, the save crashed, you need kill all the clones for uninstall.

Again, this mod is greatfull, i really want play with this mod. Its possible to solved this?