
AM2.5RE v1.7.2+ by RubilaxXxx and AM2PG is incompatible
AirBurn0 opened this issue ยท 3 comments
Since RubilaxXxx implemented some fixes that AM2PG uses to do via ASM, there is some unsolved for now problem - mods begin to be incompatible, until I add some flags to make it work back.
No need to panic - I just haven't done it yet. I'm aware. I'll fix.
any idea why when using your mod with my/paradox fork modifiers are limited to 2 instead of 3
any idea why when using your mod with my/paradox fork modifiers are limited to 2 instead of 3
that's me, and it's mechanic that isn't specific to am2 version.
I'm just
public static int modifiersLimit(EntityPlayer p) {
int base = 3;
if(PGConfig.alterateModifiersCount) {
base = Math.min(1 + (ExtendedProperties.For(p).getMagicLevel() / 20), 3);
}
SkillData s = SkillData.For(p);
SkillTreeManager m = SkillTreeManager.instance;
if(s.isEntryKnown(m.getSkillTreeEntry(PGSpells.advancedSpellscribing))) {
++base;
}
return base;
}
There is config for disabling that.
Motivation for that is:
If you learn lunar, you can just spam it everywhere. There is basically no real gap in creating [Projectile] (Fire Damage) < Lunar> and [Projectile] (Fire Damage) < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar> < Lunar>, even if you play TCL-family AM2 with altar instability.
So I decided to put my coremod in use for that also. Feels more logical for me not to restrict, but to delay immense powerscaling that AM2 have.
And yup, that also means that you can straightforward put 4 lunars with my addon. Kinda, why not.
Also, consider not using AM2PG when developing & debugging AM2, cuz AM2PG fucks with AM2 code a lot via coremod, which will certainly lead to unexpected behavior. AM2PG and AM2 incompatibility issue is my only job and noone besides me should work on that for now.