Library Of Ruina

Library Of Ruina

92 ratings
BrawlMod Lite (Beta)
   
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1.026 MB
20 Jul, 2022 @ 5:54pm
22 Jul, 2022 @ 1:40am
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BrawlMod Lite (Beta)

Description
A complete rebuild of the brawl mod from the ground up to not mess up card orders and be less laggy!

Beta because there are still some odd bugs here and there, and the slowly zooming in issue is a known problem. If it appears to stall, try waiting for several seconds, it has fallbacks to fix hangs.

Fun fact, this works with Finnal Battle!

It also has what is called "Gang Up!" mode, which is enabled by default and makes large numbers of one-sided attacks go off at once. It's featured in one of the above videos.

Anyone who has good screenshots for the mod can submit them, currently I'm just using the old workshop BrawlMod image.

Credits: abcdcode for the original mod, and as a result, some of the core concept work for how it works under the hood.
27 Comments
Songborn 25 Jun, 2024 @ 5:47pm 
Would you be willing to share the code for the mod? I would like to see how Brawl handles the combat of Ruina.
shade 2 Jan, 2024 @ 10:02pm 
for some odd reason the mod just hiccups and dies when trying to do a certain attack
this error gets spammed continuously and the game gets softlocked

59:19 | Exception | NullReferenceException TheClawChargeAtk.Init (BattleUnitView self, BattleUnitView target) (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
RimseTheHead.BehaviourAction_TheClaw_ChargeAtk_Everyone.GetMovingAction (RencounterManager+ActionAfterBehaviour& self, RencounterManager+ActionAfterBehaviour& opponent) (at <a6b7a4c1479f41c3824e43830c9e124c>:0)
(wrapper dynamic-method) RencounterManager.DMD<RencounterManager::GetBehaviourAction>(RencounterManager,RencounterManager/ActionAfterBehaviour&,RencounterManager/ActionAfterBehaviour&,bool)
RencounterManager.SetMovingStateByActionResult () (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
RencounterManager.PrintActivatedAbility (RencounterStateTimer timer) (at <7d9f3d8f8146434a93160ad0a2194b2a>:0)
BrawlModLite.BrawlEncounter.Update () (at <d9ecafee3a9747a3b4c1c0d8f516d116>:0)
uGuardian  [author] 25 Dec, 2023 @ 8:23pm 
I'm… not sure what the cause of that is. There hasn't been any changes so it's probably interacting poorly with another mod. If you figure out what mod is doing it, feel free to tell me.
Mystrall 25 Dec, 2023 @ 6:12am 
Is the mod alright? returned after months just to realize this mod loop all (first) attack indefinitely
uGuardian  [author] 24 Oct, 2023 @ 6:40pm 
The spazzing out part is a known bug and part of why I need to rewrite the mod again. Not sure what caused the KoD part though.

Still, if you want to get rid of at least most of the instability, there should be a config file in your save folder where you can turn off Gang Up mode.
SheeptheShawn 22 Oct, 2023 @ 6:02pm 
Dunno why but the mod keeps breaking on me, for example, during the knight of despair phase of tiph realization, I was unable to deflect attacks from one of the sword and my nugget with Myo started spazzing out, on a seperate occasion, my PT stood in a weird spot for the rest of the game
uGuardian  [author] 13 Oct, 2023 @ 1:20pm 
Possible? I think so, given I made it faster in Finnal Battle. I'll consider adding a config sometime, but first I really need to do the second rewrite, and that's lower priority than some of my other projects.
d0d0b1rd 27 Sep, 2023 @ 2:17pm 
Is it possible to change how fast the dice are played?

the sheer chaos and speed is cool the first couple of times, but I'd like it to be a bit slower so I can actually see what's going on
uGuardian  [author] 9 May, 2023 @ 8:39pm 
Not really, been thinking of doing a significant internal rewrite but it's pretty low on my priority list.
Showt1me 9 May, 2023 @ 6:31pm 
did this mod ever get smoothed out? I've been wanting something like this for the theatrics of it, and read through the comments to check other's experiences.