Library Of Ruina

Library Of Ruina

BrawlMod Lite (Beta)
27 comentarii
Songborn 25 iun. 2024 la 17:47 
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 ian. 2024 la 22:02 
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  [autor] 25 dec. 2023 la 20:23 
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 la 6:12 
Is the mod alright? returned after months just to realize this mod loop all (first) attack indefinitely
uGuardian  [autor] 24 oct. 2023 la 18:40 
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 la 18:02 
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  [autor] 13 oct. 2023 la 13:20 
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 sept. 2023 la 14:17 
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  [autor] 9 mai 2023 la 20:39 
Not really, been thinking of doing a significant internal rewrite but it's pretty low on my priority list.
Showt1me 9 mai 2023 la 18:31 
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.
uGuardian  [autor] 23 oct. 2022 la 10:47 
There was a long term goal to add a config for that. It kinda fell by the wayside with my frustration with a few bugs. It might still get added someday.
Eve Infinity 23 oct. 2022 la 0:25 
Will you make a version which doesn't show card play during the fight? Or do I have to config something inside the mod? Because sometime, I want to enjoy the fight but the card play just block the view XD
Ignis 18 oct. 2022 la 23:58 
Alright thanks
uGuardian  [autor] 18 oct. 2022 la 17:46 
%Appdata%\..\LocalLow\Project Moon\LibraryOfRuina\ModConfigs\BrawlMod Lite.ini
Then you open it in notepad or something similar and change GangUpMode to false.

I will warn you, there's a chance that the same bugs might still end up applying.
Ignis 18 oct. 2022 la 9:39 
how do i turn off gang up mode?
uGuardian  [autor] 16 oct. 2022 la 15:51 
To be slightly more specific, it happens in an instance where a unit is already involved in a clash and a clash with a different unit gets triggered, I'm not entirely sure where in my handler this exactly occurs, but I really need to nail it down.
uGuardian  [autor] 16 oct. 2022 la 15:48 
Unfortunately that's... not really how that works.
Still, the bug has something to do with the clash queue when speed dice ties exist, and I need to do further investigation.

Speaking of which, I apologize for my extended hiatus and failure to fix all of the bugs as of yet.
하늘건(...) 16 oct. 2022 la 9:18 
How about making the unit moveable?
하늘건(...) 16 oct. 2022 la 9:18 
I think the bug can be fixed when the battle with the enemy gets closer.
하늘건(...) 16 oct. 2022 la 9:03 
A page with a high dice speed leaves a lot of crashes.
allergic to deathwish 8 oct. 2022 la 2:49 
Buggy when clash with ranged page :(
uGuardian  [autor] 30 iul. 2022 la 6:47 
Thank you for the report.

It's a known bug and currently the biggest priority fix, mostly because it can also occasionally break ranged/melee page order.

I'll try to get it fixed as soon as possible but I've been having some problems figuring out exactly where the root problem occurs, I know roughly what causes it and why, but I haven't quite figured out a fix yet.
Eve Infinity 30 iul. 2022 la 1:08 
There is a bug which occurs when there are two or more enemies using combat pages targeting the same speed dice on librarian. It will causes the librarian who can counter it to break the movement. The movement breaking including stuck in place and the dice clashing effects will take ages to proceed. Afterwards, the librarian will stands on random spots.
Geehuahua 24 iul. 2022 la 7:43 
oh wow thx for the precise answer
the pre-calculation thing aboutthe game was the least thing i expected to know today
uGuardian  [autor] 24 iul. 2022 la 7:21 
It actually doesn't mess up dice orders, although occasionally it causes visual bugs.
A fun fact about how the game works under the hood is everything is precalculated, and this only adds visuals for another clash after finishing another calculation cycle. So the visuals can occasionally get screwy if things overlap or if one of them takes longer to finish than the other, but the actual execution is identical.

The one and only thing that is changed is who goes first with ties between speed dice.
The reason for this is it's indeterminate in the first place, as it's positionally based which is physics based which is framerate based which... let's just say it can't realistically be predicted, so upcoming ties will go first when normally it would be unknown who would go next.
Geehuahua 24 iul. 2022 la 5:56 
Does hitting one staggered/not moving character with multiple character's dice not mess up dice orders? i find gebura or some characters with special motions make dice weird in these cases
uGuardian  [autor] 20 iul. 2022 la 18:27 
I didn't actually check the Gang Up! config setting, I'll do so tomorrow when I'm not having a headache.