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Allows minions to prioritize attacking a pinged target. They will only follow their master/owner.

License: GNU General Public License v3.0

C# 100.00%
targeting minion minions priority mod riskofrain2 riskofrain chen blancfaye7 r2api

ror2-chensminionretarget's Introduction

Version GitHub issues GitHub pull requests Support Chen Maintenance Status

Chen's Minion Retarget

Description

Assign a priority target for your minions by pinging enemies. They will only acknowledge this command from their owner/master.

Take note that assigning a priority target for minions does not force them to switch targets. They will efficiently only attack the priority target when in range of their attack and if it is in their line of sight. They will also ignore enemies that are attacking them if the priority target is within their sights.

Installation

Use Thunderstore Mod Manager to install this mod.

If one does not want to use a mod manager, then get the DLL from Thunderstore.

Contact

Changelog

1.0.8

  • Remove tests to reduce complexity for newer maintainers.
  • Switch to nuget providers.

1.0.7

  • Thanks to KingEnderBrine, a bad conditional bug was found. Mod is also updated so that it works on the latest version of the game.

1.0.6

  • Fix a bug where the Obedience component exists but no target was set yet. This led to a Null Reference Exception.

1.0.5

  • Update dependency so that looping of minions from ChensHelpers will cater to this mod's features.

1.0.4

  • Recompile once again so that it can use the breaking changes of ChensHelpers.

1.0.3

  • Recompile so that it can use the breaking changes of ChensHelpers.

1.0.2

  • Integrate ChensHelpers.
  • There should be no notable change except for a cleaner code.

1.0.1

  • Rollback to 2.5.14 of R2API.

1.0.0

  • Implement the mod.

ror2-chensminionretarget's People

Contributors

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Watchers

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ror2-chensminionretarget's Issues

Would a MinionMove fix the bot AI getting stuck all the time?

Is your feature request related to a problem? Please describe.

Drones and PlayerBots get stuck all the time. I was wondering if telling them to move some place or forcing them to make a direct line to the targeted enemy work.

Describe the solution you'd like

Targeting an enemy/location would force the bot to move there ASAP, as long as they are outside a certain range.

Describe alternatives you've considered

There are none.

Additional context

Add any other context or screenshots about the feature request here.

test issue

Describe the Bug

A clear and concise description of what the bug is.

To Reproduce

Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected Behavior

A clear and concise description of what you expected to happen.

Console Log

Please include a link or embed of a FULL console log file from a run of the game where the bug happened. This will provide a versioned mod list, and possibly other important information about the bug.

To retrieve console logs: A log from the most recent run of the game will be stored in .../Risk of Rain 2/BepInEx/LogOutput.log. If using r2modman, go to Settings > Browse profile folder > Profile Folder/BepInEx/LogOutput.log instead.

If the bug only happens in multiplayer: try to provide console logs from both client and server.

If the log file is too big to post: this may be because of a once-per-frame error message. In this case, immediately close the game once the bug occurs to reduce log file size.

Additional Context

Add any other context about the problem here (screenshots, etc.).

Mod doesn't work (MissingFieldException)

Describe the Bug

  1. They have changed currentEnemy from field to property. So the mod doesn't work at all.
[Error  : Unity Log] MissingFieldException: Field 'RoR2.CharacterAI.BaseAI.currentEnemy' not found.
Stack trace:
DMD<>?1167836672.Hook<RoR2.CharacterAI.BaseAI::EvaluateSkillDrivers>?-501121024 (RoR2.CharacterAI.BaseAI ) (at <873019a913634471bdd11a8386c8ca1a>:IL_0014)
DMD<>?1167836672.Glue:ThiscallStructRetPtr<RoR2.CharacterAI.BaseAI::EvaluateSkillDrivers,DMD<>?1167836672::Hook<RoR2.CharacterAI.BaseAI::EvaluateSkillDrivers>?-501121024> (RoR2.CharacterAI.BaseAI , RoR2.CharacterAI.BaseAI+SkillDriverEvaluation& ) (at <ac0af3cef06f4a9492f338fe1c870550>:IL_0000)
RoR2.CharacterAI.BaseAI.FixedUpdate () (at <da7c19fa62814b28bdb8f3a9223868e1>:IL_014F)
  1. Also I'm currently working on my mod that has the same mechanics as this mod but as a skill. Was wondering is this line correct?
    if (skillDriverEval.dominantSkillDriver.maxDistanceSqr < (targetPosition - selfPosition).sqrMagnitude && self.HasLOS(targetPosition))

    Seems like it should be:
if (skillDriverEval.dominantSkillDriver.maxDistanceSqr > (targetPosition - selfPosition).sqrMagnitude && self.HasLOS(targetPosition)) 

At least from my testing, I couldn't get it to work properly otherwise.

Console log

LogOutput.log

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