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Mod Framework for TowerFall Ascension
This project forked from kha/bartizan
Mod Framework for TowerFall Ascension
This is an incredibly hard framework to use. The custom mod section needs to be updated to be more clear.
However, I got it to patch after trying hard (using Windows-build.)
It created a vanilla Towerfall with the MonoMod piece of MonoMod.WasHere.
Here is a copy of the Mod.dll
ModDll.zip
Also, some scripts attempt to modify protected classes and tries to override some nonexistent classes.
Finally, thanks for putting in the effort to keep the modding framework alive.
Shields explode when they are popped. The shield owner is immune to the blast.
This is happening because I used the Dummy tag for team revivers. I needed a tag to use and so I picked an existing one that wasn't used in 8-player. But now that there's a 4-player build I may need to find another solution
Ver 1.3.3.3
2/16/2022 1:55:46 PM
Debug Flags: 0000 - 0
System.InvalidCastException: Unable to cast object of type 'TowerFall.Dummy' to type 'TowerFall.MyTeamReviver'.
at TowerFall.GameplayLayer.BatchedRender()
at Monocle.Layer.Render()
at TowerFall.Level.CoreRender(RenderTarget2D canvas)
at TowerFall.Level.Render()
at Monocle.Engine.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at TowerFall.TFGame.Main(String[] args)
If a user has an already modded menuAtlas, the patcher can end up creating overlapping sprites in the atlas. To fix this, create a separate modAtlas file and leave menuAtlas untouched.
Make more than just bats and slimes come out of portals
Notes for building on windows:
c:\Windows\Microsoft.NET\assembly\GAC_32
and c:\Windows\Microsoft.NET\assembly\GAC_MSIL
windows-build
branchMaybe also crawl mode
I looked into this and it's only orbs that ghosts can collect. Shields, mirrors and boots cannot be collected.
Dear @zpchavez,
The instructions for making custom mods are very unclear, and have no information on how to make a mod.dll.
Can you please help explain how to do this?
From,
CoolModder
I tried build with xbuild but I get this error:
Classes/Patched/MyMatchSettings.cs(20,24): error CS1501: No overload for method 'PlayerGoals' takes 7 arguments
Classes/Patched/MyVersusPlayerMatchResults.cs(17,9): error CS1729: 'VersusPlayerMatchResults' does not contain a constructor that takes 7 arguments
Task "Csc" execution -- FAILED
Done building target "CoreCompile" in project "/mnt/home/kryspin/Pobrane/Github/Bartizan/Mod/Mod.csproj".-- FAILED
Done building project "/mnt/home/kryspin/Pobrane/Github/Bartizan/Mod/Mod.csproj".-- FAILED
Task "MSBuild" execution -- FAILED
Done building target "Build" in project "/mnt/home/kryspin/Pobrane/Github/Bartizan/Bartizan.sln".-- FAILED
Done building project "/mnt/home/kryspin/Pobrane/Github/Bartizan/Bartizan.sln".-- FAILED
Build FAILED.
Errors:
/mnt/home/kryspin/Pobrane/Github/Bartizan/Bartizan.sln (default targets) ->
(Build target) ->
/mnt/home/kryspin/Pobrane/Github/Bartizan/Mod/Mod.csproj (default targets) ->
/usr/lib/mono/xbuild/14.0/bin/Microsoft.CSharp.targets (CoreCompile target) ->
Classes/Patched/MyMatchSettings.cs(20,24): error CS1501: No overload for method 'PlayerGoals' takes 7 arguments
Classes/Patched/MyVersusPlayerMatchResults.cs(17,9): error CS1729: 'VersusPlayerMatchResults' does not contain a constructor that takes 7 arguments
0 Warning(s)
2 Error(s)
Time Elapsed 00:00:01.8464010
mono --version :
Mono JIT compiler version 5.16.0.179 (tarball Thu Oct 4 10:20:38 UTC 2018)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
TLS: __thread
SIGSEGV: altstack
Notifications: epoll
Architecture: amd64
Disabled: none
Misc: softdebug
Interpreter: yes
LLVM: yes(3.6.0svn-mono-/)
GC: sgen (concurrent by default)
GottaBust assumes every player not killed with a prism will have a ghost, so rounds can never end if one of the players that died in the round does not have ghosts enabled.
System.Exception: No defined Round Logic for that mode!
at TowerFall.RoundLogic.GetMyRoundLogic (TowerFall.Session ) [0x000ab] in <6a4b78a95e324850a35a269a354e702e>:0
at TowerFall.Session.LevelLoadStart (TowerFall.Level level) [0x00008] in <6a4b78a95e324850a35a269a354e702e>:0
at TowerFall.LevelLoaderXML+<Load>d__0.MoveNext () [0x002ae] in <6a4b78a95e324850a35a269a354e702e>:0
at Monocle.Coroutine+<DoNoFrameSkip>d__3.MoveNext () [0x00091] in <6a4b78a95e324850a35a269a354e702e>:0
at Monocle.Coroutine.Update () [0x0009c] in <6a4b78a95e324850a35a269a354e702e>:0
at TowerFall.LevelLoaderXML.Update () [0x00001] in <6a4b78a95e324850a35a269a354e702e>:0
at Monocle.Engine.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x000c7] in <6a4b78a95e324850a35a269a354e702e>:0
at TowerFall.TFGame.Update (Microsoft.Xna.Framework.GameTime gameTime) [0x00019] in <6a4b78a95e324850a35a269a354e702e>:0
at Microsoft.Xna.Framework.Game.Tick () [0x00202] in <ce8f172d01894c0192c5d4db4f3826f7>:0
at Microsoft.Xna.Framework.Game.RunLoop () [0x0003c] in <ce8f172d01894c0192c5d4db4f3826f7>:0
at Microsoft.Xna.Framework.Game.Run () [0x00032] in <ce8f172d01894c0192c5d4db4f3826f7>:0
at TowerFall.TFGame.Main (System.String[] args) [0x00207] in <6a4b78a95e324850a35a269a354e702e>:0 ```
They appear to be scaled down a little, and they are already tiny images so it looks pretty bad. I'm currently working around it by just using the modAtlas.png generated on mac for both mac and windows builds.
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