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promethium's Issues

Armor from Stones not refreshed on reload

I had a few Stones ( at least one of each level and an Orbelisk) in my Pouch.
I threw all my Orbs and got damage to the point where all armor was gone.
Pouch reloaded -> no new armor

Issue - Not working (ver 0.9.22) - Black screen on new game with strange interaction

Below is the error output from startup to newgame
I get a strange behaviour from a fresh install (cleared peglin dir and let Steam re-download using verify)

Sequence leading up to issue:

  • Using Thunderstore, load game modded (Mods: PeglinCore, BepInExPack_Peglin, ProLib, Promethium) **Basically a clean install with just this mod + dependancies.
  • Started a new game, selected starting peglin. No cruciball, no custom
  • Presented with black screen
  • [Experimentation] I clicked around the screen, and near the middle I got response (Nothing around the edges). The response was a screen described as "Stone Orb (Lvl 1) - Relic, Blind enemies description box 'top right' with a "Back" button bottom left and a "Upgrade" button bottom right. No other UI, background is still blank.
  • [Experimentation] randomly tapping backspace, space and enter eventually got me to the map screen which was unresponsive. No further action possible and had to terminate game.

====Start of console====

[Message: BepInEx] BepInEx 5.4.21.0 - Peglin (12/08/2023 13:01:14)
[Info : BepInEx] Running under Unity v2021.3.16.4200023
[Info : BepInEx] CLR runtime version: 4.0.30319.42000
[Info : BepInEx] Supports SRE: True
[Info : BepInEx] System platform: Bits64, Windows
[Message: BepInEx] Preloader started
[Info : BepInEx] Loaded 1 patcher method from [BepInEx.Preloader 5.4.21.0]
[Info : BepInEx] 1 patcher plugin loaded
[Info : BepInEx] Patching [UnityEngine.CoreModule] with [BepInEx.Chainloader]
[Message: BepInEx] Preloader finished
[Message: BepInEx] Chainloader ready
[Message: BepInEx] Chainloader started
[Info : BepInEx] 3 plugins to load
[Info : BepInEx] Loading [ProLib 1.3.0]
[Warning: HarmonyX] AccessTools.DeclaredMethod: Could not find method for type Battle.TargetingManager and name HandlePegHit and parameters
[Error : Unity Log] ArgumentException: Undefined target method for patch method static void ProLib.Relics.CustomRelicManager+HandlePegHit::Prefix(Battle.TargetingManager __instance)
Stack trace:
HarmonyLib.PatchClassProcessor.PatchWithAttributes (System.Reflection.MethodBase& lastOriginal) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
Rethrow as HarmonyException: Patching exception in method null
HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor.Patch () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable1[T] sequence, System.Action1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
ProLib.Plugin.Awake () (at <2153de126a4841bb804939abadea4949>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
ToolBox.Serialization.DataSerializer:GetFilePath(Int32, SaveType)
ToolBox.Serialization.DataSerializer:LoadFile(SaveType)
ToolBox.Serialization.DataSerializer:Setup()

[Info : BepInEx] Loading [Promethium 1.5.2]
[Info :Promethium] Sprites loaded! Took 7ms
[Info : BepInEx] Loading [PeglinCore 1.0.2]
[Info :PeglinCore] Plugin peglin.core.Core is loaded!
[Message: BepInEx] Chainloader startup complete
[Info : Unity Log] Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
[Info : Unity Log] Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes.
Setting breakpad minidump AppID = 1296610
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561197964108079 [API loaded no]
[Info : Unity Log] Verifying local achievement data against the remote...
[Error : Unity Log] MissingMethodException: Method not found: !!0 ToolBox.Serialization.DataSerializer.Load<!0>(string)
Stack trace:
(wrapper dynamic-method) Saving.PersistentPlayerData.DMDSaving.PersistentPlayerData::InitFromSaveFile()
Saving.PersistentPlayerData.get_Instance () (at :0)
PeglinUI.MainMenu.CharacterSelectController+d__25.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <008a787f2823430aae87e927a51ccf8d>:0)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
I2.Loc.LanguageSourceData+<Import_Google_Coroutine>d__65.MoveNext () (at :0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <008a787f2823430aae87e927a51ccf8d>:0)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ProLib.Relics.CustomRelicManager+RelicManagerReset.Prefix (Relics.RelicManager __instance) (at <2153de126a4841bb804939abadea4949>:0)
(wrapper dynamic-method) Relics.RelicManager.DMDRelics.RelicManager::Reset(Relics.RelicManager)
Relics.RelicManager.AttemptUseRelic (Relics.RelicEffect re) (at :0)
(wrapper dynamic-method) RegularPeg.DMDRegularPeg::DoPegCollision(RegularPeg,PachinkoBall,Peg/CollisionType)
RegularPeg.OnCollisionEnter2D (UnityEngine.Collision2D collision) (at :0)
UnityEngine.PhysicsScene2D:Simulate(Single)
PredictionManager:FixedUpdate()

[Info : Unity Log] Verifying local achievement data against the remote...
[Error : Unity Log] MissingMethodException: Method not found: !!0 ToolBox.Serialization.DataSerializer.Load<!0>(string)
Stack trace:
(wrapper dynamic-method) Saving.PersistentPlayerData.DMDSaving.PersistentPlayerData::InitFromSaveFile()
Saving.PersistentPlayerData.get_Instance () (at :0)
PeglinUI.MainMenu.Cruciball.CruciballLevelSelector.ClassChanged (Peglin.ClassSystem.Class newClass, System.Boolean unlocked) (at :0)
PeglinUI.MainMenu.Cruciball.CruciballLevelSelector.Init () (at :0)
PeglinUI.MainMenu.Cruciball.CruciballLevelSelector.Start () (at :0)

[Info : Unity Log] Verifying local achievement data against the remote...
[Error : Unity Log] MissingMethodException: Method not found: !!0 ToolBox.Serialization.DataSerializer.Load<!0>(string)
Stack trace:
(wrapper dynamic-method) Saving.PersistentPlayerData.DMDSaving.PersistentPlayerData::InitFromSaveFile()
Saving.PersistentPlayerData.get_Instance () (at :0)
PeglinUI.MainMenu.Cruciball.CruciballLevelSelector.ClassChanged (Peglin.ClassSystem.Class newClass, System.Boolean unlocked) (at :0)
PeglinUI.MainMenu.Cruciball.CruciballLevelSelector.ClassChanged (PeglinUI.MainMenu.SelectableCharacter character) (at :0)
PeglinUI.MainMenu.CharacterSelectController.ChangeClass (System.Int32 index) (at :0)
PeglinUI.MainMenu.CharacterSelectController.ChangeClass (PeglinUI.MainMenu.SelectableCharacter character) (at :0)
PeglinUI.MainMenu.SelectableCharacter.OnMouseDown () (at :0)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32)

[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
ProLib.Relics.CustomRelicManager+RelicManagerReset.Prefix (Relics.RelicManager __instance) (at <2153de126a4841bb804939abadea4949>:0)
(wrapper dynamic-method) Relics.RelicManager.DMDRelics.RelicManager::Reset(Relics.RelicManager)
(wrapper dynamic-method) GameInit.DMDGameInit::Start(GameInit)

Speed up issues

Speed up sets the speed of the game back to normal speed once finished. Also, when the speed up starts, it sets the speed to the 1x speed before increasing speed.

Ideally, the speed up would work based off of what you currently have the speed set to, and return it to the original speed you had it set to at the end.

Promethium 1.3.3
ProLib 1.1.0

Thank you! Love this mod!

Black screen lock up in ? encounter.

Every few runs I run into a ? encounter that freezes the game on a black screen. Did some digging in the player log with a few of the freezes and found this around the freeze point in each encounters.

Unloading 9 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.259300 ms
NullReferenceException: Object reference not set to an instance of an object
  at Promethium.Extensions.RelicManagerExtension.RelicEffectActive (Relics.RelicManager relicManager, Promethium.Patches.Relics.CustomRelicEffect effect) [0x00001] in <b36dba12991749deb31e644d11030502>:0 
  at Promethium.Patches.Relics.AddAttackPerPeg.Postfix (Relics.RelicManager ____relicManager, System.Int32 critCount, System.Single& __result) [0x00006] in <b36dba12991749deb31e644d11030502>:0 
  at (wrapper dynamic-method) Attack.DMD<Attack::GetModifiedDamagePerPeg>(Attack,int)
  at Peglin.PegMinigame.OrbReward..ctor (UnityEngine.GameObject orb, DeckManager deckManager, UnityEngine.GameObject orbInfoPrefab) [0x00060] in <e0449e389fc840ffb5693fa4de82e46f>:0 
  at Peglin.PegMinigame.MapDataPegMinigameOrbs.PopulateRewards () [0x00025] in <e0449e389fc840ffb5693fa4de82e46f>:0 
  at Peglin.PegMinigame.PegMinigameManager.Initialize () [0x0005e] in <e0449e389fc840ffb5693fa4de82e46f>:0 
  at Peglin.PegMinigame.PegMinigameManager.OnEnable () [0x00040] in <e0449e389fc840ffb5693fa4de82e46f>:0 
 
(Filename: <b36dba12991749deb31e644d11030502> Line: 0)


Unloading 64 unused Assets to reduce memory usage. Loaded Objects now: 64532.
Total: 52.325700 ms (FindLiveObjects: 2.446000 ms CreateObjectMapping: 4.696900 ms MarkObjects: 44.840300 ms  DeleteObjects: 0.342000 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 0)

Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 64532.
Total: 50.651200 ms (FindLiveObjects: 1.972000 ms CreateObjectMapping: 5.175500 ms MarkObjects: 43.437000 ms  DeleteObjects: 0.066100 ms)

AimSim Could not be created, pegboard is null! 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

I love ? encounters but having the run end randomly on them is upsetting. Hope this stuff helps, love what you're doing here.

reload freeze

having a mirrorb in your deck and reloading makes the reloading animation freeze up and not allow you to play the videogame.tried with both shuffle toggles in the config

The Poker Chip stays the same as in vanilla.

The multipliers for the Poker Chip appear to remain the same when I have the mod installed. I have the latest version of Peglin and BepInEx and no other mods installed. The mod is loading, and all the other stuff in it seems to work fine.

Some advice to mod by myself

Hello Ruiner189,

I'm trying to make small mods by myself. I want to create a new Keyword with its characteristic orbs and relics.

I'm using dnSpy to create this mods. I've no idea about modding or coding, so it will be challenging for me, but I'm good understanding new stuff and creative, so maybe, I can do something. That's why I wanted to ask someone, who has experience in this specific area.

What I'm trying to do: "The Multishot Mod"

Keyword - Multishot X (Roundrel specific mechanic):

  • The orb is thrown X extra times
  • Damage per shot is divided by X+1 (so the damage output isn't affected by the keyword).
  • Only by default single target "normal medium sized orbs" thrown straight forwards (like daggorb, pebble, Matryorbshka) are affected by Multishot
  • Orbs like Ecchorb, Bouldorb (which aren't normal sized orbs") aren't affected by Multishot
  • Orbs that pierce or go through all enemies, that are "normal sized", can be affected by Multishot.

Orbs
Repeatorb:

  • 0 | 2 : Multishot 2
  • 1 | 2 : Multishot 3
  • 1 | 2 : Multishot 4

Multiorbs:

  • 0 | 1 Multishot 1 Multiball 1
  • 0 | 2 Multishot 1 Multiball 1
  • 1 | 2 Multishot 2 Multiball 1

Relics

  • Multiplication Station (rare relic): Every 4th shot has Multishot (if the orb cannot be affected, the effect is wasted)
  • Dull Knife (rare relic): When not dealing crit damage, add Multishot +1
  • Fan of Daggers (boss relic): All orbs get Multishot +2. Confusion 2. Targets are chosen randomly (if possible).

I thought, that this would be as easy as copy-pasting already exiting items and tweak around but I couldn't even find them with the Search function by searching "Daggorb" for example, which was kinda frustrating.

My questions to get started:

  1. Where can I find the orb and relic pools to at least start creating simple orbs and playing around?
  2. How can I create the Multishot Keyword the easiest way (maybe with existing mechanics)?
  3. Where do I find the "shot orb" action to "multiply" it by the X from Multishot?
  4. Where can I find the icons, that belongs to the orbs?

I think, what I need, is to know, where to find the snippets "shot orb", multiball, "crit damage active?" "confusion", "all orbs in satchel", "target enemy", "Random target" and create conditionals (just saying by pure logical thinking).

I would appreciate it a lot, if you could help me out!

I wish you a nice day :)

P.S,: Maybe I haven't made the right questions or forgot to ask things, but for now, that would help me a lot to start modding in Peglin. If this content is balanced enough has to be tested, because I just wanted a cool mechanic that exploits more Roundrels started relic.

Discard Health Damage Key

Heyho,

image

You've changed the value of this key, but haven't changed it in the english translation.

Should I fix the translation? Or is this subject to change?

Holding Orbs

Alright so, I know how to hold orbs and it works just fine but how do I know what an orb does when held? Could you make a list or something so we know what orbs do when held?

Bug: Crash on Start

image

I am getting this error message when starting peglin with your mod.

image

Also a lot of ingame placeholders seem to be broken. Might be related with the initial crash

Prometheum 1.4.1
ProLib 1.2.0
Peglin 0.8.10

Odd German Orb and Armor Lock

I found something called a Polus Test Orb, I think, and it's description was all in some kind of Germanic language. Dealt 22 Normal and Crit Damage and had something to do with causing confusion.
Same playthrough, I upgraded a stone to test the Armor effect, but the armor effect did not show on the upgrade, and on my next fight, I spawned in with armor, but the orbs did not load in and a Roman 2 was sitting in the middle of my screen, soft locking the run.

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