- Jan 18, 2019
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then deos that mean still not release as a mod for non computer programmer nerf can understand and easily. Again, not pointing where that post is
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Nope, the game is still far from completion. It is playable, but it mutates a lot with pretty much any update.Bummer, I've been watching this game for over a year now hoping by now this would be a mostly complete game . I'll just keep an eye on this one since MBM is such a master piece.
The tags and much of the first page description are a lie. Only the main picture is true.Wait, since when this game has bestiality?
Nope, no packaged mods for you. Not until the game stabilizes enough that it's worth it.then deos that mean still not release as a mod for non computer programmer nerf can understand and easily. Again, not pointing where that post is
I didn't quite understand how and what to do, I need to create a file.cs and write one of the codes in it and name the file according to the game files like Man, Player and Goblin? Or did I get something wrong?On the code base front. A lot of the backend stuff has changed. The old traits are in the game's code, but the new method doesn't call/factor them in.
Color change stuff is a bit broken, only because they changed how statuses are added on new units and reworked the method slightly.
Here is a code dump from the .dll.
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Well after going back and forth seeing how it worked back in 4.0.4 and 5.0.1 I managed to get different color offspring working; it was a matter of avoiding the defaulting colors to "#FFFFFF" that was implemented in this new patch.On the code base front. A lot of the backend stuff has changed. The old traits are in the game's code, but the new method doesn't call/factor them in.
Color change stuff is a bit broken, only because they changed how statuses are added on new units and reworked the method slightly.
Here is a code dump from the .dll.
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I does heal monsters when you put sister on itLike the idea of the pillory, but don't see the use of it beyond the h-scene. Wish it heals/buffs the monsters.
Dude, thanks, can you throw a female version?Well after going back and forth seeing how it worked back in 4.0.4 and 5.0.1 I managed to get different color offspring working; it was a matter of avoiding the defaulting colors to "#FFFFFF" that was implemented in this new patch.
For Women, Sisters, Oni and Shortstacks you do have to have in mind they do have some "set.spine" variables to be added into the .cs file you create, otherwise the offsprings will be bald or colorless.
Goblin code provided below should work the same if you change values to Orc, but you do have to tweak it a little bit for female variants.
I also noticed the "Man" files for the enemy soldiers have "#RANDOM" for their color, but doing so for the monsters causes the game to crash, for some reason. Also, Shortstacks and Oni produce default color offspring no matter what code script you pull if they are crossed with the Player.
I'll see if I can keep digging.
View attachment 4607858
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Here is the SetColor method in the Character class.Well after going back and forth seeing how it worked back in 4.0.4 and 5.0.1 I managed to get different color offspring working; it was a matter of avoiding the defaulting colors to "#FFFFFF" that was implemented in this new patch.
For Women, Sisters, Oni and Shortstacks you do have to have in mind they do have some "set.spine" variables to be added into the .cs file you create, otherwise the offsprings will be bald or colorless.
Goblin code provided below should work the same if you change values to Orc, but you do have to tweak it a little bit for female variants.
I also noticed the "Man" files for the enemy soldiers have "#RANDOM" for their color, but doing so for the monsters causes the game to crash, for some reason. Also, Shortstacks and Oni produce default color offspring no matter what code script you pull if they are crossed with the Player.
I'll see if I can keep digging.
View attachment 4607858
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public void SetColor(int index, params string[] colorStrings)
{
if (colorStrings.Length == 0)
{
return;
}
string text = colorStrings[Random.Range(0, colorStrings.Length)];
if (text == "#RANDOM")
{
text = "#" + ColorUtility.ToHtmlStringRGB(Color.HSVToRGB(Random.Range(0f, 1f), 0.5f, 0.5f));
}
Color color;
if (!ColorUtility.TryParseHtmlString(text, out color))
{
return;
}
this.m_ColorSeqDictionary[index] = color;
}
Random random = new Random();
color = String.Format("#{0:X6}", random.Next(0x1000000));
Sure, you guys can have them. I'll add the Orc ones in as well since I didn't last post.Dude, thanks, can you throw a female version?
Thanks for the clear explanation. I'll try it later!Not sure why Random breaks, but given the code it'll always make muted colors (the Saturation and Value is always 50%). You'll never get bright colors; blondes, silvers, and white are out of reach. I'd personally just use something like this:
Just make it a method in each character to simply call it in script.C:Random random = new Random(); color = String.Format("#{0:X6}", random.Next(0x1000000));
Just to be aware, you are missing statuses wholesale on your non-Monmusu codes. The Monmusu technically aren't available without breeding, so it isn't required there.Sure, you guys can have them. I'll add the Orc ones in as well since I didn't last post.
I can't guarantee they will keep working on the upcoming updates to the game, though.
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Thanks for the clear explanation. I'll try it later!
YOU'RE BORING ME, SPIDER-MAN!!!View attachment 4610182
No more goblinators it seems...
I played this version, and it seems a lot less buggy than the previous one. This is nice.Here is a GoFile link for 5.0.2 My Dudes.
I haven't fully checked it out. just made sure it opened and ran, and the version number was updated in game.
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