MilesKiyaAnny

Well-Known Member
Jan 18, 2019
1,616
484
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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flannan

Engaged Member
Dec 15, 2022
2,566
2,594
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.
Nope, the game is still far from completion. It is playable, but it mutates a lot with pretty much any update.

Wait, since when this game has bestiality?
The tags and much of the first page description are a lie. Only the main picture is true.

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
Nope, no packaged mods for you. Not until the game stabilizes enough that it's worth it.
 

Forogoton

New Member
Apr 13, 2024
2
0
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 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?
 

GaleWhitehunter

New Member
Nov 1, 2018
4
8
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.

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.

imagen_2025-03-03_103242618.png

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Forogoton

New Member
Apr 13, 2024
2
0
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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Dude, thanks, can you throw a female version?
 
Jan 6, 2018
151
232
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.
C:
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;
        }
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:
C:
Random random = new Random();
color = String.Format("#{0:X6}", random.Next(0x1000000));
Just make it a method in each character to simply call it in script.

Also trying to script over the character class is a rough one. Good job getting something working.

And for people to have fun with, this is the Female Pillory Class which includes the Sister healing bits.
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I expect they'll likely make a method to simplify the out of combat check.
You might be able to do something like increase attack speed or damage. Admittedly you can't exactly just copy and change the values to state damage=+1, because that'll quickly give you really dumb scaling because it wouldn't fall off.

Edit: Here is the randomized Goblin color script in action (only did inherited.
copying results shouldn't take long for others, though I can't confirm it'll work or look good.
1741028790629.png
 
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GaleWhitehunter

New Member
Nov 1, 2018
4
8
Dude, thanks, can you throw a female version?
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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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:
C:
Random random = new Random();
color = String.Format("#{0:X6}", random.Next(0x1000000));
Just make it a method in each character to simply call it in script.
Thanks for the clear explanation. I'll try it later!
 

CELLIBOW

New Member
Jun 17, 2023
6
0
version 5.01 seems so unstable and bugged, like even parts of the game that were there before don't work half the time, i reinstalled it a few times and now tried vesion 4.04 again and there it worked
 
Jan 6, 2018
151
232
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!
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.
 

Huntchez

Newbie
May 9, 2018
48
85
[v0.5.0.2 update contents]
1. Fixed an issue where Oak skills did not activate
2. Fixed an issue where Monmouths wandered around the platform.
3. Fixed an issue where it could be placed ignoring the placement cost on the fence
4. Fixed an issue where scrolling did not respond on the LOAD screen
5. Fixed an issue that could not be placed on the watchtower

That is the rough google translate of the update..
 
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