Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- IF A FILE HAS A CMD/RPC FUNCTION, DO NOT EDIT THE FILE, INSTEAD EDIT METHODS NOT RELATED TO THEM.
- It'll have shit like this https://pastebin.com/zx5jc3fi
- If you decompile/recompile a file that has them, clientside will shit the bed, so don't.
- Pastebin of my memory log that I mainly made so I remember where I gotta do shit in case new update comes out. You can look at in in case you want to update for new patch since I quit or because you want examples of how I did shit: https://pastebin.com/srMa401L
- >Finding mentions of something in entire project:
- Export to Project in dnspy
- Open Notepad++
- Ctrl + f & switch to Search in Files
- Select folder you exported the project to
- >Adding new buffs:
- Stick it in BuffIndex (remove count, add the buff, compile it, then readd count and recompile, otherwise it does weird stuff)
- Save the assembly and throw it back into Dnspy so it updates the enum.
- Register it in BuffCatalog.
- Increase the array sizes in BuffCatalog and CharacterBody.
- Search mentions of BuffIndex.*youritem* in the new assembly or BuffIndex.Count in an old one.
- Make sure these are all still BuffIndex.Count, most likely it'll have changed when you compiled BuffIndex.
- Do whatever you want with the buff. Apply it with yourCharacterBody.AddTimedBuff(BuffIndex.YourBuff, duration); then you can check for it with charBody.HasBuff(BuffIndex.YourBuff)
- >Adding new Artifacts:
- Stick it in ArtifactIndex (remove count, add the buff, compile it, then readd count and recompile, otherwise it does weird stuff)
- Save the assembly and throw it back into Dnspy so it updates the enum.
- Register it in ArtifactCatalog (Optionally: Add a nameToken and accordingly add it to the language files)
- Increase the array size in ArtifactCatalog.
- Search mentions of ArtifactIndex.*yourartifact* in the new assembly or ArtifactIndex.Count in an old one.
- Make sure these are all still ArtifactIndex.Count, most likely it'll have changed when you compiled ArtifactIndexIndex.
- You can now check for the artifact using Run.instance.enabledArtifacts.HasArtifact(ArtifactIndex.YourArtifact);
- >Making characters pickable in game (courtesy of some other anon):
- (check https://pastebin.com/Q1nnGjwt for ids/bodies, courtesy of some other anon)
- In SurvivorIndex, add your new survivor, it should look like this https://pastebin.com/S9fmVJZq here I added lemurian. Then hit compile
- In SurvivorCatalog, scroll down and add SurvivorIndex.Lemurian to idealSurvivorOrder, also change SurvivorDef[7] to SurvivorDef[8]
- Add a new survivor like this https://pastebin.com/LSYijsTe in this case LemurianBody exist, just like BanditBody. You need to find other bodies prefabs names to use them, GolemBody works too.
- LemurianDisplay and LEMURIAN_DESCRIPTION probably don't exist in the assets, you can add them if you want to.
- To fix the compilation error, replace the block of code with https://pastebin.com/wKPf3ULS
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement