XenonA7 / xenons-playable-classes

A mod for CrossCode that adds playable triblader characters
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Add an option for redirecting Rhombus Dungeon entrance to character selection map #9

Closed krypciak closed 9 months ago

krypciak commented 11 months ago

It annoyed me so much that I did this. The option name and description can be adjusted to your likings. This could probably be done more gracefully with alybox, but I didn't want to introduce an unnecessary dependency.

No Sergey I don't want to spoof my class

krypciak commented 9 months ago

I changed the header to Triblader mod and updated the description, now it says it needs a restart.

XenonA7 commented 9 months ago

Trying https://github.com/XenonA7/xenons-triblader-mod/pull/9/commits/42bb2579c5c996e0a32cc04900f27ad4627db30f: I am seeing this upon starting a new game with the option to redirect enabled: image

Error doesn't happen when starting a new game after disabling the option (and restart). However, with it disabled, the patch is loaded and it redirects to the modded map.

Re-enabling the option and rebooting the game, then starting again reproduces the error in the screenshot above. Not sure what is going on here. CCLoader 2.22.1 Crosscode 1.4.2-1

krypciak commented 9 months ago

I cannot reproduce this issue for the life of me. I downgraded CC to your version and installed your version of ccloader, no success. What mods do you have?

XenonA7 commented 9 months ago

I figured it out, it is because the PR moves dng-top.json.patch from the assets directory to the patches directory. The way I structure my mod is for ".json.patch" files to be included in the assets directory, and for .json data files loaded with the INCLUDE patch step to go in the patches directory.

With this being a .patch file, I would like to keep it in the assets directory.

Although I just tried to put it in the assets directory and change the path in plugin.js, but it is loaded every time regardless of the option. I assume putting it in the patches directory was a requirement to make it work in the first place?

krypciak commented 9 months ago

If the patch is under assets, it will be always loaded by the modloader. I conditionality spoof the location of the patch that is under the patches directory (which is not loaded automatically), so the modloader thinks it's under assets.

XenonA7 commented 9 months ago

Got it. I'm sorry for inconveniencing you earlier, I should have realized this. I will note that this one patch file needs to be kept in the separate directory for this feature to work.

I will close and merge this tomorrow after a final check with all other mods enabled again.