for me, io think the mod bug because i can check the ng+ square in the menu when i select my level, but the weapon have basic upragde. i use last update game patch. i also do a fresh install, before i add the mod file.
Additional weapon upgrades has been temporarily removed from the mod due to significant changes in game script that causes mod's script weapon logic incompatibility. You can read the description to see what changes to this mod. I hope i'll find some free time to rewrite that part of mod in foreseeable future, but don't expect it anytime soon as right now i have a lot of paid work that feeds me.
Great mod. Little confusing with the download file names. For game version 20723 (game v0.9.106), you have "(game v0.8.27)" in the download file name - main.bundle.js v20723 (game v0.8.27)-3-20723-1658565320.zip . Not trying to be a jerk, just pointing it out. Thanks.
You are not wrong :) Thanks for pointing that out. I was a bit in rush with this update as it was basically rename of the installer file (did not have to update it - works fine after 0.9.1) and quick re-upload of main.bundle.js made with this same installer. I'll try to be more attentive to detail next time.
Hey, patch 0.8 made half of my code broken, so I couldn't update quickly. So far, only managed to restore the basic logic of the mod with infinite waves. The rest won't work for now, but maybe later I can find time to fix something else.
when all the mod content is back up and running i think this current state of the game and the mods is gonna be amazing, so many good changes paired with the mod will be awesome. no rush thank you again for getting the infinte waves back :D im still trying to find a way to give my self a 7th or 8th weapon slot after 30 and 60 mins pass but not sure i can manage that ;-;
i have one last question , i know its not what your mod does however seeing as your understand how to mod and i feel completly lost lol, where and how do i turn off the effects for runetracer/no future? once i get to like level 100 its basically impossible to see literally anything on screen but its one of the strongest weapons with smith on endless >.<
In my understanding, this is what the "disable flashing effects" option should have been for. But it obviously doesn't do that... I think you can, for example, replace the texture with a transparent one, as it was done in that mod.
This is weird because that's how I get the main package file for the "manual" method. I had cases when, on the first launch after installing the mod, the game would freeze for a minute before going to the menu. Please check the version of the game, because the modification is now very sensitive to code changes. Anyway, thanks for letting me know, I'll try to figure it out.
Sorry for asking, but could you tell which code line need to be changed and what to change to always pick coins when everything is maxed out? I'm not a programmer and want to know just for personal usage. No problem if you don't want to say
Hello. This is a good question, because the answer to it depends on your goals. If you want to know how I did it in the mod, then it's not hard - I found the place where the level up occurs and added a condition to go to the selection menu.
To repeat this, you need to find this place in the code, and there are difficulties, since with each patch the game code is obfuscated and the code will be different and change location. I wrote a special script for this task, but I suspect you are looking for a simpler solution, so I can suggest you find the following code (only relevant for version 0.7.2): [_0x114511(0x9c8)]() { const _0x51506e = _0x114511; (_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0), _0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](), _0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)]( _0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"], 0.2, 0x1f4 ); }
To let the game know whether to open the menu, you need to add a condition here [_0x114511(0x9c8)]() { if (_0x4a5b6d["Core"]["LevelUpFactory"]["HasPowerupsInStore"]()) { const _0x51506e = _0x114511; (_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0), _0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](), _0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)]( _0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"], 0.2, 0x1f4 ); } }
And if you want to give coins and chicken in the absence of upgrades, just like in my modification, then just add "else" and apply both of these pickups to the player. In my case, I also added sound playback and temporary invulnerability here (as with a normal level increase), since without going to the levelup menu this is not activated. [_0x114511(0x9c8)]() { if (_0x4a5b6d["Core"]["LevelUpFactory"]["HasPowerupsInStore"]()) { const _0x51506e = _0x114511; (_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0), _0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](), _0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)]( _0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"], 0.2, 0x1f4 ); } else { _0x4a5b6d["Core"]["LevelUpFactory"]["GetLevelUpItems"]()?.forEach((x) => _0x4a5b6d["Core"]["MakeAndActivatePickup"](x) ); _0x4a5b6d["Core"]["Player"]["SetInvulForMilliSecondsNonCumulative"](500); _0x4a5b6d["Sound"]["PlaySound"]("LevelUp", { volume: 1.25 }); } }
Please note that after each patch, all variables will change names. For example, here is the same code from the old version (0.6.1): [_0x359315(0x802)]() { const _0x51455e = _0x359315; _0x17baa4['Core'][_0x51455e(0x494)]['MainScene']['blockInput'] = !0x0, _0x17baa4['Core'][_0x51455e(0x494)][_0x51455e(0x2a2)](), _0x17baa4['Sound'][_0x51455e(0x285)]( _0x17baa4[_0x51455e(0xb1f)][_0x51455e(0x571)], 0.2, 0x1f4 ); }
I hope this was helpful. As you can see, making changes to this game is not difficult, the problem is constant changes after each patch, which will force you to redo the mod every time to make it work again...
Really helpful. I'll need to read this a couple of times to fully understand the details, but your explanation will shorten the time needed a lot. Thank you very much!
It's quite funny that right after my post I see another "quality of life mod" with relatively the same logic every now and then (github, reddit, even here on nexus lol)... or is it just a coincidence? I wonder if it will have the same effect if I describe something more complex than adding a couple lines.
P.S. Don't get me wrong, I don't mind others using my work, I hope it helps someone create something new and interesting in the end.
I know that there is someone in GitHub that shares your line to skip level up pickups. If you're talking about the Owyn QoL mod, the creator showed it in the Vampire Survivor official discord for the first time yesterday (06/26/2022) and, just to keep it clear, I have nothing to do with it.
The only thing I did was discussing in the modding channel, testing the code line to insta pick gems and the one to be able to skip pentachest that was made by another modder
And then, suddenly, she appeared with the mod pack with a lot of things more
I am completely fine with this. Anyone is free to use whatever they find useful in my code. This was not a complaint, just some observation. Use my code if you like. After all, we are all on the same team :)
I have found absolutely no reason for this. Checking with virustotal gives a 0% chance of malware. I've had issues like this with posting .exe's here, but it at least makes some sense - executables are really hard to check and can be dangerous. But I didn’t understand at all why they didn’t like this .js. I already thought about trying to re-upload it, but since I already contacted technical support, their automatic response contains the following text: "Where possible you should not delete the file that has been blocked and wait for a moderator to review it, otherwise, this can mess with the version history on the mod page and prevent users from receiving the correct updates.". I uploaded it on Friday, and at the weekend the moderators do not consider such requests, so we will have to wait, I think today they should unblock it.
101 comments
I hope i'll find some free time to rewrite that part of mod in foreseeable future, but don't expect it anytime soon as right now i have a lot of paid work that feeds me.
I was a bit in rush with this update as it was basically rename of the installer file (did not have to update it - works fine after 0.9.1) and quick re-upload of main.bundle.js made with this same installer. I'll try to be more attentive to detail next time.
So far, only managed to restore the basic logic of the mod with infinite waves. The rest won't work for now, but maybe later I can find time to fix something else.
Anyway, thanks for letting me know, I'll try to figure it out.
If you want to know how I did it in the mod, then it's not hard - I found the place where the level up occurs and added a condition to go to the selection menu.
To repeat this, you need to find this place in the code, and there are difficulties, since with each patch the game code is obfuscated and the code will be different and change location. I wrote a special script for this task, but I suspect you are looking for a simpler solution, so I can suggest you find the following code (only relevant for version 0.7.2):
[_0x114511(0x9c8)]() {
const _0x51506e = _0x114511;
(_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0),
_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](),
_0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)](
_0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"],
0.2,
0x1f4
);
}
To let the game know whether to open the menu, you need to add a condition here
[_0x114511(0x9c8)]() {
if (_0x4a5b6d["Core"]["LevelUpFactory"]["HasPowerupsInStore"]()) {
const _0x51506e = _0x114511;
(_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0),
_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](),
_0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)](
_0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"],
0.2,
0x1f4
);
}
}
And if you want to give coins and chicken in the absence of upgrades, just like in my modification, then just add "else" and apply both of these pickups to the player. In my case, I also added sound playback and temporary invulnerability here (as with a normal level increase), since without going to the levelup menu this is not activated.
[_0x114511(0x9c8)]() {
if (_0x4a5b6d["Core"]["LevelUpFactory"]["HasPowerupsInStore"]()) {
const _0x51506e = _0x114511;
(_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xd82)]["blockInput"] = !0x0),
_0x4a5b6d["Core"]["SceneManager"][_0x51506e(0xa5e)](),
_0x4a5b6d[_0x51506e(0x95d)][_0x51506e(0x874)](
_0x4a5b6d[_0x51506e(0x274)]["CurrentBGM"],
0.2,
0x1f4
);
} else {
_0x4a5b6d["Core"]["LevelUpFactory"]["GetLevelUpItems"]()?.forEach((x) =>
_0x4a5b6d["Core"]["MakeAndActivatePickup"](x)
);
_0x4a5b6d["Core"]["Player"]["SetInvulForMilliSecondsNonCumulative"](500);
_0x4a5b6d["Sound"]["PlaySound"]("LevelUp", { volume: 1.25 });
}
}
Please note that after each patch, all variables will change names. For example, here is the same code from the old version (0.6.1):
[_0x359315(0x802)]() {
const _0x51455e = _0x359315;
_0x17baa4['Core'][_0x51455e(0x494)]['MainScene']['blockInput'] = !0x0,
_0x17baa4['Core'][_0x51455e(0x494)][_0x51455e(0x2a2)](),
_0x17baa4['Sound'][_0x51455e(0x285)](
_0x17baa4[_0x51455e(0xb1f)][_0x51455e(0x571)],
0.2, 0x1f4
);
}
I hope this was helpful. As you can see, making changes to this game is not difficult, the problem is constant changes after each patch, which will force you to redo the mod every time to make it work again...
I wonder if it will have the same effect if I describe something more complex than adding a couple lines.
P.S. Don't get me wrong, I don't mind others using my work, I hope it helps someone create something new and interesting in the end.
If you're talking about the Owyn QoL mod, the creator showed it in the Vampire Survivor official discord for the first time yesterday (06/26/2022) and, just to keep it clear, I have nothing to do with it.
The only thing I did was discussing in the modding channel, testing the code line to insta pick gems and the one to be able to skip pentachest that was made by another modder
And then, suddenly, she appeared with the mod pack with a lot of things more
I already thought about trying to re-upload it, but since I already contacted technical support, their automatic response contains the following text: "Where possible you should not delete the file that has been blocked and wait for a moderator to review it, otherwise, this can mess with the version history on the mod page and prevent users from receiving the correct updates.".
I uploaded it on Friday, and at the weekend the moderators do not consider such requests, so we will have to wait, I think today they should unblock it.