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ancientscepter's Issues

Rex's Scepter Skill : Special :: Tangling Growth bug?

Using this skill will report "position not free or not find". After a period of time, the game will crash.But I'm not sure if it's the problem with this mod
These are the logs that will pop up repeatedly when the skill is used.
"
[Error : Unity Log] NullReferenceException
Stack trace:
UnityEngine.Component.GetComponent[T] () (at <469e86e97fa2467ebffe49bbd6086325>:IL_0021)
TPDespair.ZetItemTweaks.BensRainCoat+<>c.b__85_0 (On.RoR2.Items.ImmuneToDebuffBehavior+orig_TryApplyOverride orig, RoR2.CharacterBody body) (at <3b94607b0f5c49f38bcf61d25f504a25>:IL_0001)
DMD<>?-1963911936.Hook<RoR2.Items.ImmuneToDebuffBehavior::TryApplyOverride>?930613760 (RoR2.CharacterBody ) (at <45c9f675a95d4430925a265dd3ef6731>:IL_0014)
RoR2.Items.ImmuneToDebuffBehavior.OverrideDebuff (RoR2.BuffDef buffDef, RoR2.CharacterBody body) (at :IL_0011)
DMD?-1963911936._RoR2_CharacterBody::AddTimedBuff (RoR2.CharacterBody this, RoR2.BuffDef buffDef, System.Single duration) (at <84a37184494441dcaf7ba24e2e5bfa0f>:IL_0035)
DMD<>?-1963911936.TrampolineRoR2.CharacterBody::AddTimedBuff?-439439360 (RoR2.CharacterBody , RoR2.BuffDef , System.Single ) (at <4270bb6873ba406ba307f2ad2f08df60>:IL_0020)
GrooveUnsharedUtils.CartridgeMasterBehaviour.CharacterBody_AddTimedBuff_BuffDef_float (On.RoR2.CharacterBody+orig_AddTimedBuff_BuffDef_float orig, RoR2.CharacterBody self, RoR2.BuffDef buffDef, System.Single duration) (at <8e1561d7a9aa4bebbd524ce8a46f590d>:IL_000F)
DMD<>?-1963911936.HookRoR2.CharacterBody::AddTimedBuff?1132414848 (RoR2.CharacterBody , RoR2.BuffDef , System.Single ) (at <173cbe2a1fb14cc281ed8fb76f9a7e1f>:IL_000A)
DMD<>?-1963911936.TrampolineRoR2.CharacterBody::AddTimedBuff?-1701695488 (RoR2.CharacterBody , RoR2.BuffDef , System.Single ) (at <14199e4f9d7d4073ac3382b6f2da051f>:IL_0020)
TPDespair.ZetArtifacts.ZetDropifact.VoidBearFix_AddTimedBuff (On.RoR2.CharacterBody+orig_AddTimedBuff_BuffDef_float orig, RoR2.CharacterBody self, RoR2.BuffDef buffDef, System.Single duration) (at <8e63ed4b3dfd4258a11aa104f93a56b8>:IL_0051)
DMD<>?-1963911936.HookRoR2.CharacterBody::AddTimedBuff?-263819136 (RoR2.CharacterBody , RoR2.BuffDef , System.Single ) (at <814beb08f4ec4719af2530c07decb51a>:IL_000A)
AncientScepter.TreebotFlower2_2+<>c__DisplayClass25_0.<On_TreebotFlower2RootPulse>b__0 (RoR2.CharacterBody cb) (at :IL_00C4)
System.Collections.Generic.List1[T].ForEach (System.Action1[T] action) (at <44afb4564e9347cf99a1865351ea8f4a>:IL_0024)
AncientScepter.TreebotFlower2_2.O

n_TreebotFlower2RootPulse (On.EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile+orig_RootPulse orig, EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile self) (at :IL_0080)
DMD<>?-1963911936.Hook<EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile::RootPulse>?1002420224 (EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile ) (at :IL_0014)
EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile.FixedUpdate () (at :IL_0059)
RoR2.EntityStateMachine.FixedUpdate () (at :IL_001A)

[Error : Unity Log] NullReferenceException
Stack trace:
AncientScepter.TreebotFlower2_2+<>c__DisplayClass25_0.<On_TreebotFlower2RootPulse>b__0 (RoR2.CharacterBody cb) (at :IL_005F)
System.Collections.Generic.List1[T].ForEach (System.Action1[T] action) (at <44afb4564e9347cf99a1865351ea8f4a>:IL_0024)
AncientScepter.TreebotFlower2_2.On_TreebotFlower2RootPulse (On.EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile+orig_RootPulse orig, EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile self) (at :IL_0080)
DMD<>?-1963911936.Hook<EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile::RootPulse>?1002420224 (EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile ) (at :IL_0014)
EntityStates.Treebot.TreebotFlower.TreebotFlower2Projectile.FixedUpdate () (at :IL_0059)
RoR2.EntityStateMachine.FixedUpdate () (at :IL_001A)

[Info : Unity Log] Position not free or not found.
[Info : Unity Log] Position not free or not found.
[Info : Unity Log] Position not free or not found.
"
LogOutput.log

Scepter's having issues with Mostly Tame Mimic (Tinker's Satchel)

I had my ancient scepter get rerolled by mimic today, went to report it on the tinker's satchel github, closed said report after finding out it was supposedly fixed on scepter's end, and am here to say that something's broken again and Ancient Scepter is rerolling itself when a mimic decides to turn into scepter.

It's definitely not a case of me having an outdated version either, as I can see the tiler2 blacklist call in dnspy on my installation.

Engineer Turret entitties

Having trouble with SAAS, in that when playing Engineer, upon picking up the item the Turret (TR-12) limit does not increase to 3. This results in the item being almost 100% useless, as the only benefit is RNG red items on turrets.

Translation support

Would be very cool to see a translation support for this mod. I can make a translation to Ukrainian right after adding translation support

Fix huntress itemdisplay

aligns incorrectly with hip, making it appear to be stuck in her butt instead of slung at the waist

Project Reference Issue

Project/package uses old R2API references.

Fix: Update to latest references/r2api usage.

Causes issues with SS2 Thunderkit project:

it imports scepter to the thunderkit project, which already imports the proper r2api packages, so when scepter's dependencies are imported, the old r2api is there and you have duplicate references
gotta delete it every time

Equipment config option

Could an option to make the item a passive equipment like card or aspects be added? (and the reroll removed)

Mod won't load without BetterUI installed

As the title says, mod fails to load if BetterUI is not installed.

Console logs the following:
[Error : Unity Log] FileNotFoundException: Could not load file or assembly 'BetterUI, Version=2.5.12.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Stack trace: AncientScepter.AncientScepterMain.Awake () (at <178145a55f76474c8187107ccc01b734>:IL_0018) UnityEngine.GameObject:AddComponent(Type) BepInEx.Bootstrap.Chainloader:Start() FlashWindow:.cctor()

Benthic Bloom ignores "Reroll on duplicate scepters"

Seems like the "reroll on duplicate scepters" doesn't work with Benthic Bloom. Just had a run where my Blooms gave me 6 ancient scepters in a single stage
Not sure if it was a result of the same bug or a different one, but later on that stage I picked up an ancient scepter from a chest (the first non-bloom one I'd gotten) and that one did not reroll either
Died later that stage unfortunately so I couldn't test to see if picking up a second one would reroll properly or not
https://discord.com/channels/891016030560854059/893955420878671912/1009482963609731152

Loader's Charged Gauntlet and Thunder Gauntlet not granting barrier

This mod seems to interact strangely with her base shift abilities and removes the vanilla behavior of granting 5% of max health in barrier on hit with her punching abilities. I hope this can get resolved soon, she's the goat and I love this mod but it makes her hard to play on inferno

Risk_of_Rain_2_7uWeLODizC-00.00.04.167-00.00.09.655.mp4

Turrets reroll scepters

Turrets aren't blacklisted from receiving the scepter, which causes it to reroll into a random red.

Doesn't show up on command menu

When not using BetterUI, Ancient Scepter does not show up on the command menu to be chosen.

I was playing with some friends and we turned some mods off to see what was causing performance issues and saw that after disabling BetterUI, the standard Command menu does not show Ancient Scepter

Replaced Skill Regen Too Quick On All Replaced Skills

Tested with no mods but the base mods and debug toolkit (and Ancient Scepter of course)

Sometimes (seems to relate to kills?), the skill replaced by the scepter will recharge soon than intended, with the cool-down not representing said recharge (i.e 6 seconds left but then recharges). Having more (unique?) items seems to make it easier to trigger, but no specific item seems to cause it. It can get to the point the recharge is (near) instant and can be spammed excessively.

I can't seem anywhere to show that this is intentional, so if I'm wrong please let me know.

ExtendedLoadout compatibility suggestion

If you’re also running ExtendedLoadout, a second Scepter shouldn’t automatically reroll into a random red item if it can instead upgrade a second skill. Right now, the only way I know to upgrade two skills is to first pick up a Scepter from ClassicItems, then pick up the standalone scepter (which requires editing the StandaloneAncientScepter config, at that). Kinda silly.

Translation support

Would be very cool to see a translation support for this mod. I can make a translation to Ukrainian right after adding translation support

Scepteroverrideslunar on Heretic

When using the ancient scepter as heretic, if I have the "scepter overrides lunar item" config enabled, is it supposed to override the utility instead of the special? I was playing as captain at the time(heretic keeps captain's microbots), so the base character was one that changed the utility instead, but the heretic is a separate entity/body entirely. I tried entering the next stage in hopes this would be remedied, but the utility was still an empty slot and ruin was still there. This especially sucks since without items, shadowfade is how heretic counters her passive degeneration.

SkillsPlusPlus Confliction

Huntress

I had put in 2 points in her R skill Ballista which gives you Another Ballista shot per level. After Aquiring the Scepter the Ballista shoots returned to 3 Shots even tho the 3 Shot DOTS visually still were moved to the left making space for more shots in the UI.
Duo that the Scepter Desription gets overwritten and shows the Scepter info not the Upgrade informations afterwards anymore i tho it may just completly overwrites it .
(https://discord.com/channels/891016030560854059/893955420878671912/920772078393770004)

Mercenary

yeah, the scepter works with Eviscerate/Massacre
but it changes the buff per point to be 30% damage and 20% ATK SPD i think
(https://discord.com/channels/891016030560854059/893955420878671912/923389995341996122)

Megaton Gauntlet doesn't have increased damage

In your StandaloneAncientScepter mod, the Megaton Gauntlet's damage is supposed to be double that of the Charged Gauntlet's, right? Doesn't seem like it is actually doubled. I tested it with AeroLt + Ancient Scepter (plus their dependencies) in a few different scenarios against golems, the damage was pretty much the same as Charged Gauntlet after multiple tries.

https://discord.com/channels/417739215355510784/760945335702388756/1214782738624946196 (ROR2 Discord)

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