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Updated for 1.4.3
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Jirow13 committed Aug 9, 2020
1 parent 8ececbf commit 356ae50
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Showing 11 changed files with 16 additions and 26 deletions.
1 change: 0 additions & 1 deletion BannerlordTweaks.csproj
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Expand Up @@ -119,7 +119,6 @@
<Compile Include="Patches\DefaultPartySizeLimitModelPatch.cs" />
<Compile Include="Patches\DefaultCaravanPartySizeLimitModelPatch.cs" />
<Compile Include="Patches\DefaultTournamentModelPatch.cs" />
<Compile Include="Patches\DefaultTroopCountLimitModelPatch.cs" />
<Compile Include="Patches\HeroPatches.cs" />
<Compile Include="Patches\HideoutMissionControllerPatches.cs" />
<Compile Include="Patches\MapInfoVMPatch.cs" />
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10 changes: 6 additions & 4 deletions BannerlordTweaks.props
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Expand Up @@ -3,16 +3,18 @@
<PropertyGroup Label="UserMacros">

<!-- Path to Mount and Blade folder -->
<MOUNT_AND_BLADE_DIR>C:\Program Files (x86)\Steam\steamapps\common\Mount &amp; Blade II Bannerlord\</MOUNT_AND_BLADE_DIR>
<MOUNT_AND_BLADE_DIR>E:\SteamLibrary\steamapps\common\Mount &amp; Blade II Bannerlord\</MOUNT_AND_BLADE_DIR>

<!-- Path to mod folder-->
<MOD_FOLDER>$(MOUNT_AND_BLADE_DIR)Modules\zzBannerlordTweaks\</MOD_FOLDER>

<!-- Path to ModLib assembly-->
<MODLIB_PATH>C:\Users\Liam\source\repos\ModLib\bin\Debug\ModLib.dll</MODLIB_PATH>
<MODLIB_PATH>E:\SteamLibrary\steamapps\common\Mount &amp; Blade II Bannerlord\Modules\ModLib\bin\Win64_Shipping_Client\ModLib.dll</MODLIB_PATH>

<!-- Path to ModLib definitions assembly-->
<MODLIB_DEFINITIONS_PATH>C:\Users\Liam\source\repos\ModLib\ModLib.Definitions\bin\Debug\ModLib.Definitions.dll</MODLIB_DEFINITIONS_PATH>

<MODLIB_DEFINITIONS_PATH>E:\SteamLibrary\steamapps\common\Mount &amp; Blade II Bannerlord\Modules\ModLib\bin\Win64_Shipping_Client\ModLib.Definitions.dll</MODLIB_DEFINITIONS_PATH>

<!-- Output to Modules Folder -->
<OUT_PATH>$(MOUNT_AND_BLADE_DIR)Modules\zzBannerlordTweaks\bin\Win64_Shipping_Client\</OUT_PATH>
</PropertyGroup>
</Project>
5 changes: 2 additions & 3 deletions DismembermentMissionBehaviour.cs
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Expand Up @@ -15,8 +15,7 @@ public override void OnRegisterBlow(Agent attacker, Agent victim, GameEntity rea
if (attacker == null || victim == null) return;
if (attacker == victim) return;

bool isPlayerAttacker;
if (IsValidAttacker(attacker, out isPlayerAttacker) && IsValidVictim(victim))
if (IsValidAttacker(attacker, out bool isPlayerAttacker) && IsValidVictim(victim))
{
var attackDir = attacker.AttackDirection;
//Wanted to do arms as well, but currently not possible. Will have to wait until we can add custom meshes and skeletons
Expand Down Expand Up @@ -116,7 +115,7 @@ private bool IsValidAttacker(Agent attacker, out bool isPlayerAttacker)
return true;
}
//if (Settings.Instance.AICanDecapitate)
return true;
return true;
//return false;
}

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5 changes: 0 additions & 5 deletions Patches/HideoutMissionControllerPatches.cs
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@@ -1,14 +1,9 @@
using HarmonyLib;
using SandBox;
using SandBox.Source.Missions;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using TaleWorlds.Core;
using TaleWorlds.MountAndBlade;

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4 changes: 3 additions & 1 deletion Patches/SmeltingVMPatches.cs
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Expand Up @@ -20,7 +20,9 @@ private static void Postfix(SmeltingVM __instance, ItemRoster ____playerItemRost
// This appears to be how the game works out if an item is locked
// From TaleWorlds.CampaignSystem.ViewModelCollection.SPInventoryVM.InitializeInventory()
IEnumerable<EquipmentElement> locks = Campaign.Current.GetCampaignBehavior<TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.IInventoryLockTracker>().GetLocks();
EquipmentElement[] locked_items = locks?.ToArray<EquipmentElement>();
// Updated line 24 to Line 25 which seems to be the updated way game works out item locks in v1.4.3 InitializeInventory()
// EquipmentElement[] locked_items = locks?.ToArray<EquipmentElement>();
EquipmentElement[] locked_items = (locks != null) ? locks.ToArray<EquipmentElement>() : null;

bool isLocked(EquipmentElement test_item)
{
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1 change: 0 additions & 1 deletion Properties/AssemblyInfo.cs
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@@ -1,5 +1,4 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
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1 change: 0 additions & 1 deletion SubModule.cs
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@@ -1,6 +1,5 @@
using HarmonyLib;
using ModLib;
using SandBox;
using System;
using System.Collections.Generic;
using System.Linq;
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7 changes: 1 addition & 6 deletions TweakedCharacterDevelopmentModel.cs
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@@ -1,9 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;

namespace BannerlordTweaks
{
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3 changes: 2 additions & 1 deletion TweakedCombatXpModel.cs
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Expand Up @@ -7,7 +7,8 @@ namespace BannerlordTweaks
{
public class TweakedCombatXpModel : DefaultCombatXpModel
{
public override void GetXpFromHit(CharacterObject attackerTroop, CharacterObject attackedTroop, int damage, bool isFatal, MissionTypeEnum missionType, out int xpAmount)
// They added PartyBase in v1.4.3. Updated method to address build error.
public override void GetXpFromHit(CharacterObject attackerTroop, CharacterObject attackedTroop, PartyBase party, int damage, bool isFatal, MissionTypeEnum missionType, out int xpAmount)
{
if (attackerTroop == null || attackedTroop == null)
{
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4 changes: 2 additions & 2 deletions TweakedPregnancyModel.cs
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@@ -1,6 +1,6 @@
using System;
using Helpers;
using System;
using System.Linq;
using Helpers;
using TaleWorlds.CampaignSystem;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;

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1 change: 0 additions & 1 deletion TweakedSettlementMilitiaModel.cs
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@@ -1,7 +1,6 @@
using TaleWorlds.CampaignSystem;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;
using TaleWorlds.Localization;
using System.Linq;
using System.Windows.Forms;
using System;
using ModLib;
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